#world-development

39 messages · Page 78 of 1

tacit yarrow
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Hi im about to attempt making my first world and intend on giving some of my old avatar creations for free in that world, before i start, do i need the world to match the sdk of the avatars? (2.0 vs 3.0)

lyric acorn
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Nope you can use either 2.0 or 3.0 world sdk

tacit yarrow
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I have no idea how to add the avatars yet but, i could let's say add a 2.0 avatar or a 3.0 avatar to the 2.0 world?

desert python
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it does not matter. however its recommended to use sdk3 now but sdk2 is for very simple design world

tacit yarrow
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cool thanks guys

frozen vessel
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Any 1 know how to make audio visualizer

desert python
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you do audiosource.getspectrumdata and use fftwindow and just mess with values on transform objects

bold ibex
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ok simple question, if i want to sync a button bress via some UI with the whole world how would i do this

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wait thats udon let me change channel

timber frost
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Help would be appreciated!
I removed all SDKs from the registry and started a new project after then I downloaded the SDK3 again and it still doesn't show up

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I am new to making worlds and stuff

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the control panel is missing

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if wondering

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world used to be made in SDK2

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I deleted all of the SDK2 files though

copper ice
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anyone know how to get a working camera wall in vrcsdk2 for a world? I want to be able to put a camera in one place and have it display on a wall near the camera

inner kernel
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Has anyone seen this before?

near escarp
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A few times over the years yeah

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Afaik you don't really have a choice

inner kernel
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Has it managed to hash itself out for you when you reimport?

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I didn't get any sort of progress bar when I hit reimport. It just disappeared, and tells me that it is already open when I try to reopen it

spark portal
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I'm working on my first world with a friend of mine (he's doing all the modeling but I'm doing research and design with him). And I just had a few questions mainly about making the world quest compatible.

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If I read it correctly the documentation said you could upload a PC and a quest version of the same world and have crossplay between them. Something about having the same upload id.

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How would one go about doing that and is there anything I need to be careful of in the pc world that might cause the quest world to break such as the video players that the documentation mentioned.

desert python
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@spark portal well 1, where you got that info from isnt technically valid anymore. and basically all you have to watch out for is if your hierarchies for both worlds are the same. think of it as 2 different world that have to be the same

spark portal
desert python
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shaders, make sure they compile correctly. be optimized in the brain. and that should be it

spark portal
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So included shaders for the quest version but can I use others for PC?

desert python
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yea, mot shaders should compile ok

spark portal
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Okay

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Anything else to watch for?

idle jolt
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Would anyone by chance have an animation of a dead astronaut floating in space?

spark portal
gilded valley
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anyone know how to add a join sound to your world ?

red urchin
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ok am i going crazy here, i'm trying to get a prefab for a brightness slider or something to control brightness in my world, if i could control exposure from the post processing that would be nice. I've searched the discord and everyone says the vrcprefabs list that fionna has pinned has a slider prefab in there but i absolutely do not see it

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@gilded valley i just looked though the thing i mentioned in my message above (pinned in this channel that fionna posted a link to a list of prefabs) there is a prefab in there called "Player Chimes" that should be what you're looking for

dusk sapphire
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you make an animation that animates the weight property of the post processing profile, and control that animation from the slider.

red urchin
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how do slider part?

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like how does that get brought into the physical world?

dusk sapphire
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its just a ui slider

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unless you wanted one of those physical grab sliders?

red urchin
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either would work but uh

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this ui slider i've had really bad experience with this ui stuff in the past

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namely that the size of these things are like 100 times larger than my world and i cant scale them without losing the ui element

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like why is it so big omg lol

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yeah i cant even figure out how to make it go where i want it this is the same problem i had last time

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udon genuinely makes me feel 1 iq

dusk sapphire
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change the render mode on the canvas to world space, then adjust the scale in the transform accordingly

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and add a vrc_uishape component

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I believe jetdog has ui prefabs for both sdk2 and 3

red urchin
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you said i had to make an animation to animate the post processing?

dusk sapphire
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post processing isnt white listed in udon yet so you need to do it via an animation that changes the value of the weight

red urchin
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god i am

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lost

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XD

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i cant edit the animation i think it needs to be a part of something to create it

dusk sapphire
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you animate via the object the post process volume is on

red urchin
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i see what you mean with it only controlling the weight

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crap my world is not thought out with this in mind

dusk sapphire
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just keep what ever post process property you want to adjust on its own volume

red urchin
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this is gonna be a bit

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this animation, does it need to be like 0:00 and 0:01 frames like avatar stuff?

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or anything specific

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also how does the slider come into this?

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not sure how to throw the animation into it

dusk sapphire
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are you on sdk2 or 3

red urchin
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3

dusk sapphire
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use an udon behaviour to call rebind and update on the animator

red urchin
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uh

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english?

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im sorry ;-;

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i know im horrible lol

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where does this udon behaviour go, on the slider or the post process object?

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and also what does rebind mean

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nevermind this is too much of a damn headache

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thanks for the help

dusk sapphire
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probably easier if you ask in #udon-general, I havent gotten around to using this for sdk3

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looks like update is not exposed in udon

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so I'm guessing you just make a blend tree in the animator and use udon to update the float parameter from 0 to 1, to blend an animation of weight 0 and weight 1

red urchin
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i feel like this sort of thing should be like a prefab we can just plug and play

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i just want to throw a prefab for this in my world, plug in my lights/post processing and have it just work lol

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i miss making worlds and maps in halo, if i wanted a teleporter i just put one ;-;

dusk sapphire
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using UdonSharp;
using UnityEngine;
using UnityEngine.UI; 
using VRC.SDKBase;
using VRC.Udon;

public class PostProcessSlider : UdonSharpBehaviour
{
    public Animator animator;
    public Slider slider;

    public void _UpdatePostProcess() {
        animator.SetFloat("weight", slider.value);
    }
}
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Animation from 0 weight to 100 weight on frames 0 and 100 respectively, Disable loop time, make a float parameter weight and set it as normalized time for the animation https://nyanpa.su/i/fJmm1plD.png

dusk sapphire
crimson condor
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Idk to ask this question in the world or avatar tab but my question is very simple I think. How do I attach a animation to a 3D model in my world and when I start up the world it performs that animation in a loop. Example is like a idle animation where the model is swaying back and forth

quasi rampart
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hi, everyone. i'm working on a world, unity runs fine until i click into the VRCsdk window, then unity freezes up almost completely. anyone encountered this problem/knows how to fix it? O:

dusk sapphire
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do you have a significant amount of objects in your scene? the vrcsdk scans the scene and if you have a large amount of objects that can happen, just have to give it a bit to finish

gilded valley
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@red urchin thanks for the help friend !

gilded valley
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hey @loud saffron how do you make curves like the top part of your window in blender ? lol

lime bronze
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the builder doesnt show up anymore?

dusk sapphire
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check your console for errors

gilded valley
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you attempted to change your sdk and it is very weird about that you may have to remake your project

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well from my experiance

proven glade
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how would one upload a world to quest

desert python
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switch your unity build to android and then reupload the world

proven glade
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What are the requirements for it?

desert python
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what do you mean? are you asking if you need to download the android module?

proven glade
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No I mean like requirements for the world on quest

desert python
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just be optimized. dont use uncompilible shaders. just follow the same general idea for pc worlds basically

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oh, has to be below 50mb

proven glade
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Ah okay

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Should be good then?

desert python
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technically

proven glade
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I don't think I have any shaders in the world so yeah

mystic leaf
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How can i make a colorpicker UI element?

olive glade
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relevant to this issue, im trying to publish my world update to pc, and the SDK is telling me that my pc build needs to be below 50mb??

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is this a new thing or is my sdk busted?

maiden bough
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Hey there I am trying to figure out how to replicate a full screen effect for Vrc cameras like how is it used over here : https://www.vrchat.net/home/launch?worldId=wrld_100a0fb3-1e66-4cd8-b0cb-47353f10de88 (the red beam ) or in some various MMD worlds

アバターの三面図が簡単に取れるワールド。フルトラ調整などにどうぞ。This world lets you take a picture of your avatar from multiple angles․ Feel free to use it when adjusting your avatar for full body tracking‚ for example․

random owl
olive glade
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alright, i'll try that

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it already says standalonewindows64 whichhh is just weird and annoying

random owl
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There's build target and build target group

olive glade
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well yeah

random owl
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standalonewindows64 is a build target and build target group would be standalone, Unity is just dumb and doesn't realize something is wrong when one is set to something it's not supposed to be

olive glade
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why would it randomly change though?

random owl
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I wish I knew lol

olive glade
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🤷

random owl
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Just clicking the things in unity build settings is enough to change the group

olive glade
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i don’t touch the build window at all in unity, i keep two totally separate projects for my quest/pc versions

random owl
random owl
olive glade
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fair enough lol

mystic leaf
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How can i make a colorpicker UI element??

red urchin
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I cant play or upload world after updating the SDK, the only error i've been given is this cinemachine error but i'm not using that in my scene anywhere and dont need it

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ideas?

