#world-development

39 messages · Page 79 of 1

ornate turret
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click it and select standard shader

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let me know once you find it

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you'll want to adjust some things on it

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to make sure it doesn't look shiny in the wrong way

stable frigate
coral magnet
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that's the shader lakuza meant, yeah 🙂

ornate turret
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🙂

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now turn smoothness down in that shader too

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a lot of people make the mistake of leaving it at 0.5

coral magnet
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wouldn't the mobile diffuse shader also be an option here?

ornate turret
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and it ends up looking weird

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mobile diffuse isn't that important here since its pc world

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standard shader is what I use for all my worlds pretty much

coral magnet
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true. and I've seen it cause some bugs with layered transparency

stable frigate
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how i configure the shader?

ornate turret
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you're looking at the material settings right?

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I would recommend looking up tutorials on unity

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on youtube

stable frigate
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oohh

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smoothness?

ornate turret
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its gonna be hard to get someone to walk you through everything

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yeah turn smoothness low

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something like 0.1/0.2

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will avoid it being glossy

coral magnet
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do the standard shaders get compiled into simpler variants if you don't use all the parameters?

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I'd assume that helps with optimization on PC.

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otherwise I think i'll just keep using mobile shaders where I can 😄

ornate turret
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never thought about it so no idea 👀

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but standard shaders aren't performance heavy or anything

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but if you're using mobile ones thats fine

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but for Nogma, I'd recommend sticking with the default standard anyways

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since you're starting out with world building

stable frigate
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thankkssss

coral magnet
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Well, I wouldn't say that the standard shader is unoptimized. but is certainly one of the most expensive built-in shaders. you're right, definitely isn't relevant for Nogma 😛

stable frigate
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its my first world and conctact with unity

coral magnet
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there's a lot of resources for learning unity online, especially outside the vrchat community. so don't hesitate to google stuff you're unfamiliar with

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what the VRChat community can be good for is... tailoring your content for VR. getting it (somewhat) optimized, being able to interact with it in VRChat, et cetera

stable frigate
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now works great, im very glaaadddd

coral magnet
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yeehaw!

stable frigate
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im of the people how learn doing it

coral magnet
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I'd go against lakuza's advice and recommend trying the mobile -> diffuse shader too, see what you prefer 😄

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that might be closer to that sm64 look.

ornate turret
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yeah, for future, remember sprites are good for stuff like icons, ui

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or simple things like posters

ornate turret
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so not sure why you're insisting on mobile diffuse over standard here 👀

stable frigate
frozen glade
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is there any way to let a AI move on colliders without having to bake the navigation area? Its not baking it properly and i have no clue how to make it work better

desert python
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i think you have to bake it

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but font quote me

frozen glade
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yea i tried it many times but it just gets worse

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it doesnt detect all areas somehow

coral magnet
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nogma also seems unfamiliar with configuring materials, and the mobile diffuse shader is what they're looking for (I think)

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nothing wrong with using the standard shader, just don't think it has many advantages in this case

coral magnet
ornate turret
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yeah for custom shaders that depend on those extra slots I can see that

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for the past 3-4 years of world making, I've just stuck mainly with standard shader for objects using lighting and its something that should be unlit I just regular unlit shader

coral magnet
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and I think that works well for your worlds. the standard pbr stuff makes 'em look great

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I guess I'm overly concerned about compatibility and optimization

ornate turret
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👍

bold ibex
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video player always must be pure white?

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if its shader

bold ibex
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i hate how uploader things everything is ok

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but while compile errors upload happens only version changes but world nope

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that should just prevent uploading world if errors

sinful laurel
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Can someone help me with fixing this teleport script please

mild spade
sinful laurel
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It spawns me in the void

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Or not in the location i set it to spawn me at

mild spade
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If it is a child, i believe you have to use "GetPosition" instead of GetLocalPosition

bold ibex
rancid stump
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Hello! Not sure if this is the right channel. I'm trying to learn more about the capabilities of custom VRChat worlds. Is there anyway to sell real-life things in VR Chat? Has anyone built or have an example of how they've integrated an outside retail link? For example if I sell things on Etsy and I have a digital version of the item you can try on or view in VRChat is there some way I can link out or have them purchase from my etsy shop...

errant beacon
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You can't do that currently, no

rancid stump
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How do the big avatar marketplaces work? are they selling directly through VRChat?

errant beacon
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That's also against TOS since it's advertising for an outside service, you'd have to get into a business deal with VRChat
VKet is a virtual market where you can buy avatars and such, but they're in business deals with VRChat and they're special events

rancid stump
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AH

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Thank you that makes sense

errant beacon
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There's also the Creator Economy stuff that's coming out sometime this year, which'll let people buy avatars/directly support creators ingame with real money as well o:
and yw!

frozen glade
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im crying i finally got it to work, found a script that baked all colliders so it works perfect and she wont go crazy anymore when jumping yay

near escarp
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baked colliders RuuuThunk

desert python
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navmesh colliders^

near escarp
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you hadn't baked them before ?

frozen glade
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i did bake the whole map but the script im using could choose between mesh renderers and physical colliders

barren juniper
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yo, I go to build my world but it spits out an SDK2 issue despite me using SDK3/Udon

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Project settings with scripting define symbols doesnt have anything SDK2 related in it

random owl
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What is the issue?

barren juniper
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this gets spit out when I try to upload the world

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this is the latest SDK3, on a fresh project that hasn't loaded any other SDK previously

random owl
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I mean that's just because of the shared code base import this and check VRWorld Toolkit > World Debugger from the top bar and it'll show you the issue
https://toolkit.onevr.dev/

GitHub

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

barren juniper
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Worked! Thank you

serene sable
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When is a world allowed to have public instances?

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after how long

near escarp
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When it is published in community labs

serene sable
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Won't it get public instances at all if it's not published in community labs?

near escarp
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Correct

red urchin
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i have 2 questions about that vrcbillards prefab for pool
How performance intensive is it in a world? i'm looking to put it in mine but i'm trying to keep the world as lag free as possible
also, If i had a toggle for it and had it off by default in a world, could anybody enable it at anytime and see an ongoing game even if they had it hidden for most of it?

desert python
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depends which varient you use

red urchin
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was probably going to use the latest one put on on the vrcprefabs website

desert python
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i think the latest is very networked and should work if its enabled or disabled

red urchin
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that's good to know

velvet pebble
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Does anyone know how to set up music and sounds for specific rooms in a world?

frozen glade
velvet pebble
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Oh and also when I imported udon sharp I got this error

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The type or namespace name 'SerializationResult' does not exist in the namespace 'VRC.Udon.Common'

bold ibex
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if world is in community labs then can be just after that as normal world? or how that works

red urchin
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@bold ibex if you submit a world to community labs it'll be in there for a while, then once the system determines it, it will be changed to a normal world and then show up on the new worlds list for everybody else to see

frozen glade
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does anyone remember which script people use in worlds to make certain objects or npcs look at your viewpoint

dusk sapphire
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On sdk2 it would be a combination of the LookAt script from standard assets with player tracking

frozen charm
rapid basin
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Still not even close to beeing done and all walls need to be better texture mapped and even more rooms and shit but the first screenshot/gif of the world im working on

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I have a whole list of ideas and a list that is double the length of stuff i need to fix/figure out

dull island
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How do I prevent the trigger from being visible with the right mouse button?

rancid stump
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Hello again! I know I have seen a camera tool in Udon but is it possible to take those pictures and have them be networked in the world somewhere?

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Also can we create a button that goes to a web page? Or is that a special feature?
And finally, I found the pool mini-game but are there any other casual arcade style games that the community has you can add to a world?

