#world-development
39 messages · Page 84 of 1
I never thought to make a world shaped like a person
It's not. it's the punching bag dummy from Rec Room
Oh, maybe it's been punched too much. I dunno though.
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.
I'd probably just model my own from within unity
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?
do you have a collider on the cushions?
That might be why. Its wierd though since if its set to Active before button interaction, it works fine.
so you have a button that toggles the seats, and when you enable them after being disabled they dont work anymore?
Yes. They start off as inactive.
It does not occur when it starts as active, but trying to avoid that.
thats very weird. are you using SDK2?
Yes
show me your toggle trigger
and the hierachy of the ToggleableDojoCushionHolder object
i see, and the VRChatDojoCusionX are the objects that have the vrc_station component, right?
are the VRchatDojoCushions enabled by default?
Yes
hmm, thats very weird and does not make any sense at all
but they do appear when toggled on again, right?
Yes
so you have cushions you cannot sit on after toggling once
Yes
the only thing i can think of is if you accidentally disable the seats when toggling the holder
Thing is it works fine if its default is Active. Its only when it starts inactive. But inactive is the desired start state.
when you put it in the disabled state, do you disable only the holder object with the stations being enabled?
Yes
do you have any triggers on the holder object itself?
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
is there any way to embed a video file into the world upload rather than loading it at runtime?
.... 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.
ye, the idea is to eventually get it to work on quest, however the develment of the tool is gone so far, it would require a whole new asset at this point to make a quest friendly verasion
if you want a audio visual pack thats qc. i have a example you can use
(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.
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
can I have a world that has a profanity name? the sh word specifically
I think it gets filtered
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?
sorry, clarify? there's no admin approval process afaik, unless you're talking about the automatic Community Labs
There is Community Labs Approved, Then there is Admin Approved
odd, not sure on that o:
might be a question for #vrchat-support? i.e http://help.vrchat.com/hc/en-us/requests/new
Will probably get an reply from VRChat support but thought I'd ask here if anyone had any ideas (Some VRChat staff is here as well), If they can even answer this question, Might just be "Some worlds get admin approved, some don't" -No requirements
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
It's approved
Not in labs anymore
Gotcha
Just didn't know why the publish button is grayed out
And it still says submitting a world to be public
Yeah it's just a message it says, but your world is approved and published, that's why it's grayed out
More than likely you are just looking at worlds that we're approved before community labs was a thing, or worlds that was approved as part of a jam or similar
Has anyone encountered an issue with the sdk control panel not showing up as a option
Check your console for errors
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
idk where to ask this but does anybody know how to make good looking water for quest worlds?
Silent water 2.0 on booth !
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?
Afaik quality settings can't be changed
Yeah, you are right. I just tested it myself and disabling anti aliasing on all quality settings didn't work either.
Quality settings cannot be changed yeah
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.
Silent's pixel shader might help ?
Is it this one?
https://gitlab.com/s-ilent/pixelstandard
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:
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…
Anyone know why this may be happening? I keep ending up here during my world upload, and it never completes
Help! ❕#user-support-old message ❕
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
Potentially dumb question but is there any way to make VRChat not reload the entire game every time you hit test?
whats the default player speed
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.
2 for walk, 4 for run, 2 for strafe
yeah somebody tried to tell that its 1
dont think so but if ur okay in framerate u can increase ur MSAA in the safety menu then performance in the top right corner and going to adv. graphics!
goes to a max of 8x MSAA
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?
Post-processing does have an AA (Might be FXAA, can't remember) option. Other culprits could be DoF and SSAO.
None of these play nice with VR.
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
would recommend VRCTraders at the top of #community-servers-old or https://ask.vrchat.com/c/commissions/world-commissions/34 instead c:
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
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?
Thanks, feels dumb, I didnt know errors would make the "Vrchat >show control Panel" Dissapear.
So I found out that vrcworld toolkit breaks if there are bakery script errors in the world even if bakery is not installed
most tools break with console errors
Yeah that's expected
So this happens all the time?
With console errors yes, pretty consistently
Specifically with vrworldtoolkit?
With any console error that remains after you clear
I am aware of that, I just need to report the issue to the plugin maker about the issue they were confused about
How did you end up with bakery scripts in your project ?