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maybe i should try re-importing it again?

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it is the latest version from the website btw

random owl
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Either just restart unity or make sure you have cinemachine imported in the package manager

red urchin
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oh looks like restarting fixed that, it took a long time to restart i got scared that everything just broke again lol

silent night
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Does anybody know with Unity, where colliders are interacting incorrectly with player hitboxes, how to get it so that it doesn't aggressively bump into mesh colliders? I have doorways that avatars SHOULD be able to walk through, but it acts like there's a wall there.

errant beacon
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make sure that there's at least 2 meters of clearance under the door? The player collider is always 1 meter wide and 2 meters tall, regardless of avatar height

silent night
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Hmm.

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Okay.

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It's weird because I keep having to shrink some things down to make stuff seem "normal" sized, but if I go any smaller, the boxes start colliding.

unkempt mauve
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Has anyone seen an error like this before and know how to fix it?

unkempt mauve
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Thanks! 👍

errant beacon
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yw!

unkempt mauve
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So, how do I fix the issue though? 😆 🤔

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I see 81 ⚠️

random owl
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Did you read the whole guide?

unkempt mauve
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I just scanned through it

random owl
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Kind of sounds like part of your problem 😛

unkempt mauve
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I guess it really depends the main issue. 🤷‍♂️

random owl
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No errors in the console?

errant beacon
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would recommend posting a screenshot of any errors/warnings in your console yus o:

unkempt mauve
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🛑 EndLayoutGroup: BeginLayoutGroup must be called first. UnityEngine.GUILayout:EndVertical() VRCSDK2.Editor.VRCSdkControlPanelWorldBuilder2:OnGUIScene() (at Assets/VRCSDK/SDK2/Editor/VRCSdkControlPanelWorldBuilder2.cs:173) VRC.SDKBase.Editor.VRCSdkControlPanelWorldBuilder:ShowBuilder() (at Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanelWorldBuilder.cs:127) VRCSdkControlPanel:ShowBuilders() (at Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanelBuilder.cs:323) VRCSdkControlPanel:OnGUI() (at Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanel.cs:200) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

random owl
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Hmm that shouldn't cause a build to fail

unkempt mauve
random owl
unkempt mauve
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lemme try that and ill get back to you after

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This is a really neat tool! I don't know why I haven't used it before. 😆

random owl
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Thank you

unkempt mauve
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Your welcome!

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so, I went though the messages in the World Debugger and I'm still getting the same error message from before. idk what's going on. 🤷‍♂️

random owl
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I can't say much else otherwise except if you clear the console once and show me all that gets outputted into it after pressing the build button once

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You can also send me the latest build report from _BuildReports folder in your assets

unkempt mauve
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ok 👍

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Is that the one your looking for?

random owl
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Yeah

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Sadly not seeing much wrong there

unkempt mauve
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ive never had this issue before

random owl
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This just looks like the build is going normally as it should

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It even says the build succeeded

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Though I wonder if the + or () in the folder path would cause vrcsdk to fail at finding the file

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That's really the only guess I got from looking at this

unkempt mauve
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where would I find that?

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are you talking about the name of the world?

random owl
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Project/Scene name

unkempt mauve
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I don't have any characters like such in the name. 🤷‍♂️

random owl
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Accounting+ Fire Tree World (Level 9)?

unkempt mauve
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oh. Nevermind. 🤦‍♂️ 😆

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ignore what I said. 😆

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am I able to change the name

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Do you think it would work if I were to change the name?

random owl
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Possibly it's the only guess I can really make from that build report as everything else seems to be fine so the problem should be that the sdk can't find the file

unkempt mauve
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I don't know why not? 🤷‍♂️

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I was able to test the world in vr chat just fine without any issues.

random owl
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So you can test but publish gives the could not find scene error?

unkempt mauve
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yes

random owl
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That's very bizarre then

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Would need to look into a bit more deeper then but I sadly can't at the moment

unkempt mauve
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no worries. send me a message when your able to.

random owl
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Would most likely be tomorrow but if it's still a problem when I message you sure

unkempt mauve
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ok. sounds good

red urchin
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I had that pop up on me once before but building and testing it fixed the problem for me

thick gale
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So question.tryin update my world...i have no errors everything is fine.but then hear the bell noise in build-test .n still old world i jump into.even tryed um taking the pipleline off n re attatching

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everything is baked all the occolition thingies are good...

kind leaf
# thick gale So question.tryin update my world...i have no errors everything is fine.but then...

Make sure you are checking your logs. https://docs.vrchat.com/docs/debugging-udon-projects and the VRWorldToolkit debugger is useful. https://github.com/oneVR/VRWorldToolkit/releases

GitHub

Unity Editor extension for making VRChat worlds. Contribute to oneVR/VRWorldToolkit development by creating an account on GitHub.

untold pewter
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how do you make an audio source be non directional, but also not fill the entire world? I can only seem to get it to be one or the other

desert python
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set it to 2d and make sure the bubble is solid and not “faded”

untold pewter
desert python
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volume rolloff

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and spread i believe

untold pewter
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they dont seem to change it in any way

desert python
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well you have it set to custom

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and its not solid

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wish i could give you an example of what i mean sorry

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but the rolloff has to be as “firm” as possible for youre adking to do

untold pewter
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tried setting the min and max as close as possible, doesnt matter what i do, if its in 2d, it just fills the whole world and ignores every radius ive set

desert python
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hmm... what if the bubble is ridiculously small? same result?

untold pewter
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ill have to check after work, ran out of time >.<

desert python
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alright cool. very odd tho if the audio is escaping the bubble

untold pewter
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In 3d its fine, but I don't want the audio louder in one ear or the other depending on which way your facing

desert python
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true. try like 0.9 from 3d or 2d. see if that does any better

dusk sapphire
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if you want 2d audio with a limited range you set up a spatial blend curve such that its 2d, and turns to 3d at its max range

untold pewter
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Ohh, that makes sense

idle jolt
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I have a model that I downloaded, but when I exported it into blender as an .obj the model lost all of it’s materials and I can’t figure out why. I have all the textures. Does anyone want to help me?..

desert python
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obj needs the .mtl with it as well

idle jolt
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I do have the .mtl, but it’s separate. How do I import that?

desert python
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i can’t remember, its been so long sorry

thick gale
upper pendant
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Hi, anyone can recommend good video player for 2.0 ?

desert python
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@upper pendant hangout videoplayer

upper pendant
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Thanks

graceful bane
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Hello! Question; How do I make worlds public? They show as unlisted. Do I need to check "Publish to Community Labs" tab on the Unity upload screen? Only users with a certain rank can do it? I have published several avatars without any issues, so I figured being a New User was the requisite (New User with 100+ hours XD)

upper pendant
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Yeah you need to publish to community labs first. You can only do that once a week

errant beacon
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You need to be User rank to upload public worlds (i.e to the Labs), as well

graceful bane
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Says "Not enough Trust to publish to community labs"

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I see

upper pendant
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Yeah

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Keep on playing and you will get there in no time

graceful bane
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Is there a workaround? Like paying for Vrchat Plus? I enjoy the game, but I do 3D modelling and people ask me for worlds and Avatars.

errant beacon
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VRChat+ isn't a guaranteed rank up, it only boosts your trust score a bit

graceful bane
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Getting to New User didn't have very clear requisites either

errant beacon
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It's enough to get you out of Visitor, but has rapidly diminishing returns
the trust system is deliberately obscure to prevent people from gaining the system, afaik

upper pendant
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VRChat+ helps, but you should play the game a lot, make friends and upload content that you can. Also people using your avatars boost you up I think

graceful bane
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no idea how to get to the next rank on a timely fashion if I already uploaded content, added friends, and played for 114 hours.

errant beacon
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generally, just keep doing that o:

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you don't get a one-time boost for uploading content, you get a boost every time you upload content and etc - afaik the same should be true for all other sources of trust

upper pendant
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Aroun 140-160 you will get to user I think

errant beacon
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There's definitely no time requirements in the trust system though, note o:

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some people have gotten New User in 2 hours, some took way longer

upper pendant
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Yeah but if he's not a User aroun 150 hours being this active I'd be surprised

graceful bane
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I think I got it around 30 hours

errant beacon
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ah fair

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would probably recommend just making content, adding people (not spam-adding though, which won't help) and playing the game longer like Fuujin said

graceful bane
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unlisted worlds or avatars or both?

errant beacon
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afaik it shouldn't matter? Having people use your avatars might help though

upper pendant
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Yeah man just enjoy the game

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I used to speedrun through the ranks aswell so I feel you lol

graceful bane
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Love the game, Just don't know how to work towards it given I have been asked for worlds for events that are fairly close.

