#world-development

39 messages · Page 82 of 1

white gulch
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sick will try that thank you

random owl
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Otherwise import this and check VRWorld Toolkit > World Debugger and see if it spots anything
http://toolkit.onevr.dev/

GitHub

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

white gulch
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thank you

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worked, such a simple thing drove me mad

olive shuttle
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Sheeeeesh any one, I need some advice or something 😄 . trying to make Toggable Mirror Quality . by following a vid on yt, but some stuff have changed, and now i have no idea on how to do it xD

quick lintel
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Does Dynamic Starry Sky from asset store work with VrChat ?

tough vessel
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It's a good 1st project to learn Udon

olive shuttle
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@tough vessel thanks mate 😄 . ill look into. and yeah im trying to learn it 😄

bold ibex
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I forget, if you have two objects that have different materials but use the same texture, is the texture uploaded twice?

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Or did VRChat/Unity understand that it's the same texture?

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It understands it's the same tex right?

tough vessel
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It depends, nothing forbids you to import the same image a few time when you think of it.
If you imported different models and each have their own folder with textures, you may have duplicates.
If both materials reference the same texture image however, you're only using one tex, I guess?

bold ibex
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is it normal when you decimate an object that it increases world file size?

bold ibex
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hi im having a problem where when i upload my world (which is private) and i go into the game and join the world it will download the assets (40.50 MB) and load the map and then after the loading it will turn black and instently bring me back to my home. so i cant even go into my own world. and i have reuploaded it and idk what the issue could be

tough vessel
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Does it even work when you "build and test" in Unity?

bold ibex
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um

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let me try

bold ibex
# tough vessel Does it even work when you "build and test" in Unity?

i published it into quest and now im chagning to pc so its taking a while but ill try the build and test because yesterday when i published it and made it public it was only pc compatible but it worked when i went in but because of issues i had to reupload it and i had to make it private which is what i wanted.

random owl
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Import this and check VRWorld Toolkit > World Debugger and see if there is 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
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Can you show a screenshot of the world debugger?

bold ibex
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yea

random owl
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If you check here can you make sure there's no special characters other than just plain letters in those top two fields?

bold ibex
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this is what i got

random owl
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Hmm yeah can't see much reason why it would be throwing you back home then that's almost all that might be going wrong with the world checked now.

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Would be helpful to see the output log of loading into the world which is not so easy with Quest, you might want to try it on PC and see if the same happens.

bold ibex
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im on pc

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im gonna change it to pc instead of android and see if there are any issues

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i cant build and test

bold ibex
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Anyone know how to make a clickable button that changes the players height in the air? At a defined level so they can play pool without changing avatar?

unkempt turtle
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you can raise the floor below them

quick lintel
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Hey anyone that used Lux Water shader and could help ? I want to remove water from inside the boat and I have no Idea how to achieve that.

silent adder
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In SDK2, Is it possible to make an UI Slider to affect the values of a set material for an object? Say, changing the Tiling from 1 to 2 through a slider

bold ibex
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Maybe that's how it's done. I'll have to see if I can find how to do that

silent adder
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Any shader with some rendering options might do the trick

bold ibex
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yeah that worked, made a cube into a new floor, made it clear and did a button the same way as you hide/unhide mirror. Just need to do that for medium / short height. I guess, until I find a better way that can just elevate someone with the press of the button or something

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

mild spade
bold ibex
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I'd have to figure out how to do that, I've only been using this for like 2 days

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I still haven't figured out how to shrink the 50 million unit sized ui that you create hahaha

jovial juniper
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is putting a reflection probe in every room of a house a good idea?

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or would that create too much lag?

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oh, i should mention im using baked lightening with GPU Bakery also with the reflection probes

unkempt turtle
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baked reflection probes dont take too much performance

desert python
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bakes is barely anything, if its realtime, then it will feel performanty

mild spade
bold ibex
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yea I had to change it to world space to edit the values, its weird though. It spawns in at about 1,000,000,000 times the size of my world so it takes a lot of time to resize and get it to position

jovial juniper
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okay, thanks, i like the reflections but i didnt want to make it laggy, cheers

hidden pawn
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Thanks! Helped a lot><!

lunar barn
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So i need some help as of yesterday my world wouldnt show any of the new stuff i added when i updated it and when i do a build test it just goes to the previous version

near escarp
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Then your build is most likely silently failing

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check your console

lunar barn
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how would i do that?

near escarp
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by opening the unity console

lunar barn
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ive never had to do that before

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so im not sure how to

near escarp
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It's the tab next to assets

lunar barn
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in project settings? or is it a different one?

near escarp
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In your main window

indigo fossil
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When I Googled it before and after asking all I get are Unity forum questions about loading assetbundles through scripts.
The upload process works fine until I click upload in the game tab. Any info changes (tags, player count, preview image) update but the content of the world does not. VRCSDK says the upload is successful but VRWorldToolkit says that the last build failed.
I don't get any errors about my scene in the console nor in VRWorldToolkit

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I restarted my computer and that is still the only error.
Again I have successfully uploaded the world before and I don't think I have imported anything significant since that would've caused the scene to break

pure cloud
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Im not sure if this is the right channel but, I just want to clarify something.
When an avatar world that came out from community lab, is it because of vrchat staff checks it manually or is it because automated by the popularity of people visiting it

bold ibex
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I tried for quite a while to go through tutorials and videos on how to make that slider lift the floor up and down but I can't get it to work. So for now I'll have to do the multiple floors until I can figure that out.

vale oasis
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Not sure if it's the right place to ask, but is there any tutorial or guide on doing like a beach scene?

near escarp
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I don't think so no, people throw things together until it looks good

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There's asset packs or you can make things yourself

bold ibex
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I guess a tutorial would be looking at a real beach scene and go from there

near escarp
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Check out deep blue to see what is done there

bold ibex
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I started this world a few days ago and the more I do it the more days it ends up going to take me. Aaahhaha

near escarp
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Welcome to world building lulw

bold ibex
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The closer I get to done, the more often I have to go into game to check tiny things, and then you just think of more things and then you have ideas but you don't have the programming skills

vale oasis
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so im new to this whole thing of making worlds

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and idk much about using unity to do so

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is there somewhere i can start?

bold ibex
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I didn't even want to bother asking you about NPCs!

near escarp
vale oasis
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yt?

bold ibex
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I got a good video for you but it's like 2.5 hours long. It's what I used.

vale oasis
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Sure

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I'd be glad to take a look

white gulch
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Question, I just uploaded my world. seamless. I saved closed unity. opened unity again it roled my progress back an entire day....anddd the sdk is broke. anyone had this happen before?

random owl
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Well for the SDK being broken you would want to check what remains in your console after pressing clear on it once

worn elk
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I have a question regarding nested objects:

I made an animation for an set of objects where they move around the map. However, the area where it moves around needs to be moved somewhere else in my unity project. Rather than re-do the animations for each object, is it possible to just nest those objects together in an empty game object and move that?

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My worry is that the Z-axis coordinates are currently based on the global coordinates. Would putting them inside a "container" object "scale down" the Z-axis coordinates so that they are relative to the parent object? Or would I have to have animated them relative to the parent object in the first place?

worn elk
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Basically, I animated something based on global transforms. Is there any way to convert those to local transforms based on the parent object?