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
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
The scene descriptor should be part of the vrcworld prefab
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
Check your console errors before switching, try and do as much optimisation on the PC end so that way it doesn't bottle neck on the conversion.
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.
By optimize I mean go through each and every single one of your objects, switch shaders and materials to vr chat > Mobile shaders, In the copy you are making quest remove intensive effects or objects that will halt performance,.
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
I hope it's performant 
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
You can see the publish date of your world on the website
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.
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?
2 minutes sounds super annoying, most scenes are 30 seconds at best
Shelter is like, 15 seconds
is anyone having issues with VRC station script? If so what would be the work-around?
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
It could be a bug that assigning value on vrc component's never get saved. Try changing transform value and set back after assigning any value.
anyone know how to fix this? i tried to set up an audio amplifiers
How do I check how many MBs a world is in Unity?
you cant really, best is to do a test upload
then you can use vrcworld toolkit to see what bloats your world up
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?
yes errors will do that
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!
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
This has tools to crunch compress textures easily
You can also compress your meshes to medium quality
compress your audio files
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.
I must have added too many lights but they are all on important. how can I light more rooms?
I dunno, but I have like 100 lights in mine and they all work.
fuk
I would recommend baking all of your lighting as that makes it much more efficient
This is the way
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?
No. You just upload to labs and let vrchat take its course.
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.
Do you have any errors in your console ?
@near escarp I have this error in console. Usually I ignore null references, but in VRChat it means something.
I only have SDK 3 I thought
Import this and check VRWorld Toolkit > World Debugger and see if there is any red errors
http://toolkit.onevr.dev/
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
What I linked above will do that for you as long as you've made a build
Nice
That fixed the errors, but nothing uploaded. I still can't name the world or get a screen to name it.
Can you show what the world debugger says?
And show where you get stuck during the upload?
Could it be paused ?
Shouldn't be, since if error pause was enabled world debugger would be complaining
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
what do you want to see
Try to build & publish and just screenshot what happened instead
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
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
Change the scale also back to 1x
It always defaults to play after build
You are supposed to be in play mode after building because that's how the uploader works
I can't really see anything that would stop you typing other than the scaling being super high
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
No problem
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.
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
Make a flat plane, assign a water shader on it
Is there a tutorial you can refer me to?
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
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.
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?
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.
if youre using udonsharp. i made a toggle script prefab that should help you get everything you would need
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.
how intense did you make the world lol
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.
i just realized the world jam channel never opened up for the exercise thing
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.
nice
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.
Not really, you create a plane in Unity, scale it to fit the pool and then add Silent's water shader 2.0 on the plane's material
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?
Avatar colliders are always 2 meters tall and 1 meter wide, regardless of the avatar's height
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.
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:
2 x 1meter cubes tall. Is what I put.
also yus, importing avatars to your world can be vv helpful for keeping scaling consistent
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.
Looks good. If I ever get working on mine, I'll complete it. Then gotta build the quest version.
cool! o:
@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
yw! and preferably yes you should make a seperate Quest version of your world, rather than constantly switching build targets
So a duplicate of the same world but as a Quest build
but doesn't that get annoying when you're trying to add new stuff having to add everything twice
yup! with non-Quest friendly stuff removed and textures optimized, preferably
I'd vv much recommend using https://github.com/oneVR/VRWorldToolkit/releases on either version to check for issues! It'll also let you know of some optimization practices you could do
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:
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
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
Ok thanks
I'd vv much recommend duplicating the project (not just the scene!), so that you aren't constantly switching build versions c:
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?
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)
Oh okay, so it will automatically do that ID blueprint from the duplicate
yup! As long as you don't change the blueprint ID in the scene descriptor
How can i get a dummy avatar to scale in my world
I don't know what you mean
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:
Can I buy one somewhere
Could also always get a free template model from the asset store to use, just obv don't include it on release lol
I just stack 2 x 1 meter cubes
it's like 0.5 to 0.25 meters taller than average avatar but you can't really go wrong with that
Oh thank you.
yeah but you would walk your door frames to accommodate average male height avatars instead of just the teenage girl height ones
I run around my world often with small, medium, large and even tiny avatars just to see
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
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for Udon, this might help? o: https://www.youtube.com/watch?v=45zIB9sCZyw
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I don't know anything about scripting or udon but I use sdk3 just in case.