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if I need popular avatars I'll make some

errant beacon
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You can make invites and drop portals to private worlds iirc, people just can't search for it in the worlds browser

upper pendant
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Maybe have someone upload it on their account then ?

errant beacon
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they can also join off of you if you're in an instance that they could otherwise join off of (i.e Friends+, Friends, etc)

graceful bane
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I know, tested the unlisted world that way. But it would be a bit unprofessional on my behalf to ask a client to go along with that limitation

upper pendant
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I mean if you really want to be a user asap... You r gonna have to pull an allnighter I guess

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Get those energy drinks ready

toxic tendon
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does anyone know why i can see the bloom ingame but not in unity?

olive glade
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do you have post processing enabled in the viewport?

toxic tendon
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yes

olive glade
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oh hum

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i'd say if you dont, check out the world toolkit plugin and see if there's something wrong with the setup

olive glade
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honestly probably one of if not the most useful world building tools for vrc

errant beacon
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^

random owl
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Might be the case of where the scene view is using a different camera than the one as a reference camera which my toolkit doesn't have detection for rn

bold ibex
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How easy is ue4 to unity conversion?

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I have a bunch of assets i made for ue4, over the course of years

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I want to use them for vrc

near escarp
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There's specific tools for them, but we don't really keep track of that kind of ressource

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This might help though

near escarp
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What do you need help with ?

graceful bane
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@upper pendant You bet! I just hope the barrier is not playing a couple more hundred hours, I'm screwed if that's the case. But I'll give it a few more long sessions

upper pendant
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I don't think it will be that long friend

red urchin
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oki so i'm trying to do a thing i've seen in a world with mirror quality toggles but i cant figure out how it works on my own and i've looked for tutorials but they all require using multiple buttons to toggle between mirrors

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I however want to use the same button that when clicking it, will cycle through different quality options. I've seen it in a few worlds before so i know its possible, i'm just not sure how to implement it with the graph

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I know i need to have 2 mirrors with different qualities. The button should be able to go from "no mirror" > "low quality mirror" > "high quality mirror" > "no mirror" and loop

unkempt mauve
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How do I use the in game world bebugger?

near escarp
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Shift + ` + 7/8

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Also need --enable-debug-gui in your launch parameters on steam

languid salmon
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how does the spatial audio work? no matter how far i turn up the gain, the audio stays extremely quiet

near escarp
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How loud is the audio track ?

unkempt mauve
near escarp
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In that case you must create a shortcut to the VRChat executable and add that parameter in the properties. After launching Oculus Home, launch this shortcut by clicking its icon. The Oculus launcher does not support launch options natively.

languid salmon
# near escarp How loud is the audio track ?

All audio i use have the issue. If i just have a normal audio source without the spatial, its quite loud. And can be heard over everything. As soon as i add the spatial. Even at 80 gain, it becomes super quiet

near escarp
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If it's too loud then it'll be lowered by the compressor

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Did you set the correct settings in the spatialize component ?

languid salmon
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The only thing i changed in the spatial component was the range, which i set the red sphere to be where i want the audio to be heard, and the gain

near escarp
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Did you enable "Use audio source curve" ?

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Did you check your actual world volume settings and vrchat volume ?

languid salmon
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If its not on by default, the no

languid salmon
near escarp
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Then your audio source is probably too loud

languid salmon
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Strange, ive tried multipe sfx from multiple asset packs. So how do fix that, pull the sfxs through like audacity,

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Or can i just lower the volume on the original audio source?

near escarp
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I'm not aware of a way through Unity so yeah it'd have to be audacity

near escarp
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yep, add a space after the vrchat.exe"

unkempt mauve
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gotcha! Do I do anything after, or is that it?

near escarp
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That's all you need

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Actually you also need to enabled it in your world settings on the website

unkempt mauve
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where exactly on the website? 🤔

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I found it!

red urchin
lyric acorn
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I really need to go through those new pens. I though it was just like a synched animation but it's much more complex than that. had an idea but I think it may now be beyond me

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good learning tool to take it apart though

coral magnet
#

The starter project is on the itch.io page, but here's a repository I created:
https://github.com/daalta-org/VRChat-Sketchbook-Jam
It contains some additional packages like CyanEmu, UdonSharp and a .gitignore. Hope this is useful for someone!
Fork it so we can see everyone's progress 😄

GitHub

Template for VRChat's first official world jam with some extra packages. Fork it and get started! - daalta-org/VRChat-Sketchbook-Jam

lyric acorn
#

I wanted to see if I could enable the mesh collider element to LineRenderers, I think it was added in 2018. Was going to widen the rendering and draw your own way up a climbing map. but not sure of this synching stuff

bold ibex
#

Hi, if I want to ask a question to the organizers of TLX, anyone knows who I could contact?

near escarp
bold ibex
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i can DM

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hm seems like i cant

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I wanted to ask about the shadermotion stream, and whether it could be released publicly perhaps

near escarp
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That's always been public

bold ibex
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Oh I meant the actual stream from the event

near escarp
#

Ah, the event will be rebroadcasted to other instances live tomorrow during the event, and then he's going to cut each segment and upload it on the tlx youtube channel and website archive shortly after

bold ibex
#

ah i thought it was also streamed live on youtube

near escarp
#

I believe it will also be yeah

bold ibex
#

but my understanding is that the public youtube stream doesnt include the shadermotion part

#

and my question was whether that part could be made public too

near escarp
#

Correct, the stream is just going to be the main instance

#

but the shadermotion data won't be streamed no

#

I assumed you wanted to maybe host it in your own world ?

bold ibex
#

The reason is that I'm a researcher exploring the intersection between AI and VR, and have been using Lox's tool for research on uses of mocap data

#

and events like this are great opportunities to help this research

#

if mocap data can be made public

near escarp
#

For this orels would need to ask every participant for their permission afaik

bold ibex
#

I imagine:P

near escarp
#

Which i doubt he wants to do now, but i'll ask him if he wants to do that afterward

bold ibex
#

I would very much appreciate that

#

and I definitely understand he'd have too much on his plat to do it atm

near escarp
bold ibex
#

ok, will do. Thanks for the help!

gilded shuttle
#

how do you add udon audio link to your world?

misty wave
#

Does anyone know why a bloom effect on the Post Processing stack would be causing like, a blindingly bright reflection on certain surfaces?

#

I have a model of a sign I downloaded, for example

#

And it just glimmers painfully bright

lusty charm
#

So I've updated my older world that worked just fine - all I did was add a few avatars to it. Now I get "Triggers was not initalized in time!" error on EVERY SINGLE Trigger. Just to make sure, I switched to the latest SDK2 and am still getting this message.

#

Anyone know WTF is going on and how to fix it?

dusk sapphire
#

you can ignore those errors

languid salmon
near escarp
#

Interesting, was it set to default up until now ?

languid salmon
#

near was set to 0, i increased the range, when im in the near range it sounds good now, when i move out of the near, it starts to fall off in volume drasticly, but thats fine

rapid basin
#

Idk Where else to ask but i build myself a simple world in blender only problem beeing is that i can somehow look inside the walls in unity and dont basically see the other side of the wall does anyone know how to fix that ?

#

in blender it looks fine

dusk sapphire
#

looks like you have the normals on the walls inverted

rapid basin
#

Sorry 😅 what does that mean

#

and is that easy to fix ?

dusk sapphire
#

surfaces of models are 1 sided, and you have them facing the wrong way. blender is rendering them as double sided but in unity it will be single sided unless you have a shader that has backface culling disabled

#

I havent touched blender in a while you'll probably have better luck asking in #3d-modeling

junior cloak
#

yoyo, quick question.
I have a pick-up item right now and i'd like to make it not snap into the hand when I pick it up like it does right now (ranged pick-up kind of thing)
Which setting should I change ?

tropic ferry
#

wooo ! blender vr scene inspection is really cool 🙂 just discovered it

gaunt edge
#

im looking for a good website to get assets because most of the assets on the unity store arent too good

#

any ideas?

lyric acorn
#

so I have a raycast canvas. works fine. however if I rotate it Y90-94 (or negative 90-94) it raycasts but no longer does collission. it works at 89 degrees and 95 degree rotation. it's just that block of angles.

leaden hazel
#

Who here is thinking of going to the world building conference later? :)

valid quarry
#

is there a world that has rimuru tempest that is quest compatible

junior cloak
valid quarry
#

it doesnt have life support

junior cloak
#

nani

valid quarry
#

yes

forest elm
#

hello

#

the game world how to anti cheat?

errant beacon
#

depends on what you mean o:

kind leaf
#

If your current sdk is after 2020.3.2 then just dran n drop the new sdk into your open project. Always backup before an update.