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not with scripting, just so that the keyframes match up

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they are just playing an animation loop

bold ibex
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are chairs broken in sdk3?

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i cant even get the example to work

bold ibex
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does this not work anymore?

mild spade
errant junco
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do i need to wait until a world is published?

near escarp
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Couple minutes at best

winter trail
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Hello, I got a question. So, I want to make a world on vrchat that have animals in it that can attack you when they see you and kill you u or hear you when you talk in the mic and if you stand still they won’t kill you and then they just run away. Is there a way to make it like that with Unity in VRChat?

green lagoon
pallid dove
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Hello I am looking for anyone that can help me out figure out why this is happening I download pool table udon prefab, and soon as I imported I get nothing but errors, I'm guessing it's because I updated SDK if anyone can help me out of fixing that issue that'd be great

near escarp
subtle horizon
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@near escarp I'm having troubles preparing to develop a forrest in low light for VRchat. Im not sure if I should buy a tree or two off speed-tree, and take that route, or utilize Unitys tree creator module.

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any tutorial or recommendations I find online dont seem to take into account performance for VR, and I figure instead of digging to find out and making a mistake, id rather ask to see what the best route would be for production for vrchat.

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its kind of hard to describe what I'm aiming to do, but im still in the preparation phase, and the use of the world will be in the vrcclub scene. im really stressing over optimization, but im also really keen on feel, and realism.

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ive basically been told "buy a tree or two off speed tree, and just import that since it will handle all the LODs'" but I already have a collection of unitys tree creator trees, however my project cant utilize unitys terrain because I need a hole punched in the terrain and its not supported in 2018

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TLDR: whats the best direction to take when developing a natural enviroment for vrchat?

near escarp
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You can always do what you want on your terrain, and then export the terrain as a mesh once you're done and make holes in that ?

subtle horizon
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I have a mesh for terrain ive made in blender, so the only reason I bring this up as an issue is that unitys terrain system lets me paint trees and grass

quiet juniper
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Hey all, could i get some quick help??? I'm new to map making and all, but for some reason with a world i uploaded, I can't load into it. It always kicks me abck to my home world. I've tried uploading it as a new map a couple times, but it keeps throwing me out. Is this just vrchat, or is there something wrong with my world?????

green lagoon
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I would suggest trying to upload a copy of the sdk demonstration map Twix that way you can check for something else being funny before debugging your map

green lagoon
subtle horizon
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hmm

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this actually looks usefull

green lagoon
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hope that works out for you

subtle horizon
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my largest concern is how to go about foliage

quiet juniper
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could make large amounts of grass in blender for the terrain you made in blender, since i dont think you wanna go copy paste grass lmao

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Tree prefabs are easier to deal with

green lagoon
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not that it would help on how to put together trees but I would suggest making sure you place your trees as prefab so you can easily swap out the trees to find what works out best for you

subtle horizon
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gonna have to worry about LODs aswell

green lagoon
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then yeah something like speedtree is probably easier to not have to worry about building those manually

subtle horizon
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wallet go brr

green lagoon
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or any free-to-download trees from the unity asset store that has lods would probably also work

subtle horizon
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I have some trees I like, but they use unitys tree creator modual

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and the LODs are only made using the terrain

quiet juniper
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So I uploaded a test world and i managed to load into it, but i still cant load into my other map :///

subtle horizon
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check your world object

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it sounds like you dont have a spawn set

green lagoon
quiet juniper
subtle horizon
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only unity 2019 +

bold ibex
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Sorry if its been asked, but is there a easy way to compare the player size to the world? I didnt realize until I started building that the player may be way too small.

green lagoon
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bring an avatar into your Unity scene

gloomy salmon
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not sure where to ask this but, this thry module doesn't work for me for some reason

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i've clicked it and downloaded it a bunch of times and it always fails

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pog

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that was quick

cold hound
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Any one know why my world can run if i Build and Test but not on VRC?

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i mean that das not make any sense

near escarp
cold hound
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it looks like a button create that thing

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That's nice

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i mean how can that happened but it was a button, with the same U# that a different button

proven beacon
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is there an issue with the SDK3.0? twice trying to install it on a fresh project and it just freezes after install

hollow fjord
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@proven beacon that freeze might be unity re-importing the assets

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it's pretty common for unity to be a huge derp when importing asset packages, can take anywhere from 5 minutes to 30 minutes to complete

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even if it seems that it's not doing anything

proven beacon
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@hollow fjord yeah I've had that before and worse cases have only been like 5 minutes, however certain this has been longer than 30 minutes, I'll set a timer now 🙂

hollow fjord
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can try a slightly older version of the sdk if you want, still got it on my computer

proven beacon
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can do if at the worse case 🙂

proven beacon
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@hollow fjord same result

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going to redownload the SDK just in case

hollow fjord
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👍

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lmk if you need a copy from me

proven beacon
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could you send a copy anyway please 🙂

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@hollow fjord 🙂

hollow fjord
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the one I'm currently using in projects vrcAevSip

proven beacon
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thank you

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@hollow fjord bam! this one works, thanking you kindly! 🙂

hollow fjord
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there you go, happy world creating 😄

proven beacon
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eggggg

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you gave me SDK2.0

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😆

hollow fjord
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So I did....

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Welp

proven beacon
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needed to be 3.0

hollow fjord
proven beacon
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was like hold up haha

hollow fjord
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vrcAevSip lets just pretend that didn't happen

proven beacon
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agreed

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time to wipe again

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noo idea why it's still not working, going to leave it for a good while again

nocturne mirage
proven beacon
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@hollow fjord I just imported the SDK and Udon folders from another project this time

white gulch
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does anyone have a sugestion, or a Screenshot example for how far apart to make each area when setting up a large map?

glacial pond
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Actually it’s preferable to not move things far apart, in addition to not helping occlusion, you just introduce float rounding errors at large distances from origin

white gulch
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@glacial pond I set all static items to static, moved things closer. It just presist to render things outside the wall of structures or renders almost nothing. its a serious headache lol

glacial pond
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After marking statics you need to hit bake on the object occlusion panel. You can then go to visualize, select a camera, and see what vanishes as you move it around

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@white gulch

white gulch
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Ive baked, i messed with the settings quite heres what im getting

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camera is facing that bigger area still rendering it through numerous walls

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@glacial pond

glacial pond
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Try making an “Occlusion Area” cube around both of them. I believe they take higher priority over objects marked static

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You’ll need to bake again after adding them

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Then within a occlusion area, it will still check for static’s

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Also be sure none of the objects in your scene have enormous bounding boxes that are extending into the other’s area

white gulch
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ill look into doing those things thank you

brisk wharf
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Something I do because I'm lazy:

  • Make a huge static cube wall between those two rooms. It's important that it has a collider and non-transparent mesh I believe, but I could be wrong.
  • Make the wall tall, wide, and deep
  • Make the static wall have an "EditorOnly" tag so it's not in your final build
  • Mark two occlusion area boxes around the two rooms like adeon mentioned
  • Clear and re-bake occlusion data.
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I find that without this, if you're looking at thin walls of your room in an angle, sometimes objects still pass into the overdraw that shouldn't. It's not ideal, but it's worked very well for me.

bold ibex
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can someone explain how im getting a shadow with recieve shadows disabled

hollow fjord
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@bold ibex probably not a shadow but a dark spot on the reflection probe

bold ibex
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how do i fix

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older version of this model did not do this

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@hollow fjord

hollow fjord
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can't you just add a baked point light? 🤔

bold ibex
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it does nothing

hollow fjord
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did you re-bake the lighting?...

bold ibex
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i dont use baked lighting

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only for light sources

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as i said before, this model did not do this before on previous version

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only after i changed it today it did this

hollow fjord
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🤦‍♂️ re-bake your lighting

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and it'll fix itself

bold ibex
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i dont bake the lighting because of how massive this world is

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it would take at least a day

hollow fjord
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"Receive Shadows" will flag it to be excluded from receiving shadows DURING a bake

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turning it off after a bake, doesn't do anything

bold ibex
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again my lighting is not baked

hollow fjord
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so all your lighting is realtime?

bold ibex
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yes

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with post

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can you see why i dont want to bake the lighting?

