#world-development

39 messages · Page 81 of 1

desert python
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or... you could be stupid like me and create a massive bone tracking system that can also be used to trick-collider into people

bold ibex
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withing the models to give the immersion of sitting but I dunno If that's worth it

bold ibex
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I'll have to find some way to make it a collder '

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collider

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lets see if box colider 2d works

severe pier
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the more I've built in unity, the more I kind of admire the way multiple people can build at once in Halo forge, I wish there was a way you could do that in unity

bold ibex
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totally

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Do you know how to make models colliders in vr chat @severe pier

severe pier
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like a mesh collider?

median bluff
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The world was uploaded with a 40 people cap. Thanks you for your help!

errant beacon
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cool! and yw c:

thin hollow
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A prop in my world keeps falling through the floor - any idea why?

errant beacon
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Tick the Convex checkbox on the mesh collider

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do the same on your floor if you're using a mesh collider there o:

thin hollow
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ah

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got it

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that worked

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thanks a ton

errant beacon
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yw!

random owl
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Convex collider on floor would be really dependable on the floors shape and if it would work box collider would be better

stiff imp
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Quick Question:
So I just received a few emails about that I have been welcomed to upload custom content, but I'm still visitor rank in VRChat.

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Sooo, can I upload worlds?

light carbon
small canopy
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@thin hollow You could also change the collision detection from discrete to continuous so it's less subject to pass through geometry

light carbon
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Yeah that's New User as such you can upload content to VRChat

stiff imp
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Oh shit, nice!

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Okay

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So for me in game it might've not yet updated I guess.

stiff imp
light carbon
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👍

jade crown
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I have got a question how do I make it so I can toggle on the ui?

jade crown
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because I am so clueless what I am doing wrong

mild spade
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Right now you are using a button to toggle a mirror on and off, You could have another button that turns the UI on and off just the same way. Either by making another canvas, or using an OnInteract button you can press.

jade crown
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I am trying to make it so the mirror goes on or off then I press the button twice thats what I ment my makeing the ui toggleable

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I tried to make it toggle the mirror but that seemed to not work sadly

mild spade
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Ah ok, sorry for misunderstanding, It seems what you are doing is right, but you could also use a "Toggle" instead of a "Button" to make it more simple. Did you tested it in the Unity Play mode and/or in the game? Maybe the problem is not that it doesnt work, but that is not set up properly (you need UI Shape on the canvas for example)

jade crown
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ok I just changed it to toggle and I think I already had the ui shape on it but I could have been wrong and I tested it in unity & in the game

jade crown
mild spade
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oh That is strange xD things magically fixing themselves on unity, happens often

jade crown
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Another question this one should be way more easy

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How do I make this guy not fling players all over the place when holding it?

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I once tried making them triggers but that just makes them not interact with the environment and I want them to

mild spade
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If it is on the PickUp layer it should not interact with the player, do you have another collider as a child maybe? If you do, try setting that to PickUp as well

jade crown
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ill try

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they both have pick up I think

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yeah

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but different problem now

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I got the pick up off of the child

mild spade
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You dont need 2 pickup scripts, I was just telling you to change the layer to "Pickup" , sorry for not explaining correctly. Leave the pickup script on the parent, and remove it on the child, but make sure both have the layer as "pickup"

jade crown
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ok all good thanks!

random owl
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Might want to also make sure to remove the box collider from the child cube

pure kraken
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@near escarp not sure if you would have an answer to this, but I seem to be having trouble with my avpro audio sources. I'm having trouble hearing the audio that comes out, even though the world is at 100% and the volume is at 1 in the audio script. Any ideas?

near escarp
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No clue, sorry

pure kraken
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damn. its kk

south drum
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anyone know how to change color?

tired granite
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@south drum Create a material in the color/texture you want and drag and drop it on

south drum
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thx

tired granite
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Anyone have any ideas why sprites would fail to animate in vrc world? They work fine in the unity editor playing automatically during runtime, no triggers or anything however once uploaded the sprites are just stationary

mild spade
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How are you animating them? Particle system with sprite sheet? Sprite renderer with animator components? I have worlds with sprite (as 2D sprite texture type) and they work with both particle and sprite renderers

tired granite
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It's a sprite renderer with a animation script

mild spade
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Custom scripts dont work on VRChat. You have to either use vrchat´s trigger system or create your own scripts using Udon (sdk3)

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(or animate your own using animators)

tired granite
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Ahhh so that's why, ok thank you!

bold ibex
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hey guys I'm having a weird issue with pickupables in game

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I have assigned these three components and they were working but not on a few objects they just pick up the shadow of the item you can see it fully

random owl
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You most likely have the item marked as static

bold ibex
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1)vrc object sync
2)vrc pickup
3)mesh collider/convex

bold ibex
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correcto

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!

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lmao

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how didnt I see that

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ty m8

slate spire
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I have a question about Depth Masks in the system. The shader I made shows up perfectly in scene view, but seems to be multiplying upon itself in game view and in VRC.

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this is a shot of it in viewport, going to send one in game

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    SubShader{
        // Render the mask after regular geometry, but before masked geometry and
        // transparent things.

        Tags {"Queue" = "Geometry-10" }

        // Don't draw in the RGBA channels; just the depth buffer

        ColorMask 0
        ZWrite On

        // Do nothing specific in the pass:

        Pass {}
    }
}```
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this is the depth mask Im using, am I doing something wrong?

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Im trying to hide things below the plane and just show the skybox with a little mist effect to let people know where they are walking

bold ibex
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If anyone is looking for the qv pens or udon keyboard

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J.T. Controller for USharpVideo Player [SDK3](¥ 0), J.T. Playlist for USharpVideo Player [SDK3](¥ 0), Avatars3.0用Assetカスタムアイコン(¥ 0), VRChatワールド用Udonキーボード [SDK3](¥ 500), Qv Pen [VRChat][SDK2][SDK3](¥ 0), VRChatThumbnailer 2020 (サムネイル設定補助ツール)(¥ 0), 試作Udon鍋 [VRChat](¥ 0), ワールド用 ジグソーパズル [VRChat][SDK2](¥

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What kind of control do we have over our worlds when they go live? Can we kick or ban people from them?

random owl
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Permanently no, but temporarily yes from any instance you are in

bold ibex
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does anyone have the 8 ball prefab by chance?

bold ibex
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found it nvm for anyone who needs it

half drum
supple urchin
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Can anyone help me with light mapping? 2 of my objects have overlapping light mapping can't they both aren't letting me enable the setting to get rid of that error. (Just DM me I'll get back to you in the morning)

worn elk
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I'm trying to use Norix's media player, but it says it NEEDS UdonSharp to make it work. The problem is, any time I install the Unity package for either UdonSharp or the media player, I get 90 critical errors and can no longer build my world.

As far as I know, I'm not doing anything wrong. These errors appear the instant I import UdonSharp. All I want is a media player that allows other people to enter URLs. The basic one that the SDK comes with kind of sucks. It only lets the world master use it, and I cannot find any way to allow it to transfer usage to other people in my world.

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I really dont want anything complicated. I just want to be able to let other people post videos. Norix's media player looks like it should be working just fine, but its exploding my error log

devout plume
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Object not showing up after add "VRC pickup"
anyone knows what caused it?

