#world-development
39 messages Β· Page 80 of 1
yeah deleted it
lemme test
hmmm now they are hidden but the toggle doesnt do anything
Did you linked it?
Ok on the proper udonBehavior I guess?
yes
I have
That boolean variable I made, what was that for?
because all it needs to do is flip the boolean every click
hmmmm
Did you linked the pool?
yes
the object with the pool is called Trusses
its linked as you can see in the last screenshot
I mean
The button is good
But the pool gameobject which has the VRCPool, did you put the variable as public?
And set it to the VRCPool
hmmmmm
You forgot the GetLength to the end but if you have 68 objects that should be okish
when I launch VRC the objects are already toggled off, and pressing the button doesnt do anything
wait
shouldnt this be connect like this?
because the set active didnt have an instance
or is the body what it tries to turn on and off?
@small canopy
YES
but by default its off
so how do i flip that?
also how do i make it so the button color changes, or should I just use two sprites with diffrent colors?
How can I make a trigger that reacts to a player looking at a certain object
Havenβt really found a horror game for Quest on vrchat, looking for some people that would like to join me on the journey. We might even learn a few more things while weβre at it
Is there any way to enable udon debugging on Quest?
I need to see the Photon IDs of objects supposed to sync on both platforms since syncing between Quest and PC is failing completely
anyone know how I can use a video in a 6-sided skybox?
I need to add a blinking animation with the sound, I definitely want it π€£
Do I need an audio mixer in order to make sounds work?
It seems that my audio is working in editor but not in build and I don't get why
I did that (in my script) to "PlayOneShot"
Ah maybe PlayOneShot is not working since it's not using the spatialization setting π€
Will try another logic
what is the script exactly?
void OnCollisionEnter(Collision a_collision)
{
if(m_audioSource && m_audioClips.Length > 0)
{
if(m_audioSource.isPlaying)
{
return;
}
m_audioSource.clip = m_audioClips[Random.Range(0, m_audioClips.Length)];
m_audioSource.Play();
}
}
It's working in editor (both), I'll just try without PlayOneShot because I think it's the error here
Oh no the sound works in fact but it's like muffled π€
ye, was about to say. my marimba lives on "playoneshot" so if that broke. i wouldve probs be super scared right there
may need louder audio sources/range?
I'll check for tutorial tomorroW
Hey all! Do we need to update our worlds with every new sdk release?
@buoyant ledgedepends what your needs are
if you dont need to, then your safe to use the older sdks
Ah gotcha, thank you!
If MacMashedPotato is wondering why they got pinged here, it was a ghost ping that got deleted
wait what?
@mystic leaf Hey! Event Start -> Call the event or force the loop with the boolean to true
In fact I just realized, yesterday, why don't you just use a parent that have all childrens so you can toggle all them once?
(maybe you already mentionned that)
since they all are under multiple parents
Ok so yeah you don't have the choice, understood
yeah thats why I was asking here
because with a parent I can do it myself
but this was kind shitty
I dont fully understand this
doesnt the eventstart fire in the beginning already?
Yes but you need to have a logic here
The VRC Pool disable everything by default. Maybe we lack an option (from the devs) to not disable everything
So what you need to do is the same logic (for loop) but force everything to be active
wait so with the event start it enables it on world launch, and then the button just turns it around or how should I see it?
or should I just have the gameobjects dissabled in the inspector so that the pool turns them on?
wait so with the event start it enables it on world launch, and then the button just turns it around or how should I see it?
Yes, the start should do that
this doesnt work
The behavior of the VRC POol is that it disables everything
VRC Pool is not a toggling (toggle is your logic)
ahhh yeah they should add an option
does the eventstart call on the load of the world?
so this should work:
Nah do the whole loop
Your logic in charge to enable or disable all objects is just behind
So you can copy paste (the for loop with the pool) and set the boolean to true as you did
(But there is some way to share the logic in your graph but I'll not bother you with that)
wait im confused again xD
It worked for my bricks manager on my side
I guess the Pool first disable everything, then your script reenable everything
yess works great!
thanks!
so how can I make it so the button also changes color depending on the state?
Here you need some sync variable
the button only has to be local really
since only one person can control it
So just do a loop (as you did) and from the gameobject pin, you can **GetComponent **(It requires a type so you need to find the MeshRenderer type)
This component hold information about rendering
And you should be able to **GET the material from the MeshRenderer pin ** and set the Color of your mesh from the material pin
The two inputs should be "_Color" & your color variable
the underscore is important!
Try to find all the nodes then come back to me if you're stuck
cant I just use
Im lost again...
sorry Im really bad at this π
From the gameobject pin -> GetComponent
Cant I do it like this?
wait
since its a UIImage, cant I just tie this to an IF THEN?
Ohhhhh
Yes, you just need to know the current state and you should rely on one object of the pool (read the activate state)
hmmmmm
Yes
Not sure if the color has not an alpha of 0 (looking at the black bar)
It should work here
ahhh shit thats why the button was black xD
Hope it's clearer in your head now, don't hesitate to put comment for your future you
ah ah no
Just reuse the same udonbehaviour
And change the pool & button references π
@mystic leaf Ping before it's too late D:
And you're welcome!
Yeha I copied it
because I need my lights and lasers as seperate toggles
within the same udon tho
okay this broke it, FML
nvm fixed it xD
I mean, you can have a pool with all your lasers, create a separate button for that and just put the proper references
Why redo the whole logic twice since it's the same?
Your behaviour will act on the reference that you setup
Lights and light toggle
Lasers and lasers toggle
yeah I see
for some reason it doesnt?
So I put the udon on the laser button and it still toggles the lights even though I put the lasers and the togglelaser in there
Can you screen me your two Gameobjects that hold your UdonBehavior (with the two pools) ?