https://www.youtube.com/watch?v=cib843oqmSo this might help then? o:
also yus, I'd vv much recommend learning SDK3
Any idea why text will randomly turn black in Unity? looks fine in-game but makes testing things hard
You can always listen to the 20 different voices of @stoic fractal in the tutorials 😄
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how do u make the damn vrc billiards community edition prefab quest compatible @w@
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It's a Unity bug afaik. This seems to work as a band-aid: https://stackoverflow.com/a/59325878
yw! and Vowgan's SDK3 tutorials are vv helpful, and VRChat has a couple tutorials on basic Udon stuff too (SDK3 door activated by a trigger, etc)
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?
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
Go ahead. It’d be better than nothing
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.
Does anyone know if VRChat supports real time shadows? Or do I have to bake them?
Use the asset Variety FX on asset store, it has amazing waterfalls in it.
https://assetstore.unity.com/packages/vfx/particles/variety-fx-25229
Use this asset. It has amazing waterfalls in it.
https://assetstore.unity.com/packages/vfx/particles/variety-fx-25229
yes it does supported but you would bake them for performance reasons
Thank You so much
Baking takes so long is why I asked.
Even if they are very low rez, it would cause performance issues?
yes because it's still doing more work than it needs to compared to the baked version
Ok, thanks
Any tips on baking I should be aware of? Any tips on lowering the time it takes?
there are settings you can change in unity to make it use the gpu you instead of the CPU for baking
You can support me on my pateron
https://www.patreon.com/mcphersonsound
This is a longer tutorial than normal and there is a lot to cover so here are time stamps for your convivence.
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 generate lightmap UV
3:28 light probes
5:10 reflection probes
6:00 emissive ...
Thank you so much!
FYI Xiexe's tutorial doesn't mention generating lightmap UVs, which made me reluctant to share it
does AKALink tutorial mention it
yeah
cool
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
@bold ibex What are the errors saying
Does anyone know what the crunch texture settings for Android should be set at?
i do 0.75
Crunch compression format?
hm?
Like ETC 2 or ETC
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
nope
What did the errors say?
You should be using ASTC for Quest
@bold ibex install this in Unity and run the debugger
Those errors mean that you have a old version of Poiyomi in the project that doesn't work with the latest version of VRCSDK anymore you need to delete the old version and update
https://github.com/poiyomi/PoiyomiToonShader/releases
Oh, I missed that sorry
@random owl Which ASTC one should I use
There are a ton of them
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
thanks
anybody know the FOV of the VRC camera?
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?
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
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
dont know what i did to get this T-T
did you use the prefab? if you're setting up the material yourself make sure Hide background is checked in the shader settings
Is there any way to shrink a skybox down?
And what do you mean attach to your head
you cannot change the size of the Skybox and basically it always the same distance away from you no matter where you go
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
My world is lookin good now that I've got all the props in 👌
that's really good wow
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)
i still need help with this ;w;
I tried a book initially and it just looked bad next to the other buttons
show a screenshot of the other buttons?
Honestly no clue on that. Had an avatar that did something similar and I just ended up deleting it and uploading it with a new ID.
Maybe @ ruubick?
oh shit maybe that could work actually
i don't really care about losing the previous version anyway
there's nothing in it
Ohh i see
Make sure you don't have console errors
Thinking about doing a white brush for optimization
make sure i don't have a what?
That's the icon my phone has for clearing ram
0.0
the problem is, u used a 3 dimensional book sprite
go for a flat, white one
like
📘
The mirror buttons match that style tho
errors, in your console
i see
unity console
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
any of them
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
How about this for an optimization button?
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
I'll log you out manually fooni, there's an ongoing issue with this and unsure why
if you can please
you'll have to log back into the sdk and website but it'll solve the issue
thank you
Done, relaunch unity
thanks ruuubick!

it is now working correctly
Can you screenshot the unity console
You have udon sharp ?
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
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
whats the name of your world? i maybe i can check it out and notice anything wrong
uh sure it's called Zen Garden
i see. ill finish charging my stuff real quick and check it out then
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
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
you have it paused, unpause, and check if you have error pause enabled in console, and disable that as well
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
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
How do I do that? Sorry, first time using the prefab.
