#world-development

39 messages · Page 84 of 1

unkempt mauve
#

Anything one know how I can fix this issue with the black spots.

bold ibex
#

I never thought to make a world shaped like a person

unkempt mauve
#

It's not. it's the punching bag dummy from Rec Room

bold ibex
#

Oh, maybe it's been punched too much. I dunno though.

kind leaf
#

omg Ive been freaking out all day over this. Toolkit didnt give an error for audiolink. If it wasnt for this conversation today Ied still be lost.

bold ibex
#

I'd probably just model my own from within unity

fallow zinc
#

I am a complete novice at world building and could use a little help. I have some cushions with VRC_Station Script as Component, however having it start with the Cushions set to inactive results in a player being unable to sit on the Cushions. Any idea why and how to fix/workaround?

unkempt turtle
#

do you have a collider on the cushions?

fallow zinc
#

That might be why. Its wierd though since if its set to Active before button interaction, it works fine.

unkempt turtle
#

so you have a button that toggles the seats, and when you enable them after being disabled they dont work anymore?

fallow zinc
#

Yes. They start off as inactive.

#

It does not occur when it starts as active, but trying to avoid that.

unkempt mauve
unkempt turtle
fallow zinc
#

Yes

unkempt turtle
#

show me your toggle trigger

fallow zinc
unkempt turtle
#

and the hierachy of the ToggleableDojoCushionHolder object

fallow zinc
unkempt turtle
#

i see, and the VRChatDojoCusionX are the objects that have the vrc_station component, right?

fallow zinc
#

Yes

#

I have tried to toggle individually but that did not work either

unkempt turtle
#

are the VRchatDojoCushions enabled by default?

fallow zinc
#

Yes

unkempt turtle
#

hmm, thats very weird and does not make any sense at all

#

but they do appear when toggled on again, right?

fallow zinc
#

Yes

unkempt turtle
#

so you have cushions you cannot sit on after toggling once

fallow zinc
#

Yes

unkempt turtle
#

the only thing i can think of is if you accidentally disable the seats when toggling the holder

fallow zinc
#

Thing is it works fine if its default is Active. Its only when it starts inactive. But inactive is the desired start state.

unkempt turtle
#

when you put it in the disabled state, do you disable only the holder object with the stations being enabled?

fallow zinc
#

Yes

unkempt turtle
#

do you have any triggers on the holder object itself?

fallow zinc
#

No

#

Its an "Empty" game object

unkempt turtle
#

then im out of ideas, sorry
the last thing that i can think of is redoing the seats from scratch, but that would be quite a bit of work

fallow zinc
#

Going to attempt to force enable the Station component.

#

Sadly did not work

nova wraith
#

is there any way to embed a video file into the world upload rather than loading it at runtime?

kind leaf
#

.... What is "CreateOptimizedFile: Android unsupported"? Texture compression is set to ASTC, converted to android, no shader warnings or errors, no warnings at all from anything, heck not even the CreateOptimizedFile: Android unsupported prompt is a warning but it certainly screams something aint right.

desert python
#

if you want a audio visual pack thats qc. i have a example you can use

woeful tide
#

(using SDK2) How would set up a Puzzle system, for examples I need the individual to click on 3 different objects to active this one hidden objects.

near escarp
#

animator ! You want those objects when clicked to enable an animator trigger that will transition one animation into another, if they click the wrong one, it enables another parameters that makes it go back to the start, if not, it continues until you reach the final animation that has an animation event that triggers a vrc trigger

ivory swan
#

can I have a world that has a profanity name? the sh word specifically

near escarp
#

I think it gets filtered

fossil wolf
#

Does anyone know what is required for a world to get VRChat "Admin" Approved that some worlds have?
Like a million visits? 50K favorites? Just hope for an VRChat staff member to visit and like the world?

errant beacon
#

sorry, clarify? there's no admin approval process afaik, unless you're talking about the automatic Community Labs

errant beacon
fossil wolf
errant beacon
#

would def be interesting to see what that tag means if anything, and yeah how it's applied

#

might be something similar to the trust system though, deliberately obscure to prevent people from gaining it

#

..if the tag means much of anything in the first place lol

fast python
#

So quick question

#

I can't tell if my world is in labs or public

fossil wolf
fast python
fossil wolf
#

Not in labs anymore

fast python
#

Gotcha

#

Just didn't know why the publish button is grayed out

#

And it still says submitting a world to be public

fossil wolf
#

Yeah it's just a message it says, but your world is approved and published, that's why it's grayed out

random owl
rustic flume
#

Has anyone encountered an issue with the sdk control panel not showing up as a option

random owl
#

Check your console for errors

verbal patrol
#

when adding vrc station script to my chair, and adding the enter and exit transforms, after i go to test it never applies the transforms and erases them from the slots within the script.. never had an issue with this? can somebody help please

hard trout
#

idk where to ask this but does anybody know how to make good looking water for quest worlds?

near escarp
#

Silent water 2.0 on booth !

fossil hull
#

Correct me if I'm wrong:
You can't change certain properties of the camera at runtime, you only assign a camera reference to the scene descriptor.
"Allow MSAA" does NOT get carried over into the game.

#

So my question, can I somehow disable "Allow MSAA" regardless?

near escarp
#

Afaik quality settings can't be changed

fossil hull
#

Yeah, you are right. I just tested it myself and disabling anti aliasing on all quality settings didn't work either.

random owl
#

Quality settings cannot be changed yeah

fossil hull
#

That sucks because my map has these blue lines:

#

Because I made the map using tiles.

#

I guess I have to find another solution if I can't just turn off anti aliasing in the camera or the quality settings.

near escarp
#

Silent's pixel shader might help ?

fossil hull
#

It seems to make it worse lmao

#

But you gave me the idea to try out another shader.
The mobile diffuse shader from vrc seems to look fine.

#

It just looks awful, maybe another one will help.

#

Other shaders (I have) don't seem to work. Must have something to do with how the map model is constructed.

#

Only solution is to not use as much light. Because light makes the blue lines appear.

#

Last screenshot to show how bad it can get:

idle jolt
#

Can anybody edit textures, with like photoshop or something good? I tried to edit the colors with a few programs, but I can never get it right. Textures were never my specialty anyways…

formal tendon
#

Anyone know why this may be happening? I keep ending up here during my world upload, and it never completes

unkempt mauve
brisk spear
#

Help please!!!! so I went ahead and re-upload my world but quest users still unable to actually get into the world not sure what to do

unkempt ivy
#

Potentially dumb question but is there any way to make VRChat not reload the entire game every time you hit test?

austere hull
#

whats the default player speed

bold ibex
#

is there a post processing effect that mimmicks FXAA/anti-aliasing? i notice in some worlds that there seems to be a little "fuzz" on text and other objects in the distance, was wondering if anyone knew what it was. if i find a world again that uses it i will send it.

bold ibex
austere hull
#

yeah somebody tried to tell that its 1

jovial charm
#

goes to a max of 8x MSAA

bold ibex
#

yeah, i already have that and my resolution turned up, theres some extra effect that certain worlds have that causes a dithering-like fuzz effect

#

i'll have to find a world that has it

#

here is an example (deep blue) of a world that uses it. it makes your game all fuzzy, most noticeable on the text

#

heres a world that doesnt use it. does anyone know what this effect is called?

slow orbit
fervent thistle
#

If anyone is willing to make a vrchat map with me I'll credit u as the owner and me I can give u alot. Dms are open

jovial charm
#

so ive been setting up occlusion in a world and ive started having some issues in areas, im using just default unity cubes set to occluder static and editor only that surround rooms and am using occlusion areas, and ive ran into this while testing the occlusion it just seems like an invisible wall, and players wont render in parts of the room, none of the actual room parts are occluders only the cubes we have surrounding the rooms and inside some walls

#

and due to this issue things will just disappear in these areas in vrchat

velvet pebble
#

Hey so I’m having problems with quest on my world. My world is off labs and doing well but for some reason when quest users try to join it creates a quest user only world and doesn’t let quest and pc mingle. Any reason why?

austere comet
#

Anyone know a fix to that

near escarp
austere comet
#

Thanks, feels dumb, I didnt know errors would make the "Vrchat >show control Panel" Dissapear.

analog parcel
#

So I found out that vrcworld toolkit breaks if there are bakery script errors in the world even if bakery is not installed

near escarp
#

most tools break with console errors

analog parcel
#

Well it also broke the vrc sdk as well

#

I told the creator and they were confused

near escarp
#

Yeah that's expected

analog parcel
#

So this happens all the time?

near escarp
#

With console errors yes, pretty consistently

analog parcel
#

Specifically with vrworldtoolkit?

near escarp
#

With any console error that remains after you clear

analog parcel
#

I am aware of that, I just need to report the issue to the plugin maker about the issue they were confused about

near escarp
#

How did you end up with bakery scripts in your project ?

analog parcel
#

nvm he helped me fix it and it was because it was using a cryptic reference flag that I had to remove from project settings

#

I used an old version of bakery but it messed soemthign up so I removed it

#

I have been using it in other projects so I do know it works now

turbid ocean
#

Could anyone help me? I'm very new to uploading content on VRChat, and I setup my project with the SDK kit 3, and I don't seem to be able to upload anything. First it gave me access to the labs upload etc, and then that disappeared. Then it kept saying I didn't have a screen descriptor, and now it's saying I have unpublished VRChat world. This is so confusing.I dragged the VRChat world prefab into my existing world. Then I thought maybe I need the VRChat project settings prefab. That didn't solve it. I guess its missing the Descriptor thing? Anyone with advice I would be so grateful. I can build the test and it runs fine

near escarp
#

The scene descriptor should be part of the vrcworld prefab

austere comet
#

My unity stop responding while i try to switch to the android build for world creation, does it happen often? The ram usage is stuck to the same size for a while

bold ibex
#

Would anyone like to check out the castle I am creating? Someone said it was gonna be the next black cat... IDK about all that, but it is pretty impressive.

bold ibex
#

Hello, I have been using unity for a week. My castle has over 100 objects you can pick up, working shower, dining area, a gazeebo, buttons, totoros, the works

#

If I can get this massive thing to work, I have faith in y'all

near escarp
#

I hope it's performant sweat

timber fable
#

i hope like there is like a countdown were i can see so it will be easy to track where i can upload a world.