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Thank you!

ornate turret
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no support for opening web pages

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thats reserved for businesses like vket

rancid stump
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Thanks @ornate turret that's what I thought

ornate turret
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👍

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thats just as a basic open link thing, there could be workarounds with other methods that could allow a web page to store saved screenshots maybe

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but I have no idea how that'd be done

rancid stump
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The networked pictures thing is to see if we could build a selfie wall or something like that of people's pictures from the world party

ornate turret
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dont write that idea off just yet, wait till someone more experienced with udon replies 🙂

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there might be some way to do that

leaden hazel
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In theory you could use a series of scripts to automatically create a video of photos and then use multiple video players to display them.... Not sure how much overhead that would be.

rancid stump
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sounds like a lot haha

leaden hazel
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Well, you depends really. I've not tried performance testing have multiple video players all running at once. Though if you wanted, they wouldn't be running, they all start, jump to a frame and then pause.

dusk sapphire
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loading remote images is planned for udon so you're probably better off waiting for that rather than hooking into video players which is a bit of a hassle just for images

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on sdk2 you can load remote images via the vrc_panorama component but. well sdk2

leaden hazel
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That said, I like the idea of creating an electronic picture frame using a video now. X3

rancid stump
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Thanks!

dusk sapphire
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writing a webserver to dynamically generate a video based on images sounds like a pain lol

leaden hazel
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Having a nice couple of video players in my home world with art or in game photos rotating slowly that I've uploaded to my YouTube.

dusk sapphire
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though if its a static video then its not so bad i guess

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but if you have multiple video players gotta remember to keep the 5 second rate limit in mind

leaden hazel
dusk sapphire
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you can only load 1 video url every 5 seconds

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this is a global rate limit

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its probably better to have all your images together in a high resolution image video then split it up accordingly to the different picture frames etc

rancid stump
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Any shared mini-games besides the pool one available to world developers?

leaden hazel
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Ah! Makes sense. Guessing this is why the TLX world took a while to start as I think it used Multiple players...?

leaden hazel
dusk sapphire
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theres a couple of udon mini games on booth as well but most are paid

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darts, mahjong etc

rancid stump
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Gotcha I am pretty new to this - where do paid assets like that live?

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I thought only avatars were really for sale on gumroad

leaden hazel
dusk sapphire
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you can find a lot of vrchat related digital goods on booth.pm and its very popular among the jp community

rancid stump
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ok so there's a bit of everything on there

leaden hazel
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Gumroad is a generic platform for digital content sales. I've bought 2D art assets from there before as well

dusk sapphire
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theres also a fair bit of free stuff on booth too

rancid stump
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Awesome I'm digging in

sonic pebble
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Hey, I have a question :3 I'll probably get bad rep by asking that, but is there a way I can rip my own vrc world ? I formatted my windows recently and lost one of my work in progress :c But I uploaded it to vrchat last time I modified it... so I can join into my wip world, but that is pretty much about it :|

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I know there was a way with the Library file in locallow before, but It was fixed recently

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Basically, I would like to get the .vrcw file of my world :3

frozen glade
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dm

ocean glacier
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I saw someone was able to port a map from a Wii game (Specifically Pokepark 2) and I've been trying to figure out how to do that for some while. I have the BRRES files, (as well as some PSA, PSK, AND TGA files from converting them) but I'm not sure how I can get them to work with VRchat or unity or whatever it is.

ocean glacier
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Thanks, I'll keepworking on it. Though, when I used BRRESviewer, it wouldn't show the option to convert it to OBJ, I'm hoping it was just the version I was using.

lethal moss
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ya on that page it says only the older version allows to export/convert. That could be it.

velvet pebble
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Anyone know how to solve this compiler error The type or namespace name 'SerializationResult' does not exist in the namespace 'VRC.Udon.Common'

polar palm
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How do I add music buttons? I can add music, I just don’t know how to make it so pressing a button turns it on

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I’m on sdk 3

ocean glacier
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I'll find and older version that shows OBJ.

leaden hazel
verbal patrol
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Hey, so i accidentally downloaded an sdk2 unity package into my sdk3 world, and it seems to have lost everything... am i screwed?

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it downloaded the sdk2 in to my project and i now have nothing in the world

grand jewel
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so im making a world with my best friend on sdk2 and the only issue we have seemed to run into is the audio player or the songs we try adding onto it like it adds and the mp3 files do work just for some reason they wont play or come out of the audio source ( and yes we do have a cube triggered up to it and the trigger works just for some reason which i dont know why it wont play the actual song(s) )

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andd we have no clue how to fix it

ocean glacier
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Hell yeah! I got the OBJ files, but no MTL file. Do I export and override all of the OBJ files to get that texture map?

summer thicket
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Question is there any SDK 2 weapons that i can use, I wanna make a halo map that has working guns and stuff and idk how to code or understand how to make them, what I want to do is download a unity package that has a auto rifle and a pistol and sniper rifle then use the halo weapon prefabs as the body of the gun and be able to change the shooting and reloading noise for the gun, I doubt theres a package or if there is it will probably cost me money but id figured id ask as this is a world project I really want to do

surreal nebula
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Is there a prefab to calibrate seat height and put avatars into a certain pose

snow pawn
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Yo

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Is it normal for my world to be on community labs for 6 months!

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Is their a specific total player count I need to reach or some shit?

hazy pebble
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I'm getting some big uhm... spheres in unity, whenever I click on an object, and it makes it hard to see what I'm doing. is tehre a setting I can enable/disable to this go away?

random owl
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It shows the lightprobe influence on the selected object you can change it from the scene views gizmo dropdown

hazy pebble
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yes, found the toggle! Thank you

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(it was the first one, I unchecked it)

ocean glacier
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I also exported the textures as PNGs so I could know what I was looking at. I'm liking how this is coming along. My main concern so far is how I'm gonna get the right textures onto the models before/when I get this into Unity.

bold ibex
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Does anyone know any good ways to make a vrc maps?

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Like, I'm not sure how to plan a map or anything, with the scale either.

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i have a basic idea, and a map of it, but im not sure how to make it a thing

leaden hazel
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@bold ibex You're basically asking 'how so I make a video game level in unity'. You need to learn how to 3D model and then how to bring those models in to Unity.

bold ibex
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its tough

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i only know how to model objects

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:(

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last time i did a level it didn't end well 💀

leaden hazel
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What trouble specifically did you run in to?

burnt pilot
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anyone know why cutout isnt working out for me ?

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plants show this black around still

frosty flicker
burnt pilot
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I'm not sure what a alpha channel is

frosty flicker
burnt pilot
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I think i do

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have spec textures

frosty flicker
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If you open your texture in image viewer and still see black background then the texture doesn't have alpha channel.

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Spec textures?

burnt pilot
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Is there a way i can fix this issue?

frosty flicker
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Do you actually have that issue? That's what we're checking

burnt pilot
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I see the black background in the image when i open it

frosty flicker
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Ok just to make it more sure, open the image in web browser too.

burnt pilot
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On browser to

frosty flicker
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So you'd need to manually erase the background yourself in image editor app

serene sable
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Anyone have any good guides for creating a NPC for your world?

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Like a pet or a bartender is kinda what I'm looking for

summer thicket
frosty flicker
silk terrace
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since there is no channel to ask this i wanna know why my world when i update it it dosent change on the website and it dosent get hte recently updatet tag i updated it yesterday and it still says last update in april

quasi tusk
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Spent a few days trying to make a miniature sun for display in my world

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Only problem is in the project, the solar flares looks like its on the outside like normal, but in vr, its on the inside of the surface

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Im not good with actual shaders so Im mostly playing with poimoi shaders

quasi tusk
glacial dawn
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Here's a small bit of a world I've been working on for the past week now. If you know what game this is based on, then you're amazing

trail nebula
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So I made a world and I uploaded it, When I get into the game and try to load it up I just get kicked out to my home world. I joined other worlds okay, so i'm not sure if it's the map or a vrchat bug?

near escarp
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Add this to your project

trail nebula
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Hmm still the same issue, might be the sdk

errant beacon
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did the world debugger in that tool report anything? o:

trail nebula
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Alright so Im using a simple light probe generator, and I think that's what's conflicting with it

latent perch
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any one know where there is instruction on how to make a resync button for video players

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or a player that would have the resync button already on it

desert python
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@latent perch highly suggest checking out techanon’s videoplayer

dull island
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How do I prevent the trigger from being visible with the right mouse button?

desert python
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@dull islandwhat?

wary birch
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One message removed from a suspended account.

dull island
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@desert python Now, if I create an invisible box collider and make an enter trigger, then hovering over it and holding down the right mouse button, then it is highlighted not in blue, as usual, but in green, which indicates that there is some kind of trigger.

sand tiger
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i've been wrestling with the same issue recently, triggers block the player's interaction raycast, unfortunately
changing the trigger's layer doesn't seem to fix it, and if the layer it's on bypasses the interact raycast, i don't think the PlayerTriggerStay etc. event procs

left marlin
sand tiger
thorn latch
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Also I made the mistake of clicking on the flower pot on your avatar world and was deaf for 5 minutes

glacial dawn
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yeah, sorry about that haha. but yeah! it is based on oblivion

thorn latch
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I remember talking with you way back