#

What are you trying to update?

#

Make the changes and click build and publish

#

@lyric acorn its a depth issue with the camera. Change near clipping to .001.

#

@bold ibex change build to android in the sdk. Make sure to check vrchat site for quest restrictions

#

In the sdk control panel under build is a button to switch to android. Press it.

errant beacon
kind leaf
#

Thats it.

#

Yep, might want to check vrc docs. Mine worked out of the box but I also used unity for android before I came here.

#

Hope that helps

#

Click that material and at the top where it says shader click that and a drop down menu will pop with various other shaders

#

For what is supported i have no idea. I don't play with Facebook toys

errant beacon
#

At the vv top of the inspector, which is the right-most tab in Unity by default c:

kind leaf
#

I don't even know what vv is but its the top of the inspector. Dont take this the wrong way but there are really talented beginner friendly tutorials on YouTube which is ideal for someone that needs to see something in action.

errant beacon
#

very very, internet shorthand lol
It's at the top of the inspector with a material selected, though

#

top of the inspector, here

kind leaf
#

https://youtu.be/u_GVwd5KiS8 dude covers it all real well

Welcome to a new episode on how to make VRChat Worlds, the tutorial series for my beloved Patrons on https://www.patreon.com/surudoiryu.

Tutorial part 3 - VRChat make Quest World:
In this part we will be converting our existing world to a Oculus Quest compatible world! There are a few things to remember when you make a VRChat World, specially w...

▶ Play video
errant beacon
#

the squares are textures, the spheres are materials

#

watch the tutorial and follow what they're doing? o:

kind leaf
#

The shader you want is vrchat mobile. It will be in the list

#

Skybox can stay.

#

Yes

#

You are to only change the standard materials

#

To something else in the vrchat mobile category

idle jolt
#

I have a trigger for an asset that is hidden. I want to trigger to make the asset active and for it to play an animation. Which basic event do I use?

kind leaf
#

Mirror prefabs under sdk2 u might want to look at

#

i mean import the VRC Starter Kit ver.2.02 for your mirror. Then you can look at how the toggle works for having the mirror off. Bit easier than asking for step by step instructions and saves you a lot of time 🙂

median junco
#

is midi broken?

#

when i press a key it plays twice ingame sometimes

#

found a single midi world that works

#

nvm its not detecting 50% of the key presses

junior cloak
idle jolt
#

I tried to create a toggle in my world for a object that has an animation attached to it but when I went to try it out it didn’t work?
SDK 2, SetGameObjectActive
The object itself didn’t have a mesh render, but I doubt that was the issue

loud saffron
#

Is there a way to launch a web page in the user's browser? I know the functionality for launching one inside of VRChat is disabled now...

errant beacon
#

Not that I'm aware of, VKet had a special method of doing it that was exclusive to VKet iirc

#

could go with a QR code or something though?

mild spade
idle jolt
#

I went back and made sure it had proper mesh renders and made sure it says local. Hopefully it was just something that slipped through

mild spade
#

using Animator or Animation components? because animation components dont work on vrchat

idle jolt
#

What’s the difference?

#

Are you talking about the controller that is made when you put an animation on an asset or no?

mild spade
#

yes, those controllers are used on animators. So you are using animators then? are you making sure the trigger actually works? Is your problem that the animation doesnt play? or that the gameobject doesnt toggle?

idle jolt
#

It doesn’t toggle. When the trigger is pressed it didn’t show up in game.

#

The trigger is set to setgameobjectactive...

bold ibex
#

Okay, I have a world that, in blender has like 85k tris and 50k verts, but when I run the world in Unity, the stats say 140k tris and 1.2 million verts

mild spade
#

ohh, can you post pic? DrFluff

bold ibex
#

And it's for sure the models that should be 85k tris and 50k verts causing that.

idle jolt
#

I’m in the middle of switching build targets, so unfortunately not at the moment.
Been about 15 or so minutes. Hopefully it finishes soon.

#

In unity whenever the object is active it runs the animation perfectly.
In game the object never even shows up

mild spade
#

you know you can test the world in unity by using CyanLaser´s CyanEmu and see what is going on without having to upload world every time to test? It works for sdk2 triggers. When you can, post the picture of the trigger

idle jolt
#

I didn’t know...
Can you link me to the prefab document?

#

Never mind it’s in the Pins

idle jolt
mild spade
#

can you show all components in the object?

idle jolt
#

Well there’s the Event Handler which has nothing to it. The box collider is on and Is Trigger is checked. The mesh renderer and what not should all be good.

#

Shouldn’t be an issue with the box collider as the other panels work perfectly fine for teleporting players

mild spade
#

if you test it in vr, maybe there is a trigger collider overlapping the trigger. Or are you able to select it and see the outline and text "summon hydra"? in game or Cyan Emu?

idle jolt
#

I’ll test it here in a bit. I’ll share my results when I get them.

graceful bane
#

After some long play sessions I finally reached the User level and can publish worlds. I need to do so via the Community Labs. correct? I did so and in game it says "open to friends"

#

How long does it take for a world to become public? Do I need to do anything else or just wait?

idle jolt
#

Do I need to use a different basic event?

mild spade
#

did you see outline and text?

idle jolt
#

Yup. “Summon Hyena” and the outline was with the panel.

mild spade
#

try putting the gameobject on a button that works. it is strange that it is not working. you are trying to set it to false, right? I thought you were trying to toggle an object.

idle jolt
#

Yeah, toggle it on and off. On the screenshot I sent earlier at the bottom is says false. Should it be true or toggle instead?

mild spade
#

false means it will be turned off, or inactive. True means it will be turned on, or enabled. toggle makes it the opposite, so if it is enabled, it will disable it, then enable, then disable. You have ti put it to toggle if you want it to toggle between enabled and disable every time you press it.

idle jolt
#

Ah. So that’s the issue.

mild spade
#

yes, sorry was looking into other common issues like not having colliders or trigger colliders overlapping xD sorry

idle jolt
#

You’re completely fine.

#

I didn’t see it either, haha

#

All of the teleportplayer panels were set to false so I thought that didn’t matter

loud saffron
unkempt mauve
#

How do I change an item so it doesn't float on pickup

#

I want to make it so that it has some weight.

#

Is it something to do with Rigidbody?

mild spade
#

check "use Gravity" and uncheck "IsKinematic" and play around with the settings on the rigidbody

unkempt mauve
#

ok. thanks!

#

Also, when I try to publish my current world, I get this message.

#

Is there a fix? what does this mean?

errant beacon
#

like before, that error can have many causes o:

#

like 1 said it just might not be able to find the scene somehow?

unkempt mauve
#

Right.

#

it's preventing me from publishing the world.

median briar
#

Is there any way to see why someone might have reported one of my worlds?

desert python
#

should have a report notice, if it gets to a certain amount, i believe you get an email

median briar
#

got four, including the automatic one that happens on upload. I suppose I haven't hit the email threshold yet.

#

still... I wish I knew why... can't really fix something I don't know about 😛

#

oh hang on... I see a tag with a hammer

desert python
#

after 2 you should get a notice, they must be for different things

median briar
#

"environment-performance"

desert python
#

ah, thats a common 1

#

i have a few worlds with 60 and they have 5ish tags

median briar
#

I tried so hard... it's such a fine line to walk between beauty and frames

desert python
#

i bet its either a) a wrld spammer or b) someone thinking they are reporting someone but reported the world

median briar
#

yea, suppose I won't stress about it too much then

pallid jolt
median briar
pallid jolt
#

It would certainly explain why literally every single one of my worlds has exactly one report, even the ones that have never been public and can't be visited. But.. why... lol

dusk sapphire
#

yeah worlds start with 1 report

#

I'm fairly certain you only get an email if a mod checks your world out from the report and actually finds a problem with it

#

otherwise you can just ignore fallacious reports

thick gale
#

Ok so another question..

#

So ive added my 1st video player to my world n my 1st movie seems to work when I press play in the build .then I build n test n the screen is blank no movie....

dusk sapphire
#

are you just using the default unity video player component with an embedded video file?