Never mind I found it in the material. The Hide Background option is selected so I don’t know what I’m doing wrong…
it should just work out of the box
I’m using the cutout version, maybe that’s why?
both versions should work just fine
do you have anything in the scene on player/mirrorreflection layer?
Do I need to keep the menu?
no
the "TransparentBackground" is necessary though
acts as a mask the mirror shader uses to hide the background
I’m not sure what else I can edit…
I just took the mirror from the example so hopefully that works
bump
i finished my world but whenever intry and join it, it sends me home
@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.
Im trying to make my first world but the quest people only see it in one eye, how do I fix this
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.
Is it possible to download all the programs, create a world and upload it to VRC on a MacOS?
Maybe if you install windows on your mac
Although, unity can run on mac so maybe it's possible
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!
@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
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#?
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.
when the object gets thrown off the world -> respawn to the original position yes
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.
awesome, thank you so much! 😄
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.
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
I Would, but nobody ever wants to bend over to pick things up off of the floor
oh, what is the difference between kinematic and gravity? Im fairly new myself lol literally started yesterday
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.
vrc object sync script
i havent tried that one, ill add it too
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.
wot
that actually worked
i thought sync just ment it does the same for everyone in the lobby but oki lol thank youuu
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
yes
Here is the video I used. Seems underrated. In there I Think he also shows you how to adjust the grip.
thanks!
i finished my world but whenever intry and join it, it sends me home. can anyone help?
Import https://github.com/oneVR/VRWorldToolkit/releases and see what it's world debugger reports? o:
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.
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.
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.
I haven't set it up yet, waiting until I stop finding other things to add/arrange.
Anyone know a good source for city skyboxes for apartment style maps?
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
Any errors in your console ?
yeah i'm not sure but thanks for checking!
@near escarp
That might be due to your screen resolution, have you tried on a different scale ?
what do you mean? i should change my monitor resolution?
That or rescale the game window
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

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
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..,
there is a terrain collider too iirc 👀
Soon on my map: Throwing oranges at people
And since it actually has physics, tried to make it pretty Quest optimized
ahh yes, outline shader
Not a shader, a dupliated inverted mesh
Outline shaders don't work on Quest
Yep
ahhh, glad to see it actually worked ^^
Yeah been trying inverted meshes before I even made that post
Was asking about a shader because inverted meshes can be a bit glitchy
shaders are glitchy sometimes too
Case and point
Thanks to the inverted meshes on these bookshelves, you could actually get stuck in them and were forced to respawn
add a box collider over the entire thing
Along with the mesh colliders had to add separate box colliders for each shelf to prevent getting stuck
i like to replace mesh colliders with box colliders on simple geometry
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
since i merge my meshes together, i just put a few boxes over the bigger objects and leave the smaller ones without colliders
Mesh colliders can be vv expensive on high-poly geometry o:
Don't worry, it's like 3k polys in total
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.
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
how many polygons is one of those bookshelves, and is it one mesh collider per bookshelf? o:
While there's no visible performance drop on it's own, looking in the HQ mirror with the books enabled gets 55-65 fps
Every book and shelf is one model
The entire model is around 3k polygons
I have tested everything on both Quest and PC hardware and the world is very stable still
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?
And like I said, there is even an optimization button at the front if you want the extra 5 frames
a mesh collider can handle a lot, and thats not a lot
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
ah kk! might've been thinking about convex mesh collider's 255tri limit, whoops lol
You could def do that with triggers yus - there's also Unity's built-in occlusion culling, https://docs.unity3d.com/2018.4/Documentation/Manual/occlusion-culling-getting-started.html
I just worry that respawning would have you spawn into a room that's not loaded
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
I just want the ENTIRE room to disappear when you go to another room
Not actually cull the books individually lol
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.
You mean for the trigger colliders?
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
Unity docs might help! o: https://docs.unity3d.com/2018.4/Documentation/Manual/OcclusionCulling.html
Yeah I'll definitely take a look at that soon
^ that or youtube. Youtube helped me out a lot when I started with Unity
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.
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?
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
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.
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
I imported a teleporter prefab and now a world portal appears. What should I be looking for to delete the world portal?