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like 2019

glacial dawn
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huh, I remember how my world looked back then

thorn latch
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When I was making my first avatars. Back then it was just a few rooms

glacial dawn
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heh, yeah. its changed a lot since then

thorn latch
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I was either working on an ODST or H3 Marine then

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Now I have managed to port the first section of New Mombasa from ODST

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Though I'm admittedly having some issues with lighting

glacial dawn
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woah! seriously?? i've always wanted to port halo maps. specifically ones from reach. but I never could figure out how to do it properly

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I could get the mesh, but the textures were either missing, or just broken

thorn latch
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Yeah, its a bit of a pain. I had to redo all the materials

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It breaks the scaling and such when you import it to Unity

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I'm working on a big update now where I cleaned up the mesh, added occlusion culling for the hallways, more lighting, and add the textures for the various signs throughout the city

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Unfortunately, the light baking is leaving weird artifacts

hollow condor
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Hello, trying to recreate a room in VR so it is lined up with it in real life but it appears VRChat sizing is different. Would anybody know if this is the case?

glacial dawn
thorn latch
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each unit in unity is 1m, that also applies to VRChat

thorn latch
hollow condor
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yeah but my wall is 9 feet apart which is 2.7 metersish but in game its way bigger

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dont know why this is

thorn latch
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was it an imported model?

hollow condor
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no, made

green lagoon
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did you make sure to export the model at the correct scale

hollow condor
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Well, I used unity to put it together

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Ill send a screenshot

thorn latch
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Huh. I'd try adding the VRC avatar example to the scene and scaling it based on that

hollow condor
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@thorn latch I didnt know you could scale that

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Ill try

thorn latch
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I think its about 5'7" by default

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Not sure tho

green lagoon
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a cube 1.7 M tall would also work as far as a human reference scale height

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you would put 1.7 in the scale for the cube to get that

hollow condor
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Yeah dont know why the 1.7 meter cube is so small

green lagoon
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that's because you have your stuff way too tall

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what did you put in the height for the walls

hollow condor
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walls are only 2.7 meters

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planes

green lagoon
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they're definitely not given the size of the cube relative to them

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like what did you literally do to make the walls to make sure you didn't put in a too-big number

hollow condor
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maybe i rotated the planes

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which screwed it up

green lagoon
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that's probably because your 2.7 times in the original size of the plane

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I would recommend making your walls out of cubes instead

hollow condor
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I'll try thanks

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be back

green lagoon
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as those planes use up more triangles than the cubes

hollow condor
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got it

errant beacon
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quads would take less tris than planes/cubes o:

hollow condor
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good to know thanks fellas

stone edge
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So this started happening when o build and test…. Any ideas? I tried replacing the descriptior already…. I double and triples checked the position of the spawner… everything’s out of wack.

errant beacon
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also definitely check your Unity console for errors/warnings

left marlin
stone edge
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Yeah, should be..

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On my screen I’m standing still but every time I press escape the menus closes

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It’s like as if all my objects in the scene disappeared

left marlin
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The menu doesn't close on its own, but if you are falling, it also doesn't move with you.

Download this, press play in unity, and see what happens to the player.
https://github.com/CyanLaser/CyanEmu

GitHub

CyanEmu is a VRChat client emulator in Unity. Includes a player controller with interact system. Works with SDK2 and SDK3. - CyanLaser/CyanEmu

carmine stump
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How do I have a gameobject always face a player via Udon Sharp?

near escarp
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That's the udon sharp server

zenith flame
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On the VRC_Pickup script, does anyone know what numerical type Throw Velocity Boost Scale is? Float maybe?

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So I set a cube to have the boost scale at the maximum for a float to see if that was the limit, but if I throw the cube at all it instantly respawns. I'll try setting it one digit lower, then if it's still respawning, I'll try the integer max to find out. I'm curious now

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More news, throwing the object slightly below float max still instantly respawns it, but if it makes contact with a different object, like being dropped on a different cube, it flies away at light speed which is more what I expected

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Weird. I dont see a point in continuing this I just think it's interesting

stone edge
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@left marlin does the emu work for video players?

left marlin
stone edge
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ah well it help solve my issue for some reason it was spawning me on a random spear

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no idea why

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deleted it and boom back to normal

leaden hazel
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Having issues again with the Interact triggers and colliders again, but this time the collider is in the Mirror Reflection layer and its still messing with inputs.

vital geyser
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Is it possible to back port a SDK3 world to SDK2? SDK3 doesn't work for worlds on Linux, but I think SDK2 did. It's a pretty simple world, so remaking it shouldn't be too hard I'm just a bit strapped for time.

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I just need a way to verify that a person is a specific user, a keypad is how I have it set up currently

green lagoon
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basically that would involve stripping out all of the vrchat components from the map leaving you with the map data and having to redo all the vrchat components

vital geyser
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I figured, I guess there's no other option really

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Unless there's a fix for uploading on Linux

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Unity is a crash fest in Proton as far as can tell.

green lagoon
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no clue as I haven't played with Linux have you tried making a new project with a fresh SDK 3 to see if it persists

vital geyser
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I'll try that

vital geyser
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None of the errors in the console seem related

green lagoon
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no clue as I haven't dealt with Linux

vital geyser
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Maybe I've done something else wrong, is there anything I should have done before hitting Build and Publish

green lagoon
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no clue as I've never gotten that kind of error message before

vital geyser
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Alright, thanks for trying

bold ibex
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Hello everyone! So I've been working on creating this world for VRC Quest users and So far I have a link to share, but I'm not sure how others would be able to find my world through this invite link. Example, if i send them the link through discord and they are using the headset how do they click the link on the quest? Thank you all and I'm always happy to make new friends 🙂 sorry to repeat myself again..

vital geyser
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Is there any other way to upload the world? Like a REST API or something?

green lagoon
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nope you have to use Unity

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as you are uploading Unity packages to their servers

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honestly you might want to dual boot Windows to World build on vrchat as you're going to have a much more stable time

dusk sapphire
vital geyser
green lagoon
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nope it's the only the editor or no world for you so you might want to see if you can fix your windows install or make a new one

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as you're very much outside the intended use case at the moment

leaden hazel
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Ugh.. tried everything to get this button working outside the editor and it just isn't. :/ Not sure what else I could have missed at this point.

vital geyser
#

I know what's wrong with it, I just don't want to take any risks right now by fixing it. I'm trying to finish a commission and do a game jam at the same time. I'll just send the client the unitypackage for the avatar, I don't really care if I don't get paid. This isn't outside of the intended use, it's just not officially supported, but both the game and avatar SDK have absolutely no issues on Linux.

unreal sleet
#

anybody know why this wont upload when it works just fine in build and test???

dusk sapphire
unreal sleet
#

❤️

#

Ty

vital geyser
#

Thanks ^ That's very useful. Now I know for sure the world is getting built properly :3

velvet pebble
#

So basically I did some occlusion Culling and it worked perfectly everywhere but this one room where it seems to have an opposite effect where when you look in a direction everything dissapears. Any Ideas?

stiff imp
#

Hey, is it possible to display a website page within a room users can interact with?

cold lake
stiff imp
#

Ah that's unfortunate

leaden hazel
#

I'm giving up the trigger volume thing for now, going to have to make this thing a manual open close, but this is quite annoying and hope I can get a resolution at some point. x.x;

crimson valley
#

Since 2021.2.2 Synced objects in my world will sometimes slowly creep into place for players. Anyone else had that issue?

green sedge
#

any idea why my world wants to upload as a brand new one? i've tried detaching the Blueprint ID and attaching the one it should be updating but that doesn't work

#

did SDK update recently?

bold ibex
green sedge
#

i don't remember when the last version i uploaded was. might have been April

#

how do I know it's the right/wrong SDK?

errant beacon
#

the big Udon networking update came out on the 17th for SDK3, have you updated to the newest SDK? o:

green sedge
#

i dont know. if i download a new version will it do anything to my build?

errant beacon
green sedge
#

thank you!

errant beacon
#

yw!

thorny skiff
#

hello there, iv'e got a problem with my map, i don't know what it cursing but when im on Destop mode there,s no lagging but when i going in to Vr mode its lagging for no reason, i reduced the Shadow,Lighting and Texture stuff and used Occulusion. What could it be ?

ocean glacier
#

Sooo , I don't know much about Unity, but I did manage to open one of the OBJ files in it.