#

you can't do that on sdk3

graceful yoke
#

I am having a problem with uploading a world

mossy harbor
#

I want to commission a giant collaborative keyboard and text editor. Where is the right place to post commission requests?

pallid jolt
mossy harbor
#

Tyvm!

junior cloak
#

Yoyo, i've noticed that If a pick-up is beyond a certain threshold (internal to VRChat) the object will automatically snap to your hand

Is there a way to disable that natively ? Sadge

near escarp
#

That's sadly a long standing bug with raycast KonCry

#

"If the edge of a collider is next to an interact, within the proximity distance, you can reach it from any distance going through that trigger collider first."

#

So try to build your pickup interaction with that in mind

median junco
#

is there any working midi world currently?

junior cloak
#

im unsure of the meaning of that Ruubick but i guess it mean no vrcTupCheers

bold ibex
#

Is there a way of adding bloom to a vrchat world? if so, how?

junior cloak
#

post processing

fathom pike
#

Would love to get help with my world: The Axe Pit.
The axes stick to the targets any way they hit. I only want them to stick when the axe head hits.

Any other feedback is welcome

hardy mural
#

i was wondering should i use blender than import to unity for word development or just use unity?

wraith rapids
unkempt mauve
#

how do I change a legacy animation component from being legacy? Is this possible?

#

The legacy Animation Clip "TreeGuyPopOut" cannot be used in the State "TreeGuyPopOut". Legacy AnimationClips are not allowed in Animator Controllers. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

thorn imp
#

Hey friends, I need a bit of help. So I've been building my first world and everything seems to be going well, everything works, and when I test build my world everything is great.

however, when I try to upload my world, I get to the naming screen and the 'upload' button does nothing. I click it, nothing happens. Unity gives me this error msg:

NullReferenceException: Object reference not set to an instance of an object
VRCSDK2.RuntimeWorldCreation.Start () (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:82)

I'm using the SDK3, but the error message mentions the SDK2. anyone know how to fix this?

near escarp
#

Did you at some point have the SDK2 imported in your project ?

drifting patrol
#

how can i insert image to Source Image? I cant drag the image there.

dusk sapphire
#

change the import settings of the image to sprite

drifting patrol
#

thank you

thorn imp
near escarp
#

Check that you don't have any scripting define for the SDK2

unkempt mauve
dusk sapphire
unkempt mauve
#

Is there a such thing as an Auto Fixer for errors in unity out there on the web?

errant beacon
#

not for general Unity errors though

unkempt mauve
#

its like I get these general errors and messages every now and then and I'm unsure how to fix them. 🤷‍♂️

near escarp
#

I don't think an autofixer for errors would do well

#

Since it most often requires deleting or reimporting specific files

unkempt mauve
#

True

#

What about creating a bot here in this server that simplifies whatever general errors and messages people get so it's easier to understand? Just a thought.

near escarp
#

People fuck up their project in new ways every day still after 3 years

#

So the bot would have to constantly keep up

unkempt mauve
near escarp
#

This isn't the toolkit btw ^

unkempt mauve
#

yea

unkempt mauve
near escarp
#

I don't think so, the only times people write their error verbose is when there is already someone helping them, otherwise they don't know why their upload doesn't work

#

it's hard enough to get a screenshot of the console

#

so relying on a bot is not something i'd ever trust lol

unkempt mauve
#

yea

leaden flume
#

Question if anyone knows, but My world that I'm making has a problem were all sounds Are muted or can't hear, not even the vrchat menu makes sound when I'm in the world. It work in play mode with cyan emu. But when I upload it all sounds go away. I've tried to detach and re add the vrc descriptor. I'm going to try to do some trouble shooting and see if there is any conflict with scripts but just wondering if anyone had a quick fix solution.

unkempt mauve
#

@near escarp Maybe you guys would better understand the errors yourself to report back to the person having the errors?

near escarp
#

Between 1's doc, 1's tool and the fact that we're constantly here to help, i think the bot would be making it more difficult for newbies

#

Not just for the technical aspect, but you really don't want a bot to help you when you're having an issue you don't understand

#

That's like getting an answering machine when calling a support hotline

near escarp
unkempt mauve
#

So do you guys work for VR Chat like VR Chat officials or something?

leaden flume
#

Well the sound works in unity but when uploaded to vrchat all sounds are gone even the menu sounds

errant beacon
frosty goblet
#

The foam and fog effect apply to player models, but not to the terrain like they used to

#

And I definitely haven't touched the water shader at all other than duplicating it and making a quest version (because android's shader config makes the foam break so I had to turn it off in a quest version of the water)

unkempt mauve
#

By disabling cache servers within the project, would that prevent users from collecting cache form worlds?

frosty goblet
#

It shouldn't. The point of cache servers is just to cache most of your assets and code so it takes less time to swap between android/pc building mode

errant beacon
frosty goblet
#

I wonder what I did then

#

It might be an issue with layers but Idk

#

just weird that it works for players still but not the terrain

#

Ima swap it to default and reup and I'll check it out later

unkempt mauve
frosty goblet
#

I don't think so. It's a VRC thing

errant beacon
#

afaik you can't prevent someone from caching your world, but optimizing your world as much as you can and bringing the filesize down always helps to reduce the amount of cache space your world takes up o:

unkempt mauve
#

I only ask because like if someone were to visit a world, then they could rip worlds and reuse other peoples work.

errant beacon
#

That's not done via caching though afaik

#

ripping'll always be a problem as long as you have to render the world/avatar locally

unkempt mauve
#

ok

green lagoon
#

and I haven't really heard about anybody complain about their world getting ripped so I think you'll be fine

unkempt mauve
#

👍

frosty goblet
#

this is true, never heard a complaint like that lol

errant beacon
#

It'd be vv hard for someone to try and pass off a ripped world lol, yus

green lagoon
#

yes and honestly you could probably just have a lot less effort re-uploading Unity asset pack demo scenes for the 11th time

unkempt mauve
#

yea

green lagoon
heady lintel
#

Can anyone help me? testing works fine but i can't upload the world the only error i get is trigger not initialized in time.

near escarp
#

That;s not an issue

#

Check out the rest of the console

heady lintel
#

its 3 times the red trigger thing and the rest is the white exclamation

errant beacon
#

would you mind posting a screenshot of the console? o:

heady lintel
unkempt mauve
errant beacon
# heady lintel

those errors are normal but what Unity version are you using? o:

heady lintel
#

2018.4.20f1

errant beacon
#

kk, was kinda thrown off by the font lol

unkempt mauve
errant beacon
heady lintel
#

okay

storm badger
#

Anyone know how to make sprite particles using the VRC/Mobile/Particles shader not look like squares? I've got a material using that shader with a texture with alpha transparency, but it's ignoring the alpha.

errant beacon
#

Try using the additive or multipy shaders? o:

storm badger
#

I'm using the Additive one.

#

I meant VRC/Mobile/Particles/Additive.

unkempt mauve
errant beacon
#

I mean for Machiel's build issues, those 'trigger not initialized in time' errors are normal afaik

heady lintel
#

it said multiple pipelines i clicked auto fix im trying it now

errant beacon
storm badger
#

yes

heady lintel
#

it seems to be working yayyy

errant beacon
#

assuming the texture's alpha source is set to input texture alpha, I'm not super sure what's causing that, sorry o:

unkempt mauve
#

@errant beacon Also I'm having a little issue with a mesh always falling through the ground even when I try to add any kind of collider to it when on play mode.

errant beacon
#

what type of collider are you using for the ground?

hazy pebble
#

To sync the music in the world, will adding an empty udon behavior script with continuous sync do the trick?

unkempt mauve
#

Mesh collider

errant beacon
#

Try checking the convex button - depending on what your project is, a box collider might work for the floors instead

hazy pebble
#

(note, audio streams will be toggled on and off by a script in the parent object - which is a button)

#

thats the script on the parent object

unkempt mauve
#

@errant beacon

#

This is from a game mind you

errant beacon
#

ah terrain
the convex option for mesh colliders has a limit of 255 tris so that might not be an option, what's the collider type you're using on the mesh that was falling through the ground? o:

#

If it was also a mesh collider, set that mesh' collider to Convex (or preferably don't use a mesh collider and instead approximate it's shape with a few box/capsule colliders, if possible)

unkempt mauve
#

the apple with the worm is whats falling through

errant beacon
#

If it's using a mesh collider, tick it's Convex checkbox

unkempt mauve
#

ok

mild spade
unkempt mauve
#

@errant beacon Still falling through. 🤷‍♂️

errant beacon
#

odd o:
Remove the apple's mesh collider and give it a box collider? mesh def might be overkill for it anyhow

unkempt mauve
#

I tried that aswell. same result

#

I had added dynamic bones to the worm, idk if that has anything to do with it? It still happened even before I added it.