#

since i can upload but lost track where i can make another publish

near escarp
#

You can see the publish date of your world on the website

sleek willow
#

It anyone knows where I can find BlueBeaver, creator of the Wild Area world, please shoot me a message.

#

Have a question about his worlds.

subtle horizon
#

yo world homies, mind filling out a survey, especially if you are in the VRC club scene? https://twitter.com/AriexeVR/status/1409081796562587648

Underground has a section where you have to run through a train tunnel. about 1 minute.
RR's old spawn was about 10 seconds away from the dance floor
new Run is about 2 minutes if you know where your going. I would have changed it for better clarification but its too late the tweet was made

How long are you willing to run to get to a music venue in VR, assuming you reload 3 times in one night?

near escarp
#

2 minutes sounds super annoying, most scenes are 30 seconds at best

#

Shelter is like, 15 seconds

verbal patrol
#

is anyone having issues with VRC station script? If so what would be the work-around?

verbal patrol
# frosty flicker What kind of issue?

after creating empties for enter and exit, saving, then build & test, they never apply on to the chair. and then when I get back in to unity it removes the transforms from the enter/exit spots in the script

#

no errors in the console either

frosty flicker
bold ibex
#

anyone know how to fix this? i tried to set up an audio amplifiers

idle jolt
#

How do I check how many MBs a world is in Unity?

unkempt turtle
#

you cant really, best is to do a test upload

#

then you can use vrcworld toolkit to see what bloats your world up

frozen tundra
#

so I'm trying to test a world using the Build & Test button but it seems to load a previous version of my last run? is it because there's errors in the current and therefor it loads the old one that was stable?

near escarp
#

yes errors will do that

jovial charm
# jovial charm so ive been setting up occlusion in a world and ive started having some issues i...

so for anyone who ever has this issue so far it seems to be an issue with the pc the occlusion culling is being baked on, we tried it in a new unity project, clearing the occlusion cache, deleting the library folder, trying in a new scene, many different things, but then we tried just exporting the whole project out as a unity package and tried on a different pc and it bakes the occlusion completly fine, so we are doing a full uninstall of unity on that pc and gonna see if that fixes it, and if so will get back in this channel about it!

bold ibex
#

So, currently my world is like 300mb large, does anyone have any additional tips on optimization? I want to squish as much as possible before making it quest friendly

near escarp
#

This has tools to crunch compress textures easily

#

You can also compress your meshes to medium quality

#

compress your audio files

bold ibex
#

THANK YOU

#

<333

#

I have literally over a thousand textures smh

bold ibex
#

I keep meaning to try that, but last time my world deleted itself. So I haven't reached the stage to upload another one yet. But I've been crunching the textures and meshes in the game. Tho I bought something to decimate meshes. But I wonder how this compares, I'll check it out when I reach that stage.

proven glade
#

I must have added too many lights but they are all on important. how can I light more rooms?

bold ibex
#

I dunno, but I have like 100 lights in mine and they all work.

proven glade
#

fuk

green lagoon
#

I would recommend baking all of your lighting as that makes it much more efficient

bold ibex
#

This is the way

late egret
#

hai

#

i want to upload to the community labs, or just upload something public

#

does any one know any tricks on how to get approved faster?

bold ibex
#

No. You just upload to labs and let vrchat take its course.

turbid ocean
# near escarp The scene descriptor should be part of the vrcworld prefab

I'm not sure what is wrong. i put the prefab VRCWorld prefab in, but it doesn't build and upload anything. Somebody said to use your email address in the authentication, but I tried that and only my username works along with my password. I'm also not getting the screen to name my world or settings as shown in directions. I'm sure I set it up correctly. I'm using Vers 3 for worlds.

near escarp
#

Do you have any errors in your console ?

turbid ocean
#

@near escarp I have this error in console. Usually I ignore null references, but in VRChat it means something.

vagrant compass
#

Can't have sdk3 and sdk2 in the same project

#

@turbid ocean

turbid ocean
random owl
#

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.

idle jolt
#

Is there some tool kit that lets you see how many MBs your world takes up? All I can really do is see Tris in Unity

random owl
#

What I linked above will do that for you as long as you've made a build

idle jolt
#

Nice

turbid ocean
random owl
#

Can you show what the world debugger says?

turbid ocean
#

Yes, just a sec

random owl
#

And show where you get stuck during the upload?

near escarp
#

Could it be paused ?

random owl
#

Shouldn't be, since if error pause was enabled world debugger would be complaining

turbid ocean
#

Let me try again

#

How do I enable it to show errors

random owl
#

The world debugger always shows errors, if you still had problems getting the build & publish to work it's more likely something networking related

#

Just need to see some more pictures of what is happening and what is stopping you from getting the world uploaded

turbid ocean
#

what do you want to see

random owl
#

Try to build & publish and just screenshot what happened instead

turbid ocean
#

Shouldn't I be getting a page that allows me to name the world etc?

#

By the way, thank you for helping me. I"m not familiar with this uploader

random owl
#

You have it right there at the bottom the tab titled "Game"

#

You just have it very squished so you can't see it properly

#

Drag it out and somewhere else

turbid ocean
#

But I can't type anything in it.

#

Where would it be that was in play mode

random owl
#

Change the scale also back to 1x

turbid ocean
#

It always defaults to play after build

random owl
#

You are supposed to be in play mode after building because that's how the uploader works

turbid ocean
#

Oh ok

#

I changed it 1x

random owl
#

I can't really see anything that would stop you typing other than the scaling being super high

turbid ocean
#

Ok, I'll try again.

#

Oh, see I didn't know that you can type in it during play mode

#

That was my issue

#

Thank you so much. You saved the day for me

random owl
#

No problem

burnt pilot
#

anyone know how to solve this from happening? I see the water halfway when I get close to it but when I come out further away from the water it shows nothing , using Calm Water shader.

versed zinc
#

does anyone have a tutorial on how to make a pool. i have no idea on where to start on making it look like water

near escarp
#

Make a flat plane, assign a water shader on it

echo escarp
bold ibex
#

This not really tutorial, but when I wanted to know how to make water I used this. And went with the first option using the water prefab from the standard asset package and scaled it out. I have no idea if it's good/worse than any other method. But here https://www.youtube.com/watch?v=xGLbiVtVCOE

solid atlas
#

stupid question

#

but are lightmaps supposed to look like this ?

candid bison
#

Yep! The lightmaps that have file names that end in "_dir" (the ones that look rainbow-coloured like that) are the directional information of the lightmap, and the ones that end in "_light" are the colour information of the lightmap.

idle jolt
#

How do I make a single toggleable object control two mirror, where they’re both off but then when the object is toggled you can switch between the two mirrors?

bold ibex
#

I dunno, I always have separate button for each mirror. Although I'm sure I could figure it out in udon graph but I don't have time at the moment.