#

Now, I'm sure the other files should also work, but I'll have to do more research on how the fuck textures work. If I go back and export the files again for the MTL files, will the mtl files work in Unity?

ocean glacier
#

When I saw two different people port Pokepark maps, I really do wish I could ask them how they did it since I never even uploaded an avatar. But I'll figure it out myself.

severe pier
#

what resolution of skyboxes do you guys recommend for vr?

#

Is 2048 high enough?

#

I'm creating a forest scene, where you're basically going to be looking up at the stars, so the skybox is going to be pretty important

near escarp
#

4K for an interesting skybox is alright

green sedge
green lagoon
#

they released a new version of the SDK like 7 days ago

green sedge
#

i uploaded my new world on 5/20, so I'll try that

#

this is where i get the updated version right?

green lagoon
#

yes

glacial pond
#

Are there any unity tools to let you actually see the avatar pedestal holograms in the editor? it would make my life so much easier.

severe pier
#

How do I create terrain in unity? The terrain tool isn't available in the 2018 version of unity, is there some sort of workaround?

random owl
green sedge
green lagoon
#

yes

green sedge
#

thank you v much

#

"all compiler errors have to be fixed"

#

????

#

did i just fuck it up by deleting the old sdk?

green lagoon
#

hopefully not would you mind taking a screenshot to see what the errors are

green sedge
#

there are 207 red ones

green lagoon
#

oh dear

#

try exiting out of unity and reloading and see if it changes anything

near escarp
#

is udon sharp up to date ?

#

They're on parity with the SDK

green sedge
#

i don't know? i haven't uploaded a world with udon sharp since before 5/20

near escarp
#

Need to do that then

green sedge
#

reloading did not fix

#

ok where do i do that and do i do the same thing i just did with the sdk?

green lagoon
green sedge
#

0.19.11 right

green lagoon
#

yes

green sedge
#

well the red errors went down to 4 that's a good sign

green lagoon
#

would you mind taking a screenshot so we can see the last four

green sedge
#

it works! thank you

green lagoon
#

no problem glad to be of help and yeah it was a major update like 11 days ago so that's probably why things are going bad not having everything up-to-date

green sedge
#

mb there are 6. 4 about non-convex mesh colliders which isn't an issue, but will my tv work with these errors?

green lagoon
#

I suppose you could hit play and test if you have the add-on for testing in the editor

green sedge
#

it always takes me a while to play videos, but there doesn't seem to be any errors

green lagoon
#

so you should probably be good to go

green sedge
#

all the lock buttons work

#

alright. i'll come back if there's any more issues

#

it still wants to upload as a new world

green lagoon
#

that would be completely unrelated to your SDK stuff

green sedge
#

attaching the id of the updated world in pipeline manager worked this time 👍

severe pier
#

Hey guys, I'm not sure if anyone's already found this place, but I found a website with some of the best textures, hdri's, and nature objects, and their pretty cheap

#

I found them when looking for a forest floor texture and they had one that I was looking for

vast tide
#

If anyone is interested in building a rather large map for me and for a fee, please feel free to DM me. I'm looking for someone rather experienced that also specialize in interior design (Neon Genre).

tardy ridge
#

Hello everyone. I just noticed the 8 ball pool project repository has been fully deleted from the github. I really want to add a harry_t's pool table in my world but I couldn't find it from anywhere. If anyone is kind enough to share me an old version of the 8 ball pool package, can I use it in the world I'm creating? Or because it's deleted so I can no longer use it? I'm not sure how the licence works so here's my question. 😅

tardy ridge
#

Thank you for the information. Yes I did check this new pool table. The physics on this one feels a bit different than Harry's version and many of 8 ball pool players including me prefer Harry's version. If it's possible. 😔

#

Would anyone share me a copy package of Xiexe's VRCBilliard or Harry_t's 8 ball pool?

ocean glacier
#

Right, so I was working on porting a Wii map to Vrchat. I finally got all the MTL files and OBJ files into unity.

#

Uhhh, now what?

#

How do I even use the mtl files?

marsh dragon
#

Hey guys! I just started making worlds and I always run into the same problem with the world preview. I positioned the VRCam in the right place where it clearly sees my world and it seems to work in the SDK configuration pannel, but it always goes back to a weird view in the ground when I upload it.

#

this is the last thing I need to fix for it to be somewhat complete but I can't figure out how to make the preview work and it's killing me right now

#

does anyone know how to fix this ?

#

I have the same problem in another world I'm making too... Has anyone else had this problem happen to them before?

#

I tried asking for solutions in another discord server but Never got an answer, If you guys don't know how to fix this either could you tell me where else I could ask?

bold ibex
#

so im wanting to make a fire effect, but i cant seem to find any documentation?

#

i only found ones people already made that id have to buy

bold ibex
bold ibex
#

so i am wanting to be able to switch music tracks depending on where the player is , but have flat 2 audio

#

is there a flat version of spacial audio?

kind leaf
#

Anyone else having an issue with Build & test not logging you in? Then if I launch the actual client Im prompted at that login screen as well. Over and over again.

hardy nest
lucid parrot
#

yo
first time trying to make a world (using SDK3) and it wont build and I can't for the life of me figure out why it's not working.
Normally it just looks like this

#

As you can see, I have a scene descriptor made and a cube for a floor. Yet when I build, everything turns like this and disappears

dusk sapphire
#

check your console for errors

lucid parrot
#

console doesn't show anything

dusk sapphire
#

you may need to go back to your original scene

#

and see if you can go into play mode

lucid parrot
#

alright
there's only 1 scene btw

dusk sapphire
#

your scene is temporarily unloaded during the building process and if it gets interrupted like you did you end up with an empty untitled scene in your second screenshot

lucid parrot
#

weird
because I never added an empty untitled scene
only thing I did was add the sdk, a cube, and an empty for the scene descriptor

mental echo
#

The sdk creates the empty scene during the build process

lucid parrot
#

ah

#

I figured out my problem:
Apparently the sdk wasn't pointing to any vrc exe, so nothing would start up :v
Thanks for the help regardless

graceful vector
#

does anyone know how to fix this, when you switch to android and all of the triggers become "unformatted"?? like this??

#

All of my triggers look like that and they revert back to normal when I switch back to pc.

dusk sapphire
#

you've got console errors

#

usually compile issues breaking other scripts in the project, like the sdk

graceful vector
#

Theres actually none at all

#

Wait

#

Yeah, theres none. all of them look like this and I get the same ones on the pc side and they dont really affect anything

dusk sapphire
#

hit collapse, and try to go into play mode

graceful vector
#

I can play the project I just cant publish it and all of the triggers are unformatted

#

I also get this error message when trying to publish

#

And when i click select it selects like 50% of the triggers and also the VRCWorld component.

#

Even though all of the triggers are unformatted

dusk sapphire
#

its not unformatted, its just the custom inspector ui can get broken if there are compilation issues somewhere

graceful vector
#

That would make sense, Im just not sure what error could be causing it to break

dusk sapphire
graceful vector
#

Yep, its on normal

dusk sapphire
#

also scroll all the way to the top of the errors

#

is there anything other than those trigger errors?

graceful vector
#

Nope. all of them are the same error

dusk sapphire
#

try restarting the unity editor

graceful vector
#

Did that already

#

And this isnt the first time this has happened.. last time I tried deleting and redownloading the sdk. That fixed the triggers, but it also reset every single one of them to default and I had to remake every single one. Luckily this one is on a duplicate so if that happens I can fix it but, you know, i would rather it not do that lol

dusk sapphire
#

try doing a reimport all

graceful vector
#

hm alright, how would I go about that?

dusk sapphire
#

right click anywhere in the asset viewer and click reimport all

#

this will take a while depending on how big your project is

graceful vector
#

Ah I see it, alright. I will try that and hope its a fix, thank you

junior cloak
#

still no eta about loading pictures from the web trough udon/the sdk ? sadge

past fern
#

I keep getting "The referenced script (Unknown) on this Behaviour is missing!" and "The referenced script on this Behaviour (Game Object 'VRC_PlayerVisualDamage') is missing!" when trying to build my world, which halts the build process. I tried adding a VRC Visual Damage component to my map but that didn't help. When I click the warnings they don't highlight anything. I don't know what's causing this.

graceful vector
#

@dusk sapphire So I did what you said, it just finished and unfortunately it didn't seem to fix anything, the triggers still look the same, got any other ideas?

frank garden
#

Is there any way to unpublish the quest version of a world to revert it to PC only?

random owl
frank garden
#

is that really how a person removes a quest version of their world? by opening a support ticket?

graceful vector
random owl
#

No

frank garden
random owl
#

You contact support and ask them to remove it

frank garden
#

Yeah I'll try that.

graceful vector
#

Never heard of that solution, didnt know they could do that. Glad you could find a solution

dusk sapphire
pure cloud
#

I rechecked the world portals in my world and some of them (seems like PC only world) has those red cross icon on them. what does it mean? only quest can enter world? but im on desktop pc.

graceful vector
# dusk sapphire aside from the usual making sure your sdk is update to date etc, i'd go through ...