Ok sounds good, even if you could rename the variables "Pool" and "ToggleButton"
yeah
be care renaming the variable will break the reference
From the VRCPool -> GetPool -> GetLength
yes got it
dimensions can be kept at 0?
but still the laser button toggles the lights
Did you change the button to reference the right behaviour?
dimensions can be 0 if the pool is empty yes
how do you mean
they both call for Toggle
wait hmmm
This is the lasers
This is the lights
So I forgot that, but now the buttons just dont work at all xD
shit I missclicked and didnt pick sendcustomevent
nope, still not doing anything
@small canopy any idea whats wrong? I can't figure it out?
okay now it works, I dont even know why but ok I guess
Sorry I was in a very important meeting π¬
hahah no problem I fixed it but idk how or why xD
How would I make it so I can use a button to toggle ONE animation, and by pressing another, the other animation gets disabled and a new one plays?
You wrap an int (0 1 2 3 0 1 2 3 ...) (tips: Use set i = (i + 1)%modeMax
And in your animator you use this int to play the proper animation mode
Don't forget to add a transition from each "AnimationMode" to DiscoLightStill if the int changed
@mystic leaf
Hello! With VRrOOm we're soon releasing a new VRChat world that will be called Knight Of The Wailing Stars, on June 9. Watch this trailer to know more: https://vimeo.com/558462808
Knight Of The Wailing Stars is an immersive and social musical escape ride, a new kind of total experience combining music, escape game, and theme park ride in socialβ¦
Hi! @nimble pike You can put that in #udon-showoff
Ooops sorry, thanks!
Thanks a lot π
I made a pool with items I want their animator changed, how do I achieve this exactly?
@small canopy
Use an int, not a bool
Use the int as an animation MODE
1 : ballet
2 : Swing
3 : ...
So you can extend the system very easily π
And the button just have to set the mode of the animator to a specific number
ahhh I see
how do I add my pool to the setinteger?
Should be like this
I have this, but how to get from the pool with light to the setInt idk
So what I would do is having a script that has the pool as reference, do a for loop to iterate on all objects and do a **get **component for Animator
With the animator you just have to define the int to use
Exactly like yesterday π
hmmmmmmm
Create a new script (copy paste, the pool logic)
with the for
And replace SetActive by GetComponent with AnimatorType
And with the animator set the int value to whatever you want
I suggest to create one event per mode.
The mode will first set the int value to 0,1,2 wahatever
ahhh I was thinking like C# script xD
hahahah better π
Is that enough for you?
If you need to sync the mode then it's a bit more work but in fact, that's ok
Should just be "SendNetworkEvent" from the button and sync the int variable (called animationMode)
- OnDeserialization to load the animation mode for late joiners π
Add an intermediary step
and then a get animatortype?
like this?
Yep should be
Link everything your Gameobject (on the left) - GetComponent (that you miss here) , GetType and the SetInteger on the right
In code it could be like this π
for(int i = 0; i < Pool.GetPool().GetLength(); i = i + 1)
{
Animator animator = gameObject[i].GetComponent<Animator>(); // Equivalent to AnimatorType
animator.SetInteger("Mode", 2); // equivalent to your instance
}
So yes
Try to reproduce my code in graph,
Pull the wire from the Gameobject pin and look for the function GetComponent
Same pull the wrire from the pin type of the get component and look for animator
It should find the proper node for you
Like this?
and what else should I put in gettype?
You should put Animator GetType
I mean in the instance
instance is probably self at this point
If instance is none, it uses the current context
ahhh
But I think, the instance here is not very important, it will give you the type
so this should do the trick:
Yes!
The loop is done
Now you need to add an int variable
So you can choose which mode you want (else you will always have 2 here)
Hmmm no as I said yesterday
Pool only synchronize the active boolean on the gameobjects
But here it's simple
You just need an int variable, you already have the pool and all the logic to change the mode. Why do you worry?
Im gonna have to rework some other things probably using this feature π
no was just wondering
Ah yes I guess
I mean the networkevent
wait huh
imagine you are the PC, send custom event will act only on your machine
Yes so
You need an integer that you change thanks to a network event
And it will automatically replicates on all other clients
Each time you change the integer, you iterate with the loop and set the integer value of the animator with the synced integer value
What is your issue?
Im trying to understand it
Did you understand the loop?
but it kinda confused me if it now syncs or not
Pool don't sync everything (only the active state ON/OFF)
If you need extra synchronisation you need to create the logic
Here you want the laser mode to be sync so it's pretty easy -> You add an integer variable and check "Sync"
As I suggest before
1 button = 1 network event (since we don't have yet Event with extra parameters)
vrc is not support that π¦ is just black for me π¦
RequestModeBallet
RequestModeSwing
RequestNoAnimation
All events set the integer to a value then call the loop π
wait so I have an Int, and by calling a local "RequestMode" I change the Int value, and that makes it so it syncs?
in vrc is just black for me π¦ that is sad
Read my last answer, one button = one specific event
Yes
Hmmm how did you place the thing @nimble valley ?
I have 3 buttons atm, ballet, swing and still
Is that an UI, a texture for a mesh?
in unity is working. but not in vrc
Can you give more context, info?
i compressed the texture myself and not over unity
And did you use it in the scene?
every texture i compressed is in vrc just black
For anything?
Did you check the other side?
How does it render in the inspector?
It seems you already have textures working
in unity its working
I have this now btw
So yeah just call the 3 distinct events then
shit
Don't have unity opened
I didnt select a pool FACEPALM
ahhhh
-> then call the loop but you can reuse the loop
so just a var called Mode and then have the events do a setint
don't copy paste it
okay
where did that have to go again?
That's an event
Like start
Just link it to the loop
It's equivalent to Start for someone that is joining and loading the world (it's the initial batch of sync data)
It's like take a train between two stations, you will have people inside.