errant beacon
#

odd o:
Could try going for a box collider for the ground, if the terrain is flat and is a large square, that's assuming that the boulders aren't a part of the terrain mesh though

#

afaik DBs shouldn't have anything to do with it

mild spade
#

Could it be a layer issue? Maybe have it on a layer that does not collide with the floor? A picture of the components used and the gameobject would help a lot (or maybe the object is inside the floor at the start and not risen a little above the ground) ?

hollow moon
#

👁️ I have a question for Unity-savvy folks, if anyone has time

errant beacon
#

which is? o:

hollow moon
#

So, (please excuse my potential rambles, words are hard)
Essentially I've got a door with opening and closing animations which are decided by a boolean parameter whooziewhatsit. I was wondering if it's possible to toggle that parameter's value using unity's built-in UI button script.

unkempt mauve
mild spade
#

pickup should be fine, but can you post picture of entire components used? including layer if possible

unkempt mauve
#

Of which child?

mild spade
#

where the pickup and collider is

unkempt mauve
fair sable
#

I am new to creating VRChat worlds. I have an object in my world that sits on another object. I added a Box Collider, VRC Object Sync and VRC Pickup to that object. The object it sits on has a Mesh Collider. The good news is I can pick up the object with the VRC Pickup. The bad news is that the item that can be picked up no longer sits on the other object but looks like it is sitting on the ground.

How do I make it so that the item that it is sitting in behaves like a solid?

#

Also the grail is on the Pickup layer. Does it need to be on a different layer?

fair sable
#

By the way I also tried using a Box Collider on the object that I want to act as a table.

#

Interesting if I turn off Use Gravity on the Rigidbody of my object it appears where I want it in the world. However as soon as I pick it up and drop it it floats forever off the world.

fair sable
#

OK I think I figured it out. First I use a box collider. If I do this then I need to make sure that the height of box for the collider is the same as the object it is surrounding (which makes sense since a collider would be calculating the areas that are being bumped into).

leaden flume
#

I dont think this is the problem but this is what most of my audio runs off of

#

but with that the problem is that all sounds I can't here when I upload the world to vrchat

#

including the player menu sound become muted as well.

mild spade
#

You have 2D audio but using spatial audio. try moving the slider to 3D (spatial blend)

lunar nimbus
#

Does anybody know where to get city skyboxes?

leaden flume
idle jolt
#

Player Mods isn’t working for me. I have Jumping set to four, but when I test it in game I can’t jump at all

mild spade
mild spade
idle jolt
fair sable
#

Another interesting thing in case it helps someone else out. The object I want sold has three sub-objects. If I create mesh colliders for each sub-object and adjust the height of those it works as I expect. This also makes sense.

idle jolt
#

It’s always a box that needs to be checked lol

leaden flume
#

I did not meant to reply to that comment

idle jolt
#

A friend of mine gave me a prefab for a helicopter, but I don’t know how to make it work. I want to replace the helicopter itself with a different asset. Could someone take a look at the prefab and help?

fossil dock
#

I'm having an issue with hangout player only work with instance owner and I used the public player prefab to. anyone now how to fix that issue I'm using SDK 2

pseudo trench
errant beacon
#

Those are normal SDK2 errors, and shouldn't harm anything

pseudo trench
#

i can't load into my world though

#

i published it as a private world on both pc and quest earlier and i can't load into the world at all

#

i play on quest

errant beacon
pseudo trench
#

okay

serene sable
#

Hey everyone, I wan't to add a card game into my 3.0 udon world however I've looked far and wide for tutorials/prefabs without success 😦

#

Can anyone point me in the right direction?

solemn jewel
#

Does VRChat support shaders made with Shadergraph?

hazy pebble
#

@serene sable Unless you find a prefab, I'd say go on the unity store (there should be card packs there). For the mechanics of the thing, I'd watch vowgan's video's (I think it's one of the recent ones that shows how to spawn objects from a pool).
And, try the #udon-general channel

misty wave
#

Does anyone know if Tsuna's video player is still available for download?? I can't find the package on their github or anything.

terse adder
#

i have literally no clue where to go from here to be honest. everything else works?

dusk sapphire
#

also check that you do not have any console errors

foggy anchor
#

im getting really mad, I finished the first version of my world and when I click upload, LITERALLY nothing happens.

#

does anything think we could get into a call so i could share my screen?

#

im getting mad i wanna upload this so i can just relax...

dusk sapphire
#

what I said earlier applies to you as well, also check and make sure error pause isnt enabled in console

foggy anchor
#

what?

#

nothings on in console

#

i need to get in a call with someone and show them

misty wave
#

I've experienced this in the past as well, and it's generally a sign that there's some component or code or something that caused the compile to "fail" in terms of what VRchat is accepting of, but Unity allows. It can compile in Unity but fail to work in VRChat. The toolkit is a good starting point. Download and import it to Unity and see what it says

#

Is my rec as well

foggy anchor
#

the what

misty wave
#

It's a Unity plugin with many tools to help in world creation, including tools to pick out common errors that could lead to problems that make your world fail. @dusk sapphire sent it above, but it's:
https://github.com/oneVR/VRWorldToolkit/releases

GitHub

Unity Editor extension for making VRChat worlds. Contribute to oneVR/VRWorldToolkit development by creating an account on GitHub.

foggy anchor
#

but I was able to test it just fine?

#

in the the test build it worked just fine

misty wave
#

Oh, I was misreading your problem as someone else's. It doesn't start the upload but the test build works? It might sound silly but have you tried just restarting Unity? I was just trying to test a world and it multiple times got stuck baking and now I restarted unity and it's working fine. Could be a PC memory issue or something

#

I apologise!

#

But also a good practice to install that and see to make sure there's not something unexpected happening anyways

foggy anchor
#

everythngworks fine

#

but when i get to the upload screen

#

i make thepicture

#

etc

dusk sapphire
#

the toolkit can still check for issues that could cause that, even if you can test and build

foggy anchor
#

i click upload

#

it doesnt react

#

the button presses

#

but nothing happens

#

i can just spam click it

#

also yea ive closed this project like 5 times

dusk sapphire
#

it checks for many, many things and it is far faster for you to grab it to check for common issues than have someone walk you through all possible causes

misty wave
#

That's so odd... are you using the latest SDK??

foggy anchor
#

im using 2.2

dusk sapphire
#

and once again, check if you have error pause enabled in the console

misty wave
#

That doesn't really sound like an issue with the world, moreso with the uploader or Unity itself or something though, I do see where Ryzeth is goming from

foggy anchor
#

not 3.0

#

i dont like 3.0

#

i like the all in one

#

my friend has been just fine

#

and im getting so mad

#

at this

#

i get no error messages or anything

dusk sapphire
#

screenshot your console

misty wave
#

I've never experienced that, that's a really odd issue for sure

foggy anchor
dusk sapphire
#

screenshot the top row of buttons

foggy anchor
dusk sapphire
#

can you click collapse, clear on play, then try to go into the upload screen again

foggy anchor
#

alright

#

1 sec

dusk sapphire
#

also make sure you didnt accidentally import the "VRCSDKWorld" prefab into your scene

foggy anchor
#

should i pub to community labs?

#

not sure

#

idrk what it is

#

its a meme world btw

#

with some really bad avatars

#

so it isnt very serious

#

im just asking if its worth putting it in labs but idk what it is

dusk sapphire
#

you publish to labs to get your world into labs, which is where worlds go to before being fully public, as sort of a probationary public category

#

you can only publish to labs once a week

foggy anchor
#

ima not do that rn

#

i can just directly publish it yea?

dusk sapphire
#

you can upload but it'll just be private

foggy anchor
#

oh

#

so i have to do lab

#

alright ill do it then

#

how long till it goes public

dusk sapphire
#

it goes to community labs immediately

foggy anchor
#

yeah but

#

you know

#

public public

dusk sapphire
#

and as to how long before it gets out and goes full public that depends on how well your world is received by people

foggy anchor
#

it works now?...