Well get this... I decided to say F it and re imported the sdk with the newest version and it fixes everything within seconds. I originally did not want to re import because like I said it deleted all of my triggers but this time it decided to work miraculously out of nowhere. Huge waste of about 3 hours of my time and a waste of time for the people I asked for help but at least I got it working again.. XD thank you for the help, and I will keep that reimport feature in mind for next time, it seems like a useful feature.

graceful vector
pure cloud
#

re-enter the world doesnt work. Im gonna try restart vrchat.

#

restarting vrchat fixed it. such a weird bug.

somber surge
#

Yo, does anyone have a clue if players are referenced as a layer or tag for VRC?
Looking to write a small OnTriggerEnter script and Udon is giving me more sass than I'd like.

near escarp
#

PLayerLocal layer for themselves and Player layer for others

somber surge
#

thk yah

pure kraken
#

I don't suppose anyone knows where I can get a working game of jenga at, do you? I've just seen a new world that has it

lilac wing
#

I'm looking for Udon Beta, but couldn't see it in Udon section? I'm sure there was an udon beta or something that allowed video players controllable by all instead of just the owner? Any ideas?

silent night
#

how would one recover a future proofed project that you no longer have the files for?

lucid crow
#

hey guys how can i make mirrors work for quest users ?

near escarp
near escarp
near escarp
near escarp
lilac wing
severe pier
#

How do you guys put a moon in your world? I tried putting a sphere in the sky with a moon texture on it but since it’s so far up it gets culled out...

silent night
#

@severe pier I believe you can turn off the “Occludee” check box in the little drop down beside “Static”

#

That will cut it out of the occlusion process.

severe pier
#

@silent night Hmm, do you mean turn it on? It isn't checked right now

near escarp
#

Occlusion and render distance are two different things

silent night
#

Ah yeah, that’s fair.

near escarp
#

If it's too far you need to adjust the clipping plane on your reference camera

#

Or make the object closer

silent night
#

^

#

What he said.

#

1000 is usually default.

main bronze
#

what does this mean ?

#

i cant upload because of it

near escarp
severe pier
#

I don't see reference camera in my world

near escarp
#

your camera

severe pier
#

like just the default camera in unity?

near escarp
#

which should also be set as the reference camera in your vrcworld but yes

severe pier
near escarp
#

yes

#

you shouldn't really have to go above 5000

severe pier
#

Hmmm okay. Maybe I'll photoshop the moon into my skybox, that should save me some space anyway I guess

glacial pond
#

What layer hides nametags from rendertextures?

#

not sure if UI or UIMenu

severe pier
#

Anyone know how to add flashlights to my world?

red tree
#

what did i do wrong if my world sends users home upon joining?

polar tree
#

how do i make a world

#

i read pins but it explains nothing

near escarp
#

@polar treehttps://docs.vrchat.com/docs/creating-your-first-world

spark grotto
#

so i wanna make a world, and i know maya very well, can i just make the enviorment and import it into unity?

near escarp
#

yep

spark grotto
#

or does everything have to be unity?

near escarp
#

Make sure the export scale is correct for unity though

spark grotto
#

hmm ok XD

#

perfect

#

thanks!

carmine stump
#

Hey I'm having trouble with occlusion culling. I have everything checked as static but for some reason rooms that are far behind walls obscuring them are still being rendered. How do I fix this?

velvet pebble
#

anyone good with haptic sliders like the yodo prefabs?

bold ibex
#

anyone know how to migrate from sdk2 to sdk3 ? is it just delete the sdk2 folder and import sdk3 folder into project folder ? > open project > and delete every sdk2 script ?

green lagoon
#

I would note all of your objects with vrchat scripts would stopped working because all of your scripts are gone

bold ibex
#

yes but the way to migrate that i mentioned about is correct ?

red tree
#

by the way...my problem was that i had two instances of the same script on two different objects thats why players would get sent home upon joining

graceful vector
#

how do i delete all of the lighting in my world back to normal for quest? my original project was at 50 mb before i added lighting for pc and it went to 100, now when i make an attempt to take it off for the quest version it only goes down to 80 mb

earnest hearth
#

regarding collisions, I plan on using a mesh collider (Convex disabled) for the world mesh. is this a good idea (for both windows and android) or should I use multiple box colliders?

median egret
#

out of curiosity if I upload a world and it's still in labs, can ppl make it their home world?

#

bc I had a friend that could not so just wondering why

carmine stump
#

How do you disable respawning in your world?

desert python
carmine stump
#

You know how some game worlds like horror worlds would prevent you from respawning back at spawn.

desert python
#

ive never seen a map do that. could you go into depth? does hitting respawn respawn you in the same exact spot?

carmine stump
#

Yep. Either that or you'd respawn in the same room.

desert python
#

i think what they do is move the spawn point to where you last were. and if yiu fall off a certain y value. the spawn point freezes so you respawn on land

carmine stump
#

Can that be local?

desert python
#

howrver. i could be wrong, as i have not seen many maps do such a thing

#

yes. this should all be done lically

#

there is also a prefab called “checkpoints” and what it does is move the spawn points in different areas. but i have also not used this prefab so not sure how viable it will be for your use case

primal root
#

How do I disable player collision but leave the box collider on it?

#

Do I need to put a different component on it to make it still clickable but you still walk through it?

small canopy
#

I'm only a game developer so I don't know if that's the same for VRChat but
In theory if you disable player collision, the player will fall through the ground

#

Can we customize the gameobject spawned for the player?
If yes, you can setup a new collision layer that only collide with the world but don't collide with other players and you put that on the collision of the player

#

And put another collider for the clicks

Else maybe there is a way to disable body block

#

Question: Can I create a c# script to do some logic or should I do an UDON Behavior each time?

errant beacon
#

C# scripts aren't permitted, but Udon behaviors are fine - you might want to look into UdonSharp though, it's a C# to Udon compiler made for VRChat o:
https://github.com/MerlinVR/UdonSharp

#

also afaik you can't customize the player gameobject

small canopy
#

Oh looks nice effectively!

#

Ok thanks for all these precious info 😄

errant beacon
#

yw!

graceful vector
#

I'm trying to put occlusion culling in one of my worlds, but its seeming to do the opposite effect where when I move my camera at something it disappears, any fix?

small canopy
#

Omg UDON is cool that's almost like Unreal blueprints but in Unity !!

#

BUT I can't even make the Destroy working and I don't know why 🤔

errant beacon
#

I have issues with that too lol, but might be a question for #udon-general c:

frozen vessel
#

any 1 know abit on setn up audio visualisers

sweet current
#

I'm making my first world and I've set up a trigger to spawn an object, but it's missing a limiter on how many objects the trigger can spawn. How do I set a limit?

near escarp
#

Sdk2 or 3 ?

sweet current
#

sdk2

near escarp
#

You need to create an animator, and as many animations as you want objects, in one of those animation you'd create an animation event for a custom trigger (that will be used for the last transition). Every time an object is spawned, you basically want to trigger an animation parameter that goes from one state to another, you'd need as many states as spawned objects

#

And at the end, your animation with the animation event would basically trigger a custom event that disables the spawner or the trigger component on it

#

CustomTrigger > SetComponentActive to target the trigger responsible for spawning objects

sweet current
#

Ah, okay. I'll look into it. Thanks so much!

small canopy
#

Is there any breakout world existing ^^ ?