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after I remove the script, it will show up

worn elk
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@stoic fractal @harsh geode@fringe viper Not sure who to tag. Seems like this is a bot scam

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Someone may have a compromised account

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@gloomy fog

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Sorry if I pinged the wrong people. Still learning my way around the server

fringe viper
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Usually you'd want to ping Active Chat Mod for Discord chat-related issues. :p

worn elk
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Lol yes, I realized this a smidge too late

sour axle
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quick question:
i have seen worlds that make your avatar lose control of your kinemetic and fall to the ground like a puppet (simulating death).
does someone know how it works or point me to an article on how to do that? (SDK3)

bitter idol
bitter idol
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You need the collider enabled to even pick it up btw

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Disabling gravity will make it float, and kinematic will make it so it stays still in the Air

bitter idol
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I think that's everything. Might be forgetting. Haven't touched it in a year

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Wouldn't recommend doing that currently though. My world is bugged now thanks to the update so any one who dies is stuck in t pose till they rejoin

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That might happen to you

sour axle
worn elk
tepid tangle
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hi! can you still upload sdk 2.0 worlds? i go to upload my sdk 2.0 world and it just doesnt go to the upload screen??? theres a scene descriptor and everything should work but it doesnt open the upload thing in the game window anymore

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wait nvm i fixed it but i know this is gonna happen when i upload the world, but how do i add gravity and such again??? i remember all my other worlds wouldnt have gravity for some weird reason until i added something (you couldnt jump) but i dont remember what it is that i add

tawdry egret
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Alr Quick question for anyone, its easy asf im prolly just dumb

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Wheres the package manager for unity? its not in the Window Tab anymore atleast to my knowledge

tawdry egret
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thats in 2018:20.4?

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or whatever the vrchat world one is for

worn elk
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Can anyone tell me how to use the VRC Spacial Audio? I THOUGHT I had a good idea of how it works, but for some reason, no matter what I do, the sound I want to play keeps coming out whisper quiet. NOTHING makes it louder. I have messed with the gain, which I read caps out at 10 despite being able to enter in higher values, I've messed with the distance, I've messed with virtually everything I can think of. No matter whether I use Logarithmic audio curve, or whatever the VRC Spacial Audio script uses, NOTHING gets this sound above a whisper.

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I've been banging my head against this for HOURS now and nothing seems to make a difference. Its taking almost 5 minutes just to build and test each time and if anyone just knows the answer, I think I might be able to die happy.

unreal eagle
worn elk
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When I try to build the world, it tells me I NEED the VRC Spatial Audio component or it wont work

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even though I've already configured the audio curve in the Audio Component

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I think I found part of the issue

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but its so hard to tell since I need to change ONE THING and then build to see if it makes a difference

unreal eagle
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Ignore the warning, you don’t need the VRC Spatial Audio component to build. It’s useful for having accurate directional audio but not having it will allow you to use other audio source types

worn elk
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I'm in the middle of a build so I cant expand these menus at the moment, but these are the settings I am using right now. Under Advanced Options, it is checked to use the curve in the audio settings, and not whatever whackadoodle settings are in the VRC Spatial Audio Source.

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A moment ago, I had the spatial blend accidentally defaulted to 2D and the sound was deafening and could be heard anywhere in the world

unreal eagle
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Do you have CyanEmu installed? It will let you preview changes in the editor instead of needing to build every time

worn elk
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Turned the blend all the way to 3D and now it actually responds to where I am in relation to the sound, but is WAY too loud

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I set the gain to 3

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rather than 10

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It seems like either deafening or whisper is the only two volumes I can pull out of this

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I dont know what CyanEmu is, but if it requires UdonSharp I have not been able to get that to work without it creating 90 critical errors

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I have no idea what causes that either

unreal eagle
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Nah, you can use it without UdonSharp

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I can’t see any problems with your audio source component. What about the audio clip itself? When you preview the audio file outside of Unity, is it loud or quiet?

worn elk
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Its average

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its not as quiet as VR chat is playing

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Trying this instead now

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A gain of 3 made absolutely no difference. I set it back to 10, and lowered the sound VOLUME above to 0.5

unreal eagle
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Install this package so you won’t have to build every time to preview changes

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Just as another idea, check your VRChat world audio volume in the settings window just in case it is set at a low level

worn elk
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volume is at 100

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Gain 10, Volume 0.5 = no change. Extremely loud

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Trying again with a Gain of 1, Volume 0.5

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Gain 1, Volume 0.5 still comes out blastingly loud

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Trying with these settings

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Now the curve HAS to start at 0.5

unreal eagle
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Did you install CyanEmu? You’ll be able to adjust the audio levels in real-time when you play in the editor. Just make sure to copy the component values before exiting play

worn elk
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Going to do that on the next try

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But

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When I last tried to upload my world, it activated the Play option, and EVERY SINGLE SOUND in the world played simultaneously at full volume

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they do not behave that way when you're actually in world

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but if I click that play button, they all go at the same time

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full blast

unreal eagle
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By Play, you mean Play on Awake?

worn elk
unreal eagle
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Right

worn elk
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The sounds are set to play on awake, because most of them are ambient noise or music for certain areas of the world

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they are meant to loop indefinitely

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when I actually try to publish the world, that play button gets activated, and all the sounds go at the same time, full blast, and wont stop until finish uploading the world or cancel the upload.

unreal eagle
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Oh

worn elk
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my guess is that because there is no 3D space to alter the volume, they all just play at max volume

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once I am IN world, their volumes are obviously adjusted based on my camera position

unreal eagle
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You can mute the sounds coming from the editor by clicking the speaker icon at the top of the window and should work when you enter play mode

worn elk
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Getting this critical error now

unreal eagle
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Are you using the latest VRC World SDK?

worn elk
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Can I upgrade that easily? I think I am two updates behind

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idk

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I dont know

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I am really losing my mind

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I manually set my curve to 0.5 volume and THAT seems to be the one and only thing that lowers the volume to a reasonable level

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but then what is the purpose of the gain an volume sliders if they dont DO anything?

unreal eagle
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It should be easy to update. Here are the steps from the VRChat Documentation
https://docs.vrchat.com/docs/updating-the-sdk

worn elk
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oh yeah it just goes over the old SDK

unreal eagle
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How's everything looking now?

worn elk
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I dont know yet. I'm still trying to figure out how cyanemu works

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current volume settings are Volume 1, Gain 0, and the audio curve starts at 1 and rolls off to 0 after 10 meters

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at this point I just want it to be quieter

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Before, even when the volume was at 0.5, it was still explosively loud

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but when I set the CURVE to start at 0.5, it was as expected

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and I dont know why

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like, shouldnt the volume slider be the default starting volume of the sound? I know I can control that with the curve, but I shouldnt have to

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lowering the volume slider should lower the OVERALL volume of the entire curve

unreal eagle
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So when you click Play now and start the game, select the game object that has the audio source component on it and you should be able to adjust the volume values in real-time

worn elk
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I can see, yeah

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its working now

unreal eagle
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Just make sure to left click the gear icon at the top right of the audio source component and select 'Copy Component' before exiting Play mode. You can then click the gear icon again on that audio source component and select 'Paste Component Values' to make sure your changes are saved. If you exit Play mode, your changes during Play mode won't be applied

worn elk
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I got it working. I dont know what I did differently, but through some combination of settings, its FINALLY at the appropriate volume

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also Cyan makes this much easier and faster

unreal eagle
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Great to hear

worn elk
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Thank you for all of your help. This was driving me insane

unreal eagle
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No worries, glad to help

worn elk
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Now to figure out why UdonSharp throws so many errors

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Thats my next big challenge

unreal eagle
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The best place to start is downloading the latest version and going from there

worn elk
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I do have the latest version

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When I install the unity package, it throws the errors immediately

unreal eagle
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Ok yeah my knowledge stops at anything outside audio

worn elk
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I dont know if there's an example scene or something causing the issue or what

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I appreciate you getting me this far.

unreal eagle
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Try making a new scene to see if you can get it working there

worn elk
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yeah gonna have to

unreal eagle
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All right, good luck

worn elk
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thank you

verbal hare
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has anyone tried uploading a minecraft schematic into VRChat before?

glacial pond
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Is it possible to get a directional audio source that works similar to a directional light? Sounds as if it's coming from the same global direction, everywhere. example: wind

desert python
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make audio source, set 3d, and make bubble rediculously large, put audio source in the distence in the direction you want

glacial pond
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Won't that be... insanely loud? But thank you!

desert python
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text logo can go further on the physics and how to make the audio more realistic

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have you seen "betteraudio" yet? theres an audio source set up they been developing

glacial pond
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I haven't, very new to world creation

desert python
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lemme find link, assuming your sdk3?

glacial pond
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yep

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And thank you!

desert python
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check out the branches and check out "feat-add-everything" and add that and that should have a bit on audio source stuff

unreal eagle
desert python
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ye ik

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to clarify: text logo knows audio, but did not create betteraud

jade crown
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I have got my own question I am trying to make this coffee have its own mesh so I can pick it up

desert python
unreal eagle
# glacial pond Is it possible to get a directional audio source that works similar to a directi...