If you miss the OnDeserialization, train will be empty π€£
look for set
under int?
I don't know, as i said I don't have unity opened
Take the reflex to open the VRChat documentation. Basics should be explained
Yeah
Now test, then if it's ready, build and test, publish in private and ask a friend π
or just multiple instances also works
Ah yes because you can play "Go" at different moment, I'm wondering if it sync when you press go or before (when world is loaded) π€
Still I got new unintended issues online π
Ok enjoy then π
hmmmmm its not working atm
Now you are the udon graph master
uh π’
You can debug the animator graph then
You can directly set value
to test the transitions
yeah Im trying again now
I'm busy now, wish you good luck
Hope you learnt a lot
I strongly encourage you to read the documentation as much as possible
why do all items in my pool just dissapear xD
I need some help, Every time I do matrix collision everything freezes
And it shows other options to do now but I'm frozen
Don't know if this is the right section to post this in, but how do I get the SDK2 to work again? Once I started making/uploading SDK3 avatars (new project for each avatar), when I wanted to make a SDK2 avatar, adding the file to a fresh project would warrent this result and not allow me to access the VRC menu. Since it seems the world I would like to upload requires SDK2, how do I get it working? I have made a fresh project. I have tried recompiling the library in unity. What else do I do??
I think you should ask this in #avatars-2-general I cant help you with this one sorry
Yeah I'm still having issues with this collision matrix
sorry dont know anything about that either :<
You're fine
Is there a way I can just manually do it?
Instead of this https://i.imgur.com/ubRIvfM.png
I dont even know what matrix collission is really...
trying upload it
Yeah, Then it switches to another thing but it wont allow me to click anything
hmmmm weird sorry I dont really know anything about it π¦
hey guys, im going insane idk why i cant test my world now because i was able to do it a few days ago. When i click test on the VRSDK on Unity it just goes to the home world, any idea why?
Import https://github.com/oneVR/VRWorldToolkit/releases and see what it's world debugger says? o:
i just import that?
and test the build?
No, import that and go to the VRWorld Toolkit tab at the top, then click World Debugger - that'll tell you if there's an issue in your world that's preventing it from compiling, or if you potentially have VRChat's path set incorrectly
should be able to! o:
wow is really useful
im seeing all kinds of problem that by myself i couldnΒ΄t get it to, im also new to this thing so helps a lot. thanks!
yw! c:
im assuming i cant spawn in my world because of this
potentially but mainly fix the four issues that the toolkit listed - having multiple pipeline managers will prevent your world from compiling
screenshot your console
also please auto fix the crunched textures
optimization shouldn't be an afterthought
I am not being able to update the quest version of my world, the error says something about not being able to fetch record.
Am I getting rate limited? I did change the description a few times in a row in the website
and now on the website, when I try to edit the world it displays a forbidden sign over the "update world" button
Ok, not changing the description while uploading did allow me to upload the quest version.
i optimized the textures as you said
is it the probes?
Im using reflective probes, not the light ones. I tried to use the light ones but it crashed my Unity.
Hey guys, how are you today? So from a file of sketchfab there was a dome/sphere with a 360Β° image. Its like a skybox from inside. How could i make one? I dont care about the image. All i need is to reverse the material of the sphere from outside to the inside. I can not copy this dome, because somehow all change are also effective on the original
i got it fixed fellas, thanks!
I want to change the song in World VRChat and other players can hear the song I changed too. I don't know what to do?
Create an integer variable (sync)
Create an AudioClip[] variable
-> Set the integer variable value to anything and replicate that to anyone
-> When serialization happens, change the music to AudioClip[syncInteger]
If you use video player, that's even simpler
hey i need a tutorial video for world building any one plz
VRChat specific or unity can be enough?
can anyon help?
@bold ibex You HAVE to enable this button to setup the layer (required by the VRChat architecture), then if you need to add new layer, it should be simple
Are you trying this in an empty project with the latest SDK ?
arnt these the same?cuz i use unity to build
Unity is a game engine
VRChat is built over Unity and provide you some tool to help you building logic for your world
But world can be done entirely thanks to the Unity tools only
World building for me is creating assets, level design, lighting, post process
But if you need interactio in your world, you need to learn UDON for sure
crap ok...so got any starter vidoes lol
Crap most are for the recent version of the engine
Do you want to use terrain or just meshes?
Ok so eh eh
Terrain in Unity 2018 is crap but I'll try to find you one
They did a lot of progress in Unity 2019/2020
But right now, you'll have crap tool π¬
thanks cuz im lost with the new updated stuff
https://www.youtube.com/watch?v=IhUYcUwIa48 Got this one?
Use Unitys build in terrain editor to create awesome 3D landscapes in just minutes. Create a first person character to explore the 3D world. No coding needed.
Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·
β₯ Subscribe to Oxmond Tutorials:
https://bit.ly/SubscribeOxmondTutorials
β Download the free Standar...
Lol the clickbait (only 2 minutes but it will take you 1 hour π€£ )
1000 times thank u this will get me started
https://www.youtube.com/watch?v=Mm_zBHw6Unw This one too
https://www.youtube.com/results?search_query=unity+world+building+3d+tutorial&sp=EgIQAQ%253D%253D The Youtube query which gave me those results
okay thank u ima get some papper in start note taking\
anyone else having unity keep crashing during upload? my friend is saying world uploads are broken on vrc atm
make sure that there aren't too many intensive processes running in the background? o:
i.e open Task manager and make sure your system's resources aren't getting overly used
yeah ive done that lol, it runs fine in build and test but its the actual upload that keeps getting it
Full project
I'm confused
https://i.imgur.com/xn0MjyL.png Its just forzen
Frozen*
uh yeah
you have thousands and thousands of the same object
the SDK can't keep up
Join your meshes first, then try again
Seems we can't cause theses objects come from the unity store
There's plenty assets to merge them in Unity, or export your scene to blender with fbx exporters set to Binary
Thing is it seems everything in the scene was hand place wouldn't a exporter undo that?