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i have occlusion culling baked and it works fine

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but lighting baking would take at least a whole day

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its not worth it

hollow fjord
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well, putting the performance reasons aside, the only thing I could think about is either the reflection probes needing updating, which just means clicking on them and updating them

bold ibex
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how do i do that is what i was asking

hollow fjord
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just click on the probe that affects that area, the inspector has an "update" button

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The other reason would be UV's but that's unlikely

bold ibex
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im not sure where this is

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is it inside materials or elswhere

hollow fjord
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are you even using reflection probes?...

bold ibex
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i honestly do not know

glacial pond
bold ibex
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blegh

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ill just revert the model i dont care anymore

glacial pond
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Avoid scaling things huge in unity. That’s the biggest cause of blowing up bake times

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Huge objects should still be 1:1:1 scale in unity to avoid bake weirdness

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Slight adjustments are fine, but if you have like 50:50:50 scale objects, it should probably be sized in blender instead

bold ibex
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as i said after i made edits today it decided to randomly change its lighting

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i didnt change any light sources or anything

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this is what it should be

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as you can see the lighting is even

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i dont know what the fuck blender did to it

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-w-

glacial pond
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That’s a blender screenshot?

bold ibex
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no thats in unity

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showing i didnt need to bake anything

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it was fine before

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im just trying to make it look like this again

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eriously even reimported old one just now as test

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no settings change

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so what the hell happened to the model

bold ibex
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@hollow fjord clearly there is no lighting issue in blender

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only unity is affected

bold ibex
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so i redid uvs and fixed that

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this came back again

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this one single mesh vanishes when i hit play

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fixed

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reimported mesh

bold ibex
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What is the criteria for flagging a world as having malicious avatars? Is it based on reports or automated?

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Is it a matter of performance of the avatars? or are there other considerations?

random owl
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It's just based on user reports, if you don't have anything like that in your world then you won't have anything to worry about usually and can ignore the tags.

idle jolt
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Does anyone know where to get desert canyon assets for free? I’m looking for something like this, but it has a price and I don’t have money.

https://sketchfab.com/3d-models/low-poly-canyon-desert-rock-pack-1-20200821-51775ccb529943b5a5eec91cbb2cb19f

icy swift
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so kind of like the room karaoke central, is there a way to play music for both quest and pc except without the video player?

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cause I want to make a world without having to have all the mp3 files

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aka more mb

desert python
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i mean, you can play with your mic

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idk, videoplayer sounds more easier

icy swift
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videoplayer doesnt work on quest

desert python
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also, they do

icy swift
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karaoke central is really the only place i've seen it work

icy swift
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yes

desert python
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like you never went anywhere else?

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like yet another theater. quest home theater. pillow fort movies?

icy swift
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basically thats the only place ive seen with a working one

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and i haven't been to those

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i think

desert python
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idk, but i still think videoplayer easiest option

icy swift
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well the ones that come in the sampleasset prefabs dont work with it

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cause theres no way to input the link

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or a keyboard

desert python
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well its also quest, vrchat devs dont give much equality

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but videoplayers work easily

icy swift
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hmm

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do you think if i went into the karaoke central discord and asked how they did it, they'd give me a few tips on how to

desert python
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do they have a discord?

icy swift
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i think so

desert python
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i mean, if they aint using a VP. then they are compressing stuff down to the bone

icy swift
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i looked around and found this

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QuestにてVideoPalyerを利用した表示機構のプレハブです。 QuestではVRC_Panoramaが高確率で表示できない等ありますが、VideoPalyerではほぼ確実に表示することができます。 (※1) これを利用して、カレンダーなどの画像を動画に変換しそれを読み込むことでPCと同様に表示ができます。(※2) 当プレハブは簡単に配置するためのものです ※1 :VRC_Panoramaのように多用すると、指定したURLの内容が確実に出ないときがあります。 ワールドに入り直すことで改善することがありますが、大量にVideoPlayerを置くのは向いていません。

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and this

desert python
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ew gross, put the last 1 away

icy swift
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okay

desert python
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that videoplayer took me like 2 months just to get like 2 minutes of video on quest

icy swift
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oh

desert python
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and its just super jank to work with

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but to actually answer some stuff: you can use videoplayers on quest, i highly suggest the beta pro TV as it is pretty easy to set up, and supports streaming of quest

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and just use the download links

icy swift
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literally tysm

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:D

desert python
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np

icy swift
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but where do you find the beta pro tv

random owl
desert python
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booth. i think its still under "architect TV", but it uses the older versions

desert python
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usharp VP was the videoplayer i was refering to that was super jank

desert python
icy swift
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currently scrolling through trying to find it

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this it?

desert python
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yep. it should have a discord link to its latest videoplayer

icy swift
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alrighty

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okay its kinda funny that it perfectly fits the fake tv i put together

cunning pumice
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so my world when you go to it the avatar gets stuck in a spawn loop

icy swift
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sidequest has this option called

desert python
icy swift
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but it gives me a player error

desert python
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you cant use youtube

icy swift
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oh

desert python
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you can use anything raw

icy swift
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what are some good websites

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other than the one that im gonna use for the mp3s

desert python
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you can download audio from yuotube from the VLC player, or really any downloader online

icy swift
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yeah i have a website for the mp3 files

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it also downloads mp4s, so if i want to play videos, should i download them and put it on vocaroo?

desert python
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vocaroo will automatically pack them into mp3 files

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you should try dropbox or google drive for actual videos

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theres many other methods. but dropbox seems to be the easiest

icy swift
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hmm

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okay

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also if i have any other questions about it later on, do i have permission to ping you?

desert python
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anyway, im off, you can add me. sure

icy swift
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okay, thank you

desert python
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cyall tomorow

icy swift
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👋

burnt pilot
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anyone know how to fix this

near escarp
green lagoon
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that was fast

burnt pilot
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yeah its this error

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Assets\JetDogs-Prefabs\unity files\scripts\AvatarViewPoint.cs(8,21): error CS0234: The type or namespace name 'VRC_AvatarDescriptor' does not exist in the namespace 'VRCSDK2' (are you missing an assembly reference?)