You might want to take a look at Ambisonics. It's a surround sound audio format where the Oculus Spatializer audio SDK renders the 'soundfield' binaurally. These link explains Ambisonics more in-depth:

Start Mixing VR / 360° Sound in Ambisonics B-Format (Ignore their plugin and just follow the principles)
https://www.youtube.com/watch?v=mcUwiYwgBHw

Ambisonic Audio Fundamentals (2020) | Simon Hutchinson
https://www.youtube.com/watch?v=9m4VxFSYSEA

Ambisonics is a format used to mix audio for VR projects, 360 videos on Facebook or YouTube, and 3D installations. Watch this quick intro to get started, and learn more at https://www.waves.com/360

▶ Play video

A brief introduction to ambisonics for immersive audio, explaining the technology and the important points to get started using this 360 audio technology in VR and other new media.

This video is part of a collaboration with Spectral Evolver working in immersive audio, including ambisonics and binaural playback.

Check out the rest of the playl...

▶ Play video
jade crown
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alright

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question how would I put it on a triangle?

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I think I would need a custom mesh for that one

desert python
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ye

jade crown
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uh.... this one aint working so well cheif how does one fix this?

desert python
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that looks like it should work

jade crown
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ok

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some how I can't pick it up

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no

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I was wrong

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some of it is selectable I will do with what I have

desert python
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i still highly suggest the box collider, it should be much easier, and set pick up radius to 100%

fallen wave
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box colliders are far more consistent than mesh colliders

proven glade
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Okay someone wants me to work on a hotel map and I need to know. For optimization should I build this in blender first or like is it fine to just kinda build it entirely in unity

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With combine meshes

near escarp
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Blender

surreal nebula
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just want some thoughts.

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I also have a question for unity. Is there a shader that can make sbs/over-under images appear 3d? I'd seen this in janusvr and hope I could do it here

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I know I've seen 3d panorama's in worlds

random owl
proven glade
surreal nebula
random owl
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Should be yeah

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Don't remember exactly how it works as I haven't really used it myself

half mirage
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hey guys, working a world and trying to get quest compatibility/performance up. currently i'm using qvpen, have imported the quest materials (which it says will be automatically used), and set the trailrenderer width to 0.005 as suggested in the readme. however on quest devices the trail does not render properly, instead appearing as many dots, and performance tanks when looking towards it, almost crashing the user. it functions properly on windows. any ideas would be massively appreciated!

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the rest of the map is optimized enough that it hasn't been a problem as of yet thankfully

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i saw some previous messages about having to modify the unlit/color shader, however it only seems to be used by the eraser, which i am not including in the world at this time

half mirage
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hmm,,,, i may be stupid!! i might have to just actually set it to the quest material manually, which i did not set the trailrenderer width properly last time i tried that, so it didn't show up and assumed i broke it; will report back in the morning whether it works

indigo storm
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What are the limits of cross plat worlds in vrchat?

wet flax
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I was wondering how I might go about creating a joystick in VRChat? I know roughly how to make one in regular unity VR, but I don't know if that would apply to VRChat

glacial pond
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"Gain" on VRC Spatial Audio Source does not seem to be increasing the volume at all, am I missing something? Trying to make a very quiet clip louder.

bold ibex
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so im making a world and have a small question, im testing out lod and i seem to have it setup with low poly models but when it says to cull the undecimated mesh is still there?

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how do i add the normal mesh as lod 0

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so it switches between it and the decimated

glacial pond
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LOD groups are not recommended for VRChat as the quality settings will not work how you expect, VRLow and Desktop Low will cull them way too soon

proven glade
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Oh

glacial pond
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Maybe someone figured out how to make them work well on all quality settings simultaneously, I’m operating on fairly old information

proven glade
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(Btw this Rinner person sent me some stranfe dms)

near escarp
jagged glen
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I am new to VR Chat and am in love with building worlds. My background in 3D is in 3DS Max mostly for just animations/videos. I've been working on building a world and can test OK when I test locally, but when I try to upload so I can have a friend also test, I get stuck on the "Creating file version record" load screen. I have successfully loaded a version about 2 weeks ago, but now, I cannot. I cannot seem to find any online references to this issue, so popped in here.

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It does the same thing when trying to load a windows or android version, i updated the SDK, baked the lighting, cleared cache.....everything I can think of.....but nothing changes the behavior

near escarp
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Can you cancel and check the console ?

jagged glen
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I apologize, still new, i can cancel but what does "check the console" mean?

near escarp
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Unity console, it's the tab next to Assets

jagged glen
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Found it

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so seeing the errors, but now just gotta figure out how to fix them 🙂

bold ibex
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how do you fix twitching shadows

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nvm fixed that

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now im just trying to correct this

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parts darken when i look in certain directions

near escarp
# jagged glen

It says the file is too big, what's in your world currently ?

jagged glen
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A tavern, 2 large(ish) underground rooms and some tunnels

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Nothing extravagent

near escarp
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How many individual asset is that ?

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how many textures, what resolution

jagged glen
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Maps tend to be 4096x4096, i have about 25 assets or so

near escarp
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Are they extremely high poly ?

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What's the actual size of the environment

jagged glen
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would it better to talk directly so i can show?

near escarp
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am working currently, but some screenshots would help a lot

jagged glen
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understood @near escarp same here, but working from home so have some flexibility. Can i send them directly?

near escarp
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You can post stuff here

jagged glen
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it may be an issue with my colliders, I was using mesh colliders early on with no issues, but that may be causing a problem now

near escarp
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I doubt that is what would cause the world file size to be too big

jagged glen
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for size reference, when inside the first room (at the top) it looks like this

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some of the models have more polys than necessary, so I can try to tone those down, but none of them are massive poly counts (i don't think)

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there's also 6 particle flows, but not doing anything crazy with those, just a subtle color and size change over the life of the particle, and not an inane amount generated

bold ibex
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So playing with setting up door animations in a SDK3 world. I have them working, but when tested they are only local. How does one set these global?

near escarp
jagged glen
near escarp
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I'd suggest checking your whole project folder with a software like glary utilities or something, so that you can see if there's anything extravagant

jagged glen
tepid tangle
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hi so i have this model from the asset store and in the unity preview the door is open, but in game its closed and the player just kinda goes through it in vrchat.
how do i make it so that when the player gets near the door it plays the open animation? (im using sdk 2.0)

near escarp
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OnEnterTrigger > Animation Trigger on your parameter in your animator animation transition

tepid tangle
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it still wont open T_T

near escarp
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Is your layer correct on your trigger object ?

tepid tangle
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uhhh wdym im lost lol

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this is what the thing looks like if that helps

near escarp
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Layers is set to default

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So it'll collide with other default layers

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You, as a player, are on the Player layer

tepid tangle
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should i set it to local player?