That's your issue
The SDK don't like to have objects with the same names
It should be hand place and merged
I mean the scene came like this
Yes, it's bad
It's often package sample scenes, they're horrible for performance
They were never meant to be used as is
gotcha
Anyone wanna help me test my world? [expired]
Trying to track some some networking schenanigans.
@coral magnet I'm coming π
Anyone know why a floor would randomly go invisible without doing anything to it? It shows up in unity but isnt showing up in game.
Am i allowed to ask anyone here to convert my SDK2 world to SDK3 here for money
i am to stupid to understand udon
@maiden magnet I got that when I was inside a wall, since the material is often one sided, maybe you are inside the geometry so you don't see the mesh anymore?
Nah it was working fine before and ive been in and out of the build in VR maybe 8 times now and only just now its transparent
Plus if that were the issue I could recreate it in Unity, but in unity It's not disapearing unless I hide the object
OK I have my first private world. Am I correct that someone has to be a friend of mine or a friend of a friend to visit the world (until I can get the next trust level)? That this is true even if I give someone the URL of the world?
I think so (I'm not sure about friend of a friend) but I think u can also invite them to the world in game also
That is my mental model.
Once a world is uploaded can we edit it as much as we want by doing so using the same ID in Unity?
How do I make an object (a flashlight for example) stick to the player's side when not held?
At the moment I have the object following the player but it doesn't turn with the player.
Yes!
I have an inverted cube serving as a skybox. How do I make sure it occludes everything outside of it while inside of it?
i have it marked as occluder and occlude, as well as the other inverted boxes, but the camera can always go out and stuff isn't getting culled
Occluders that are a large distance away from the camera don't work very well if at all
You would probably want to setup occlusion portals closer to your geometry instead of trying to use the skybox
Have a issue, I can build and test a world but the button for build and publish does nothing when clicked. Any ideas?
Are there any console errors?
Nope
make sure none of your layout panels are locked
Only been working with this on and off for a month can you elaborate how to check this?
can you show a screenshot of your console?
The easiest way to make sure nothing weird is going on with panels is Window -> Layouts -> Revert Factory Settings, though, you'll lose any panels you've docked and stuff
but if any of them are locked, the build process will initialize and then just stop without an error, one thing i've noticed.
Still nothing, have some stuff in the console but do not thing these would cause the issue
anything show up if you go into play mode?
-_- Yes got 91 errors seems to be were I miss did a trigger as they are all the same thing. Need to track it down and delete it I guess.
if its the trigger not initialized in time error you can ignore those
Yeah it was a bunch of those and something else with them.
also go grab 1's vrworldtoolkit https://github.com/oneVR/VRWorldToolkit
it checks for many common issues with worlds
Ah both triggers
Ah seems to be working now, was a script issue and something in the project settings referencing something.
anyone know how to do chessboard animation
or has chessboard for 2.0
has animation stuff
Stupid question - is there a way to set up the audio so its 2d, but its only in an area
I keep trying to google this but pretty much everybody just says set it to 3d
you can set a custom curve such that the audio source is 2d until its fall off range like so https://nyanpa.su/i/AWkz1pub.png
So, I have a bit of experience in Blender, but little to no experience with Unity, is it worth me building a world in Blender and then using Unity to optimise and add features, or do I just learn Unity and build it all there?
Uhhhhh... This keeps happening and idk how to fix the collider other than making a whole load of other shaped colliders
ive discovered a new bug where if something in vrchat kills you and ragdolls your body, when you change avatars to get out of the ragdoll, youre stuck t posing forever now until you leave the world
just started happening with the new update. always makes me wonder how much do they change behind the scenes haha
but uh yeahhh.. fix pls
hey guys, is it possible to put a costum image or skybox in a mirror? A totally separate from the world.
I'm having an issue with switching platfrom from Android back to PC. it it gets marked back to Windows, but no dialog appears to import assets (it's an instant switch) and the top bar still says "Android" and the SDK acts as if i'm building for android.
help
Hey, so I uploaded a world for Community Labs but the Blue Print ID was broken, so I couldn't join etc, so I deleted it and used a new ID but I can't publish it to Community Labs now, so do I have to wait a week just because of a bug?
Might want to contact #vrchat-support about that o:
also to verify that it's a blueprint issue, could try importing https://github.com/oneVR/VRWorldToolkit/releases and see what it's world debugger reports? might've been something in the world that prevented it from compiling so it kicked you back home
so, basically I had the world uploaded for a few months by now and I accidentally deleted it in vrc so I tried to re upload it to the same id and checked publish to community labs (because that's the same thing as the one that was uploaded to that id before) and in the end it didn't let me join in vrc and it had no world icon
so then I tried to Build & Test it so it was defiantly the id
but because of me uploading it with publishing it to the community labs I can't publish the one with the new id to the community labs
ah
would def recommend contacting #vrchat-support to see if they can do something about the cooldown, otherwise you might have to wait out the week unfortunately
Is there a way to disable the wanrings? The warnings seems to be the problem in general
Is there a way to get mesh colliders to work with objects that have armatures?
Like, I'm able to set the mesh collider onto the object, but the collisions behave like the armature is in its default pose, no matter how I orient the object's armature.
is it set to static?
What does that mean?
where the object is set to static and cant move
theres a tick mark for it on the inspector
make sure its not tick
For the object itself or the mesh or the armature?
the whole thing
hmm, what use case are you using it for?
I made a hand model with an armature which I'm posing into various platforms.
There are several copies of the hand in the world, all in different poses.
hmm, im not sure then, usually when using a armature mesh, theonly thing i could think of freezing its colliders is that it was set to static
sorr
mesh colliders do not deform with armatures
Is there something else I could do then?