#

Why you would want that? I don't know either. Because eventually one would always be on and one be off, unless you made another way to turn them both off again.

desert python
#

if youre using udonsharp. i made a toggle script prefab that should help you get everything you would need

bold ibex
#

Thinking about starting to convert my world to have a quest version as well before I upload it has driven me to drink and not work on the project tonight.

desert python
#

how intense did you make the world lol

bold ibex
#

Oh it won't be that bad. I design the pc world pretty much as a quest world. I just need an excuse to drink.

desert python
#

i just realized the world jam channel never opened up for the exercise thing

bold ibex
#

I could probably make the pc version look nicer with bigger filesize but I pretty much crush and decimate everything as I Would a quest world. The whole thing is still less than 10mb and it has everything you can think of in it.

desert python
#

nice

bold ibex
#

I haven't used that vrworld tool kit on it yet. But I haven't finished it, every time I Come back to it, I think of something else to add.

near escarp
turbid ocean
#

I’m a noob at using VRChat. Is there a way to scale a world or scale for avatars so the avatars aren’t so big in a world I made. Better yet is scaling of avatars automatic or do I have to set something more up to scale them to be right sized in my world?

errant beacon
#

Avatar colliders are always 2 meters tall and 1 meter wide, regardless of the avatar's height

bold ibex
#

Hmmm, not that I know of. Typically I put 2 cubes in my world to scale and build around that. But generally I just use various sized avatars in build and test to get a good average.

errant beacon
#

afaik you can't scale them either - to help with scale, a default Unity cube is 1 meter cubed, your doorways should have a bit over 2 meters of clearance, and 1.75 Unity cubes would be the average US height o:

bold ibex
#

2 x 1meter cubes tall. Is what I put.

errant beacon
#

also yus, importing avatars to your world can be vv helpful for keeping scaling consistent

bold ibex
#

Based on my experience, average avatar sizes in my worlds is like 1.4-1.6m. But I just use 2m cube anyway.

#

Tweaking always comes in when I test in vr and scale my stuff up or down based on how I feel in my most used avatar. I try to build accomodations for small, medium and large avatar though. Like adjustable invisible floor to raise / lower height so everyone can play pool etc easily.

silent night
#

Finally completed!

bold ibex
#

Looks good. If I ever get working on mine, I'll complete it. Then gotta build the quest version.

errant beacon
turbid ocean
#

@errant beacon @bold ibex Thank you both very much for your help. I appreciate it so much.

#

Another noob question. Do we have to build separate versions in order for quest to be able to access the worlds

errant beacon
#

yw! and preferably yes you should make a seperate Quest version of your world, rather than constantly switching build targets

turbid ocean
#

So a duplicate of the same world but as a Quest build

green lagoon
#

but doesn't that get annoying when you're trying to add new stuff having to add everything twice

turbid ocean
#

Yes

#

LOL

errant beacon
#

Also, make sure the hierarchy length is the same between both worlds, otherwise you'll see issues with pickups. If you need to delete something from one of the versions, add some empty gameobjects to make the hierarchy lengths the same o:

turbid ocean
#

So if I build on the Windows version it doesn't build for quest.

#

I have to actually do a separate build for quest, but duplicate my world just for quest build. Keep hieracrhy the same amount of items

errant beacon
#

It'll only publish to PC if you build it for Windows, you'd have to compile it for Android to make a Quest version

turbid ocean
#

Ok thanks

errant beacon
#

I'd vv much recommend duplicating the project (not just the scene!), so that you aren't constantly switching build versions c:

turbid ocean
#

That's a pain

#

I will duplicate the project

#

then publish for quest. Doesn't that give me two of the same worlds though in my uploads

#

I would have two of the same exact worlds in my uploads. Do I label them as quest and windows?

errant beacon
#

As long as you're publishing to the same blueprint ID no, it'll be the same world (i.e one world, not two split worlds)

turbid ocean
#

Oh okay, so it will automatically do that ID blueprint from the duplicate

errant beacon
#

yup! As long as you don't change the blueprint ID in the scene descriptor

turbid ocean
#

How can i get a dummy avatar to scale in my world

bold ibex
#

I don't know what you mean

errant beacon
#

there used to be one included with SDK3 but I don't think it's there anymore, for whatever reason - importing your own avatar's .FBX could work though o:

turbid ocean
#

Can I buy one somewhere

errant beacon
#

Could also always get a free template model from the asset store to use, just obv don't include it on release lol

bold ibex
#

I just stack 2 x 1 meter cubes

turbid ocean
#

Ok

#

Thank you both

green lagoon
bold ibex
#

it's like 0.5 to 0.25 meters taller than average avatar but you can't really go wrong with that

turbid ocean
#

Oh thank you.

green lagoon
#

yeah but you would walk your door frames to accommodate average male height avatars instead of just the teenage girl height ones

bold ibex
#

I run around my world often with small, medium, large and even tiny avatars just to see

green lagoon
#

also handy to have a test dummy with arms and legs so you can make sure proportions look right in case you download pre-made assets to make sure they're not scaled funny

ember mica
#

One message removed from a suspended account.

#

One message removed from a suspended account.

errant beacon
ember mica
#

One message removed from a suspended account.

#

One message removed from a suspended account.

bold ibex
#

I don't know anything about scripting or udon but I use sdk3 just in case.

errant beacon
vital ferry
#

Any idea why text will randomly turn black in Unity? looks fine in-game but makes testing things hard

bold ibex
#

You can always listen to the 20 different voices of @stoic fractal in the tutorials 😄

ember mica
#

One message removed from a suspended account.

gloomy salmon
#

how do u make the damn vrc billiards community edition prefab quest compatible @w@

ember mica
#

One message removed from a suspended account.

stoic fractal
errant beacon
idle jolt
#

What’s a good shader for water, and is there a good way to make a waterfall that is really optimized and still looks really good?

bold ibex
#

I'm not sure, the only water I've used is the one in the standard asset pack. But I did watch a video the other day to make a low poly waterfall.

#

I can send you the link but I have no idea if it will help at all

idle jolt
#

Go ahead. It’d be better than nothing

bold ibex
#

It uses blender though, of course. Another program I need to learn. I'm new at this stuff as well.

#

His waterfall kinda looks like a bunch of falling snowballs. But I kinda like it.

turbid ocean
#

Does anyone know if VRChat supports real time shadows? Or do I have to bake them?

turbid ocean
turbid ocean
green lagoon
turbid ocean
#

Baking takes so long is why I asked.

#

Even if they are very low rez, it would cause performance issues?

green lagoon
turbid ocean
#

Ok, thanks

#

Any tips on baking I should be aware of? Any tips on lowering the time it takes?

green lagoon
#

there are settings you can change in unity to make it use the gpu you instead of the CPU for baking

turbid ocean
#

Thank you so much!

green lagoon
#

also out of curiosity what kind of map are you trying to bake

near escarp
#

FYI Xiexe's tutorial doesn't mention generating lightmap UVs, which made me reluctant to share it

green lagoon
#

does AKALink tutorial mention it

near escarp
#

yeah

green lagoon
#

cool

bold ibex
#

im trying to upload a world and i just got an error saying “Error building player because scripts have compile errors in the editor” anyone know how to fix

turbid ocean
#

@bold ibex What are the errors saying

#

Does anyone know what the crunch texture settings for Android should be set at?

bold ibex
#

i do 0.75

turbid ocean
#

Crunch compression format?

bold ibex
#

hm?

turbid ocean
#

Like ETC 2 or ETC

bold ibex
#

bro

#

im stupid

turbid ocean
#

Or some other format for android on VRChat. Seems things are very different on this platform.

#

@bold ibex Did u figure out your errors in compile

bold ibex
#

nope

turbid ocean
#

What did the errors say?

random owl
#

You should be using ASTC for Quest

turbid ocean
#

Thanks

#

@bold ibex Send a screenshot of the errors

bold ibex
turbid ocean
random owl
turbid ocean
#

Oh, I missed that sorry

#

@random owl Which ASTC one should I use

#

There are a ton of them

random owl
#

RBG Compressed ASTC and you select the highest block size that doesn't impact the texture quality too much, higher block size smaller file size

turbid ocean
#

thanks

vapid cobalt
#

anybody know the FOV of the VRC camera?

idle jolt
#

So I tried to use acertainbluecat’s transparent mirror for my world but for some reason instead of being transparent the background is just black. Does anybody know how to fix that?

lost roost
#

Does anyone know where I can get a good city skybox that doesn't look like the city is 500m away from my building, I've got a skybox with a city but I want the city to be looking closer to my building rather then it being far away

green lagoon
#

make some buildings out of geometry Maybe as cannot make the Skybox look like it's any closer does it attach to your head so it's always going to be the same distance away from you

versed zinc
#

dont know what i did to get this T-T

dusk sapphire
lost roost
green lagoon
#

you cannot change the size of the Skybox and basically it always the same distance away from you no matter where you go

silk coral
#

can someone help me figure out what this means

#

every time i try to publish this world update it gives me this

#

thinking of detatching the previous version and uploading this seperately

fast python
#

My world is lookin good now that I've got all the props in 👌

silk coral
#

that's really good wow

fast python
#

But I do need help with something. What should I use for the icon on the optimization mode button?