#

I looked for breakout but I didn't find anything

carmine stump
#

Hi. I'm using UdonSharp. I have a script to teleport an object but it's always sync even though I want it to be local. How do I make scripts work local in UdonSharp?

sullen meadow
junior sleet
#

question i made a terrain but it wont load once i press build and test

#

if needed i can provide screenshots

errant beacon
carmine stump
#

Is there something that it could be on that makes everything else sync? I don't think I have it on anything but maybe there's one thing I put it on by mistake.

sullen meadow
#

There was some strange behaviour in sdk2 at one point where triggers sent to everyone if it was from a pickup object, but I don't think that's the case here. Are you instigating this with a sendcustomnetworkevent?

carmine stump
#

I'm using SDK3. I don't get it. The only thing that seems to work locally is teleporting the player which in UdonSharp specifies local player anyways.

sullen meadow
#

How are you teleporting? Just modifying the position?

carmine stump
#

I basically just copied a tutorial being this one: https://youtu.be/vPPpFokmS-Y

Here I've done a tutorial on creating a simple teleportation system for VRChat using both Udon and UdonSharp. This video was recorded and edited in a different manner, so if you have any thoughts, recommendations, or requests, I'm game to listen! Hope you can find this useful!

VRChat Udon SDK:
https://vrchat.com/home/download

UdonSharp:
https:...

▶ Play video
errant beacon
#

Import VRWorldToolkit and see what it's world debugger reports, there might be something preventing your world from compiling, so you're getting the last build

carmine stump
sullen meadow
#

like that tutorial might be overcomplicating things depending on what you're trying to do. If you just want to move an object to a position to another position OnInteract, you just need one line of code to set the position of your target object to the position of its destination. Expose their Transforms as public fields for good measure.

#

If all else fails, throw in a bunch of debug lines to see what's happening and open the debug console in a test build with rightshift+tilde+3

carmine stump
#

respawnPoint.transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z);

sullen meadow
#

that should work

#

if it were a synced object you'd want to take ownership first

#

wait I read that too quick

#

why are you moving the respawn point?

#

don't you want to move an object to a respawn point?

carmine stump
#

I test using CyanEmu by spawning another player since I'm moving the spawn point. When I do that the 2nd player spawns at the Spawn's new location.

sullen meadow
#

oh okay, I didn't understand what you're trying to do

#

can you launch a test build just to make sure it's not an issue with the emulator? I've never used it.

carmine stump
#

The problem with that is that I need a 2nd player to test.

sullen meadow
#

You can increase the number and it'll launch multiple vrc windows

carmine stump
#

You can?

sullen meadow
#

yeah

carmine stump
#

Oh lol.

sullen meadow
#

I do that and just tile them on my screen

carmine stump
#

I never noticed that before.

sullen meadow
#

if it's not issue with the occlusion area baking you're having and you're referring to the render distance, you can set the main camera as a reference camera and it'll copy the near and far clip properties

#

yay. I actually use it for the opposite and lower the render distance then avoid some of the occlusion culling overhead

#

also you can increase the near clip distance slightly to prevent people from making out in your world lol

crimson valley
#

I added an asset to my world which increased the world size. I've come back and removed the asset and the world size has stayed the same. I'm very confused

sullen iris
#

Why is my map's UV getting messed up when importing it in Unity? it looks fine in Blender, but when I export to .fbx and import it in Unity, it looks different

#

Blender

#

I'm using a single UV Map with multiple materials

sullen iris
stiff imp
#

Hmm, I want to make a very simple world to showcase avatars for a University project I'm doing, should I pick SDK2 or SDK3 for this?

stiff imp
#

Ah, thank you!

#

Is it also possible to implement some kind of questionnaire within that room?

near escarp
#

That would be more for SDK3, but the easiest way generally would be to have the link displayed in the world and for participants to do that on their web browser

stiff imp
#

Alright, I thought so, I just hope it won't be too much of a hassle for anyone I invite ;s

#

Because I specifically need to ask people with VRHeadsets

#

But what would the method be with SDK3?

near escarp
#

Something more complex that I don't know the specifics of, but users can probably help you in #udon-general

#

Don't expect much at this time of the day however

stiff imp
#

Ah alright, I'll post it there.

#

That's alright, I can wait

#

Thanks Ruubick

sudden patio
#

This issue facing me from hour now i tryed every soultion,I am using SDK2 and i wanted to try the udon so I download it and add it to assest, I did not like it so i delete it and this problem came up, I tried every soultion reimport reset packges every thing, please if someone can help!!

random owl
#

Well you need to check your console for what the actual problem is, most likely that you didn't remove the scripting define symbol for sdk3 and udon from File > Project Settings > Player > Other Settings > Scripting Define Symbols

gaunt minnow
#

does anyone know where to get tree assets that work well with VRChat?

tardy ridge
#

Is there some kind of event triggered when there's a player left? Or do we just have to do a sort of delayed constant check to check if that player is no longer in the lobby?

tardy ridge
gaunt minnow
#

they are plenty indeed @tardy ridge but i haven't found any of reasonable quality

#

ive looked at all the free tree assets in unity asset store

#

this is a screenshot from the one you linked

#

it is the best looking from all of them... and looking quite horrible

#

i was trying to use unity default speedtree asset but this did not work? apearantly it has problems with UV but nobody can tell me what the problem is exactly

tardy ridge
#

🤔

gaunt minnow
#

thanks for the help hao, i dont know where to find this either, but i know ive seen in VRChat some worlds with very good looking trees

#

these are standard assets unity trees

#

they are perfect, but light baking doesn't work on them

#

its always something... 😦

tardy ridge
#

Ya it's not easy to find decent assets. Personally I found many good assets From certain bundle, for example some good light lamp from a furniture bundle, i didn't searched for light specifically. Maybe you can try search something similar that contains trees and see if it works?

tardy ridge
gaunt minnow
#

it ends up looking like this

tardy ridge
#

🤔 hmmm, I have no experience with unity tree. But could it be the light map bleeding? What's the lighting setting?

gaunt minnow
tardy ridge
#

🤔 I'm sorry i probably can't help you on this one, your lightning setting seems alright. I hope you can find someone with more experience help you fixed it.

gaunt minnow
#

well what do you know @tardy ridge

#

i slightly roated the trees that were affected

#

and the problem disappeared

#

seems like it was just unity being unity again ??

#

hahahahah

#

thanks for your time

carmine meadow
#

Is there a way to give certain syncs priority on a network, or otherwise break a current serialization?

small canopy
#

Hey!
I got a question about pickup physics
I create a wall that block the players but I'm unable to grab pickups as soon as they are behind the wall

#

Lol I did a slope to solve this issue

carmine meadow
#

I have a sync that i only try to update when someone joins the world, after they're firmly in the world.
I use syncs on other udons throughout regular course of the world, Manual syncs
The manual syncs all fall behind the world-sync when it happens, and is apparent when it's happening as there's long delays

#

World sync can be a big one, depending on how much is added to it

pure kraken
#

I seem to be getting a bunch of these errors, what's going on here?

near escarp
#

Using latest SDK version and latest Udon# ?

pure kraken
#

Just updated U#, thats when I got these errors

glacial pond
#

@near escarp Oh god, I think I trashed my project. I selected every .fbx file and checked Gnerate Lightmap UV's all at once, but for some reason it also made every single model huge . any ideas how to revert or is my project gone? :(

near escarp
#

Is the 0.01 scale normal ?

#

You also have read/write disabled

glacial pond
#

I'm not sure, they allo have different values

versed forge
#

hi everyone! im new to udon and im trying to make a simple door with a button.

near escarp
#

technically if you close unity without saving it should go back

versed forge
#

I used this string but instead of the door disapearing the button does

glacial pond
#

I did close unity without saving, it didn't revert. mass-checked read/write, didn't change

#

import scale is a hyphen indicating it is different for every model

near escarp
#

You tried Reimport on the asset ?

pure kraken
#

just reopened my project and I'm getting a bunch of new errors

near escarp
glacial pond
near escarp
spring temple
#

Does anyone know of any resources to get assets I can use for making a world?

spring temple
# near escarp What kind ?