It looks like folks on Stack Overflow are suggesting putting primitive colliders on the armature bones to approximate the mesh. I'll try doing that...
yes, that seems to work well enough.
Yes absolutely, that is the best way to do it
I assume you mean learning Unity?
Sorry, the first part, you shouldn't make a world in Unity since it isn't a modelling software. Make the world in Blender and then add all the features in Unity
Ah, I'm happy to hear that, Blender is so much easier!
Yes, by far. Unity tricks people into making their worlds with probuilder and it's absolutely terrible
is there any way to make the VRCCam always appear in the same place, rather than showing up at 0,0,0?
sometimes I want to update my thumbnail with how the world looks now, but I always have to manually position it back to the nice view I had last time...
don't think so
I guess I could make an empty gameobject in the right place and just copy the transform values, but that still feels inconvenient for no reason....
maybe I'll file a feature request
@nova wraith Or even better, put the VRCam inside this object
I'd still have to then zero out its transform, no?
heh
Could be a button to automate that / script
yeah I guess I could just make a component that looks for anything named VRCCam and moves it automatically, heh
still a bit silly that it isn't built in though
Hey guys, sorry about being noob, but how do i make reflection probes work? i tried to bake it, and i got my lighting setting as baking, do i need to change anything? when i tried to look into online i always get confused, maybe i need a direct response
all the materials that should reflect something just dont do it in-game, im prob missing something.
switching between build platforms has a tendency to break things in unity.
It's recommended (I think it's in the docs as well) to make a copy of your project and use the copy specifically to make your Quest compatible version.
If we use git could we imagine have a branch dedicated to the Quest version? Or is that breaking specific assets?
Would a woman smoking on a lofi livestream be a reason my world got reported?
Every world starts with one report, for some reason
Ty, kinda assumed people did it for no reason
Okay so I have a question
When I'm trying to upload this world, the Community Labs thing is cut off.
Just a little confused lol
make sure you don't have the scale slider at the top of the viewport turned up? o:
It's at 2x
It's the lowest it will go for me
Oh wait I figured it out
Sorry about this
you're fine! c:
:)
Hello, I am having an error uploading world. A test build was fine and successful but when I built to upload, Unity has a pop up says last built vrchat scene could not be found
Could someone help make an animation for me? I want to have a walking animation for a dwarf spider droid I have in my world, but I donβt know how to make one.
Check the Unity console? also, try importing https://github.com/oneVR/VRWorldToolkit/releases and see what it's world debugger reports
it prompted me to disable future proof option but it was still failed to built for upload. However the toolkit said it was succeeded.
Maybe the SDK lost the completed built after it is done?
not super sure on that unfortunately, sorry - https://github.com/oneVR/VRWorldToolkit/wiki/Fixing-Build-Problems something here might help to find the problem though?
Where does it take you if you right click the last found build box and press show in explorer?
np thank you for that too
it leads to a scene-standalonewindows64-main.vrcw
That sounds like the problem then the file should be named customscene.vrcw
You could just rename the file and do build and publish again which should work as a workaround
that didnt work
The last build for local test was with no problem but the last build button for online shows last built vrchat scene could not be found
The weird part is that it built successfully with the build button below and I can launch it with the last build button for local
SDK3 or SDK2?
Hmm I have some ideas what might be happening I'll dm you for better debugging
sure thank you
TL:DR the path to the file is run trough UnityWebRequest.UnEscapeURL which was stripping + character out of it causing the file not to be found
trying to upload my first world and for some reason the upload button won't do anything. I am able to test out the world just fine in vr chat but publishing won't work. I double checked my version of unity and i'm also using SDK2. I also noticed that I keep getting a NullReferenceException error. If anyone can help me that would be appreciated.
Import this and check VRWorld Toolkit > World Debugger from the top bar and it'll show you the issue
https://toolkit.onevr.dev/
If I uploaded my world to labs, can I still update it without waiting a week?
Yup! You can still update the world whenever.
would anyone care to explain to me how the new vrchat sdk 3 spawns work?
I haven't had response back from support for 2 weeks is that normal or does it take a bit longer than that I'm happy to wait
Maybe we can help you here? What's happening @fossil forge
I don't have access to the panel I can't login it's not letting me in
You can post it in community support
Is it normal for worlds to have 1 report when uploading the mto VRC servers?
Seems like its normal then
Cuz I have a world on the servers but its not published to the public yet, all of a sudden today it has a report even though no one can even go there.
Id imagine it would be an auto report to the dev team so they know its uploaded and waiting approval, but mine is a private unlisted world. Maybe its just a bug.
basically I do what I have to do upload the world try and login nothing responds
can someone help me fix this issue
How many times have you tried?
Ah
what my password is name is all correct don't know if there's an error in the system of what's going on
That happened to me before, IDK if its showing that you typed in the right pasword but the actual keystrokes the server gets are wrong or something because I had to put my password in about 5 or 6 times before it actually took it
nope still don't work
Are you able to log in on the website? maybe change your password?
Strange. Sounds like this needs to be escalated to the support team.
I've already done a ticket about it but I haven't heard response I'm just going to wait it out and see if they respond
ok
Question how do you all go about making decent textures IE for a wall
Making them? Substance Designer is the standard for material creation, but you can derive decent textures from photos too using something like Substance Alchemist (paid) or Materialize (free + open source)
Think most in VRC source their textures from resources online though!
Yes for some reason every world says 1 report when uploaded lol
really thought it was one of my friend trolled me lol, alright
I'm probably missing something really simple here, I'm trying to add triggers in SDK3 but I don't have the option to add VRC_Trigger component, anybody know why?
yo i'm having a weird issue right now with unity
There's a text right there, but anything I type the first time I toggle this is just invisible(? not sure)
if i turn it off and on again
It show up.