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
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
anyone familiar with the vrc_player Audio Override for creating amps on world
I'm not , but that would be interesting. Creating what kind of amps, like a guitar amp?
a voice amp for stages and such
just to be a little louder as if im talking into a megaphone
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.
yeah its a little agonising to test it as its multiple clients and or getting someone else
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
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 ?
Players don't work because of the shader on the material the video is sent to. Use a quest shader and video works.
JP hav bee using special stuff thatll normally cost you a bit of money to get working and a jp lisence for some reason
SDK 2 or 3?
3 but I got it figured out
Can I upload a private world where my friends and I are the only ones that can play it?
Yeah, upload without clicking the community labs option and then you can invite just your friends
Do I always have to be online when they play it?
Ok thanks
no, if you give them a permanent link to the world they can join anytime they want
OK thank you very much!
Is there a limit to how many worlds I can create?
no
How do I make objects that I can grab and carry? I tried to follow a tutorial, but they just fall through the world
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
@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.
Ah okay, I was missing the box collider.
I feel like this may be a stupid question but howw does one make it so they can jump with 3.0 worlds
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.
I am making a world from scratch to learn how to do this so uhhh hehe
how would one do it manually???
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.
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\
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
alright
make a huge jump impulse and some platforms and make a platformer hah
anyone know why when i set the culling mask to player and player local on a camera the head disappears?
@night yoke You will want to use the MirrorReflection layer instead of playerlocal
ah, okay, ty
I am using VRCAVProVedioPlayer, but the video sometimes stops.
I don't know what's causing this, so I'd like to know!
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
Is your post processing correct ?
i dont think these errors stop you from uploading
try clearing the error messages in the console and see if any errors remain
I have theses slider and it is been effecting by arrow ket/wasd keys, how do I stop it?
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
Hello I am new to VRChat and VR World Create
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.
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?
im just gonna hope these are not real time lights
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.
no they are shaders
I can't make anything cool like that XD
all the models where made be me
You could try placing the collider and effect on a different layer? That would be the first thing I'd try.
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
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.
that probably the only way you can achieve that tbh with the limitations we have atm
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.
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
Yeah. Looking at yee old classic avatar test world. It's dark room is just buried where light can't get to it.
That moves the meshes but not the light probes.
Unless those can be moved as well? 
moved or swapped for new ones
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.
do you not have bakery
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... :|
yea gpus are impossible to get rn
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.
I'm watching a video from last june, 500$ gaming pc build. Now the graphics card cost more than the entire build. Haha.
my friend actually did that he just swapped out his gpu and made most of his money back XD
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 ^^'
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
To make the particles collide with the water but the players still not collide with the water, simply change the water layer to Walkthroughable. this will solve your problem if your physics properties havent been fudged.
Dont forget to leave the collider on the water
Your water just has to have this setup.
You can use either, but I'd vv much recommend using SDK3
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
Ok
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?
i just updated my world yet it still says the last update i made to it was 12/20/2020 so my world isint in updated recently any help?https://vrch.at/wrld_1e0c5f46-58be-4c15-b3ad-c090385f91eb
You need to use animators
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…
hi ,how can i delete a world i published long time ago from my account ?
You drag an animation clip inside of the animator itself, which you then add to the animator component
Content manager in the SDK
Thx!
So the clip inside the controller for the object, into the component right?
correct
Okay
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.
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 :/
Does anyone have a prefab for a syncing youtube player? Been digging around, I think I'm just blind. I'm using SDK 3.0
Is this a good player? https://github.com/MerlinVR/USharpVideo/releases/tag/v1.0.0
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
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
so sharing my findings here for others to see
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.
Click on Authentication, are you logged in?
do you rearry reggsist if you are not rogged in?
Haven't gotten to testing that much, and most of it is down to the shaders they use. Everything is "relatively" low-poly.
To what are you referring?
I care less about the models themselves and more about the materials and shaders, I really need to figure out good shaders for that theme in my world
Hope you figure out your problem, Ben o/
I unfortunately don't know anything about benchmarking shaders, though I would definitely recommend different water shaders since they use a grabpass.
A video player by Merlin can't be bad. Give it a shot. I always have used https://vrchat.nishawolfe.com/prefabs/videoplayer without complaints.