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the only one popping up

green lagoon
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question is the project SDK 2 or 3

burnt pilot
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3

near escarp
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wasn't before KonCry

green lagoon
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might be some sort of sdk 2 somewhere in your project?

burnt pilot
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im not sure..

random owl
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Those prefabs are very much for SDK2 so they error out if you import them to SDK3 project

burnt pilot
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welp decided to import an older jetdog prefabs package

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all good now

green lagoon
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glad to be of help and you need to make sure any Interactive prefabs is sdk3

gloomy salmon
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save me pls

gloomy salmon
#

i think my project is bugged somehow, vrc sdk3 shows up in my package manager but i can't access the control panel and the vrchat tab is gone completely when i tried to re-import

olive glade
#

is there anyone here who'd be able to help me with the vrc community 8 ball prefab? no matter what i do, the desktop cam is always completely grey even though i have layer 23 set up perfectly

median egret
#

what shader would be good to have hot tub like water? like water with height to it

#

can't seem to do it with silent

#

no sorry, not sure what is wrong

frail bluff
#

i have a question how do i add a vrc scene descriptor?

#

is it under components?

near escarp
#

Yes

frail bluff
#

alright thank you!

iron verge
#

Anyone got info how can i publish my world?

idle jolt
#

How do I make a world that has a train and other objects, but make the environment move past it to make it feel like the train is moving?

#

I’m thinking of having a desert environment with different rocks and cliffs, so that makes it a bit more difficult...

solid atlas
#

why

#

did the VRchat thing disappear

idle jolt
# solid atlas

Delete the VRCSDK folder and other stuff and then import the SDK again

solid atlas
#

is it those 3

idle jolt
#

Yup

solid atlas
#

removed them

#

re imported the SDK

#

same thing

#

just udon graph

#

ill delete them and close unity

#

then import

#

after opening unity again

nocturne mirage
#

178$ for a video player what the f

solid atlas
#

oof

glacial pond
#

In that context, the price is fair

solid atlas
#

still no luck

#

so i am doing "reimport all"

icy swift
#

usually what I do to fix that,

#

make sure to check any important errors that could stop it from working

#

because usually stuff like that could stop it from working

#

and if there aren't any, just press play, usually that gets it working for me

solid atlas
#

i did had a compile error

#

after i yeeted the udon audio link in

#

this is the error window

#

should i just throw audiolink out of there

#

see if it works after

#

ah

#

its audio link

#

where does one download udon sharp ?XD

icy swift
#

here ill get a link to it

#

download this

#

not having it is probably the reason why its not working

icy swift
#

i downloaded an mp4 and put it into my dropbox, got the link to it

#

i loaded it into the pc version of my world, worked just fine

#

the quest still didnt like it though

solid atlas
#

sankyu

#

i dont bother with quest >.>

#

to much of a hassle

#

that and i am a lazy SOB

desert python
icy swift
#

alright, ill say if it works or not

#

okay

#

so it works

#

but then the second problem comes up

#

the video is laggier than a network connection thats 512kb/s

#

and my network shouldnt a problem, its 200mb/s

#

usually vrchat updates their list every 5 minutes

#

maybe wait, or check in the vrchat sdk if it shows up

#

in the content manager

errant junco
#

it doesn't, i uploaded it yesterday

icy swift
errant junco
#

it's weird because it doesn't let me upload again until next week

desert python
icy swift
#

alright

icy swift
#

was it sdk 2.0 or 3.0

#

okay so i apparently had 2gb of cache

#

so im just reinstalling it since its taking a bit too long

#

did that, cache was cleared

#

still had the same issue

#

probably also has to do with the fact the mp4 looks better than when i run it with a youtube link

errant junco
#

it was 2.0 but i can't upload again since you only can upload a world once per week

#

i think i need to wait until next week to try it

icy swift
#

im pretty sure you cant upload worlds with 2.0 anymore

solid atlas
#

btw

#

this is the world im working on o3o

icy swift
#

mrs girl that looks pretty

#

or guy

solid atlas
#

kinda inspired by furality luma xD

icy swift
#

lmaoo

desert python
icy swift
#

oh

desert python
solid atlas
#

not a willow xD

#

it grows a shit ton differently

#

all tho the plants on the slightly dressed up pillar are based on read plants

#

but hte blue one is missing petioles >.>

#

im using my plant knowlage to make this world o3o

#

to make it slightly familiar but still different

#

btw after yeeting audiolink into a world file do i have to do anything to make it work with the video player ?

icy swift
#

ayy

desert python
icy swift
#

more video player things

solid atlas
#

and now for the magic word

#

how

#

cause udon is similar to chinese to me xD

desert python
#

did you import latest? or RC?

desert python
solid atlas
#

i used the video player that comes with the SDK

#

audiolink version 0.2.3

desert python
#

assuming you have the latest udonsharp. then in the audiolink folder. and there should be a controller

#

drag that into the scene

solid atlas
#

got that

desert python
#

and youre using the basic unity videoplayer?

solid atlas
#

yes

#

this would be just me xD

#

but i think it would be handy for dumb fucks like me

#

to have a prefab with audiolink / video setup xD

fiery creek
#

is there a way to make music play after one song has finished

desert python
desert python
desert python
solid atlas
#

i take that

#

but it has no script in it

desert python
#

try adding back in the “audiolink” script. thats weird

solid atlas
#

know what ill remove audiolink for a bit

#

and dl a new one xD

desert python
#

omg. i dont think you have udonsharp my dude lol

solid atlas
#

i throw it in tho

#

right there

desert python
#

hmmm. there should be udonsharp scripts showing up

solid atlas
#

reimport the udonsharp ?

desert python
#

what version usharp you using?

solid atlas
desert python
#

0.19.12 is thr latest iirc

solid atlas
#

the one linked

desert python
#

what version sdk? (ago)

solid atlas
#

cause the new one doesnt let me upload immediately

desert python
#

ummmmm

solid atlas
#

let me guess -.-

#

i have to use that one

desert python
#

thats like... when udon was a infant lol

#

ye man

solid atlas
#

a

#

god motherfucking dammit -.-

desert python
#

tge latest sdk is much faster dw

#

its like the best thing from the unu update

solid atlas
#

dl'd the latest then

desert python
#

👍

solid atlas
#

now hoping its less of a whiny bitch

#

then 2021.03.22.18.27

#

o3o

desert python
#

it should whine less

#

its still vrc sdk

solid atlas
#

whineless

#

whinehouse

#

btw

#

the blue leaves

#

are based on this plant o3o

#

rhaphidaphora tetrasperma o3o

desert python
#

oh i was talkin about the tree

solid atlas
#

yeah thats based on the luma tree

#

this fucker

desert python
#

ye, cyan willow

solid atlas
#

ok the new SDK is in

#

ill also remove/reimport the audio link and udon script

#

with udonsharp first

#

but @desert python that spot is where the audio goes from the video player ?

iron verge
#

Anyone got info how can i publish my world?

solid atlas
#

so i take @desert python the audio source from the video and yeet it in there

desert python
#

ye

solid atlas
#

ok its not reacting much

#

on the red sometimes pops

#

this is the audio from the video player

#

and this the audio link

kind tide
#

Yo, what’s the suggested poly limit on a VRchat world?