#

i didnt have the lab option prior

#

i guess my version was weirdly outdated in upload

#

or something

#

it just let me do a direct public upload

#

the labs option is new

#

and now it works

#

whatever that toolkit thing was worked ig

#

i had a pipeline error of osm sort

#

@dusk sapphire its possible for me to join my world and invite buddies yea?

dusk sapphire
#

yeah

foggy anchor
#

It uploaded

#

it said i successfully uploaded a private worldf

#

i thought labs made it a public 'probation' thing?? youi know where it goes under review and stuff

dusk sapphire
#

it did

#

I can see your map in labs

foggy anchor
#

😳

#

bro

#

dont go in there please

#

its a super satirical thing but I dont think youll get it

hazy pebble
#

Is it possible to set a portal to a creator's worlds at random?

errant pelican
#

Does anyone know if there is a way to delete a quest counterpart of a world if it's broken?

frozen glade
#

is there any tutorial how to make a world ai in vrchat? Like a simple model that just walks always towards you?

bold ibex
#

vrc supports 5.1/7.1 audio? i mean if i want to create cinema with surround audio

desert python
#

i think it supports as far as unity 2018 can

unreal kiln
#

quest users only can see on one eye, what was the fix for that again?

desert python
#

@unreal kiln less reflection probes and using the build settings panel to switch to android, not the sdk panel

unreal kiln
#

ah, okay ty ^^

coral magnet
#

Anyone working on a coooool drawing tool for the jam?

desert python
#

i already had a bunch of drawing stuff. but its all locked down until i do UNU stuff

#

make a thing to rotate drawings. make a wall that can capture avatar drawing stats. paint stamps. just the basics. but im not really going to enter

#

more just a fun little thing to mess around with that works on both sdk 2 and 3

coral magnet
#

But the drawing aspect is bascially the vanilla pens provided in the starter pack. Might add a line counter

desert python
#

i love watching that lol

#

is 1 of the drawing options “brush” lmao

coral magnet
#

Yep, it's a multiple choice thing. So all the 7 drawing choices are related and kinda similar

bold ibex
#

imagine drawing things via cordinates

desert python
#

well another cool thing i was thinking would be is to be able to scale your drawings. as you made them. but as i said, im not entering. so this idea can be for anyones grab

coral magnet
desert python
#

i have had at least 40 people since world jam dm me about drawing stuff. all i can give is “how tos” at this point

coral magnet
#

Haha well I'm glad that people are working on the actual tools!

#

I'm hoping to include any publicly created tools in my world, the default tools are a bit too simple

coral magnet
desert python
#

yea. i have about 3.5 worlds dedicated to visual structuring. and i helped make 9ish museum and ASC worlds. so ive done the whole shabang. id rather see what other people might do like buced and nestorboy

#

even their thing wasnt too much of a tool, it was still a brilliant idea

bold ibex
#

ahh yes when vrc dont have option to play mp3/ogg/wav files then only way of doing 7.1/5.1 cinema is converting every channel to mp4 file with blank screen, and playing everything in 1 time

#
video.mp4
front_left.mp4
front_right.mp4
front_center.mp4
back_left.mp4
back_right.mp4
sub.mp4```
#

video.mp4 without audio only video, rest is blank screen and audio of channel

desert python
#

avpro exposed all 8 audio lines i believe

#

so you coukd do 1 mp4 or even a fancy .wav and play it

#

however. im not sure if theres any pre built avpro players that have the full 8 audio source set up. as not many people are looking into this

frozen glade
#

actually i have gotten it to work with sdk2 but idk why the ai spaces out sometimes like running like crazy when the player just rotates

near escarp
#

Did you set the stop distance to something long enough ?

frozen glade
#

its 1

#

the ai follows fine but like when she is close and you rotate she freaks out sometimes

#

i already have everything disabled besides walk run and turn around

near escarp
#

Try stopping distance of 2

frozen glade
#

alright imma try it in a test build

near escarp
#

Also make sure that the target object of your AI isn't a child object

frozen glade
#

the player is the target

#

shouldnt be one

near escarp
#

The "target" object is what has followtarget and lookat. It should have a child that the ai is targetting. Neither of these should be children of the ai itself

frozen glade
#

thats the setup

#

the ai targets forward

#

or should i use something else

frozen glade
near escarp
#

one sec, looking at mine

frozen glade
#

alright

near escarp
#

Target has the LookAt Target script as well as FollowTarget which then uses the PlayerHandle

frozen glade
#

so you have playerhandle in the ai target?

near escarp
#

nope

frozen glade
#

still idk why she freaks out

near escarp
#

Do you have cyanEmu in your project ?

frozen glade
#

nop

near escarp
#

You should be testing with that

rapid basin
#

Hey i already asked in udon help but no luck so far does anyone here know how to make a random bool value in udon ?

near escarp
frozen glade
#

importing one min

#

done

#

what now?

near escarp
#

You press Play and you test in editor

#

You can change some settings in the top window under VRC Prefabs > CyanEmu

frozen glade
#

got it

near escarp
frozen glade
#

i dont have a target object

near escarp
#

What is your AI doing then ?

frozen glade
#

i mean i only used the things in player tracking

near escarp
#

But you want the AI to track the player no ?

frozen glade
#

yes thats why it tagerts the player tracking prefab

#

i just tried to follow https://www.youtube.com/watch?v=ZsWhBwSGhN4&t=10s without a button to activate it

Cover a very basic how to have AI in your vrchat map.

▶ Play video
near escarp
#

Your target should be the object under AI Saiko

frozen glade
#

so i drag the prefab PlayerTracking under it?

near escarp
#

No, the object under your object called AI Saiko

frozen glade
#

theres just body and armature

near escarp
#

Yeah i think that's the problem

frozen glade
#

so what exactly do i put there then ._.

near escarp
#

Your AI shouldn't be its own target

#

Get the model out of that AI Saiko object

frozen glade
#

the model is the AI_Saiko Object, AI_Parent is just a auto cam script

near escarp
#

Where are those objects for you

frozen glade
#

i dont have these

near escarp
frozen glade
#

i used the playerhandle the whole time on the character control

#

so thats wrong?

near escarp
#

The player tracking prefab should be separate

#

The AI Target > Target > AI Target should be separate

frozen glade
#

ah

leaden hazel
#

Does anyone here have experience putting trees in their world? I keep having issues where the wind effects is being applied to the whole tree and its shaking as a whole model in the ground.

near escarp
#

That's because you need another shader on the trunk

#

there's usually one for leave, branches and trunk

#

through speedtree

leaden hazel
#

This is a tree I got from a free asset pack

#

Let me take a look at how its made up

#

Its strange, it only happens in engine, not in the editor

#

It looks like there's only two shaders...

frozen glade
#

Ruuubick can you maybe drop your prefab here or something? im dumb xD

leaden hazel
#

@near escarp Also, why would the number of shaders affect the way the tree behaves?

near escarp
#

The number doesn't, the type does, foliage shader usually has wind

#

you don't want foliage shaders on the trunk mesh

near escarp
leaden hazel
near escarp
#

@frozen glade That's my setup

frozen glade
#

yea it works but as soon i jump she yeets herself somewhere else like teleporting

#

should be like that?

#

u have any ideas why that happens

near escarp
#

ah, i'm not sure about jumping since i don't have jumping in my world KonCry

keen verge
#

Hey guys, do you know if it's possible to create an empty world from the vrchat api?

leaden hazel
#

Also I haven't actually edited these trees they have suddenly gained this behaviour. And all three of these are from the same pack with two textures each. One tree is well behaved and then they get increasingly crazy. So are the small shrubs in the background.

keen verge
#

Like: Player clicks button in world, a portal appears to a new instance, you and your friends hop into the instance.

leaden hazel
#

@keen verge Not currently annoyingly.

keen verge
#

@leaden hazel Daamn. Ty.

leaden hazel
#

@near escarp There's my odd tree behaviour above. Again, doesn't happen in editor. :/

frozen glade
keen verge
#

How about, is there a way to dynamically change a portal's destination room id?

leaden hazel
#

The most you can currently do is turn portals on and off. They have to have locked destination codes and they only go to 'highest' security instance for a world and prefer to go to an existing instance if one exists. So you generally end up with portals to existing public instances (uhhhh...). Or if its an unpublished world, a friends+ instance.

#

It ain't terribly useful :D :|

mild spade
frozen glade
#

i mean she gotta go upstairs so freezing this might mess it up?

mild spade
#

Ah ok i see.

keen verge
leaden hazel
#

Yeah, I'd love to create something like a cool trap-door that drops someone on to a portal to a thematically connected world. But forcing it to a random public instance would possibly suck if someone was wanting a private protal

#

I also wanted to put a handy private portal in my home to an instance of the avatar test world too for example but again, dumped me to a public one.

chrome basin
#

@leaden hazel can u make max 2 players worlds?

near escarp
leaden hazel
leaden hazel
mild spade
# frozen glade i mean she gotta go upstairs so freezing this might mess it up?