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?
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
Check your console ?
Hey ruuubick would you know any video player that works for quest users that can play YouTube links?
I would check the console for any errors that might be causing issues
Can't check due to publishing and when i cancel it wont and I gotta force close
@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.
Try opening your console first
Standard is super lightweight, so the performance change wouldn't be noticeable
kk, thanks for the reply
Is it normal for my community labs world to have a 1 report the very second it was listed? xd
yea
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
probably just your connection
Why is it that when you upload a world it automatically has 1 report?
Because science
Yeah that's outside my real of expertise, never seen that issue before, you should google that
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
checked this, apparently every map starts with one for no public reason, but don't worry, it's not someone's malicious bot.
If a user actually reports your map, you will see the report reason in your tags.
But even then, if it gets reviewed, it can still go public even if it was flooded by false reports:
Yeah I was told to copy my project over, I was told projects sometimes break
IO Error 112 would mean you are out of disk space
Do you still have the same error in your console?
the cinemachine errors shouldn't matter
unless they reappear when starting your map (hitting play)
Its doing this when I try to build https://i.imgur.com/likacc9.png
Re imported my unity project to a new project.
is your scene and all assets used in it within your "Assets" folder?
I would just restart the project once or twice and try to publish again
As in restart Unity
Alright thanks il try that
Usually enough for that error
Show rest of the errors as well?
Can you open package manager and double check cinemachine is imported?
Installing
https://i.imgur.com/dHKS5Ka.png @random owl
Errors in the console?
Well now that you have cinemachine imported for sure I would restart Unity once more.
Already did but il do it again
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
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.
If only unity could be as easy as roblox
Could easily upload every world i have to vrchat
oki just hitting try again worked
but now im back here https://i.imgur.com/6BpfgFp.png
Any errors that popped up during that?
SO i got issue does anyone known how to fix it were with lights not casting on players https://i.imgur.com/hryCAxH.png
Does anyone know where to find a night city view skybox material? I've been searching but never found a decent result.
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?
I used to have that pen not sync bug too, I usually rebuild and submit both PC and quest version again to fix it. I think it might be caused by mis-matching game objects in the scene, like when you have more objects in the scene for PC or different objects that doesn't exist in quest build.
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
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
I imported the SDK into my Unity and all it has is ultils? Ive restarted unity and its still only utils Confusion
@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
I see, got it and thanks!
Restart Unity and it should now work
Alright it did work, thanks
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
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?

do you have error pause in your console activated by any chance?
i got it figured out~ i just had it paused
whatever i try to fix this it wont go away any ideas?
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
detached blueprint id already?
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?
the only thing that fixed it is i had to upload the world from a new unity project
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! ❤️
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
Oh okay, thanks Zuvali!
Now time to insert sad noises here.
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
Yeah I'll probs just install the latest version of unity and prepare for a world for when VRChat updates their Unity version compatability after making the current world here.
A solution I see! 😄
Unity won't let me anyways, oh well. I'll just wait it out XD
oop lol, hope everything works out! o:
It's only been 2 minutes since you asked, it can take a while for people to respond o:
Best if you posted a question for us to respond to 🙂
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:
Terrain also possible instead of a cube and it is also bigger which may help depending on the world size 🙂
I'll keep this quick but I'm not able to jump in a world I'm making, where can I fix this?
Is the world in VRC uploaded?
Did you make sure you created it in the correct Unity version?
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
could make a triggerenter event that toggles a louder and quieter audio source
yes it sounds neat, ty or that idea
yeah, ive uploaded other stuff before and everything else works just fine but i cant jump
Spacial Audio sources can have negative decibel values
amazing ! I will try that
Make sure there's a VRC_PlayerMods component in the world with sprinting and jumping enabled? alternatively if you have a VRCWorld prefab in your world, that should already be set up
also, make sure that the isRoomPlayerMods checkbox is checked
im not seeing the playermods asset, is there another name it might go by?
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:
My guess is that those have two triggers with OnPickup that disables the station component and OnDrop that enables it back
I have a canvas with text that is constantly visible through fog. How do I fix this?
moved to #world-optimization
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
Did you install the layer matrix in the SDK first ?
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.
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
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
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.
Using an animator right ?
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.