I wanna make a world kinda like Just B club if you know that one it’s like futuristic kinda like cyberpunk ish

near escarp
#

Well afaik Blue kun made all those assets

#

It's just simple hard surface modelling at least for the environment

#

He just made it pretty with nice materials and baked lighting

spring temple
#

Ooo well ok I might have to try something more simple then I never made worlds before

crimson valley
#

seems to be 66MB even an assest I added to test, then removed after I saw how large it was. So world was 35 went to 66 now is stuck at 66.

versed forge
#

does anyone know how to essentially clip a polygon into a wall to create a hole?

#

i want to clip this object into a wall to create a tunnel

pure kraken
#

is there a way to control unity's fog system? instead of having it over the entire world, what about in just a specific region?

errant beacon
#

You might want to look into volumetric fog shaders o:

green lagoon
sullen meadow
#

could you do something where you enable/disable the shader keyword for fog?

pure kraken
errant beacon
#

ah, odd o:
there's a couple tutorials for shadergraph fog shaders that I'm finding, and a shader that uses a script, but not much else unfortunately, sorry o:

versed forge
green lagoon
#

typically everyone does their modeling in blender

glacial pond
#

I have a animator in is in every copy of a duplicated prefab. What's the easiest way to make sure they all aren't playing in sync, like offset their cycles randomly?

dusk sapphire
simple arrow
#

@near escarp Are webhooks still disabled? Or are they back with udon?

near escarp
#

No clue, would be a question for momo in the udon channels

simple arrow
#

👍 thanks

tardy ridge
#

About sliderbar in vrc, do I need any other setup to make it intractable other than making them valid raycast target?

#

nvm, forgot about this.

random owl
#

<@&397642795457970181>

sudden patio
#

I have published my world yesterday but it dose not appear in the search?

small canopy
#

Did you submit it to the community labs?

sudden patio
#

yes

small canopy
#

Hmm not sure how it behave from this point then, would love to know too

crimson valley
#

Does building with VRCSDK create any sort of log that shows sizes of assets used in the build? Stock Unity Building creates editor.log with a chart but anything built with VRC just lists assests pulled.

dusk sapphire
#

the unity editor log should also show that information for building worlds with the vrcsdk

#

would recommend getting 1's vrworldtoolkit which shows a build report with that information among many other things though https://github.com/oneVR/VRWorldToolkit

GitHub

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

cold lake
crimson valley
cold lake
#

it is indeed pinned on this channel

near escarp
rocky vapor
#

Is it possible to record input data, such as, if someone wanted to leave a message for the world owner, it would stay they when going to a new instance?

small canopy
#

Data persistence is coming. I read something like this yesterday

short gulch
small canopy
#

Yeah could be but we still have some way to go I guess

#

For now, I'm focusing on a one session gameplay so it should be ok but it will interest me too 😄

sullen meadow
#

I'll make a gatcha game

#

the rarities will align with trust ranks

small canopy
#

🤣

sullen meadow
#

the whales will keep rolling for that trusted rank wolfboy

ocean glacier
#

How do I open mtl files?

sullen meadow
#

It's a material file. If exported correctly, the unity model importer should just create the materials for you on import. Otherwise you might just want to recreate materials yourself.

severe pier
#

mtl is the material file made for 3DS max. If you have it installed on your computer, then it will be able to read the material file, usually. Except if you’re me. Then it never works.

spark grotto
#

question

#

if i model a house in maya

#

and bring it into unity

#

would that work?

near escarp
#

Sure, make sure that the export settings are made for unity though

versed forge
#

Does anyone know how to enable snapping in unity? Im so used to source sdk to create maps and its snapping

near escarp
#

ctrl i think ?

clear sentinel
#

oi what dose force configure player settings do?

random owl
#

Going by the name I would assume it configures the projects player settings to match what vrchat uses

small canopy
#

@versed forge ctrl while moving and you will have snappings (you can modify the amount in Edit/Snap Settings)
Also you can hold F then move an object to another one using vertex snapping

small canopy
#

You're welcome 🙂

versed forge
#

another quick question but does anyone know if its possible to export 3d cubes from unity into blender?

near escarp
#

Sure, just get the fbx exporter experimental package from the package manager @versed forge

#

Needs to go from ASCII to Binary

versed forge
#

ah okay perfect thank you!

red perch
#

I’m new to world making and I keep getting this error

random owl
#

Well first of all that doesn't look like the right unity version

red perch
#

It’s the newest one

random owl
#

Well yeah you are supposed to use the one vrchat is running on

near escarp
#

It's going to be harder to tell from random screenshots once we move to 2019 KEK

random owl
#

Yeah 😅

#

At least there's still some minor differences scattered around

thorn knot
#

I noticed one of public worlds from Japanese community has a quiz at the entrance and you have to pick the right answer two times in a row to enter the main room.
The quiz is written in japanese and it's all about he ability to speak(more like to read?) Japanese.
For example, one of the quiz I had to answer was like "ごみをしゅうしゅうするを漢字で書くと?"
1,拾集2,収集 3,修集 4, 採取
basically it's impossible to answer unless you're extremely good at reading japanese or you're a native japanese speaker.
The world used to detect user's local time zone and show the quiz only to people outside of Japan(UTC+9).
It's really controversial in japanese community right now.
some says it's pretty xenophobic and some says it's a great idea bc some of japanese users are scared of non-japanese speakers
the creator said that is for someone like them. They're pretty annoyed by non-Japanese speakers in Japanese community and they claimed even some of them quit playing VRChat because of it.

Personally I don't like the idea of excluding anyone from public worlds since i believe public worlds are for everyone.
Here's my question, is this ok to do this? I mean if it's ok, I don't really care. I just want to make sure.

near escarp
#

If you want an official response, you can email the vrchat moderation team !

thorn knot
#

would this be support request ? or moderation report/appeal?

near escarp
#

report, and they'll get back to you that way

thorn knot
#

I already sent it but they said "Hello,

Thanks for reaching out. We have started an investigation based on the information you have provided. Please note that due to privacy reasons we cannot discuss the result of the investigation."
Does this mean there is no way to know if it's ok or not for me?

rocky vapor
near escarp
thorn knot
#

@near escarp ok, thank you for your time!

green lagoon
#

considering the fact that they're going to be doing in World purchasing stuff and a examples was like VIP areas that's not too far off having to solve a puzzle before you can go in

bold ibex
#

does it go against the rules to have random public avatars in my world?

desert python
#

as long as the creators dont get mad

bold ibex
#

but if they get mad can they report me and get me penalized?

#

Note I'm not targeting a creator or anything, and I'm not claiming as my own.

green lagoon
#

still probably considered rude

#

as you are redistributing other people's content without permission

bold ibex
#

hmm I'll try and think of a way to make it less rude, maybe give some credits or something.
and if anyone is mad, I'm willing to remove their avatars.

I see your point, but it's public content, and people can see the avatar author from the menu.

#

hmm I'll consider it carefully. thanks for the input

sweet current
#

Is there a way to add audio an an animation or do I have to set that up separately?

tired horizon
#

My trees that were painted on my terrain are disappearing when looking at particular angles. Could this be a mesh bound problem or a camera clipping problem?

#

Not sure how to fix either since the mesh cannot be edited unless as a prefab, and for cameras I'm not sure since the editor camera doesn't seem to be fixing it either when adjusting the clipping distance

hazy pebble
#

can be quite fast (a few days, 5 in my case)
or never (also has happened to me)
It depends on how many people visit, and favorite your world, how long they stay...

#

aim to surpass 1000 visits

near escarp
#

Then you can keep the camera clipping plane distance

tired horizon
#

ahhhh

#

I'll try that then. Thank you 👍

potent onyx
#

literally first thing i notice after following a tutorial that should be good. infinitely falling through the floor

#

how do i make floors have collision so that the player isn't falling through

near escarp
#

Collider component

potent onyx
#

not sure how to add that, tutorial skipped it

small canopy
#

Select the big floor in the hierarchy top left panel (that's already the case in your screenshot)
On the inspect right panel -> Add component and look for box collider (then you can change the size of this box as you want)

potent onyx
small canopy
#

Yes now you can tweak the size as you prefer

#

Note: your bigfloor has a child that contain the meshes. if you add a box collider here, it will automatically resize it.

#

Omg do you plan to make a yu gi oh arena 🙀 ?

#

Don't hesitate to follow Unity courses, they are free. At least to know a bit more about all the options. I'll send you the link @potent onyx

shut lichen
#

So i add vrchair But i put physics. Why leg keep move round?

mystic leaf
#

So I have all these LightBeam object that i want to toggle all at once, is there a fast way of doing this?