#

I’m trying to find out for a project I’m working on

solid atlas
#

i dont think it matters much if you can do model culling

#

so that when stuff aint seen

#

its not loaded

#

but dont take it from me

errant beacon
#

there isn't really a poly limit on worlds afaik, but just generally keep it reasonable
i.e don't use 1-million polygon rocks or something lmao

kind tide
#

Okie doke, thanks. My main worry is I have been working on terrain for scenery and the poly count for the terrain tile was 250,000 polys in total

solid atlas
#

my main world was 1.5 polies

#

for halloween

#

i got a slightly to high poly pumpkin

#

that even after decimating it

#

was to much xD

kind tide
#

I know I’ve gotten away with some pretty chonky statues before but had to use some special method to optimize them

#

This dude is 150,000 polys. Mind you this is the normal mapped one so it’s much more optimized than the raw statue would be

#

Even then your frames can chug if you look at it

solid atlas
#

why not....

#

have it only load when your close to it

#

that other wise its a heavily decimated version of it

errant beacon
#

i,e LOD

solid atlas
#

that just bears a semblance to it

#

^

#

i need to figure that shit out myself

#

xd

kind tide
#

I think LOD works in VRchat

solid atlas
#

i know it does

kind tide
#

I have it set as a collection of meshes that an on a special layer that keeps with from being rerendered in cameras/ mirrors and stuff

#

Though icarus here operates well in the world he is in. I’m more putting him here as an example because the terrain I’ve made is going to be much more of a monster to deal with.

#

Why can’t I post a picture of this?

errant beacon
#

Discord might be auto-flagging it as NSFW?

#

nonetheless as long as you've got culling set up and aren't rendering all 250k polys at the same time, it could be fine? o:

kind tide
#

Would it help to separate it into separate mesh sections? Or would that be worse? I’m not to knowledgeable on the culling options in unity. All I know is that I think they go by mesh

kind tide
errant beacon
#

lmao
and I'm fairly certain it does it per-mesh, though I don't know what the overhead of rendering extra mesh renderers would be

#

could absolutely be super wrong on that though

kind tide
#

Yeah I’m probably gonna need a second opinion.

olive shuttle
#

question if anyone can help me here. Im having issus respawning objects taken off the world.

nocturne mirage
#

i have audio link reactive light but it does'nt light up with the music

#

i did something wrong?

nocturne mirage
desert python
#

the audiolink adaptor is for 2.0beta6

nocturne mirage
#

audiolink is working but the reactvelight not

nocturne mirage
desert python
#

in the server

burnt pilot
#

I have an issue where when I put a mesh collider on the world it shows this tiny wireframe of it and when I actually upload to VRC and spawn in for test I fall under the ground any idea why? How can i solve this?

nocturne mirage
desert python
#

on booth

solid atlas
#

question the audio link stuff doesnt really work

#

did i fuck something up ?

#

it only sporatically bumps the red section on the link controller

#

and all the rest of the things stay black

desert python
#

you may need to edit the top sliders some

solid atlas
#

these 3

#

any tips xD

desert python
#

4 band threshold points is what you want to mess with

solid atlas
#

so

#

set all to 1 ?XD

#

jk

desert python
#

probs like 0.3ish

#

youll know when the reactions look cooler

solid atlas
#

e voila ? XD

#

can i throw a wave into the audio source of the video player to test how it looks ?

#

i think

#

i got it

#

o3o

#

the world itself o3o

nocturne mirage
bold ibex
desert python
burnt pilot
random owl
burnt pilot
#

I never messed with the mesh renderer

#

only mesh collider

#

both scripts are on the mesh itself not on a gameobject

#

let me make a gif

#

Let me know if I have to do something to mesh renderer @random owl

#

this issue is new to me

random owl
#

You have a mesh renderer without a mesh filter that's just nothing

#

Put the mesh collider where the meshes actually are

burnt pilot
#

and how do i do that, all the meshes i put into one, most of them

random owl
#

Well looking at this the meshes all look like to be under that parent object

burnt pilot
#

those are ones I made seperate because I won't be puting colliders on them / moving them around in the future probably

random owl
#

What I said still applies there is no mesh on that gameobject you are trying to put the mesh collider on so the scale is wrong you need to put it where the mesh actually is, I can't really properly tell you where you have your meshes from just those videos

unique reef
#

Hey fellas

#

I’m new to making any sort of content for vrchat and I’d love to make a world

#

If anyone can teach me the basics sometime I’d really appreciate it

#

I’d much rather that than being redirected to a tutorial because I enjoy being able to ask questions

surreal nebula
#

how can I make an object collide with everything but the player

random owl
surreal nebula
#

Whats a good texture size to use on pc. would 4k for everything be too much or some 2k and 1k?

green lagoon
#

I guess I would also depend on what kind of textures they are as well like tiling versus unique unwrapped or for single object or texture atlases

surreal nebula
#

majority are tiled

#

none are atlased

idle jolt
#

How do I make a convincing train world? A friend told me to make animations for rocks and cliffs, but it can’t be that simple right?

green lagoon
#

probably better if you can manage to tile it with the 2K as a 4K PBR material takes up considerably more vram compared to a 2k as

surreal nebula
#

alright

green lagoon
#

you don't want to eat all the vram before you even get to the avatars

idle jolt
green lagoon
#

I'm not quite sure as the vast majority of train map you cannot leave the train

#

I suppose putting vrchat chairs on the train and move the train

idle jolt
#

I do know there’s one train map that works on quest that does this. It’s a red 8bit train, but I can’t remember the name of the world...

green lagoon
#

the disadvantage of moving the train is you can't really access your menu or walk around the train comfortably

idle jolt
#

No you don’t understand whatsoever.

#

The train isn’t moving. The environment is. To give the illusion that the train is moving.

green lagoon
#

well you can't get off the train if you move the environment

#

because the environment would be moving away from you standing on the ground

stone obsidian
#

Really stuck when it comes to removing these errors. Is anyone able to help?? I can screenshare while we troubleshoot. Will pay $5 to anyone who successfully figures it out : )

green lagoon
#

is your project SDK 3 or 2

stone obsidian
#

SDK2

#

When I delete the file containing the source of the errors it causes more errors so I’m unsure what to do. No coding experience but I’d really like to rid of these so I can upload my world

#

If I can remove the source of it without causing more errors I don’t mind making sacrifices lol, it’s just those errors

cinder sage
#

So when I watch those prefabs tlx videos, I see these really cool worlds developed by teams of people

#

Where do I go if I want to contribute to something like that?

#

Where do all the cool kid world devs hang out?

remote hare
#

does anyone know were i can find the pool table script

karmic grove
stone obsidian
#

i think it broke after i put "standard assets" in but idk which files r associated

karmic grove
karmic grove
karmic grove
#

I had to fine that out the hard way and the amount of confusion behind it was depressing

stone obsidian
#

I see, but wouldnt bringing the scene over just also bring the content from that asset?

karmic grove
#

Not if you delete it or anything it’s in out of the scene

stone obsidian
#

Some1 got it for me

runic epoch
#

i'm not sure what exactly is messing with my water textures here

#

the first image is within my own scene, the second is the demo the shader came with

versed zinc
#

is anyone else having issues updating their world atm? it saying it uploaded from unity and every time i go to check it out in vrc the world is not updated. any help or suggestion will be greatly appreciated 🙂

unique reef
#

If anyone is free to teach me the basics I’d really appreciate it

#

you can’t ignore me forever 👁

near escarp
#

There's lots of videos for that

near escarp
bold ibex
#

@unique reef I'll send you a video I used. It goes from start to finish and has some optimizations and etc too. I never used unity before and it was the most helpful.