Oh okay, like the among us world basically XD
Thanks, I'll try it!
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
Resource Links Download Unity - Find the correct version at Current Unity VersionVRChat SDK - http://vrchat.com/download/sdkHome Kit - https://assets.vrchat.com/kits/VRChat_HomeKit_v1.unitypackage Description Home Kit is a Unity Package with the assets you’ll need to customize and upload your own ...
Idk how but I fixed it.
It's working now
Anyone else who had the problem just delete the "Sample Scene" Over here
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
Tick the box all the way down the component
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
I've tried every combo of vrc ui shape, box collider, etc
nothing lets me interact with it
Make sure its not on the UI layer
Testing in desktop or VR?
desktop
What does the slider look like
Kind of looks like its facing the wrong way maybe?
will try to rotate it?
i don't believe so though
sliders fill left to right and that's how it's set
Didn't even occur to me
You can easily check by going window>analysis>physics debugger
don't see the option, but i'm launching again to test after pulling further from wall
No luck
Didn't accidentally uncheck intractable on the slider component?
Yeah I would just recreate the whole canvas and slider setup at that point
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
Just remake the whole thing if there is nothing standing out
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
Can I do this with worlds?
I really want the brushes from the newer version thanks to the asset, do I just copy and past them or nah, I won't be able to?
I'll check the Blender side of things as well actually.
Brushes are just images the problem is that the terrain assets are hidden in the default assets that you do not have access to. Not sure where to find them. If you have the images, than you would just add them like any other brush type. You can also check the store for brushes; I'm sure there are early 2019 prototypes for 2018 on the asset store.
Really proud of how my world is doing for being less than 2 weeks old
Yes I found your map on the Hot list, and mine is too
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
Sounds good
Gotcha, the audio plays now in-game but I seem to hear it regardless of my location (I do hear the little directional change though when turning)
Is it set to 3D audio?
By default the spatial blend is 2D, you'll want to move the slider all the way to 3D
That might have been it, will test upload and check
What's the name? :3
Changed: The Library
I'll check it out later! ^^
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?
With code and such you mean in game?
yeah kinda like the sprite teller game in vrc kinda like that
Well.. if I needed to do that...
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.
can also use raycast to snap to surface if you dont want to place a grid of triggers
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.
Oh? Raycast to target while its being held and check the distance to see if its close enough?
yep, set to snap to normal. I dont have a code example, but I already did a minecraft clone using raycasts.
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. :)
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.
1 report.
Oof.
I think there is sometimes an automatic report that doesn't count o_o
I remember hearing that
Yeah you will always get 1
is it possible to script something that would block very poor avatars from entering a world
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
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 😆
Ongoing bug atm, i have to log you out manually to fix it, if you wanna give me your username
sure, username currently is Crafting, but to log in, it's JotaroKujo (There's an underscore and the beginning and end, discord just doesn't like it)
Thanks, will do this in a couple minutes once I get to my PC
All good, take your time, thanks for offering to help :)
If you restart Unity it should now be good, sorry for the wait !
all good! I'll try it now!
Thank you! It's working now! But it also gives me this caution. Should I be wary of this?
I don't think this will cause any issue
Alright, sweet. Well thank you very much man! you've been a big help, had this issue wince the 21st!

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
It was before it was even out of labs so I assume it was just someone who doesn't like me
It's automatic. Every world you submit gets that.
Oh really?
yup! world reports are only visible to the world author too afaik, and they shouldn't prevent you from getting out of the Labs
Wonder why worlds automatically get a report
Just to make you wonder.
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
It's the VRCGrinch
lmao
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~
I'm using animation not animator. Do I have to use the animator as opposed to animation?
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.
Err, how does one publish for both PC and Quest? Because I managed to upload my world to quest but not pc somehow?
Ok, thanks. I had no issues in Altspace using animation to animate objects flying around, but I guess I'll have to use animator that points to the animation.
In the VRChat settings there is a button under the Builder tab to change the platform you want to build for. So click it to switch to PC build and it will recompile it for you. It's near the top
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
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.
You can still use those animation clips if I understand correctly, you just have to have them inside of a basic animator.
Oh and thank you so much for helping me. I was wondering why my birds just hanged in the air
Certainly 👍
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.