#

they are children of other objects that move around so I cant just cluster them into a game object and toggle that since I want their parents not to be toggled

small canopy
#

Create a public array of component and call SetEnabled

#

Or just an array of Gameobjects and SetActive(true)

#

I suggest to put them on a pool (From what I know, that's the most easiest way to access all the gameobjects easily from any script if you need a way to reference in many places)
You reference the VRCPool in your udon graph, then you get the Pool and do a for loop to do what ever you want 🙂

#

Bonus, the pool disable every objects at start

#

But you can achieve the same thing without a pool of course

mystic leaf
small canopy
#

The pool will manage and synchronize the active state of the object (for everyone)

#

But if you just need a local manager, just create something similar
public array of GameObjects : GameObjects[] and use a for loop to iterate on all your objects

mystic leaf
small canopy
#

Yes
You can do whatever toggle logic with that (everything at one, one by one (with a delay), on demand, ...)

mystic leaf
#

hmmmm

#

and it is within udon?

small canopy
#

Yes

#

VRC Pool

mystic leaf
#

okay gonna try

small canopy
#

But what do you need, local only activation or for the whole server?

mystic leaf
#

for everyone

#

so I have like 100 objects all under parents

small canopy
#

Yep

mystic leaf
#

its my question how I get all these 100 objects without selecting them all one by one

small canopy
#

If you put the VRC pool in your gameobject, you can reference the gameobjects by dragging them all (lock the inspector on the pool to easily do that)

#

Select your object with the VRC Pool -> Lock the inspector -> Select all objects -> drag and drop them inside the variable "Objects"

mystic leaf
#

where do I find the pool, I cant find it in udon or add component

small canopy
#

That's a component yes

mystic leaf
small canopy
#

Do you have SDK 3 😦 ?

mystic leaf
#

yes

#

updatet like 2 weeks ago

small canopy
#

Let me open Unity quickly

#

I got Unreal, VisualStudio in debug mode and Unity opened, my computer will explode

mystic leaf
#

xD

fathom pike
#

Trying to make a simple world that plays a variety of different music videos globally. Like the karaoke room. Are there prefabs to do this? Pretty new to unity. Any tutorials you would recommend?

mystic leaf
#

yes there are prefabs if you have SDK 3 installed

#

the video screen / videoplayers

#

Check out Universe for VR development courses in VR! Use code "VOWGAN" to get $25 off any course when you enroll.
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While there's no actual programming in this tutorial, there's still plenty to cover with the new Video Players being released! More tutorials will come soon with specifics on playlists, in-world URL changing...

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small canopy
#

@mystic leaf 😦

mystic leaf
#

wot

#

what version are you on?

small canopy
#

Latest

mystic leaf
#

wait where do I actually see this

small canopy
#

Add Component in the inspector on any gameobject

mystic leaf
#

I mean my version xD

small canopy
#

Ah sorry

mystic leaf
#

I updated it like 2 weeks ago

small canopy
#

Uh vrcThinking

mystic leaf
#

hmmmmm

small canopy
#

I installed it sunday If I'm not wrong

mystic leaf
#

let me try to update it

small canopy
#

Yours seems to be old from the 21 april!

#

(if that's the date)

mystic leaf
#

I tought I updated it like 2 weeks ago hmmmmm

#

anyways installing now hahaha

small canopy
#

Ah yes it's pretty recent!

#

Release - 17 May 2021 - Build 1095

#

Sad for you x)

mystic leaf
#

ah explains alot

#

so do I add the pool to my toggle button or to one of the objects I want to toggle?

small canopy
#

Definitely worth cause it improves the network a lot

mystic leaf
#

I have it now

small canopy
#

That can be anything, the pool is just a container

#

I suggest an empty gameobject for easy tracking

mystic leaf
#

okay

small canopy
#

Then your button will reference the UdonBehaviour that permits to toggle all objects

#

With an event

mystic leaf
#

yes

#

and the pool size is the amount of items

small canopy
#

Yup

mystic leaf
#

but I still have to put in all objects manually

#

I dont want to put like 100 objects in one by one 😞

small canopy
#

Just select them all

#

and drag and drop?

mystic leaf
#

wait that works?

small canopy
#

Yes ah ah

#

But as I said before you need to lock your inspector to not lose focus

mystic leaf
#

dang

#

got it

#

thanks, that saved me a lot of work

#

and now I can just toggle the pool on and off using a toggle in udon?

small canopy
#

You need to iterate on all your objects with a loop

#

There is not a function that do it sadly 😦
Only a function that find the first inactivate and activate it (TrySpawn)

mystic leaf
#

huh

#

So I cant just toggle the whole bool using a customnetworkevent?

small canopy
#

Nah, you need to get the pool array and iterate on all objects

#

And you track your state on/off inside a boolean

#

But yeah the customnetworkevent is right

mystic leaf
#

I am really confused right now xD

small canopy
#

From the VRCObjectPool, find the node "Pool"

#

then create a for loop

mystic leaf
#

Cant seem to find "pool" under VRC.ObjectPool

small canopy
#

get Pool*

mystic leaf
#

ahhhhh

#

like this then?

small canopy
#

Sorry (are you ok with the concept of get/set ?)

#

Yes exactly

#

And you need to iterate on all Gameobjects now

mystic leaf
mystic leaf
small canopy
#

get a variable = read it, set a variable = write it
It's something that you will find in a lot of place

mystic leaf
#

I understand what the get and set do yes

small canopy
#

Ok so the loop is a node that can go from a starting index (0 for instance) and go to an end (length of your pool in your case)

#

The loop provides you the current index and you can use it to access one specific object of your pool -> Get from your pool 🙂

mystic leaf
#

huh, but I dont need one object

#

kinda really confused at the moment sorry

small canopy
#

I mean x)
The loop is in charge to do all the objects

mystic leaf
#

so the loop selects everything and passes that on for the toggle?

small canopy
#

yes

mystic leaf
#

and where is the loop under?

small canopy
#

Look for the node Loop or For

mystic leaf
#

so I have 68 objects in the pool RN

#

so should I make the end 68?

small canopy
#

You can get the length of your pool

#

get Length and put it as the end

mystic leaf
small canopy
#

No from the pool itself

mystic leaf
#

huh

viral badge
mystic leaf
#

xD

#

you one upped me on that one

viral badge
#

I know

mystic leaf
small canopy
#

Yes as a node

#

Trusses->GetPool->Get (you should have something that give you a gameobject thanks to an index)

small canopy
#

Yes

mystic leaf
#

and that gameobject is what I need to toggle right?

#

using a bool?

small canopy
#

Yes

mystic leaf
#

but what is the FOR for then?

small canopy
mystic leaf
#

ahhhhh

#

So like this then?

small canopy
#

You miss a link

#

But yes

#

You also miss the boolean value, could be true or false
So you need to rely on either a private boolean or you could rely on the **first **pool gameobject active state

mystic leaf
#

wait huh

small canopy
#

Here you only enable everything

#

or disable everything

mystic leaf
#

Iknow

#

but what boolean should I place where?

small canopy
#

On the left you need to decide if you should toggle everything on or off (so SET a boolean)
and on the right you need to read this boolean

mystic leaf
#

isnt there a getbool?

small canopy
#

You need that on the left and get ActiveState and store it inside a boolean

#

To get a bool, you need to create a variable

mystic leaf
#

I have that

small canopy
#

Ok simplest is to do that then

#

active -> not (don't remember the exact name) -> SetActive

mystic leaf
#

so the get activeself?

#

for the not do you mean the unairy negation?

small canopy
#

Yes

#

I'm not used to the unary negation cause we call that NOT in general

mystic leaf
#

yeah inkow

#

so like this then?

small canopy
#

Yes! Not 100% about the node on the top (what are the other options for target ?)

#

You could just put "Me or self" if available

mystic leaf
#

the node on top is so it sends it to all players

small canopy
#

Hmmm no, you don't need to all players

#

You just have to SendCustomEvent

mystic leaf
#

yeah but that only toggles them for me right?

small canopy
#

No

#

Cause it's the VRCPool 🙂

mystic leaf
#

ahhhhh

#

I seeee

small canopy
#

It does all the logic for you

mystic leaf
#

so this should work technically