#

It just removes all the books so I'm considering a book or maybe a brush (for cleaning up)

silk coral
#

make an icon of a book with an X on it

#

or a 🚫

silk coral
fast python
#

I tried a book initially and it just looked bad next to the other buttons

silk coral
#

show a screenshot of the other buttons?

fast python
#

Maybe @ ruubick?

silk coral
#

oh shit maybe that could work actually

#

i don't really care about losing the previous version anyway

#

there's nothing in it

fast python
#

Ah alrighty then

#

These are the buttons btw

silk coral
#

Ohh i see

near escarp
fast python
#

Thinking about doing a white brush for optimization

silk coral
fast python
#

That's the icon my phone has for clearing ram

silk coral
#

0.0

silk coral
#

go for a flat, white one

#

like

#

📘

fast python
#

The mirror buttons match that style tho

silk coral
#

with a 🚫

#

ohhh

fast python
near escarp
#

errors, in your console

silk coral
#

i see

near escarp
#

unity console

silk coral
#

said the blind man

#

what should i be looking for exactly

#

i know where to see the errors but which ones should i be looking for

#

currently went to another project for now

near escarp
#

any of them

silk coral
#

ok? :p

#

one sec

#

opening project

#

..oh come the fuck on

#

this has happened at least 4 times now

#

on 4 seperate projects

#

am i using the wrong SDK or something

#

every time i close and reopen a project this happens

#

the text gets weird and the SDK completely breaks for 0 reason

#

maybe it's because i'm low on storage space or something

fast python
#

How about this for an optimization button?

silk coral
#

i can't access the build window at all now

#

oh that's nice

warm bear
#

anyone know why sdk3 won't let me upload my world?

#

before you jump to say if i deleted the pipeline manager, yes sir i did

#

it logs me out after i unplay the scene here

near escarp
#

I'll log you out manually fooni, there's an ongoing issue with this and unsure why

warm bear
#

if you can please

near escarp
#

you'll have to log back into the sdk and website but it'll solve the issue

warm bear
#

thank you

near escarp
#

Done, relaunch unity

warm bear
#

thanks ruuubick!

near escarp
warm bear
#

it is now working correctly

near escarp
silk coral
#

current;y trying to reimport the package but here, irt says shit is missing

near escarp
#

You have udon sharp ?

silk coral
#

idk

#

reimporting package tho

#

idk if i made something worse

#

thinking of just remaking the world at this point =<=

#

there wasn't much there to begin with

#

it's whatever

red urchin
#

i've been getting a few complaints from friends with them saying that the framerate in my world is bad/worse than it usually is after my latest update, but the only thing i've changed from the last update was i rebaked the lights because i wanted to move a light object, and i've also added the latest version of QVpen from booth

#

that is literally all i have done from the last update but i've gotten 3 people saying their frames are a lot worse than they used to be, any ideas? my crazy conspiracy theory is that they're all in california and because its so hot over there maybe their pc's are just throttling more than usual, but thats speculating lol

unkempt turtle
#

whats the name of your world? i maybe i can check it out and notice anything wrong

red urchin
#

uh sure it's called Zen Garden

unkempt turtle
#

i see. ill finish charging my stuff real quick and check it out then

red urchin
#

thank you and good luck

#

oh oh oh i suppose there is one more thing i forgot to mention, i had updated the Pool table prefab i have in the world, previously was using version 1.0.0 of verysadpanda's pool table, and then i updated it to 1.1.3

versed zinc
#

trying to update my world and its trying to create whole new one. It has the same blueprint id. so im really confused on why its doing this now. Any help would be greatly appreciated

dusk sapphire
#

you have it paused, unpause, and check if you have error pause enabled in console, and disable that as well

hollow osprey
#

For some reason my objects just wont respawn, even though ive set them to respawn

#

do i have to do something else too apart from this

lost roost
#

So I'm trying to create a world for quest and pc, I've already uploaded the pc version of the world and it looks great and runs fine, but when I try to upload for quest the file size is 88mb, how do I got about getting the size down to 50mb so quest users can join it. I've merged all the assets into one mesh so it's more optimised but still getting file size to big

#

Also the pc version is 99mb

idle jolt
#

Never mind I found it in the material. The Hide Background option is selected so I don’t know what I’m doing wrong…

dusk sapphire
#

it should just work out of the box

idle jolt
#

I’m using the cutout version, maybe that’s why?

dusk sapphire
#

both versions should work just fine

#

do you have anything in the scene on player/mirrorreflection layer?

idle jolt
#

Do I need to keep the menu?

dusk sapphire
#

no

#

the "TransparentBackground" is necessary though

#

acts as a mask the mirror shader uses to hide the background

idle jolt
#

I’m not sure what else I can edit…
I just took the mirror from the example so hopefully that works

bold ibex
#

i finished my world but whenever intry and join it, it sends me home

bold ibex
#

@lost roost You probably using full texture sizes. I go into everything I have, find the textures then I switch it from 2048 or whatever it is to like 512 or even less. I click the crunch compression too but I don't know if that does anything. The size is the same with or without it for me. But it will change texture sizes from like 2mb to like 20kb by doing that. And there can be a lot of textures in a scene.

vague lantern
#

Im trying to make my first world but the quest people only see it in one eye, how do I fix this

bold ibex
#

Oh that I believe is the build settings. Even though you switch the project to android or whatever, I think you have to go into file - > build settings and change it to android or something. I don't remember though, I haven't converted a world for quest in like 6 months. I'm just about to go through the same process once I finish this one for pc.

silver folio
#

Is it possible to download all the programs, create a world and upload it to VRC on a MacOS?

bold ibex
#

Maybe if you install windows on your mac

#

Although, unity can run on mac so maybe it's possible

silver folio
#

Ive gotten unityhub but it wont let me install unity editor now. Im going to try again

#

I cant get a windows install on this mac as it doesnt have enough storage~
Thank you for replying!

unkempt turtle
#

@red urchin sorry, took some time, but i couldnt find anything that would even remotely lag me out. i had a consant 90 in the world and frametimes were also within reasonable times

hollow osprey
#

Is it maybe just possible to make a udon script that detects if an object fell and if it did, teleport it to where it started

#

I have no idea how udon works lol

#

I heard it's a weird limited c#?

bold ibex
#

I don't know how to do it, but I've seen it in action. Where you throw the object off the world and it respawns back in its original position. Or do you mean like, fell and hit the floor or something.

hollow osprey
#

when the object gets thrown off the world -> respawn to the original position yes

hollow osprey
#

in the scene descriptor

bold ibex
#

Yeah in my old world, things just never come back. It used the old udon behaviour. I'm just testing vrc object sync on some pickups right now once it launches. So I will be looking to do the same thing you are in a few.

hollow osprey
#

awesome, thank you so much! 😄

bold ibex
#

haha, I changed it from gravity to kinematic, so I can't throw it off the world. Will have to re launch it.

#

Speaking of, if I use kinematic and people can jump off the world. I imagine the stuff will get stuck in space under the world. So now I will need to make a button to respawn all the objects.

hollow osprey
#

lol i see

#

i use gravity, i dont know if thats good

#

it made sense to me cuz i also want people to be able to throw it and stuff

bold ibex
#

I Would, but nobody ever wants to bend over to pick things up off of the floor

hollow osprey
#

oh, what is the difference between kinematic and gravity? Im fairly new myself lol literally started yesterday

bold ibex
#

setting it to kinematic is where it like, stays where you let go of it, then you can re grab it or keep repositioning it for the perfect grip

#

Yeah I only been building for like a week or 2.

#

Ok so I just build and test after changing it to gravity and I throw it off of my world and it respawned automatically without any additional setup from me.

#

Using the vrc pickup script + vrc object sync script instead of the udon behaviour with graph I used in my old world, those items vanished forever.

hollow osprey
#

vrc object sync script
i havent tried that one, ill add it too

bold ibex
#

So for my object, I added component 'vrc pickup' script and 'vrc object sync' script, then you will just add component box collider (3d). Under the rigid body component you can select between gravity and kinematic. I think it's gravity by default.

#

You can try this.

#

You can also change where the grip is as well, but I haven't done that on mine yet.

hollow osprey
#

wot

#

that actually worked

#

i thought sync just ment it does the same for everyone in the lobby but oki lol thank youuu

bold ibex
#

yea I think it lets other people see that you have picked it up and etc, but doing that also seems to make the objects respawn too, so double good

hollow osprey
#

yes

bold ibex
#

Here is the video I used. Seems underrated. In there I Think he also shows you how to adjust the grip.

hollow osprey
#

thanks!

bold ibex
#

i finished my world but whenever intry and join it, it sends me home. can anyone help?

errant beacon
stable tulip
#

Here is a tip for all world builders: Please set your Main Camera's Near Clip to 0.01 or slightly higher if you want to see meshes close to your face. For example: people's hands when they are patting you. Also make sure your "Reference Camera" is set to your Main Camera in VRCWorld object to make it work.

bold ibex
#

Is it published? I can see if I can join it. I know often when I am being sent home when trying to join on a bad wifi connection I just get knocked back to my home world.

#

@stable tulip good idea, I will try it. That might be why the menu and etc disappears when I try to look at it close.

stable tulip
#

Yeah that is the case for sure. Its not your avatar that causes this.