Are you using mesh colliders? Or box colliders for walls and floors- That is a strange issue never seen before with Ai. Maybe try making the capsule collider smaller on her head? I noticed on your pictures that your capsule collider for the AI has istrigger checked, do you have another collider that serves as her support? (like another capsule collider)

frozen glade
#

the world has box and mesh colliders

leaden hazel
#

Static. If you set trees, which you figure would be static things apart from their bending in place... to static. They behave like that.

chrome basin
#

Is it possible to get a list of all players for a specific world from all the instances of that world?

leaden hazel
#

Instances can't access data from other instances without using some kind of bot system

chrome basin
#

Bot system? U mean like a server?

leaden hazel
#

A thing was demo'd yesterday actually at TLX. A computer on like, Amazon EC2 or something, running VRChat in desktop mode, attached to various scripts to read data out of the debug log and send commands back in to control the game world.

wild vale
#

hi

chrome basin
#

Can u not use a server directly with a world? Or do you actually need a user to join the instance to interact with the server?

leaden hazel
#

The latter. For security reasons, VRC is quite locked down about that sorta thing

chrome basin
#

I see, thanks for the info

keen verge
#

@leaden hazel Do you know if it's possible to make http requests from vrc maps? E.g. to query an api, grab the result, and display it somewhere in the map.

blissful relic
#

So I got a question about worlds and reports, how many reports exactly do you need before actually getting a world taken down?

leaden hazel
#

@keen verge The only thing you can grab is streamed video/picture data using one of the video players. Then if you're clever with scripts you can.. read that picture as data. But requires lots of scripts and such. I know the theory but haven't done it in practice. :P

#

But no, again, security thing, you can't have worlds talk to random servers on the internet.

keen verge
#

I see, ty @leaden hazel

nimble valley
#

is this now supported for quest or not? i am confused xD

coral magnet
#

it'll work fine. it's just not whitelisted

#

if it were an avatar it would be blocked, but on quest you can use whatever you want.
heads up, if you see 'alpha' that means transparency - which is expensive on quest. use it sparingly

quasi tusk
#

I fixed the reflection on my window, although wasnt sure If i should keep it bumpy like that or just straight reflection

#

Like so

leaden hazel
# quasi tusk

You mean setting it to Box Projection? That's normally recommended for anything like flat surfaces or windows...

quasi tusk
#

I fixed my message, meant bumpy or flat for the aesthetic. Im keeping it boxed for better reflections

leaden hazel
#

ah, I see!

nimble valley
frozen glade
#

Ruuubick you know a way to make the red ones blue aswell i tried to bake many times already

potent girder
#

so i was trying to use the Auto hold function on a pickup object
according to the documentation its supposed to make you keep holding an object after letting go of the grip button

#

problem is this doesn't seem to work in VR

#

not for my oculus controllers anyway...

#

these are the settings

#

if anyone knows what im missing here i would appreciate the feedback

mild spade
#

Those settings look fine. Not sure how the oculus controllers work for grabbing, but for the Index controllers the option to auto hold does not works at all, even with the correct settings since letting go the grip automatically drops the pickup. I think that option only works for controllers that require a press for dropping, rather than releasing grip, like the Vive controllers.

potent girder
#

yeah the thought had struck my mind....
though it would honestly be kind of a pain to not have that feature working

mild spade
#

It can be tiresome having to grip for example a gun or a sword on a game while using Index or oculus for the entire time. With udon it can be possible to attach a pickup to the player hands for those using those controllers, really helpful. Not sure if anyone has made that request (or if it even works) on feature requests on the canny. Guess we just have to suffer xD

potent girder
#

with a bit of time i could probably write a basic udon graph to replace a pickup script and then include the holding function
though that is kind of a lot of work for to gain just one function >__>

#

cant remember if udon has included controller inputs yet so even that may not yet be possible

#

guess i will go see if there's a canny for it

mild spade
#

Yes it has!

#

And no matter what controller they use, you just need one "InputUse" event (so no more guessing what controllers they use)

#
potent girder
#

Neat :3

#

using that solution would entail a lot of other fixes in scripts dependant on this pickup object but its good that the option is there

#

seems this issue is not exactly a new one either

subtle relic
#

how can i make an area that assigns an avatar with udon? are there any tutorials?

frozen charm
#

Is anyone else having an issue where held pickups phase through everything? This started happening with the latest update to VRChat itself.

https://vrchat.com/home/world/wrld_6b136098-3575-42f2-8aed-1cd6415a4b44

This world was last uploaded in January and the pickups no longer are able to collide with anything when they're held. Collisions are still detected, but the pickups themselves become very glitchy when pressed against any colliders they're actually supposed to not phase through.

Playable Marimba Insideǃ - Original Concept‚ Initial Implementation‚ & Quest Testing by Akalink - Objects‚ Environment‚ & Current Implementation by Draken Stark - And Very Special Thanks to Bluetoothǃ

bold ibex
#

Do player tracking and bone tracking work with sdk2 ?(c sharrp script)

errant beacon
#

No C# scripts are permitted in worlds, but SDK3 Udon scripts are fine

#

with UdonSharp you can compile a subset of C# into Udon, in case you don't want to use the graph node view

thorn latch
#

Does anyone happen to know why a worldspawn interactable gun I have on my world seems to only be able to be used by the person who triggered the spawn? I have another weapon that is exactly the same but has one hand hold instead of two. Now it is set up so that only the person who is holding the gun can grab the front grip, but that shouldn't cause what I'm seeing, right?

lyric wasp
#

i'm wondering about the state of streaming audio. i'm still a little frustrated that after all these years we can't stream just audio without video, unless there's been any recent changes? and while youtube is an option, it's clearly not reliable. hosting it on a server i pay for can potentially get pricey. anyhow i'm interested in streaming some vrc radio shows, in a way so that anyone tunes in can listen to the same thing. there's internet radio servers like icecast, i guess those can't work, are there non-youtube options? if i use youtube i'm not sure if i can do a livestream using recorded audio, rather than have obs running live on computers from all the contributers. much easier to just have it made well in advance and stream at a certain time, so if anything like this exists i'd love to know.

dusk sapphire
#

you can play icecast audio streams on the av pro video players

lyric wasp
#

oh yes?

#

@dusk sapphire i haven't used any av player

#

oh wow, $200? is it doing something nobody else has managed to figure out, including Unity, without charging a fortune?

dusk sapphire
#

you dont need to buy the asset, i was referring to the vrchat provided video player components, one of which makes use of av pro

#

on sdk2 its the Sync Video Stream player (though currently has issues), on sdk3 its VRCAV Pro Video Player

#

any video prefab out there that has a "stream" mode will be using the av pro equivalent player

lyric wasp
#

ah okay i'd seen the avpro text somewhere before but either not often in the sdk or i've just tuned it out. what are the sdk2 issues currently? i may be using udon for this though.

dusk sapphire
#

also doesn't sync for new joins

#

tl;dr completely broken

bold ibex
#

any reason why videoplayer screen is not working? in game its just normal texture after play

dusk sapphire
#

looks like you're targetting the _EmissionMap slot rather than _MainTex

coral magnet
dusk sapphire
#

you'll probably want to use the Video/RealtimeEmissiveGamma shader instead as well

bold ibex
#

same thing for _MainTex

south orbit
#

made and published this world from scratch not too long ago feel more than free to check it out and give feedback if u feel like ^^ still a few things i need to adjust but ofcourse this is only the 'first' public release of it (: .

stable frigate
#

why this happens??? someone please help :(( im new at this

stable frigate
#

the texture of the floor put on top of the other

stable frigate
#

when use vrchat/sprites/default happen that bug 😦

ornate turret
#

are both the floors sprites?

#

like the carpet/rug and the tiles?

#

if so, not sure why you would use sprites for the main floor too over using mesh 👀

#

but if they are sprites, it's probably overlapping due to render/order layer

#

so you might have to increase/decrease one of them

#

but i'm only used to this with sprite renderer components and not sprite materials specifically

stable frigate
#

how i increase the order layer of the walls and that sort of things

#

when i put sprites of vr chat ocurres

ornate turret
#

I've never tried building a world out of sprites so I'm not really sure how you can do it via that material specifically

#

but if you can't get an answer, try using mesh/ regular unity game objects

#

to make the walls and floor

#

not entirely sure on the reason for using sprites for an entire world

median egret
#

so randomly when doing lighting, it started getting stuck here like this

stable frigate
ornate turret
#

oh, ok you don't need sprite material then

stable frigate
#

is so good to create, but sadly make this type of errors 😦

ornate turret
#

use standard shader

stable frigate
#

how i do that

ornate turret
#

change the material to standard shader from the small drop down at the top

#

where it says "shader"

#

is this a pc world or a quest world?

stable frigate
#

im struggling like for 5 hours xD

#

pc world

ornate turret
stable frigate
#

but if i have the chance i would do it for quest

ornate turret
#

thats a drop down menu

#

that you screenshotted