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actually player would make more sense lol

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should i change it to that?

near escarp
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Yeah, you're PlayerLocal

tepid tangle
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ok lemme try this

near escarp
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If you want it to trigger just for you, keep that

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if you want it both for you and others, you want PlayerLocal and Player

tepid tangle
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ahhhh i tried it and it still wont open T_T

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i think this may be a problem with this though, but does this look right??

mild spade
tepid tangle
near escarp
#

the name of your parameter

mild spade
#

You put the same trigger name you use on the animator parameter used to transition from the closed state to the open state. In this image for example, triggers have circular shape button. (they are case sensitive)

near escarp
#

What's in your animator ?

tepid tangle
#

ohhh ok lemme look

tepid tangle
near escarp
#

Ah yeah that's probably too much, you just need the door open and close, and transition back when someone leaves the trigger

proven glade
#

world im working on in blender

pure kraken
#

I seem to be having issues

#

even though all I did was drag and drop into my scene lol

#

anyone know how to fix?

near escarp
#

Do you have his prefab in your assets ?

pure kraken
#

yes

near escarp
#

In the correct spot ? Does he have documentation to read ?

pure kraken
#

yes and yes, though the documentation is standard, nothing specific. "drag and drop into your scene and then you are done"

near escarp
#

What about the files themselves though, can you take a screenshot of your asset hierarchy ?

pure kraken
#

that's all there is to this asset

near escarp
#

that's your scene hierarchy

#

Assets is where your folders are

pure kraken
#

mb

tropic warren
#

I am currently using "Text Mesh" for a banner of sorts in my world, but it seems to bleed through everything. Is there a way to stop that? Cause I can see it through anyone standing in front of it. If there is another option, I am all for it.

near escarp
#

Even after going in play mode ?

tropic warren
near escarp
#

Did you try to enter and exit play mode ?

tropic warren
# near escarp Did you try to enter and exit play mode ?

Are you talking to me? Cause if so, the issue isn't just in Unity. As I mentioned, people in avatars that stand in front of it IN VRCHAT it shows through them, and they are in front of it. I can go even in the other room and I can see the writing through the wall.

near escarp
#

Which shader are you using ?

tepid tangle
near escarp
#

proximity is your collider

tropic warren
tepid tangle
near escarp
#

What does your scene setup look like ?

#

And add this to your project to avoid wasting your time

tepid tangle
near escarp
#

Ok so first, you shouldn't be using this to trigger anything

#

Make an actual child gameobject with a box collider set to trigger, and move your trigger component over there

tepid tangle
#

ok ignore me being dumb i barely know how to use unity but do i drag the vrc trigger script into the box collider-

#

or do i do it in whatever this is

#

SJNAJHSDHBFNVA sorry im dumb lol

near escarp
#

No, that's just your mesh with the animator, it doesn't matter

#

You just want another empty game object below that has both the vrc trigger, same one as you have now, and a box collider that people will walk in and out of

tepid tangle
#

ohhh like a hitbox?

#

do i just slap the components into the empty game object?

near escarp
#

yes

tepid tangle
#

ok did more testing
box collider makes the player stop and all the doors are still stuck open T_T

near escarp
#

Did you set it to IsTrigger and changed the layer ?

tepid tangle
#

heres ny scene too

tepid tangle
#

ohhh

#

wait i found ti

#

it*

#

oh yeah idk if i sent this but heres this if that helps

near escarp
#

Yeah, you don't have an OnExitTrigger

#

You should have two parameters

#

doorOpen and doorClose

#

And you trigger each independently

#

With the same trigger box

#

door_1_closed > door_1_open > door_1_closed

tepid tangle
near escarp
#

That means your transitions don't have a parameter

tepid tangle
#

lemme add a condition and set it to false on it hopefully that will work ajsdnjhfdsg

#

ok nvm that didnt fix it

tepid tangle
near escarp
#

You set the condition

#

In the transition between your two animations

tepid tangle
#

oh, i did that but the doors are just stuck looping over and over ajsndfgjnsdafg

#

its stuck either opening or closing

near escarp
#

Can you screenshot your animator and trigger setup again ?

tepid tangle
#

transition from closed to open > character nearby is set to true > open to close > character nearby is set to false (same for close to closed)

near escarp
#

you can't have both

#

Animations triggers don't work that way

#

Your current parameter is a bool

#

You need a trigger

#

Sorry for not noticing in your previous screenshots

#

Once you fix that you'll be good

tepid tangle
#

haha ur fine

#

where do i put the trigger?

#

like a component?

#

or in the animator tab

near escarp
#

It's your parameter

#

Trigger is a type

#

same way you created your character_nearby

tepid tangle
#

wait im so lost hang on

tepid tangle
near escarp
#

Nonono, you've already done everything except making two new animator parameters

#

Once you have two new parameters called doorOpen and doorClosed, you can use them for your animation transitions

#

But those animator parameters need to be triggers, not bools

tepid tangle
#

ok

#

do i delete everything and make a new slate??

#

or

#

whatever these things are called i think thats what ur talking about

bitter idol
#

ok so question, theres a website that lets me look at the statistics of worlds on vrchat, and looking at my own worlds it says i get 96 or so visitors a day, but every day in vrchat i maybe see like 2 people in there? where are these 94 other people? is the website wrong or does vrchat only show people in there that are in the same region/ping zone (for lack of better word) as you? is it possible japanese users are in my world and i dont know?

#

ive been told my avatars are more popular with japanese users due to them being a niche thing

proven glade
#

should I combine meshes that I plan to have the same texture or like is it okay to combine meshes with different textures or could I combine textures? ive never done map making with blender before

near escarp
#

The parameters are the list on the left, where character_nearby is

#

Earlier you created that parameter, and chose bool instead of trigger

cerulean echo
#

also he should look that he not have the animation loopet on the animation him self also he should change the trigger he got mixet layers no idea what he have enable ther also should be only playerlocal

#

ofc a bool would be better

tepid tangle
near escarp
tepid tangle
#

playtesting it rn, i changed it to trigger and it still did this, im gonna try bool again rq tho

#

yeah they both still do this either way

near escarp
#

Can you show me your animator and your transitions ?

tepid tangle
#

currently its set to trigger but i can change it back to bool if you want (either way it does this lol)

#

(when i did it i deleted the trigger and added the bool)

#

and used the same name as the trigger)

near escarp
#

ok you still haven't made trigger parameters

tepid tangle
#

or sorry i meant it was a bool rn lol

#

i did the trigger earlier tho and it still did this aasdjngnj

near escarp
#

Yeah try again with two triggers

tepid tangle
#

wait i add two of them??

#

er sorry have two of them?

near escarp
#

parameter triggers, yes

tepid tangle
#

ok hang on lol

near escarp
#

and delete the one you have right now, the player_nearby

tepid tangle
#

do i keep them both on like this

near escarp
#

No

tepid tangle
#

oh ok i deleted the one

near escarp
#

You just want two, one for door close and one for door open

#

and you use those two for your transition back and forth

tepid tangle
#

ok so one of them will be door open and the other will be door close?

#

like this?

#

(and then on transition this)

tepid tangle
#

update, got it to kind of work. it detects when the player is near it now and the door opens, but its looping the animation once it opejns

#

opens*

near escarp
#

Make sure the other condition is set to door close

#

and that the animation isn't set to loop

tepid tangle
#

is that what the loop time thing is?

near escarp
#

yep

tepid tangle
#

ohhh ok lemme disable em

#

alr so its finally not looping, but the door stays open lol

near escarp
tepid tangle
tepid tangle
tepid tangle
near escarp
bitter idol
#

I thought that would show numbers in the private counter?

near escarp
near escarp
bitter idol
#

hmm who knows, thanks for the reply though

tepid tangle
#

and then opening it is the other way around

#

should i somehow add an extra trigger to the vrc trigger thing?

tepid tangle
#

ok i kinda got it but aaAAA the door doesnt close once you enter the room, despite leaving the box colliders hitbox on entering it.

gloomy heart
#

i feel like making cinematic's for warhammer 40k

#

this is only an update to my map lol

near escarp
silent night
#

How big is the avatar height collider again for VRChat?