#

Ah, you don't accept messages. Too bad.

gaunt minnow
#

VR World Toolkit gives a warning about the Ambient Occlusion post processing feature

#

it has a super high rendering cost in VR

#

how seriously should i take this?

#

@dusk sapphire you happen to know?

unique reef
#

@bold ibex I do now

#

My original question was if anyone could walk me through it themselves since I vastly prefer being able to talk to someone about it instead of following a tutorial

copper dove
#

@Ryän#6969 Chief, send me that video

#

I got all of the stuff installed, I just don't know how to use any of it LOL

hardy remnant
#

bottom right is what players see, the main view is what i see in unity...
can anyone help me figure out how to fix this?
what im trying to do is have post processing, for having bloom within my world ><
please and thank you ><

errant beacon
bold ibex
#

Anyone use the Ukeyboard prefab? I'm trying to stop it from using navigation keys when you're typing, but navigation is set to none everywhere I can think of, haha.

short gulch
#

I used to have issues with water too in one of my worlds and rendering the lighting usually fixed it.

olive shuttle
#

anyone able to help me here? been fighting with it for a few days

olive shuttle
#

??

pliant flicker
#

hey i don't know if this a lighting issue or a texture issue but i thought id ask for some assistance! whenever i move my camera both in game and in unity the texture floor has all these weird flashing lines

i havent baked lights yet if thats relevant

any help would be appreciated :')

bold ibex
#

it's light seeping through, for some reason it does that. I don't know why. I watched a video where the guy mentioned how to fix that, but I forget where in the video it was. He made a small room with no cracks and light still went through as if they were there. I think they deleted the directional light and put in a new one. Let me see if I can find it in the video, tho its 2.5 hrs video

pliant flicker
#

I took the roof object off too and its still doing it

near escarp
pliant flicker
near escarp
#

That effect is there because you have too many realtime lights

pliant flicker
#

like this?

#

is this what you're asking for

#

Like all of the faces on the bottom section or

#

sorry im a complete beginner ahaha

#

All of these faces have the problem so I selected these

#

^ Are these what are suppsoed to get deleted?

#

I think this what you were saying? Idk how to get rid of the top line @bold ibex

pliant flicker
#

It selects the entire thing if i try to do L/ctrl l

idle jolt
#

Is there a way to make a texture on terrain move?

dull estuary
#

I am having an issue with my SDK2 world.
Whenever I go to update, it brings me to the upload new world screen.
The correct blueprint ID is attached, I even took off the ID and restarted Unity to try and fix it and it still wouldn't work.
Any easy fixes for this?

dull estuary
bold ibex
#

How do i Scale my world? Im making it in blender, so can i just change how big it is in Unity or does it have to be a set size?

dull estuary
bold ibex
#

okay

random owl
bold ibex
#

What is the max Polycount for a VRC world?

#

for quest 2

near escarp
#

there isn't any, but try to aim for 100-300k polygon in vision at anytime max

white gulch
#

when looking into dropping megabytes from your world what are the big things to look at? im currently at 118mb (going off vrchat) textures have been crunched for the most part

near escarp
#

use world toolkit to look at what takes space in your world

white gulch
#

thank you

errant badge
#

anyone know how to build and test worlds?, i click on it and just get sent to my home world

random owl
errant badge
#

thanks dude, trying it now

quaint creek
#

hey ,when i try to "build and test" my world i know it ment to run vr chat ,however it just pup up the Microsoft shop and dosnt run vr chat dose anyone know what to do ?

random owl
#

Run the install.exe inside the VRChat installation folder

quaint creek
#

i have vr chat installed, just when i click build and test, it wont load up the game, it just loads up the microsoft store

random owl
#

Yeah so you need to run the install.exe inside the VRChat installation folder so it sets up the connection for you so that doesn't happen anymore

quaint creek
#

@random owl thanks for all your help

#

it help alot

errant badge
#

also do you know how to turn off auto generate lighting, i cant seem to find it

random owl
#

The SDK itself should offer to turn that off for you already, otherwise it's in the Lighting window

runic epoch
#

what are some good settings for a spatial audio source?

#

every time i use one it makes the audio too quiet

lunar nimbus
#

How do you disable static batching to reduce file size, I have no static objects anymore and the size is still high.

green lagoon
#

then you might want to look elsewhere for your file size problems this tool can list what's taking up file size

lunar nimbus
#

Thank you, but that link goes to this channel here

green lagoon
#

okay got the proper link sorry

lunar nimbus
#

How do you make transparent textures on quest?

coral lion
#

SDK2 lags out the whole unity project to the point where it freezes and have to force exit it. am I the only one?

versed zinc
#

im having issues now where unity just crashes instead of loading the last menu to upload to vrc. could it be the file size? if so what is the best way to reduce it (using sdk3)

frozen tundra
#

okay so I want to try and make my own small vrchat world just for fun to try out different things. I'm already a programmer who's able to write code and I've already tried to make minor projects in unity before (not vrchat related). so having to use Udon looks very similar to visual scripting which I'm honestly not a big fan of. so my question is should I use SDK2 or SDK3? is it really worth it using SDK3? I also fear SDK3 will have fewer tutorials compared to SDK2

bold ibex
#

I never build a world before, I use sdk3, and there are a couple good start to finish videos by spookyghostboo on youtube that I use. Doesn't skip anything. I don't know programming but I don't think you need only use the udon graph. I think you can do whatever in c#. But I dunno.

frozen tundra
#

yea I looked around a bit and it seems like you're also able to create C# scripts and compile them to Udon meaning your C# file is just converted to Udon. I guess I can live with that

frozen tundra
#

why do I have to login everytime I want to Build and Test my world?

#

is there a way to get around this? like maybe make it save my login or something

frozen tundra
#

nvm. figured it out

bold ibex
#

any1 have a good tutorial for card game in udon?

idle jolt
#

I’ve been trying to build a world for android, and I’ve been waiting for over 12 hours. I literally had it run through out the night. It says it’s compiling shader variants even though I’m not using any? How do I fix this?

frosty goblet
#

Today we found out that we can use bilinnear filtering to our advantage and blend colors from super low-size color atlases to get nice effects like this (darker at the bottom) https://i.imgur.com/mnAjkRT.png

#

Also yes for some reason lighting in my world is incredibly reddish and I'm still not sure why

lunar nimbus
#

Likely your color lighting in the lighting tab or something

frosty goblet
#

Yeah turned out I needed to re-generate lighting

exotic cipher
#

Hey there, are there any information if/when a migration to the next lts version of unity is going to happen? 2018.4 has reached the end of its lifecycle afaik and 2020 has many advantages/features over 2018. I am just curious

kindred kestrel
#

i just went to update my world and i am getting this and i am login to the same account i have it uploaded to and i dont know what is going on it was ok last night

frosty goblet
exotic cipher
#

thank you 🙂

fathom moth
#

Heya, I wanna have a specific space on my map in a underwater like colour.
how can i do that?

frosty goblet
#

@fathom moth for Quest or PC or both?

#

For PC, you can use a post processing volume, but sadly Quest doesnt support PP

#

A friend of mine used a trigger and wrote a simple script that turns on unity fog that's set to be super blue, so Quest users get a blue underwater vision effect. Maybe that's your best bet

fathom moth
#

okie i try !

fickle delta
#

Ok, so I keep getting this error every time I add a water shader. I've tried aquas and clear water. What am I doing wrong?