And then it work as expected
did the community lab worlds tab disappear?
make sure that you have it enabled in the settings? o:
oh, didn't even know you have to enable it in the settings
SDK3 doesn't have triggers, that's the whole point 
Oh
I see
Huh
So say if I wanted to setup an object to move about 4m when a button is pressed, how would I go about setting that up?
I have the animation set, just don't know how to trigger it
Probably a question for #udon-general
Okay
Also worth checking out vowgan/momothemonster tutorials on YouTube
Might want to look into some SDK3 Udon tutorials as well:
VRChat's tutorial on automatic doors: https://www.youtube.com/watch?v=95jRByYHE4Y
Vowgan's tutorial on toggle buttons: https://www.youtube.com/watch?v=ibDu0dCeUE8
Much appreciated to the two of you
huehue
anyone know an in depth tutorial on udons midi related stuff? having trouble understanding what to do here, concept i get but just not implementing it
for example is there a way to setup a 'switch' of sorts with all the various noteon/off messages?
a branch is only 2 outputs i need about 88 at least per noteon/off
hoping i don't need to setup an midinoteon event for every 2 keys
-- nevermind i think i've found my answer
Import UdonSharp: https://github.com/MerlinVR/UdonSharp/releases/tag/v0.19.12
Question so I upload a world, Everything great its uploaded all of that jazz, i got to like delete something anything a mesh maybe unneeded mesh whatever I upload again and for some reason it loads very long and fails to upload?
Does anyone known why?
@near escarp Do you think you have any ideas on whats going on, Sorry to bother you as much I just really need some help.
Did you check your console ?
Errors
il see once this done its been at this almost a hour https://i.imgur.com/kxzlZeC.png
Even thought its uploaded before faster with more stuff
I removed stuff is the funny thing
Do you have future proofing enabled ?
Do I need that on?
nope
@near escarp This poping up durnign upload https://i.imgur.com/IMAeMId.png
I've never seen some of these, might have to google general unity issues in this case
112 error means not enough disk space
TIL
?
?
I'm giving up on this world if I can't get someone to help me fix this problem I've been active for 3 days
I was honestly so happy with all the work I've been doing I'm mostly about to pull the plug and pull the system down
dont give up man
it's not worth it if you have put a lot of work in
I personally do not understand why more people arent here adding in
but eh it's a niche community
I did a ticket 3 days ago and I still haven't had a response
I can't even login
It's v late in the US lol
Keep the weekend in mind - if you sent the ticket 3 days ago, it'll only have been at VRChat for one or two business days, depending on when you sent it o:
does anyone know why I am randomly getting this right now never has happened it's literally the utility menu
Right-click the VRChat SDK in the asset browser and hit Reimport? Reimport All might work as well, but that might take a while depending on your project's size
just did that thanks for the tip tho
everything is running great now!
cool! c:
https://i.imgur.com/Al7xzcg.png @near escarp
I'm confused @random owl
https://i.imgur.com/WdncOFT.png
15gb is getting close
it might need to allocate while it makes the assetbundle
so try removing stuff and make space
I got another drive is there just anothere way to put it not on my c drive? @near escarp
Up to you, if that's easier
I wondering if you can help me fix my problem
How?
@near escarp Not sure why its doing stuff with the c drive
Because it's on it ?
Just now >
@bold ibex just change the path to D
How?
in unity
here ill send a pic
Thanks, I never knew there was paths unity goes
nw my c drive is fiilled
so i get it
I wondering if you can help me fix my problem @near escarp
or should I wait for support ticket to be resolved
Did you explain your problem ?
for some reason I do not have access to the panel that's not wanting me in I've tried multiple times when it's access declined do not have access
the panel ?
to upload world
Can you screenshot your unity window
@bold ibex
hit the new button and as you can see just set a new location
You have Dev selected
Seems to be in the d drive https://i.imgur.com/LcvWO8f.png
ok cool!
it appears it is trying to load files from your C drive but cant locate them
The fuck?
I got nothing in there though
@near escarp
Also makes no sense it uploaded fine before
asset bundle
upload fail
what have you recently added may I ask?
a lot of unity assests will crash a build
I am learning still
??
Nothing I deleted things actutally
but removing them helps
You have console errors
yeah use the tool guys
Thats what I don't understand, I have uploaded the world before I went back change 1 thing and it won't upload
it really helps with things you may be missing
Just change something size idk whats going on
okay if you changed one thing do you remember what your changed specifically
it's always best to make a backup also of the world along the way just in case I never do this but am starting to
I side the floor so theres no hole
it did this 2 when I uploaded the world
change the skybox
then it refuse to upload
yeah some skyboxes dont have built light
so they cant build within game
are any errors referencing specific assets packs in your game right now?
that would be a place to start
Nope
try a build and test
and send the log
Lets see
this is doing my head
okay I just had this error
you have an asset pack that you got that is interfering most likely
is the debugger installed for you?
Would have it just never uploaded at that point though? Like at all
must have been a recent update you made that caused something to go wacky keep looking for errors for assets "missing" cant be found
Building fine its launchign the build

Let me try publishing again

I'm getting so pissed off at there's I can't
take a break and hit it later
I'm just going to get more pissed
I've been at it for 3 days and no one is help me
why does my builder have access to the development panel but me
I contact my builder and see if he can result if you can't then I give up for the month
now it worked https://i.imgur.com/PVGJrWI.png
Legit did nothing
Glad you got it sorted!
Sometimes weird things just happen not the first
is there fix for SDK 2/3 when SDK errors and build Screen doesnt show then blank page?