#

Ive seen multiple worlds using the default number which is 0.3. That's literally 30 cm gap between your viewpoint and any mesh that is close to that range

#

Getting closer to it makes the mesh disappear

#

but be aware of that occlusion culling may break sometimes and you need to readjust it.

bold ibex
#

I haven't set it up yet, waiting until I stop finding other things to add/arrange.

primal echo
#

Anyone know a good source for city skyboxes for apartment style maps?

upbeat canopy
#

hello i have an issue when trying to upload my map. For some reason, even tho i can change the name, player count, or choose to publish in the labs, i cant to add tags or agree to the copyright thingy which means the upload toggle is grayed out

near escarp
#

Any errors in your console ?

red urchin
upbeat canopy
#

@near escarp

near escarp
#

That might be due to your screen resolution, have you tried on a different scale ?

upbeat canopy
#

what do you mean? i should change my monitor resolution?

near escarp
#

That or rescale the game window

upbeat canopy
#

still the same issue

#

whenever i click on the error it highlights the VRCSDK World prefab but i have no idea why

#

ok so apparently removing the prefab did fix my issue

near escarp
upbeat canopy
#

but now when i spawn in my character walks but static, looking left makes the camera go right and opening the menu instantly closes it so im forced to kill the game to exit the map

#

and btw, i cant test it but i can somehow publish the map. im so confused

idle jolt
#

Um. For some reason the terrain in my world doesn’t act like it has collision. My last build had a mesh collider on the terrain, so I don’t know why it didn’t work..,

unkempt turtle
#

there is a terrain collider too iirc 👀

fast python
#

Soon on my map: Throwing oranges at people

#

And since it actually has physics, tried to make it pretty Quest optimized

unkempt turtle
#

ahh yes, outline shader

fast python
#

Outline shaders don't work on Quest

unkempt turtle
#

oh right

#

were you the guy who asked on reddit about outlines on quest?

fast python
#

Yep

unkempt turtle
#

ahhh, glad to see it actually worked ^^

fast python
#

Yeah been trying inverted meshes before I even made that post

#

Was asking about a shader because inverted meshes can be a bit glitchy

unkempt turtle
#

shaders are glitchy sometimes too

fast python
#

Case and point

#

Thanks to the inverted meshes on these bookshelves, you could actually get stuck in them and were forced to respawn

unkempt turtle
#

add a box collider over the entire thing

fast python
#

Along with the mesh colliders had to add separate box colliders for each shelf to prevent getting stuck

unkempt turtle
#

i like to replace mesh colliders with box colliders on simple geometry

fast python
#

See I would

#

But

#

Every single book and shelf in my world is one model to help Quest users

#

It would take so long to add colliders to everything

unkempt turtle
#

since i merge my meshes together, i just put a few boxes over the bigger objects and leave the smaller ones without colliders

errant beacon
#

Mesh colliders can be vv expensive on high-poly geometry o:

fast python
#

Don't worry, it's like 3k polys in total

bold ibex
#

I did that to a bunch of individual items, I selected them all. Add component box collider and it did a pretty good job of selecting the perfect size for each item. But I dunno if that's what you mean.

fast python
#

The entire world so far is like 4k polys

#

So it's more efficient than most Quest avatars lol

#

I also added a toggle at the spawn to remove the books

errant beacon
#

how many polygons is one of those bookshelves, and is it one mesh collider per bookshelf? o:

fast python
#

While there's no visible performance drop on it's own, looking in the HQ mirror with the books enabled gets 55-65 fps

fast python
#

The entire model is around 3k polygons

#

I have tested everything on both Quest and PC hardware and the world is very stable still

errant beacon
#

I'd vv much recommend using box colliders for that, that's a lot for a mesh collider
interesting that it isn't lagging much, though?

fast python
#

And like I said, there is even an optimization button at the front if you want the extra 5 frames

unkempt turtle
#

a mesh collider can handle a lot, and thats not a lot

fast python
#

Basically the way it's set up:

World geometry - mesh collider
Books and shelves - mesh collider + 4 box colliders
NPC - capsule collider
Tree - capsule collider
Dead Tree - capsule collider

#

Now I do have a quick question

#

How can I achieve culling?

#

I'm going to be adding a second room and want the first room to be completely unloaded when I go to it

#

The way I'd assume is to make an event trigger around the entire second room that disables the first room's game object until the trigger is left

errant beacon
fast python
#

I just worry that respawning would have you spawn into a room that's not loaded

kind leaf
#

Culling is not going to come easy since you merged all your meshes. You only merge items close to each other. If you cull now 90% of you books are going to vanish in front of you in game

#

you books.... lol

fast python
#

Not actually cull the books individually lol

kind leaf
#

set your collusion size to about the size of the rooms. The visualizer will show when baked. You can then move your rooms to be inside of the blue squares.

fast python
#

You mean for the trigger colliders?

kind leaf
#

No, when you bake your occlusions the visualizer shows you a 3d blue grid. if a whole room is in that grid, the whole room will vanish when out of sight.

#

so you set that grid to be as big as the rooms

#

assuming all objects are setup for occlusion culling

fast python
#

Ah

#

So basically

#

I have no idea what any of that means

errant beacon
fast python
#

Yeah I'll definitely take a look at that soon

kind leaf
#

^ that or youtube. Youtube helped me out a lot when I started with Unity

bold ibex
#

I only merge everything that is static, isn't gonna move and makes up the 'frame' of my world. Then I set up the culling. And it seems to work pretty well when you rotate the camera around to check it out.

pliant flicker
#

Probably a basic question but for a custom image for a worlds profile should I just put it on a plane in a similar way to how it's done for avatars?

bold ibex
#

I have no idea, I would just take the best image to capture the essence of the world and make people want to go there

fast python
#

So how do I set up door teleports?

#

I have my two rooms set up

short gulch
#

I'm assuming that's so they are out of earshot from each other? Judging by the size of the doors they really don't seem too far apart.

dull estuary
#

Once again my colliders are not working.
My entire world was fine before and suddenly the mesh wont appear at all when put in as a collider. I dont know what caused this. It's wicked small and I cant see it

charred tinsel
#

I imported a teleporter prefab and now a world portal appears. What should I be looking for to delete the world portal?

bold ibex
#

Quick question

#

If I have the unity files and I'd to a friend's world, if I update the world from my pc, will it make me the new world owner or will it stay as a world that they published? I want to update it but I'm not sure if it will redesignate the owner of the world which I don't want

unkempt turtle
#

if your friend has uploaded a version of the map, sends you the files and you upload it again, you will either get an error for trying to upload to an ID thats not yours or if there was no ID, it will create a seperate world

silent plinth
#

anyone familiar with the vrc_player Audio Override for creating amps on world

bold ibex
#

I'm not , but that would be interesting. Creating what kind of amps, like a guitar amp?

silent plinth
#

a voice amp for stages and such

#

just to be a little louder as if im talking into a megaphone

silent plinth
#

tried this on an empty but it doesnt want to work

bold ibex
#

I have no idea, maybe I can open unity and try to make one. Probably need multiple clients to test to see if it's working.

silent plinth
#

yeah its a little agonising to test it as its multiple clients and or getting someone else

bold ibex
#

I can't even find this component script

#

Oh I'm using sdk3, I will make a sdk2 project

deft geode
#

Hey I need help, I have an Trigger event where it's OnInteract and I want audio to play, I used the AudioTrigger and placed the audiosource there but when I click the trigger nothing happens

gaunt minnow
#

So it turns out there are now Quest worlds popping up with working youtube players, how does this work? Does anyone have info how to replicate ?

kind leaf
#

Players don't work because of the shader on the material the video is sent to. Use a quest shader and video works.

desert python
glacial pond
fast python
#

3 but I got it figured out

flint coral
#

Can I upload a private world where my friends and I are the only ones that can play it?

kind leaf
flint coral
#

Do I always have to be online when they play it?

unkempt turtle
flint coral
#

Is there a limit to how many worlds I can create?

green lagoon
#

no

idle jolt
#

How do I make objects that I can grab and carry? I tried to follow a tutorial, but they just fall through the world

glacial pond
#

Uncheck gravity if you don’t want it to have gravity. Uncheck “ is kinematic” if you want it to not float around when thrown and just stop in place when let go

bold ibex
#

@idle jolt Select object, add component 'box collider', add comonent 'vrc pickup' script, add component 'vrc object sync' then you can do what @glacial pond said by selecting one of those in the rigidbody component that gets created.

idle jolt
#

Ah okay, I was missing the box collider.

amber heart
#

I feel like this may be a stupid question but howw does one make it so they can jump with 3.0 worlds

bold ibex
#

If you drop in a vrcworld prefab into your world. It has jump built in, and you can change the values to jump higher etc.

amber heart
#

I am making a world from scratch to learn how to do this so uhhh hehe

#

how would one do it manually???

bold ibex
#

I Don't know. I drop in the vrcworld prefab. It's built into the sdk3. So you search for it, and drop it in your world. It does all kinds of other stuff, like it has a built in spawn point, settings for jump, run etc.

#

It's easier to do that then figure out how to manually create all that stuff. You install sdk3 then in the project tab you can search for vrcworld and just drag and drop it into your world.

amber heart
#

ohhh I see what you mean, now I must try and figure out this once my unity worksss

#

So as a basic thing how does one make a natural jump like what "Jumpimpulse" should it be

#

that is my next question

#

since it is automatically set to 2 Idk if that is gonna make me go flying or just a little baby jump\

bold ibex
#

Mine automatically set to 3. 3 is standard jump I think.