#

2M?

near escarp
#

yep

raven sable
#

any tutorial i can follow this for world shader attemps

#

i see all mainly on avatars

gaunt minnow
#

where do i go to change and tweak general settings for audio like Set Voice Lowpass

#

or is this something i have to do on every player through udon?

loud saffron
#

anyone know why all my scripts have disappeared? I have only just realised they have been transforming, over a few saves and publishings (and one reinstall of the SDK and Udon#) into nothing. Going back over backups, first, only serialised versions are shown and no "open Udon Graph" option, but now nothing. I can't go from the last backup, as it is far too long ago, as this has crept up on me slowly.

now:

#

older project - only see serialised version:

#

furthest back/original:

unique reef
#

Is anyone here

#

I need help with something

#

Ping me if you’re available vrcTupHEWWO

jagged glen
#

@near escarp thank you for your help yesterday, I was able to get it uploaded by getting rid of a few high poly models and making my texture maps smaller when I could

buoyant ledge
solid atlas
#

question

#

how does one do water

#

that if your head is below the water level its murky

unkempt turtle
#

post processing volume

tired herald
#

Hello in my wold when I join I can only see out of 1 eye and the other nothing loads any tips?

unkempt turtle
tired herald
#

Hi im not sure this is my first time doing this can you please elaborate

unkempt turtle
#

did you import Post Processing Stack and have set up a Post Processing Volume and Post Processing Layer?

tired herald
unkempt turtle
tired herald
#

Ah ok

#

Any other solution if not it's fine im sure I will eventually figure it out.

tepid tangle
#

hey hi ok so.
i want to make a video player.
how do i make those things that load links into a video player? is that even possible in sdk 2.0?

#

i cant find any tutorials on them unless its in udon and they are like over an hour long and ahHHhh i dont want to scrap my world and completely redo it in 3.0 T_T

pure kraken
#

there are plenty of video players available

#

@tepid tangle

tepid tangle
#

ahh thank you sm!!

#

lemme check this out

tepid tangle
pure kraken
#

@tepid tangle there is a tab at the top for 3.0 and 2.0 assets

tepid tangle
#

on the site?

pure kraken
#

on the database

tepid tangle
#

site looks like this for me lol

#

ohh

#

OHHHHH wait ok thanks lol sorry im dumb

pure kraken
#

lol you are all good

worthy relic
#

hey, so what would you guys recommend someone use who is more used to the older vrchat world building sdk to use. i wana be able to have "triggers" bounding boxes that do diffrent things but im not familure with udon at all

desert python
worthy relic
#

hmm ok, il give it a try

#

what is diffrent about that vs the sdk2?

desert python
#

i guess alot? this is supposed to help mimic sdk2 but itll still be set up as if it was udon

worthy relic
#

ok, that kinda helps? thanks :>

desert python
#

sorry lol. udon is going to feel super different no matter what because it involves scripting and not triggers anymore

worthy relic
#

yeah, i figured that. :T i just need to stop being stuck in what ive been used to for the past few years in vrchat and get used to the new stuff

#

thanks though

shell meadow
#

What shader/post processing effect is this in this world? Silvers Eden by Sarahdoge. I've noticed a similar shader in a Japanese world.

#

It emulates volumetric fog god-rays in realtime. I really want to play with this.

tepid tangle
#

uhhhh i reloaded my world files and this happened T_T

near escarp
shell meadow
near escarp
tepid tangle
#

ajsndfkjdasng what do i do bc ive been working on this world for ages and ahHHhhh

near escarp
#

Did you reimport all your files for a specific reason ?

tepid tangle
#

i removed all things relating to the sdk and reimported it though, im gonna see if that fixes anything

near escarp
#

You followed the steps above ?

tepid tangle
#

yeah i did something similar to that a few mins ago

#

ok yeah its working now!!

near escarp
pure kraken
#

is there some sort of tutorial or guide on global synced toggles?

near escarp
#

in udon ?

pure kraken
#

aye

near escarp
worthy relic
#

umm when i press build and test nothing happens? is something wrong in sdk2?

#

i dotn get any errors like i need to add a spawn or anything

bold ibex
#

any1 can help me with water shader? or can i use unity 2020 version? i cant find a good (and free) water shader in asset store

worthy relic
#

nvm i got it working

errant beacon
bold ibex
errant beacon
#

likely somewhere online! Generally, import the shader and apply it to a material, fill out the texture slots with the provided/custom textures, apply that material to a quad/plane and make sure that your depth buffer is activated (i.e have a directional light or some other depth buffer activator in your scene) o:

bold ibex
#

thanks ill try

#

sorry to ask again, but is the shader called silent for u? and witch one are u using?

errant beacon
#

sorry, clarify? o:
Download the repository, unzip it, and place the Shader folder into your Assets folder - from there, make a material and set it's shader to the water shader, fill out the texture slots, and make sure the depth buffer is activated

bold ibex
#

the only shader i can find in unity after i placed the folder in unity, is called silent

errant beacon
#

try that?

bold ibex
#

looks really bad

errant beacon
#

yup, that
Opaque isn't transparent, there's some other options

bold ibex
#

witch one is the best?

errant beacon
#

vv much depends on your project/build platform, run through them o:

bold ibex
#

most of them are see through

errant beacon
#

as in, completely transparent/invisible? If so, enable your depth buffer/add a directional light

worthy relic
#

whats the problem?

#

oh, have you tried messing the the albedo alpha channel?

bold ibex
#

im really sorry again, but i have really not tried this before

#

cant find the buffer thingy

worthy relic
#

oof yeah i have no clue im out of the convo sorry

errant beacon
#

The depth buffer isn't an option in the shader, it's an option in your project - add a directional light to your scene, or some other depth buffer activator
and you're fine! o:

bold ibex
#

thanks

worthy relic
#

random question, im lazy right. you think i could get away with just useing a door model twice without animating it from room to room so i dont have to make a entire model just walls on each room?

#

and just make "player" click the door to go to next room?

short gulch
#

Yeah that's easy to do. Make the initial one, then drag it from your hierarchy to your assets and it'll turn it into a prefab that you can just drag anywhere.

worthy relic
#

ah i see

#

thanks :>

bold ibex
#

btw is there a way that i can make the water move?

short gulch
#

That'd be dependant on the shader.

worthy relic
#

move the wave scroll x and y

bold ibex
#

u cant get a shader that already moves?

worthy relic
#

i think your does, you just need to move the sliders for scroll x scroll y in the materiel. i could be wrong though

#

curently in the photo you posted its set to 0 on all

bold ibex
#

what should i set it on?

worthy relic
#

whatever you think looks best i guess?

bold ibex
#

huh?

worthy relic
#

ignore previus post srry also working on a project and looked at my shaders mb

bold ibex
#

ooh

#

btw i cant get in playmode any idea why?

worthy relic
#

what does your console say when you hit play?

fiery creek
#

im trying to add music to my world but it will only play with "play on awake on, but all of them play at once im trying to make them play with a push of a button but they dont play when i push the button, what am i doing wrong?

bold ibex
worthy relic
bold ibex
#

hmm weird

worthy relic
#

but its playing them all on start?

fiery creek
worthy relic
#

ok are you on sdk3 or 2?

fiery creek
#

sdk2

worthy relic
#

ok the way ive done that in the past was make each button "turn on and off" each song

#

let me make a quick photo

fiery creek
worthy relic
#

yeah, just make sure to turn off the other ones when you enable the song you want

#

you can do this on the same press

fiery creek
#

but they wont play unless i have play on awake on, but when i load in they all play at once

pallid crescent
#

I know sometimes people link stuff from github, but how do you take that and put it into your unity project?

worthy relic
#

you have to turn off all the songs in the hierarchy

fiery creek
worthy relic
#

make sure all songs have the box unchecked

fiery creek
#

okok imma test

worthy relic
#

what your trying to do is enable the song object when you press the button atached to that song. a good tip i use is when you enable one song also have that toggle off all the other songs

errant beacon
worthy relic
fiery creek
worthy relic
#

np :>

bold ibex
#

so i have a model in my scene that refuses to move no matter what i do or where i import it

#

all the props can move except the environment

#

even when put into gameobjects it refuses to move with them

#

is this behaviour normal in unity?

near escarp
bold ibex
#

?