1 my friend building world but sees login, and other stuff but not Build screen just gray blank.
no buttons for publish or anything
I know works for me SDK because i used SDK, but idk why my friend unable see build screen?
check your console for errors, if the sdk breaks, you very likely have another script in your project from an asset you imported causing compilation errors
nope didn't work
Import this and check VRWorld Toolkit > World Debugger from the top bar it might solve it or not depending on what the actual problem is I don't really have time to into it more rn
http://toolkit.onevr.dev/
Should i create the world on blender and then like export it to unity or should i build in unity
I'm trying to make some UI elements invisible to the player. I've set the UI gameobjects to a layer and I've culled that layer in the MainCamera. The MainCamera is referenced in the VRCWorld script. However I can still see the UI elements in game. How to fix?
Edit: Ok so I solved it by setting the UI element layers to MirrorReflection, that layer is always culled for the player I guess.
does anyone know a cause for an animated humpback whale moving in unity but not in VrChat
My guess is that it uses an "animation" component instead of an "animator" component, since vrchat does not supports animation components anymore
hmm okay thx
hi dose anyone know were i can find a 8 ball table for 3.0?
you're fine! Go to the Releases button at the right, and download the .unitypackage: https://github.com/FairlySadPanda/vrcbce/releases/tag/1.1.2
ahh thanks
So, I was wondering if anyone may have some insight on how to do this. I want players to be able to run each other over with Cars and kill each other in my pvp world... but only when the car is going above a certain speed. If it was as simple as adding a damage trigger I'd just do that, but then you could never touch the front of a car without dying. I want it to at least be moving 30 mph before the damage trigger activates and then turn off when it goes below that. Is this something I would need sdk3 to do?
You would need SDK3 for speed detection, to do easily
I'm trying to make my first SDK3 world and I can't download the modules for my Unity :/ https://gyazo.com/c87235f8169f5ede5428e3fee0d799ab
What modules do you need ?
how do i get my hands on the VRC_AudioBank? not something included with sdk3 from what i can tell?
audiobank is SDK2 only
reinstalled it through the hub and it works now
how do i make the input field not show up through the walls https://gyazo.com/38122118d341369fe4474d43d814d25c
is there anyway to remove the circular rings around my player?
What did you set your camera clipping plane distance to ?
As in, the brown circles on the floor? that's color banding and would be fixed by modifying the floor material o:
how would I modify a material on a terrain?
I seem to be having an issue where textures aren't being compressed after I've applied a crunch compression
are there any solutions?
Do you have a example of that happening?
Could probably fix that with some vv slight color variation in the base color texture, or just adding a normal/roughness map to break up the solid brown color
I've used the world toolkit to mass crunch compress everything and the build report, reports no change in size from the textures I'm trying to compress
Did you do a new build afterwards?
aye
You can check on the individual textures to make sure nothing went wrong
Or toggling it on and off and seeing if the value changes
Compression depends fully on the data that is being compressed so hard to say without seeing examples of what is actually happening
I've got about 4 textures, 85mb, 85mb, 64mb and 21mb. obviously that isnt ideal. compressing does nothing and I even changed the size down to 1024 on all 4 of them. crunch compression is all the way up to 100 and they are all still the same size.
100 is the least amount of compression
That makes no sense tbh, but I've changed it to 80, then 40, then 20 and still nothing. I'm still relatively new to unity, but is it possible it's because of how much the texture is being used in the scene?
The value is the compression quality less quality the more it's possible to compress down, the usage wouldn't really matter
I managed to fix it by changing compression of the floor to max quality
thanks
Maybe the data you are trying to compress is just not suitable for crunch compression so it doesn't change still can't say much without seeing an example π€·
Changing the texture max size not causing any changes is weirder though
what sort of example can I give you?
Proper view of the textures or the file itself just size of them doesn't say much to as what they are and what kind of data it has
And show the whole inspector for it
Do you have something set in the second tab for the standalone overrides?
oh, the mass texture importer?
looks like that was it. didn't know that tab existed. I'll keep it in mind in the future. thanks! @random owl
anyone know how to fix this in udon sharp? ```using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
public class NewScript : UdonSharpBehaviour
{
public Vector3 targetPos;
public Vector3 targetRot;
public override void Interact(VRCPlayerApi player)
{
player.TeleportTo(targetPos, Quaternion.Euler(targetRot));
}
}```
Hey,anyone here?
Aight cool, thanks. Yet another reason to convert this world over to sdk3 haha. Main thing stopping me at this point is just a lack of scripting knowledge and a fear of learning Β°~Β°
It'll happen eventually though.
Hey there! I just made this seamless carpet texture, so if anyone wants to use it feel free!
can anyone give a screenshot for the settings on how to set up a vertical billboard on a particle in a world, that won't follow the camera? so the "particle object" is just stationary/locked into place, no matter the viewing orientation?
or perhaps a suggestion for something other than Unity's built-in renderer for billboard settings on particles?
Are there any prefabs for giving items held items a trace drawing effect?
@gaunt minnow There is the pen prefab
Hey is the Set player node in udon deprecated?

Hey, I recently made a world for VRChat and it's doing quite well but the way I built it didn't facillatate major changes easily, and the project file was getting out of hand so I redesigned it using a new project. How can I push this update to the previous world signature? I'm only allowed 1 Labs upload per week and Voxel Chill was that one for me.
If i were to copy just the scene would The world signiture get carried over?
What kind of scripts are we able to make for vrchat worlds? Most the worlds I join are mostly featureless walking simulators
From what i can tell Udon has C# code support (and probably base VRChat SDK as well?) so as long as it runs I don't see any limitations
I've seen decent recreations of beatsaber done in VRchat so its quite felxible
I'll have to try it out. I've had a lot of ideas for things like mini rpgs but wasn't sure if it was really possible. Is there a world size limitation?
hmm, Depends how optimized i suppose you can get it O.o IIRC the VRChat world SDK reccommends you keep the world under 70,000 tris for PC. 35K tris if you want to target quest. so a large world will need simpler geometry and less detail in the objects if there are many of them
as far as physical size limitations, I dont think one exists
Ahh okay
you could have a 7Km flat plane easily because that'd be like.. 4 tris
16 if its a cube instead of a plane, but you get the gist
I figured it out. For people looking to migrate worlds to new projects (the enough keywords?) You go to the VRC Scene descriptor and copy the blueprint ID. on the new project detach the blueprint ID it has and replace it with the copied ID.