#

You can change it up and see how you like it when you build and test

amber heart
#

alright

bold ibex
#

make a huge jump impulse and some platforms and make a platformer hah

night yoke
#

anyone know why when i set the culling mask to player and player local on a camera the head disappears?

rain shadow
#

@night yoke You will want to use the MirrorReflection layer instead of playerlocal

night yoke
#

ah, okay, ty

pure hornet
#

I am using VRCAVProVedioPlayer, but the video sometimes stops.
I don't know what's causing this, so I'd like to know!

lost roost
#

anyone have any suggestions on how to get my lighting right? ive got light sources in my world but when people have white avatars they are just really bright and hard to look at, just wondering what the best way to do lighting would be without making the world super bright but still semi bright

near escarp
#

Is your post processing correct ?

lost roost
#

i havent even touched the post processing

#

lighting is juust annoying to get right

unkempt turtle
#

i dont think these errors stop you from uploading
try clearing the error messages in the console and see if any errors remain

cunning nest
#

I have theses slider and it is been effecting by arrow ket/wasd keys, how do I stop it?

unkempt turtle
#

does it say "fix all compiler errors" when hitting play?

#

is the scene paused?

#

ignore the trigger errors, they dont mean anything relevat. its just Unity unable to process them itself. they are only useful for vrchat

#

your problem is Unity Freezing when trying to upload

#

you are using the correct Unity version, right?

#

what do you mean by that exactly?

#

does it say upload new or update on the top?

#

can you show me the upload screen?

#

you have pause on error in the console activated

#

disable it

pseudo oriole
#

Hello I am new to VRChat and VR World Create

turbid ocean
#

Could somebody tell me why my Seagulls I have attached to an empty game object won't animate in VRChat? I used an empty game object, so I could use a few more birds attached to the game object. The birds flap their wings using animation, and the empty game object is to animate the flock flying around the world. They run fine in Unity, but not in the world. They are frozen. I enabled loop as well. I tried changing the render from shader options, to no avail. My other birds animate fine, but are not attached to an empty game object. Maybe I should just animate on Seagull to see if they actually fly and animate individually.

weak walrus
#

question; i have sakura petals (particles) falling slowly from the sky, it collides with everything as I wanted, except it doesn't collide with the water surface

if i add a mesh collider (or alternatively a box collider) to the water, then they do collide with the surface, but then the problem is my avatar walks over the surface as well

is there any way for the particle to collide with the water but not the human player?

minor nexus
unkempt turtle
#

im just gonna hope these are not real time lights

bold ibex
#

did you make it from scratch? I was looking for something like that on asset store and found the same honeycomb laser set but I can't find it anymore.

minor nexus
#

no they are shaders

bold ibex
#

I can't make anything cool like that XD

minor nexus
#

all the models where made be me

leaden hazel
minor nexus
#

i think there is a pack for stage lighting on the asset store but they dont look to great and they are realtime so its not good for vrchat

leaden hazel
#

I'm curious if people have tips about how to do non expensive dynamic lighting. I have used mixed lights before for some things and I've done stuff where I've cheated and used heavy fog to black out a space. But I'm thinking the true way to do that would be duplicated world geometry, baked in two different locations for the different lighting setup conditions and then relative teleporting the players. Cause Udon doesn't let you touch the lightmapper texture sets.

minor nexus
#

that probably the only way you can achieve that tbh with the limitations we have atm

leaden hazel
#

The fog method works well for my avatar test space where the light comes once when you arrive in world. Though means if I want to have zero light space for testing avatar lighting, I'll need to teleport people to a dark duplicate room.

#

I have a large theatre world with a softer fade up and down with mixed lighting which seems to not to be too taxing in small tests I've run.

#

The leftover baked indirect from the mixed light means you're never in pitch black which you wouldn't want in such a space anyway.

minor nexus
#

i think if you separate the 2 well enough you should get tru darkness

#

can you just swap it to duplicate mesh that will have a different light bake?? so you don't have to teleport

leaden hazel
#

Yeah. Looking at yee old classic avatar test world. It's dark room is just buried where light can't get to it.

leaden hazel
#

Unless those can be moved as well? vrcThinking

minor nexus
#

moved or swapped for new ones

leaden hazel
#

Well, they would be moved after bake in editor and then swapped. Hmm.
May do a tiny proof of concept test to try that out.

#

I need to do more of those than try it in the work in progress world that will take forever to bake etc.

minor nexus
#

do you not have bakery

leaden hazel
#

I do, though I have two PCs. A VR PC with in living room close to the open space needed for playing, and my desktop I can actually work at properly. But it's spec is a fair bit lower than the one I play VR on so things are slower. I could use network things to take advantage of both systems. Though it adds more overhead.

#

Complicated setup I know. But until I can actually buy a graphics card again... :|

minor nexus
#

yea gpus are impossible to get rnvrcCrying

leaden hazel
#

I have the funds for a GPU at reasonable prices and while they are starting to become back in stock, it's £300 over normal RRP unless you buy as part of a whole new computer.

bold ibex
#

I'm watching a video from last june, 500$ gaming pc build. Now the graphics card cost more than the entire build. Haha.

minor nexus
#

my friend actually did that he just swapped out his gpu and made most of his money back XD

weak walrus
# leaden hazel You could try placing the collider and effect on a different layer? That would b...

thank you for thinking with me ❤️ unfortunately I haven't find a solution yet, seperate layer did not work for me

I either add a mesh colider (or box colider) to the water , then the particle sakura petals will collide with the water but then avatars can walk over the water

or i turn mesh/box colider off so my avatar can go in the pool but then the particle sakura petals no longer colides with the water

seems its a bit of a fuss to make it work both ways ^^'

leaden hazel
#

I'm yet to use particles at all in anything I've made other than as world clouds. But I can see some cool effects being possible so I may try and work this out myself. X3

kind leaf
#

Dont forget to leave the collider on the water

#

Your water just has to have this setup.

weak walrus
#

ooh, thank you very much!

#

worked like a charm, thank you again

summer badge
#

Do you need to use sdk 3 or 2

#

Bc

errant beacon
#

You can use either, but I'd vv much recommend using SDK3

summer badge
#

Ok thank you

#

Bc i tried sdk 2 but it did as a skin and not a world

errant beacon
#

For either SDK keep in mind that you need to add a VRC_SceneDescriptor component to make it a world, not a VRC_AvatarDescriptor o:

#

with worlds specifically, you should just be able to drag the VRCWorld prefab into your scene, which'll already have the scene descriptor and a spawn point set up

summer badge
#

Ok

idle jolt
#

I’m trying to have a trigger that when interacted will play an animation of a blimp flying around my world, but for some reason I can’t insert any animation clips. Why is this?

fiery pelican
near escarp
idle jolt
#

Do I drag the animator to the clip section or the other one? I tried that, but it didn’t seem to work for me…

blissful patrol
#

hi ,how can i delete a world i published long time ago from my account ?

near escarp
near escarp
blissful patrol
#

Thx!

idle jolt
near escarp
#

correct

idle jolt
#

Okay

dusk flax
#

Hey there, First WRChat world, finally finished.
Got this little error, internet search sais turn off future proofing.
Did that, still getting that error. Any ideas?

The map builds fine without uploading.

near escarp
dusk flax
#

thanks, I have checked everything this tells me, also reimported the SDK, but still get the error. The error is always "bad gateway", so I suppose it's something with my internet or the servers? Could that be? I've already given Unity and VRC the firewall-pass treatment, so that wouldn't be it :/

charred grail
jovial charm
#

so i posted awhile ago about some occlusion culling issues, in my research on why found this post, finally figured out my occlusion culling issues! what we had to do is surround the room with 5 cubes set to occluder static and editor only and then block the final wall with an occlusion portal thats closed, found out due to this post https://answers.unity.com/questions/1735643/occlusion-culling-breaks-in-fully-enclosed-room.html

#

so sharing my findings here for others to see

lost breach
#

I'm trying to publish an older world again for quest. SDK 2. My Builder window is completely blank once I update the SDK

#

no error messages at all.

dusk flax
#

Click on Authentication, are you logged in?

bold ibex
#

do you rearry reggsist if you are not rogged in?

urban epoch
#

Haven't gotten to testing that much, and most of it is down to the shaders they use. Everything is "relatively" low-poly.

bold ibex
#

To what are you referring?

frosty goblet
frosty goblet
urban epoch
#

I unfortunately don't know anything about benchmarking shaders, though I would definitely recommend different water shaders since they use a grabpass.

kind leaf
bold ibex
#

That's the one I enjoy

#

Question to everyone does anyone known how to fix the bug were when you upload and you get to the last step it just says preparing for upload and nothing happening

#

@near escarp Got an idea?

lost roost
#

Where can I find a video player that you can use for YouTube links that works with quest users, I have a video player that works but people on quest can't link songs in and it doesn't play videos for them

near escarp
lost roost
#

Hey ruuubick would you know any video player that works for quest users that can play YouTube links?