#

somehow they all use combined mesh

#

any object from the scene has the mesh attached to it on export

near escarp
#

Did you check the model settings ?

bold ibex
#

i got it working in the end

#

new shaders and all

gray sleet
#

I have text in my world and the text shows through walls. why? please help

gray sleet
near escarp
#

Check your model settings, in your assets

gray sleet
#

its the basic 3d Text unity gives.

near escarp
#

?

gray sleet
near escarp
#

What about the 3d text ?

#

Did you press play at any time ?

gray sleet
#

that is the 3d text. create, 3d, 3d text

#

and ye siv pressed play

near escarp
#

Getting in and out of play mode should fix it, if it doesn't i'm not sure

gray sleet
#

it doesnt. text still shows through walls

near escarp
#

I guess you'll need to find a different shader than the unity one

random owl
gray sleet
random owl
#

If you follow the instructions it should work, in any case you might be better to learn how to use Text Mesh Pro

gray sleet
#

is there a prefab i can just import and have it work?

gray sleet
#

too complicated XD. I found a package that works wonders. BetterFont.
XD not gunna go through a mess

plush walrus
#

does anyone know where i can get a free world model?

proven glade
#

Progress

gloomy salmon
#

how do i make quest compatible windows/glass? how is it done normally

#

or is there a cutout shader i can use for quest worlds?

subtle hinge
#

i am bgm creator anyone want me to make one for their world dm

silent plinth
#

anyone familiar with reflection probes because mine arent awakening on play but are functioning if turned off and on

tardy ridge
lament zephyr
unkempt turtle
tardy ridge
#

A very good place to use a bake reflection probe is mirror placeholder. Clearly shows there's a mirror without costing much performance.

bold ibex
#

is there a way to make spacial audio 2d

#

so only inside the sphere but flat audio?

near escarp
#

Just change the curve to 2D at the distance you want

bold ibex
#

it stays 3d if i do sadly

fiery creek
#

hey how do you make an item pickupable?
\

near escarp
#

You add the pickup component on the object

fiery creek
near escarp
#

The vrchat sdk

bold ibex
#

can someone explain to me why this is forced on sometimes

near escarp
#

That depends on your curve i believe

bold ibex
#

im just trying to make 2d spacial audio

#

so when you turn it doesnt change

#

ut every time i try it makes the 2d audio universal to the whole world

#

why??

near escarp
bold ibex
#

why

#

this should be super simplistic

#

to have spacial audio but flat 2d

#

not 3d for tracks that werent meant to be

#

so when i turn, one ear does not go quiet

#

.>

velvet pebble
#

Anyone know where to get that fish tank asset?

random owl
#

■UnityやVRChat等で使えるアクアリウムのセットです。 主にVRChat等のワールドに配置することを前提にしています。 VRChatのPC・Questの両方に対応しています。Quest用は魚のヒレの動きが若干簡略化されています。 エサのギミックはVRChat(SDK3)上でのみ動作します。 水草と岩で構成された美しい水景の中をネオンテトラが自由に泳ぎます。 水槽の大きさはW90cm x H45cm x D45cmの90cm規格水槽サイズです。 魚はシェーダーとパーティクルで構成されていて、尾ひれを動かしながら自動で動きます。数や動き方もパラーメータで変更可能です。

velvet pebble
#

❤️

sacred warren
#

Is it possible to sync multiple video players to each other so that they run at exactly the same timestamp?

desert python
#

@sacred warrencan you elab?

sacred warren
#

So say you wanted to have two video players run at the same time, at the exact same timestamps. So when one is at 1:32:53 the other one would be at that exact timestamp. An example would be to have the video and audio as separate videos, but they'd still be synced as the times are synced.

desert python
#

use server time to sync it up better

#

@sacred warrentheres a cool VP that does this out of the box you can probs just rework to do whatever you were going for with udon

sacred warren
#

Sounds good, thanks.

iron verge
#

hey, i just finished a world in Unity, how can i get clear to put it on VRChat?

proven glade
#

more progress but should I combine all of this into a few meshes as possible or will that create issues?

errant beacon
restive thorn
#

Does anyone have a good size ref model for world making? I keep having to constantly resize the model when I build and test in unity

errant beacon
#

The player collider is always 2 meters tall and 1 meter wide regardless of avatar height, and your doorways should have a bit more than 2 meters of clearance, the default Unity cube is 1 meter in all directions and 1.75 cubes would be the average US height

fiery creek
#

anyone know why this isnt pickupable?

heady otter
#

So I'm creating a world and whenever I build and test I can't move and its very glitchy anyone know why that could be happening

errant beacon
fiery creek
errant beacon
#

add a 3D collider component of some type (cube/cylinder or preferably not mesh collider) and see if that works

heady otter
#

where do I add this? Same place I put the vrcsdk?

errant beacon
heady otter
#

ok

fiery creek
heady otter
#

@errant beacon how do I use it though

errant beacon
#

At the top of Unity, click the VRWorld Toolkit tab and open the world debugger from there

heady otter
#

oh ok

analog parcel
#

Does anyone know why charecter rigs in worlds end up increasing the download size? and is there any way to compress that?

random owl
#

Most likely bad import settings on the model, import this and check VRWorld Toolkit > World Debugger from the top bar for better overview
http://toolkit.onevr.dev/

GitHub

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

analog parcel
#

I do remember this prevented e from uploading the world before, but ye will see if this works.

random owl
#

Prevented you from uploading?

analog parcel
#

Ya I used a vr world toolkit and it caused compiler errors

#

it may not now if it has been updated

random owl
#

Either your SDK was outdated or something was wrong in the project I always test against the latest SDK versions and update if something is going wrong

analog parcel
#

ah oki ya last time I used it was an older version, I will look into it for a future project to see if it helps

neat zodiac
#

Trying to update a project from SDK2 to SDK3 and getting a lot of errors.

I delete the SDK folder, as well as the meta file. Closed and reopened the Unity project. No errors, and all the old SDK Triggers are just listed as empty scripts.