#

I'm on VRCSDK3

leaden hazel
#

Can anyone point me at a tutorial or package for how you do Mirror Appear/Disappear shader effects?

fickle delta
#

On the note of Clear Water, though... How do I actually add it? I was able to make the top layer of water work by just adding the shader to a cube and turning off the collider. But there's no water texture underneath. Is there supposed to be?

glacial pond
#

Can you jump in CyanEmu? It doesn't seem to be space bar.

leaden hazel
near escarp
#

Gotta be enabled

glacial pond
#

Thanks

fast python
#

Trying to make a world using blender and the snap function won't work

#

Does anyone have any idea why and how I can fix it?

near escarp
#

Screenshot your screen ?

fast python
#

@near escarp

near escarp
#

What's the mix mode for ?

#

You tried vertex ?

#

2.93 is the latest version, so it wouldn't surprise me if it was a bit quirky

fast python
#

I just updated it because it wasn't working on an older version lol

fast python
#

It doesn't snap to anything at all

near escarp
#

Try with just vertex ?

fast python
#

No dice

near escarp
#

Are you hovering the vertices of the object you're snapping to ?

fast python
#

No, this is my first time using the tool and I'm not even sure I'm doing it correctly

near escarp
fast python
#

Oh yeah it does not do that at all

near escarp
#

You have to place your cursor above another vertex while moving your wall

fast python
#

Still nothin :/

near escarp
#

Not sure what to suggest, one of the reason i'm always anxious about moving to the latest version of blender is because of things like this

#

snapping is maybe different on 2.93 tohrushrug

fast python
#

I was just using 2.82 I think it was?

#

And it didn't work there so I updated

#

And now it still isn't working

near escarp
#

Can you send me two of the walls into an fbx ?

fast python
#

Sure, but wouldn't it be more effective to check the blend file itself?

near escarp
#

If you want to send it here sure

fast python
#

Can I DM it?

#

I don't mind posting it here though as long as you're fast lol

near escarp
#

yeah i'll delete it right away

#

thx

fast python
#

👍

near escarp
#

ah, ok that was easy

#

just enable Closest and Move in the snap menu

fast python
#

Ohhhh

#

You are a lifesaver

near escarp
#

Sometimes it's worth resetting blender's default, i just compared what i had with your scene and that was the only difference

#

Good luck with the rest of your project !

fast python
#

Thanks! This is my first world so I'm definitely excited to keep this ball rolling

fast python
#

Sooo much better

green lagoon
#

cool

bold ibex
#

Looks like a nice diner. Or something.

restive drift
#

if anyone has really nice wall textures assets that can link or send me i would really appreciate it >w<

leaden hazel
#

I'm on 2.93 and wasn't aware mix snapping was even a thing o_o

#

Also still trying to find out how you use the custom shader option on the vrc mirror component

bold ibex
#

I'm trying to upload a new world made from scratch.
However it's telling me to sign in to the correct account or detach the blueprint.
Immediately after it signs me out.
I've tried detaching the blueprint ID in the SceneDescriptor object.
Still keeps happening.
Any suggestions?

leaden hazel
#

That's certainly an odd one, especially if the thing is left blank, unless it's somehow generating the same blueprint ID as an existing item belonging to someone else that shouldn't be possible.

bold ibex
#

Yea, I'm stuck and confused 😦

leaden hazel
#

And there isn't like, another item somewhere in the scene with a SceneDescriptor on it?

bold ibex
#

Nope, shouldn't be, it's a pretty small and empty world.
1 plane for the floor.
4 planes for low walls.
1 mirror.
1 vroomba.
1 beer pong table.
1 pool table.
Post processing and a spawn object.

#

I even tried removing the VRCWorld prefab and readding it to no success

idle jolt
#

I followed a tutorial on how to make a script for scrolling textures. It works in unity, but in-game it breaks. Any ideas on how to fix it?

random owl
bold ibex
#

@bold ibex did you use the vrcworld prefab or did you create your own objects for scenedescriptor and spawn?

bold ibex
#

oh, I didn't meant to make your own. I always had problems when making my own. I always use the prefab. I just thought you may have had the vrcworld and your own spawn/descriptor since you mentioned a spawn object. I didn't even notice the line that mentioned you were using the vrcworld haha

bold ibex
#

You can manually specify an object to use as a spawn which is all I did

#

I just point the vrcworld where I want to spawn. I never tried having 2 spawns.

#

I'm gonna quickly build this same world and see what happens

#

So I found where the SDK is storing temporary files in appdata.
I'm going to try clearing it I think.

#

Yep that was the issue.
I named the project the same name as the other one.
So I guess it messed up the SDK as it had old files in the temp folder.
Now it appears to work.

This is where I found the files that needed deleted.
AppData\Local\Temp\DefaultCompany{world_name}

@bold ibex Thank you so much for trying to help me ❤️

#

ah sweet, was going to say. I just finished building the same world and no problem 😄

#

Yea 🙂 I guess it's not every day you remake a world and name it the same thing

#

:kek:

#

Aw no nitro emoji.
Anyways thank you so much, going to work on it now 🙂

#

What's with the planes though? Do they make good walls? I just use probuilder to build everything. One cube, extrude down, boom floor and 4 walls.

#

Just habit I suppose.
I've made my own little projects in Unity and used them before.

#

Ah, I've only been doing this for a few days. So I was curious. I did use some planes for posters though, because trying to texture a photo onto something else never works hahah

#

I don't know if there's an advantage to it, but they only render on 1 side too

#

Yea, they just seem easier to work with than playing around with a cube when you just need a flat surface that you only need to see from 1 side/angle

#

I see the plane is also in probuilder too. So you can still merge them onto everything else. Most of my walls are seen from more than one side, I guess that's why.

#

That makes sense 🙂
I just made a simple platform (like a box) that you can't leave for now 🙂

#

My favorite thing so far about it, is that I can merge all my static objects for the framework into one object. I just have to remember not to do it too early cause then you can't move/duplicate anything after. I can still manipulate faces, so that saved me a little bit. But next time I'm not merging until the end. ahahah.

#

Haha that's a good tip 🙂

#

I built my first world without probuilder and I don't know how.

#

If it works, and you like the outcome, that's all that matters 🙂

#

I'm probably going to delete it once I upload this one. Though, the more I work on this one the longer it seems to take. Because I keep wanting to add tiny things that take up more small testing than building the entire thing did.

#

I'm on a break now for days to try and learn c# and udon, blaaaah.

#

C# is fun, I'm pretty experienced in it already.
I still need to learn Udon though

#

I wish you the best of luck!

idle jolt
random owl
#

Either you find a shader that already has it as a feature or write your own scrolling shader.

#

Don't have much to link right now as I'm about to sleep but any of the popular VRC toon shaders has scrolling as a feature for example

olive shuttle
#

Is there a Quest supported video player out there?

soft zephyr
olive shuttle
tawdry owl
#

where can i find this in my unity?

#

VRC_PlayerAudioOverride

#

i can´t Find it anywhere in the SDK3

#

I want to have an amplifier for my world

karmic iris
#

can i build the whole house in blender and then just code in unity?