lost roost
bold ibex
proven oracle
#

@near escarp Is their performance boosts (fps) If for exmaple I replace all my shaders in my world with vrchat quest standard shaders? Since they're light weight. This would also fix the warning of using standard shaders on quest as well.

near escarp
near escarp
proven oracle
#

kk, thanks for the reply

dusk flax
#

Is it normal for my community labs world to have a 1 report the very second it was listed? xd

bold ibex
#

yea

dusk flax
#

interesting

#

but yeah the problem with uploading seemed to have been the internet or vrchat servers, it kept throwing the error, but after waiting 2 hours and trying again it worked first try

bold ibex
#

probably just your connection

lost roost
#

Why is it that when you upload a world it automatically has 1 report?

urban epoch
#

Because science

near escarp
lost roost
# bold ibex https://i.imgur.com/Qkjwp0E.png

Try reimporting the scene and whichever sdk you are using to see if that fixes the issue, I know sometimes when I go to upload it bugs out and I need to reimport my sdk and then it upload fine

dusk flax
bold ibex
random owl
bold ibex
random owl
#

Do you still have the same error in your console?

bold ibex
dusk flax
#

the cinemachine errors shouldn't matter

#

unless they reappear when starting your map (hitting play)

bold ibex
dusk flax
#

is your scene and all assets used in it within your "Assets" folder?

random owl
#

I would just restart the project once or twice and try to publish again

#

As in restart Unity

bold ibex
#

Alright thanks il try that

random owl
#

Usually enough for that error

bold ibex
#

@random owl

random owl
#

Show rest of the errors as well?

bold ibex
random owl
#

Can you open package manager and double check cinemachine is imported?

bold ibex
#

Installing

bold ibex
random owl
#

Errors in the console?

bold ibex
random owl
#

Well now that you have cinemachine imported for sure I would restart Unity once more.

bold ibex
#

Already did but il do it again

random owl
#

The top four errors are pretty common and usually it just comes down to restarting unity until they disappear

#

If they don't reimport the SDK completely

silent night
#

Here's a WIP, yes I know the default cube is still there, and no I don't care about what you think about my masochism.

graceful totem
#

If only unity could be as easy as roblox

#

Could easily upload every world i have to vrchat

bold ibex
#

oki just hitting try again worked

random owl
#

Any errors that popped up during that?

bold ibex
tardy ridge
#

vrcThinking Does anyone know where to find a night city view skybox material? I've been searching but never found a decent result.

lunar nimbus
#

My world has a few very odd bugs, one where there are random small colliders around the world with no objects or colliders there in the project, and my pen objects and pickups do not sync from quest to pc and are swapping places for some reason. Anyone know why this is?

tardy ridge
lunar nimbus
#

I tried that and copy pasted the pc version and just chaged the lighting and it still does it

#

I am going to try removing all pickups

glad marsh
#

Something really wrong on my VRCSDK3 Udon here
Why did I always get logged out when updating any worlds now?
Like I can login to my account fine and hit build & publish but now every time I do that I get that error and I'm logged out
If I try hitting publish & build on a new empty world, UdonSharp does its compilation and then nothing else happens at all after, not even a single error or warning in console
Edit: I'm on the latest SDK and UdonSharp. Tried deleting and reimporting VRCSDK3 to no avail

tawdry egret
#

I imported the SDK into my Unity and all it has is ultils? Ive restarted unity and its still only utils Confusion

near escarp
#

@glad marshThat's an ongoing issue, i'll have to manually log you out so that you can upload, it will be done in a second

glad marsh
#

I see, got it and thanks!

near escarp
#

Restart Unity and it should now work

glad marsh
versed zinc
#

curious if anyone knows how to make those chair pickups like in the rain room correctly? i tried to do it but every time someone sits in it, it makes them zoom out of the room lol

#

me zooming out the room hahaha

#

any help with it would be greatly appreciated ;D

oak apex
#

I am trying to upload and world to VRC, but every time I get to the Config Screen, it won't let me click into the space with World Name to enter the name, Description to enter the description, or click on any of the checkboxes. Any fix for this?

unkempt turtle
oak apex
bold ibex
#

whatever i try to fix this it wont go away any ideas?

burnt pilot
#

I don't mean to bother anyone but I'm getting this error that I am lost about. I tried deleting anything related when it comes to installing the VRC SDK , meta files , udon files , vrc folders. after i reinstall the SDK and get the same errors, I'm not sure if you know what the problem is or have come across the problem before. These are the errors. Assets\VRCSDK\Dependencies\VRChat\Editor\Components\EditorCoroutine.cs(8,14): error CS0101: The namespace '<global namespace>' already contains a definition for 'EditorCoroutine' Assets\VRCSDK\Dependencies\VRChat\Editor\Components\EditorCoroutine.cs(37,10): error CS0111: Type 'EditorCoroutine' already defines a member called 'start' with the same parameter types Assets\VRCSDK\Dependencies\VRChat\Editor\Components\EditorCoroutine.cs(41,14): error CS0111: Type 'EditorCoroutine' already defines a member called 'stop' with the same parameter types Assets\VRCSDK\Dependencies\VRChat\Editor\Components\EditorCoroutine.cs(46,7): error CS0111: Type 'EditorCoroutine' already defines a member called 'update' with the same parameter types

unkempt turtle
green nimbus
#

I asked over in avatar help since its on my avatar but i guess ill ask here too. To toggle a door animation should i make the door spawn a bool and the animations int's or just everything bools?

bold ibex
fluid crater
#

Hey guys, Unity has the Terrain Tools Sample Asset Pack, but it is Unity v2019.1.1 instead of the current supported version that VRChat is running off from. Does VRChat notice this and just not let the world load on purpose, or is it due to limitations if we go too far and the changes are too great?

I really want to use this asset pack as I want to create a nice mountain area in VRChat for people to explore in and all, with a cozy cabin in the woods added on.

So anybody know how far we can take Unity in VRChat with the world still loading in the event that VRChat doesn't check for Unity versions (not sure if that's possible)?

Thanks! ❤️

errant beacon
#

VRChat doesn't accept higher Unity versions because they may have features that are physically incompatible with 2018.4.20f1, same thing with older versions (with a few exceptions iirc), not because they want you to only use 2018.4.20f1 o:

#

also if an asset requires the use of scripts in the final compiled world, it likely won't work for VRChat

fluid crater
errant beacon
#

awh lol
It's free so you could always try making a test world with it? o:

#

could always just be that the asset creator only tested it for 2019.1.x and didn't bother going down to 2018.4.x

fluid crater
fluid crater
errant beacon
#

oop lol, hope everything works out! o:

errant beacon
#

It's only been 2 minutes since you asked, it can take a while for people to respond o:

fluid crater
#

Best if you posted a question for us to respond to 🙂

errant beacon
#

Original question in #vrchat-general-1 was about making a world - to make a vv basic world though, import the VRChat SDK, add a quad or cube to your world as the floor, drag the VRCWorld prefab onto the floor, then finally upload the world c:

fluid crater
#

Terrain also possible instead of a cube and it is also bigger which may help depending on the world size 🙂

final radish
#

I'll keep this quick but I'm not able to jump in a world I'm making, where can I fix this?

fluid crater
#

Is the world in VRC uploaded?

Did you make sure you created it in the correct Unity version?

tropic ferry
#

Hi ! Is there any such thing as an anti audio source ? Like I would like to put some crickets outside a house without any fading, but when you enter the house it dampens the crickets volume. I was imaginating an audio source for this clip, but with negative volume

desert python
#

could make a triggerenter event that toggles a louder and quieter audio source

tropic ferry
#

yes it sounds neat, ty or that idea

final radish
green nimbus
tropic ferry
errant beacon
#

also, make sure that the isRoomPlayerMods checkbox is checked

final radish
errant beacon
#

It should be a component and not an asset, i.e add an empty gameobject, click Add Component in the inspector and search for VRC_PlayerMods? o:

near escarp
vital ferry
#

I have a canvas with text that is constantly visible through fog. How do I fix this?

frosty goblet
charred sand
#

Whenever i have worked with sdk 3 before i had more layers than in this picture and they dont seem to be here. my friend who is also working with the same sdk version as me is having the same problem

near escarp
#

Did you install the layer matrix in the SDK first ?

charred sand
#

No i did not. That was a very easy fix if i just spent a couple more seconds trying to figure it out lol. I havent made too many worlds so I forgot about doing that.

fading ginkgo
#

yo vrchat when having multi client testing, can u actually put BOTH in the same instance reliably 🙃
i dont wanna keep rebuilding and compiling to RE test and HOPE that both clients are in the same instance

turbid ocean
#

Does anyone know why animating objects in Unity and bringing them into VRChat doesn't work?

#

My birds fly around in Unity, but they are standing still in VRChat

turbid ocean
#

What is the trick? Does anyone know how to animate objects in VRChat in Unity? They animate fine in Unity, but in VRChat, they are stationary.

near escarp
#

Using an animator right ?

kind leaf
# fluid crater Hey guys, Unity has the Terrain Tools Sample Asset Pack, but it is Unity v2019.1...