When I add in the SDK3 I get all the above errors sadly, anyone else have this happen? (This is the latest world SDK as well)

errant beacon
#

Go to Edit > Project Settings > Player > Other Settings and change the Scripting Define Symbols field to VRC_SDK_VRCSDK3? o:

neat zodiac
#

@errant beacon Oh my goodness, thank you so much! They are all cleared and working!!

errant beacon
#

yw!

heady otter
#

anytime I try to make my spawnpoint the debugger keeps saying there isn't a colider under whatever I put there even though I've made it into an actual object and put it on a floor

errant beacon
#

Is there a collider component on the object under your spawnpoint? o:

heady otter
#

idk

#

how do I check

errant beacon
#

Click the gameobject and see if there's a collider component - if not, click Add Component, type collider into the searchbar and add a 3D collider (box, cylinder, or mesh)

neat zodiac
#

Here is an image related to ^ this help.

heady otter
#

@errant beacon can you hop onto a vc with me and walk me through it?

errant beacon
#

would prefer not to, sorry - click the floor object, look in the inspector for the Add Component button and click on it. That'll open up a menu with a search bar, type collider into that search bar, and add a box collider component

#

def refer to Rackshaw's image above on what the box collider component looks like o:

heady otter
#

ohhhh I thought you meant the actul empty box thing where you would spawn

errant beacon
#

oop, sorry lol

heady otter
#

IT WORKED

errant beacon
#

cool! c:

heady otter
#

Thank you so much

errant beacon
#

yw!

heady otter
#

I need help with lighting all my walls are completely black even though I’ve put teal textures on them I’m assuming it has something to do with lighting if anyone can hop into a vc and help me It’d be greatly appreciated

left mountain
#

Where can I find that prefab where you can tweak the placement of a video screen?

harsh gulch
#

So im having an issue. I'm trying to upload a world, that i intend on uploading, testing, then taking it down (for reasons of keeping it secretive to the group im making it for. But for some reason, it will upload, and will say "It has been uploaded as a private world, and can be found under the "mine" section" and despite the message, it will not show up, (note: the world im trying to uploaded had a black thumbnail, and was titled test)

(if someone can help out, please ping me.)

random owl
#

Main reason that would usually happen with how you described it would be that you are not using the correct version of Unity

harsh gulch
#

That could be possible, to double check, I am using "Unity 2018.4.20f1", am I out of date?

random owl
#

If it's that exact one it would be right

harsh gulch
#

Yes that is the version im using.

random owl
#

If you DM me the world id I can check if there's any other reasons why it wouldn't show up

harsh gulch
#

Sure, give me just a moment.

random owl
#

Check the latest pin on this channel

#

Can you show a screenshot of the whole console

random owl
#

The whole console

velvet pebble
#

How to you make a collider that only collides with pickup objects but not players

velvet pebble
#

Thank you!

bold ibex
#

Anyone can explain to me how to create UI that can copy the link, without being deleted on vrchat?

#

how does this world

frosty goblet
#

oh shit that's rad, I've never seen that before

gloomy salmon
#

ok but how do i make a synced toggle with sdk3 (so like, a synced mirror toggle) and also the toggle object is synced itself because it's a pickup

desert python
weary hornet
#

Hey, curious, how would you upload a world to vrchat?

desert python
weary hornet
#

And where is it hosted?
Does VRChat host it?

desert python
#

ye

weary hornet
#

Oh, that's nice
Wait, how would setup a private room?

desert python
#

theres a tick mark for "community labs", just dont tick mark it and it will upload privately

spark portal
#

Hiya, I was looking to create a waterfall similar to that of the black cat. Do they just use the water from the unity asset pack? Or is it something more special going on?

#

If I can get by without making my own that'd be great lol. It's a vrchat world not something for my own game.

frosty goblet
#

Does anybody know how well optimized in terms of size terrain objects are in Unity?

#

I had a friend give me a terrain he made in Blender to use temporarily, but it's like 10 MB and not that big 🤔 are unity's terrain objects more opitmized?

bold ibex
#

i doubt anything in unity is optimized, with the amount of compressing and decompressing the hold on machine does, it makes me wonder how the vrc devs didnt give up while making vrchat

#

my world is just 24.53mb and still takes 10min to update both quest and pc assuming unity doesnt stall or have a wierd error during the upload

#

ive seen it all at this point, it fails to upload because some file magically becomes null in the console, it reaches upload screen but you cant click the checkbox, it uplaods with no progress bar, the file signature fails, etc.

#

its a wonder anyone can get anything uploaded with how error prone it really is

#

am i the only one who gets this stuff?

cold cove
frosty goblet
#

"it isn't optimized" doesn't answer my question lol, I meant more is it it better compressed than using an external model

cold cove
#

it helps a lot to keep the unity window in focus while uploading and not doing anything else on your PC

#

for some reason, updating your world icon significantly increases the chance that the upload will crash

jolly gazelle
#

I'm trying to create a new version of an existing world, but I'm having some trouble. I created a package from the original world. I then imported that package into a new project in Unity. Then I made the changes I wanted. I expected that when I decided to "Build and Publish" it would give me the upload screen that you get for a new world, but it definitely implied that I was uploading this world again. It wasn't the screen you get when you upload a world for the first time. I don't want to overwrite the existing version of my world. I want this to be a new instance.

Where do I make the appropriate changes to tell VRChat SDK to treat this as a new project?

frosty goblet
#

As long as the blueprint ID is the same, it'll upload to that ID

#

Detaching and attempting to upload without an ID will automatically generate a new one and that will be a new project/world

jovial charm
#

so im having an issue with the qv pen ui in one specific world scene, the ui is just showing like this, this is without baked lights, with baked lights it just shows completely black, idk what could have caused this, im just updating the world to udon, and i properly setup baked lights with bakery but i dont think its a lighting issue since i cleared all baked lights and it looks like that

#

ohhh maybe its the shader on it? it looks like its using vrchat/sprite/diffuse?

left kestrel
#

does anyone know how to enable jumping in SDK3, all i can find on google just refers me to the VRC_Player Mods component which isnt there

random owl
#

Use the VRCWorld prefab included in the SDK that has everything setup for you already

left kestrel
#

i have it in my scene but i still cant jump

random owl
#

What values do you have set on the udon behaviour it has?

bold ibex
left kestrel
#

@random owl thanks for the help man it worked when i just replaced it with a new one but i found a new problem lol. the world works fine in the test build but when i publish it and try to load in i just get booted back to my home world both in vr and desktop.

random owl
#

Import this and check VRWorld Toolkit > World Debugger and see if there's any red errors
http://toolkit.onevr.dev/

GitHub

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

bold ibex
#

so i have two issues in my world atm, the spacial audio and chairshttps://cdn.discordapp.com/attachments/849766453434515456/854101128879144960/unknown.png

left kestrel
bold ibex
#

how do i setup chairs

#

the sdk3 example seems to be broken

#

even the provided chair doesnt work

spark portal
#

@torn flare Is working on our world atm so I got the answer from him :p

bold ibex
#

ah, i still have a lot to add to mine X-x

#

its a huge project

spark portal
#

Looks like temtem 👀

#

We're working on our own bar/pub vrcAevSlap

spark portal
#

/cafe yes

#

But that was the secret 👀

#

That's our secret formula

torn flare
#

Not sure you know what a formula is

#

but sure

bold ibex
#

can you unmerge after you merged items with probuilder? If not, guess I'll have to remember on the next world not to merge things until the end haha.

#

no my map comes from megaman battle network 3

#

its not tem tem whatever that is lol

spark portal
#

pokemon for pc

bold ibex
#

megaman battle network

#

.>

spark portal
#

ah

bold ibex
random owl
#

Might want to try deleting the SDK and reimporting after

cold cove
#

if you want your text to look extra clean I recommend using text mesh pro instead of unity's own text component 😄

#

also gives better performance but difference is negligible for small UIs

prisma sundial
proven glade
#

for some reason when I search unary nothing comes up

mild spade
random owl
random owl
proven glade
#

Apologies

proven glade
#

What do I do about unity not liking a certain ammount of lights on one surface?

random owl
frosty goblet
#

o/

bold ibex
#

I gotta watch that, my baked lights end up being like 5% intensity vs before baking them. Although I'm thinking something else is up because I have some weird purple light in room and a purple line outside in the skybox ever since I added the pool table. But it kinda adds a nice ambience so meh

bold ibex
#

since you can make canvas size same as your image there is no distortion

frosty goblet
#

but that's more work 👀

bold ibex
#

not really

#

no more work than texturing a plane

open thicket
#

anyone else familiar with quad remesher or any other retopo programs?