#

cuz when i tried i just fell through the gruond

short gulch
#

You need to add colliders in Unity

#

You could go the easier route of adding a mesh collider, or you could go the more performant route of adding a bunch of box colliders to the floors and walls

frosty goblet
#

Is there a recommended toon/cel shader to use for environment in worlds as opposed to on avatars?

#

I've been using one I found online for a while but it's just not really cutting it anymore, and it's had a weird PC-only graphical bug where objects can be seen through objects slightly, for instance the trees sitting behind this wall:

near escarp
#

Which ones have you tried ?

bold ibex
#

Hey how much play time to i need to upload worlds i have only just got back in to vr chat and decided to make a world plz @ me if you respond to me so i know somone is talking to me

coarse swan
#

So I just realised we can open vrchat links with a specified Instance Id in the browser. This might solve some of my issues for moving between worlds.

Query:

Is there anyway for users to open links in browser from VRChat?

near escarp
#

XSOverlay

coarse swan
#

So nothing without 3rd party paid stuff?

#

Is there a way to copy stuff to clipboard?

near escarp
#

You can use any overlay, just suggesting XSOverlay because it's objectively the best

coarse swan
#

Also: Is there a way I can get the current instance ID from within the world?

near escarp
#

nope

coarse swan
near escarp
#

Well actually you get the ID on the thumbnail, if that's the one you meant

#

oh, that ID

coarse swan
#

Via Udon logic

errant beacon
# bold ibex Hey how much play time to i need to upload worlds i have only just got back in t...

There's no minimum amount of play time needed - ranks are based on many things, like friends added, worlds visited, avatars/worlds uploaded (if the account has permission) active hours and etc all help, along with not getting kicked/banned/muted/reported, etc
You need to be New User rank to upload public/private avatars and private worlds, and you need User rank to upload public worlds

coarse swan
#

Is the current instance ID exposed?

#

I havent seen it anywhere

near escarp
#

You already know the ID of all your worlds, what's preventing you to make a system using those with portals ?

coarse swan
coarse swan
#

I want to have two worlds A and B linked to each other, and a user who travels back and forth to still end up in the same world they came from

#

which is unreliable using vanilla portals, you are likely to end up in a different instance

near escarp
#

None of that is exposed sadly

#

It's a system we want to make ourselves though

coarse swan
#

Bleh. If instance Id was exposed thatd solve half my issues

#

Cause that also amusingly also provides you a way to "send" data to a world from another, you can encode some bytes (16? 32?) of data in the instance Id itself if you specify it

idle jolt
#

Does anyone have any good Star Wars props? Something small that’d fit on top of a crate, like a data pad.

short gulch
#

They say it's meant for avatars but it works just as well in worlds

idle jolt
#

Does the newer shaders work for quest?

short gulch
#

Nope only standard works on quest

idle jolt
#

Really? Fuck
I really wanted to make a scrolling texture that quest can see...

#

I imported a shader, but by the sounds of it it won’t work

errant beacon
idle jolt
#

Afaik?

short gulch
#

Oh really?

idle jolt
#

So the custom shader would work then??

desert python
#

wait, which shader?

#

shaders will normally behave differently than expected

idle jolt
#

Hold on let me see if I can find the name on my tablet

errant beacon
idle jolt
#

Okay the shader is called Cdrsans UVScroll Shader

desert python
#

sounds simple enough

fervent garden
#

is there a special chat for showing off worlds or would this be the place?

desert python
#

idk, id still use it but not sure what the outcome may be on game

frosty goblet
bold ibex
frosty goblet
#

But Idk a thing about shader performance so I might just be terribly confused

short gulch
#

Well, after switching my world to Poi's shader it still performs just as bad, but the important part is that it didn't get any worse. Mine is pretty huge too.

errant beacon
#

def look into occlusion culling if you haven't yet? o:

short gulch
#

I have, I think a problem is with the size of the buildings, and some having interiors that are a hall that leads straight through, they don't always occlude the ones behind them. Ruubick suggested combining meshes that use the same materials, but I haven't gotten around to trying that yet.

#

Would fog hurt performance at all?

errant beacon
#

def depends on the type of fog but I don't think normal Unity fog'd notably hurt performance?

#

could vv well be wrong on that though

short gulch
#

Mkay, also on the topic of fog, is there any way to add it in vrc other than the default Unity fog? I'd like to be able to animate it along with my day/night cycle. (Somehow doesn't completely destroy performance, roughly the same frame rate as if it was disabled)

bold ibex
#

One asset bundle I had had some fog particle system prefab within it. I used that, other than that tho I dunno

short gulch
#

Do you happen to remember the name of that asset bundle?

bold ibex
#

I could find out, but it was also like 30 $

green lagoon
short gulch
#

I'd really appreciate that if you don't mind ryanxpei, cost isn't really an issue.

short gulch
errant beacon
bold ibex
#

looks like it was a mist prefab particle effect, not a fog. But it looked like fog.

#

It's called c.v.p - japanese garden

#

I really like it for the trees you can use to fire up some terrain, tho my worlds never use terrain hahahah

short gulch
#

Awesome, thanks guys. I'll check both of those out :)

#

Using the default Unity fog looks alright, but it looks weird with it not changing with the time of day. This was recorded in the editor so it's a little laggier than ingame.

short gulch
#

Oh wow I didn't know you could do that with sdk 3. Still gotta convert this world over to sdk 3

fast python
#

I need some texture help if anyone can help troubleshoot

#

In Unity it looks awful

#

But in blender it looks fine

glacial pond
short gulch
#

Gotcha, thanks!

#

Hmm, Can it change the density of the fog too? I want it to get a little more dense in the morning

glacial pond
#

yes, the whole rendersettings class is exposed in udon

#

all the methods and set/gets are there

short gulch
#

Sweet thanks, I barely know anything about udon so far lol

glacial pond
#

what I do is look up documentation for unity's mono behavoir scripting to see what all Udon can do, since pretty much all the classes are just forwarded to udon. with few exceptions

#

the names of the classes and methods are all the same

#

it can be a bit daunting if you've never coded before (or in my case, never worked with nodes before) but you can scratch simple things together pretty easily

short gulch
#

Very good to know. Only reason I haven't converted this world to sdk 3 yet is because my cars will break and I'm kinda intimidated by Udon due to never having coded before. Was kinda waiting for Varneon to release his car prefab first.

glacial pond
#

Going purely with using the node graph, I find it less confusing than setting up triggers. But i know alot of people who say triggers just make more sense to them. it's really two different ways of thinking

short gulch
#

I was gonna rely heavily on CyanTriggers lol

idle jolt
short gulch
#

I've come to understand them fairly well, and its what I'm used to from back when I made Source maps years ago.

short gulch
#

Heh

#

(Not mine, just found it)

red urchin
#

Does anyone here have experience with messing with QVPen in worlds?

#

I'm trying to change the color of the markers and ink but I can't figure out how to change the color of the ink

#

I can change the color of the physical markers with their materials though

bold ibex
#

Never tried, they had enough colors for me by default

red urchin
#

Yeah I had wanted to make the colors more pastel and less saturated was all

bold ibex
#

there's a way for sure, I just haven't looked into it. But I'm sure someone has.

red urchin
#

yeah i've seen a few worlds that use qvpen that have custom colors before

quaint creek
#

Hey all dose anyone know how to stop my texture from stretching when i put it on my walls and floors