Dont let the version deter you. The scripts wont work so Open a new unity project, import the 2019 asset, remove the renderpiplines because 2018 + VRC doesnt use it, and remove all scripts. Then save. Navigate to the unity project and just copy the assets in the assets folder you want. drag n drop into a 2018 project's assets folder. I use 2019/2020 assets all the time in 2018 projects by doing this. A mesh nor the standard shaders are version restricted. Mostly just the pipelines and scripts.

fluid crater
bold ibex
#

Ok I think this is the right place to discuss some bugs/problems. I tried uploading the default world called Home kit SDK provided by this website https://docs.vrchat.com/docs/vrchat-home-kit even when I upload it without any changes made to it. It kicks me out of the world. If you need any files/videos/screenshots of anything lmk. Please help me. I am lost atm

bold ibex
#

Idk how but I fixed it.

#

It's working now

#

Anyone else who had the problem just delete the "Sample Scene" Over here

bold ibex
#

I have a weird issue. I have this separate room from main area which has this huge audio source. It's supposed to be playing some ambience of an empty room, but I'm not hearing it at all in-game. However, I hear it 100% when building/pressing play. I also noted that it seems to play everywhere (in build/play) despite me not having 2D thing on.

#

The world has other audio sources such as video player and entry sound effect which plays perfectly fine

near escarp
#

Tick the box all the way down the component

normal lintel
#

anyone able to give me advice? been having a hell of a time getting a working audio slider. The logic works but i can't interact with the damn thing. been going at it for hours LOL

#

Note- have many different buttons working to toggle things off/on with no issues. just these sliders don't work

normal lintel
#

I've tried every combo of vrc ui shape, box collider, etc

#

nothing lets me interact with it

rain shadow
normal lintel
#

has been set to default whole time

#

along with children objects

rain shadow
#

Testing in desktop or VR?

normal lintel
#

desktop

rain shadow
#

What does the slider look like

normal lintel
#

i moved it up to get it off button layers to test

rain shadow
#

Kind of looks like its facing the wrong way maybe?

normal lintel
#

will try to rotate it?

#

i don't believe so though

#

sliders fill left to right and that's how it's set

rain shadow
#

Ah

#

If its up against a wall make sure its not inside the wall collider

normal lintel
#

Didn't even occur to me

rain shadow
#

You can easily check by going window>analysis>physics debugger

normal lintel
#

don't see the option, but i'm launching again to test after pulling further from wall

#

No luck

rain shadow
#

Didn't accidentally uncheck intractable on the slider component?

normal lintel
#

Raycast Target is true on all components too

rain shadow
#

Yeah I would just recreate the whole canvas and slider setup at that point

normal lintel
#

I think i may have figured it out, will update in a sec

#

if i'm correct the slider was technically backwards bc of canvas being backwards but button not being offset

#

nope

#

reee

rain shadow
#

Just remake the whole thing if there is nothing standing out

normal lintel
#

fresh slider made, running a test

#

wth

#

xD

#

fresh one and doesn't work

#

OOOOO

#

adding a uishape script on the canvas above the slider does the job... the one thing i didn't try until now. jeez i just spent 3-4 hours just to figure that out

fluid crater
#

I'll check the Blender side of things as well actually.

kind leaf
fast python
#

Really proud of how my world is doing for being less than 2 weeks old

bold ibex
#

Yes I found your map on the Hot list, and mine is too

fast python
#

Oh mine made it to hot? I only ever saw it in recently updated so good to know lol

#

About to get started making assets for a second world

#

Gonna be based off of Treeshroud Forest from Pokémon Mystery Dungeon: Explorers of Sky

bold ibex
#

Sounds good

bold ibex
fast python
#

By default the spatial blend is 2D, you'll want to move the slider all the way to 3D

bold ibex
#

That might have been it, will test upload and check

leaden hazel
fast python
leaden hazel
#

I'll check it out later! ^^

wary surge
#

does any one know how to make an object snap into place once its placed near where it should go? then be able to be picked up and moved again?

leaden hazel
wary surge
#

yeah kinda like the sprite teller game in vrc kinda like that

leaden hazel
#

I'd create two objects. An empty game object. Place that at the location you want the object to snap to. (Place the object how you want it to look, then copy the transform information, place the empty in the same parent object as the pickup as translations are relative to parent).
Create a cube or sphere object, place around the target. Create a collider for it, set to Trigger only, Delete its Mesh Render.

#

You may also want to create a copy of the object at the target but with say, its materials adjusted to be a ghost.
Check for the object entering the trigger volume, when it does, set a flag.

kind leaf
#

can also use raycast to snap to surface if you dont want to place a grid of triggers

leaden hazel
#

Also then turn on the 'ghost' to let the player see they can drop the object to snap.

#

On object drop, check if the flag is set. If so, turn off the ghost, and tell the object to snap to the location of the empty. Reset its rotation, etc.

#

Disable gravity too if needs be.

#

Make sure to turn the ghost off too if the object leaves the volume without being let go.

leaden hazel
kind leaf
#

yep, set to snap to normal. I dont have a code example, but I already did a minecraft clone using raycasts.

leaden hazel
#

Oh, nice!

#

Yeah, I'd go with that then. I'd recommend the ghost object thing as that lets players know what the 'consequence' of the their action will be which is good UI/UX. :)

kind leaf
#

this should do it in Update()
if (Physics.Raycast(HeldObj.transform.position, -transform.up, hit, dist_ToGround)){
GhostObj.transform.position = hit.normal;
or something like that. Really any minecraft unity tutorial on youtube will show you how.

#

then on release ActualObj.transform.position = GhostObj.transfrom.postion.

leaden hazel
#

I remember hearing that

bold ibex
#

Yeah you will always get 1

latent perch
#

is it possible to script something that would block very poor avatars from entering a world

wise cobalt
#

So... Anyone else getting this error in SDK3? only error it's giving me is Not Logged in even though I've re-imported the VRCSDK and UdonSharp 5 times.

#

(Update) it even happens when I detach the Blueprint ID

bold ibex
#

I created a script to move an object up and down the y axis. It works. But it seems to be attached to relative location to the slider. The only way I can see to get it to go to the position where I need it is to attach it to the canvas, otherwise it just spawns at 0,0,0 instead of where it is in the scene. Seems if you try to move it or attach it to anything else (where it will then stick where you want it.) It gets confused as to where to go and will give you a seizure by moving between the 2 locations every frame. Not sure how to fix it without making the object really wide 😆

near escarp
wise cobalt
near escarp
#

Thanks, will do this in a couple minutes once I get to my PC

wise cobalt
#

All good, take your time, thanks for offering to help :)

near escarp
wise cobalt
#

all good! I'll try it now!

wise cobalt
near escarp
#

I don't think this will cause any issue

wise cobalt
#

Alright, sweet. Well thank you very much man! you've been a big help, had this issue wince the 21st!

near escarp
bold ibex
#

well, I turned that moving object issue into a feature. Since it only wants to start at the 1st floor. I just made the slider value higher and now it goes to both floors. Instead of having to create 1 for each floor. Though I guess it could be a little annoying waiting for the floor to get that high... hahah

fast python
bold ibex
#

It's automatic. Every world you submit gets that.

fast python
#

Oh really?

errant beacon
#

yup! world reports are only visible to the world author too afaik, and they shouldn't prevent you from getting out of the Labs

fast python
#

Wonder why worlds automatically get a report

bold ibex
#

Just to make you wonder.

fast python
#

Well hey I guess that means people like it enough that nobody has actually reported it

#

What if there's just some random guy that goes around reporting every labs world he sees

bold ibex
#

It's the VRCGrinch

fast python
#

lmao

silent night
#

If anyone does need some startup help on VRC world creation, hit me up. I crash course people through a small little thing and direct them through setup~

turbid ocean
urban epoch
#

You'll want to use Animators that use your animation, rather than the actual Animation component.

#

It's about as deprecated as Unity will let it get without them actually deprecating it.

charred grail
#

Err, how does one publish for both PC and Quest? Because I managed to upload my world to quest but not pc somehow?

turbid ocean
turbid ocean
urban epoch
#

The component itself actually got removed for upload by VRC a few years back due to security vulnerabilities. You'd be surprised what a lot of those older, legacy systems can do lol

turbid ocean
#

That's a shame, because I love to animate on a empty game object and attach a lot of birds to that object so I only animate once. It's still in 2020 version the animation ability.

urban epoch
#

You can still use those animation clips if I understand correctly, you just have to have them inside of a basic animator.

turbid ocean
#

Oh and thank you so much for helping me. I was wondering why my birds just hanged in the air

urban epoch
#

Certainly 👍

turbid ocean
#

My asset comes with a read only animation for flapping wings, and I was suprised the birds didn't even flap their wings, so I may be screwed with that particular asset

#

I need to learn how to use animator to animate an empty game object to do what I want it to do. Its a lot more complex than just using animation without animator.