#

I've tried to retopo a sculpt from quad remesher but I just now read it doesn't preserve UVs 😦

near escarp
#

Simplygon does i think ?

open thicket
#

free or paid?

near escarp
#

most likely paid, i'm not aware of any other solution that may keep UVs

kind gust
#

hey uh im making a sdk 3 world and it wont let me add a scene descriptor

#

i cant find it

tardy ridge
#

Hello, is there any function that I can use to detect if the localplayer is using a quest device?

kind gust
#

so idk how to fix this

#

it wont let me get to my splash screen

#

it dosent show up

#

and i cant play the scene

#

;-;

#

and i cant restart my workd cuzz i dont have a back up

#

and i put lots of work into it

light carbon
# kind gust

This usually occurs when you have console errors. Fixing those errors should resolve the issue with the SDK doing that.

kind gust
#

how do i fix it tho

#

i deleted the sdk and put it back in but its that same error

#

@light carbon

light carbon
#

Yeah you most likely have compiler errors, those would need to be resolved.

kind gust
#

idk how to do thatt

#

aaaa

#

how do i fix thoes

random owl
#

You would need to show what the errors are from your console

bold ibex
#

part of my world is invisible only when i hit play or upload

#

what did i do wrong

#

had to redo material

#

.>

gloomy salmon
#

so, do most of you map in 2018.4.20 or do u map in later versions and then just import that into the older one?

stuff like the gpu lightmapper and other features don't work too well with this version and i was wondering if you can just do those in later versions and then import everything back

near escarp
#

If lightmapping is your concern, if you have an Nvidia GPU i would recommend getting Bakery, as it will drastically increase the speed of it, as well as the quality

gloomy salmon
#

Nvm i found it, pog

harsh wagon
#

Does anyone have a good fake rock texture?

#

I want to try making a water park map, so I need a texture that looks like those fake fibreglass rocks

#

alternatively, how could I edit a rock texture to make it look like the fake fibreglass rocks?

#

for context:

fallen wave
#

prolly by using a textured brush, and just splattering pale orange and off-white all over it

harsh wagon
#

I was thinking of using a cloud texture on top of a normal rock texture

#

but I'm not sure how well that would work

fallen wave
#

might work, it’s worth a shot

fossil vale
#

Any1 that knows why a world crashes? Or atleast know common mistakes that cause this to happen?

tardy ridge
frosty goblet
#

@lethal sapphire you want IsKinematic to be on

#

Kinematic doesn’t make sense to me because afaik scientifically that means “it can move” but for unity that means it doesn’t move at all

remote vigil
#

any tutorials on how to toggle mesh colliders for 2.0 worlds? The way im thinking is to disable mesh colliders on the objects in question, make an invisible duplicate, then link the duplicate to the button

#

if theres a more efficient way, i'd love to hear it

near escarp
#

SetComponentActive > Collider component

remote vigil
#

Thanks!

velvet pebble
#

Hey for the AritechTV does anyone know the correct way to have a video already playing automatically in the world?

burnt pilot
#

I have a question. not sure if this is a water issue or a issue with the map but when i go close to the water it shows it partly but when I go away from it, its just blank. any solutions? using silents water shader.

velvet pebble
#

Udon audio link surfaces would not work for me so does anyone know where I can find a working vrc dance floor?

wary surge
#

does anyone know how to make an object that you can picked up in game snap to a set position untill removed?

velvet basin
#

i have like 9 pickup objects in my world and 3 of them is dont want network sync position and rotation at all what ever i do i literally have same setup like the rest and this 3 is keeps being local im at the point where i have no clue left how to solve this issue. I have no error message or warning they have same components like other pickup objects and still not syncing. Any idea?

kind gust
#

how do i fix

#

if i click upload that error comes up

bold ibex
#

hi im having a problem to upload my world

#

this is what comes up when i try to upload it

kind gust
#

idk how to fix but your world looks nice

bold ibex
#

thanks

#

so here are the problems

velvet basin
#

Lightprobegroupcontrol is a 3rd party script from asset store as i know and you need to remove it when you finished since vrchat not whitelisted that script in order to make it work

#

aka Simple Light Probe Placer

#

@bold ibex ^

kind gust
#

idk whats happening i just wanna export my world

#

TwT

#

3:

random owl
#

Import this and check VRWorld Toolkit > World Debugger and see if there's any red errors
http://toolkit.onevr.dev/

GitHub

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

random owl
kind gust
#

omgg i think it worked

#

thank youu

#

i was tryin to fix it all day

#

😁

velvet pebble
#

anyone know any working lazer light prefabs for clubs?

burnt pilot
neon vapor
#

So this just now started happening to me today. Whenever I try to upload a world (even just a scaled cube for the floor and the vrc world prefab), I get the "Last built VRCScene could not be found" error. My project contains just the sdk and it seems to happen on my other machine as well. The test build works fine but I can't upload because of this.

random owl
#

Check the latest pin on this channel first

neon vapor
#

I have, the UnityEngine one i've never seen before

rocky vapor
#

I'm trying trying to figure out how to make world game objects follow a player but I can't find a single tutorial on it and I don't even know where to begin. I thought it had something to do with Cameras but

tardy owl
#

So I have to ask, do people do World Commissions? Trying to make a world but it requires udon and I'm very bad at udon aa

random owl
neon vapor
#

it does

random owl
bold ibex
#

hi so im working on a world and it works amaizingly on pc but when i try to upload it to quest and i have removed everything that is not quest compatible i get this error

tardy owl
#

It doesn't let me make a new comment there so

#

Wait nv

#

I'm a fool

random owl
# neon vapor it does

If that works it sounds like you have some character in the build name that the SDK doesn't handle properly. Change the company name and product name here to not contain any special characters and just letters.

rocky vapor
random owl
random owl
neon vapor
bold ibex
#

sdk2 and its the vrc_trigger thats what i see

random owl
#

Yeah that shouldn't be a problem 🤔

bold ibex
#

and when i do fix all it brings me to the vrc_event Handler

#

on my pens my toggles and my chairs

#

and my music

#

and it works on pc

#

the world so idk what to do cuz im still new to making worlds

random owl
#

Yeah that's normal with SDK2 but that happening on Android building isn't

#

Might want to try just fully reimporting the SDK first
https://docs.vrchat.com/docs/updating-the-sdk#sdk2

bold ibex
#

am i going to need to restart everything? @random owl

random owl
#

No you just follow the instructions I linked

#

If it keeps happening would need to look into it further but I gotta hop out for a while so that's all instructions I can give right now

bold ibex
#

it worked thanks a lot

sinful shell
#

I have some chairs in my world that can be picked up (and doing the grab chair while sitting thing) but they do not respawn when it gets glitched out the walls and are not synced with everyone in the instance

How do i fix these things?

bold ibex
#

so i published my world but when i get in the portal it brings me back to the vrchat home world

#

how do i fix this

bold ibex
#

i'm making a recreation of cwcville

#

is it properly horrendous?

indigo fossil
#

I keep getting this "Resource file has already been unloaded." error when trying to upload my world.
I was able to upload my world fine before, the only notable changes I made were importing .fbx meshes.

near escarp
#

Did google bring you any answer about it ? Never seen that issue before

white gulch
#

Anyone have a fix to "failed to upload, File to big" - fyi when i run build and test runs fine at 78mb

random owl
#

Disable Future Proof Publish in the VRCSDK Settings tab