Is there a way to have two different skyboxes in one world? Iβm making a casino world, and I want to have a ground floor skybox (for the casino) and a high-up skybox for the penthouse suite
Hmm, could you maybe just make a really large cube and use it as a "skybox"?
basically encase the penthouse in a large textured cube
Hmm, yes I suppose that would work
Thanks
Iβll probably do the ground floor that way, since I already designed the penthouse
No problem, if it doesn't work out let us know. don't know how much loger ill be awake so i might not be of much more help
Are there shaders besides the "VRChat" one that can be baked?
We looked out for some low sized textures which basically add some detail with normal/metallic maps or the a like but those are not that well supported by the VRC ones.
In poiyomi it all looks nice and dandy but I could not find out if that one can be baked.
(Mainly for backfaceculling - as I did some oopsies during creating the meshes).
I suppose could just try some testing with a simple map to see what happens with different shaders
bit late but if this is still an issue, check https://github.com/oneVR/VRWorldToolkit/wiki/Fixing-Build-Problems o:
no clue what happened https://gyazo.com/e8c6c4c1c6ff8b81266b69e5a7295512 im blanking on what i couldve imported that couldve caused this
Is it better .obj or .fbx for world items made on blender
would not being able to jump in your map be a height issue?
I seem to be able to move fully well but just not jump in testing
Do you have the VRCWorld prefab imported as your spawn, or a VRC_PlayerMods component added? o:
The VRCWorld prefab has a scene descriptor, so delete your old one if you drop that in
seems like I cant put just the vrcworld in
so i made my first world but my normal sized avatar seemed very big for it, is there a way to make avatars smaller? or do i need to make everything bigger
should just be able to drag it from the asset browser into the viewport o:
Avatar colliders are always 2 meters tall and 1 meter wide regardless of avatar size, and you can't resize them - you'd have to make the world bigger
shit could there be a way to load my avatar into that world? it would be easier to see how big it needs to be
nvm
ty Zuvali I'll let you know if that does it
@tardy bison whats the new map called!
not super sure what you mean, sorry o:
If it helps though, a default Unity cube is one meter in all dimensions, and the average US height would be 1.75 cubes - your door frame clearances should be just slightly over 2 meters tall, as well
yw!
noicee!
if you have a terrain/floor that dips too low below the floor level avatars will seem small among the rest of the world
Oh okay got ya
I would say just work on a cube drop in see how it feels and keep going wont take long to get it just right if so!
had the issue on my first map
felt like an ant
π
xd
@errant beacon I can Jump now ty
cool! and yw c:
so i did download a few stuff from unity asset can you make them like pickup objects?
yup! Add a collider component to them, then add a VRC_Pickup component to it
depending on which SDK you're using, syncing it's movement between players is done slightly differently nevermind, iirc adding a VRC_ObjectSync component should work? o:
Thank you
Is there an easy way to make a canvas that shows when the player opens the system menu and hides when he closes it ? (i've seen this in some worlds)
Or you have to script this behaviour by yourself?
you using sdk3?
Yes
i got a script you can use! but my project is building so ill send soon
Oh really ty, i'll wait
I wanna see if you use Update() method or there is something better (for the system menu)
well if your refering to the quest home theater UI or other worlds i have made, it basically teleports the canvas on a pivot point so it can scale to the player and all that magic
I just checked your world and yeah this is what i wanted to achieve
cool. ill send you
Has anyone ever experienced world uploading stucking?
Something like this, I've activated future proof π¦
Maybe it has something to do with the fact that I've not added VRC_SceneDescriptor? But I really don't know how to add it nor where, any advice?
Either add the VRC_SceneDescriptor component to an empty gameobject (should be an Add Component button in the inspector), or drag the VRCWorld prefab included with the VRChat SDK into your world o:
Ohhh I'm dumb, my VRCWorld already included a VRC_Scene Descriptor lol
Still i'm unable to upload it btw. Gets stuck uploading it. Thanks for your help Zuvali!
odd o:
to clarify, do you mean that have future-proof publishing unticked in the build control panel? Future-proof publishing isn't really supported anymore and just tends to break uploading now
Iβve tried uploading with future proof on as I googled and someone managed to solve the world uploading being stuck by turning that option on. But originally I tried without that option and got stuck in a menu where the loading bar didnβt even started. It was a world for 72 people. Maybe that was the problem, I reduced the max users to 40, maybe that was the problem :/
The maximum player cap is 40, though you can get up to twice that many people in the world with invites
Check the Unity console for errors? o:
Maybe that was the problem. I hope it uploads now with the 40 ppl cap. I was unable to check the console because when I tried to stop the upload the window wonβt go away and had to end the process from the process manager, so I was unable to check console ;P
But Iβll check if this user cap solves it.
Thanks for the help Zuva
yw! I'd def recommend importing https://github.com/oneVR/VRWorldToolkit/releases and checking it's world debugger to see what issues it reports - def check the console when you can, as well
I'm trying to toggle seats and have it off by default, but seats will only show up and be toggable if default on?
how would one make models that cannot be walked through?
some sort of
"player_collider"
Thats what comes to mind
Also something that oddly comes to mind wouldn't it be cool to be able to map in VR
could like. put a capsule around the player. but locally turn the collider off but keep it on foreverone else
I was thinking about putting cubes
