#world-development

39 messages · Page 85 of 1

urban epoch
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If you just want a single, looping animation, opening up the Animation window and creating a new animation through that should handle the entire process.

unborn niche
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all my objects keep falling though my world even though i have colliders on everything

charred grail
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Yeah, that was the first thing I attempted to do, it just gives me a pipeline error instead of uploading.

kind leaf
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if it's a new world check the pipeline manager and detach any ID if one is present. If it is your world you are updating copy the ID from the manager, detach, past and attach in the pipeline manager. You also cannot update someone else' world using their ID from your account.

charred grail
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Never uploaded a cross-platform world, essentially I'll have to swap back and forth and upload PC and Quest for every update?

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Thanks for the assistance everyone iris

kind leaf
charred grail
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Wait, am I misunderstanding or am I able to use Poiyomi for PC and what I'm using for quest?

desert python
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wait, youre using poi on your world?

charred grail
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Yeah, It was a test build. But in theory

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On the actual world I'm using others

desert python
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ok so poi pro and toon and master return "null" on android, so you may need to try xeixe or just stay safe and go standard

charred grail
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Ahhh. I gotcha. I was thrown for a loop because I assumed that both PC and Quest had to be the exact same.

desert python
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oh then ye, i would never recommend using poi on world unless you understand exactly what you are trying to do with poi

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it doesnt have to "exact-exact" like ofc you want them to be synched and not offset or something weird. but of course you can make the quest version a entirely different world if you needed to

charred grail
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:thonk: Well then. I would assume that we would probably want to get 1:1 if both quest and pc users are in the same instance.

desert python
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but it follows a pretty generic rule

hierchy:
PC-QC stuff
PC only stuff

and vise versa for a quest enriched world
itd be
PCQC stuff
QC only stuff

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but ye totally. everyone wants to see the same deal

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however, in this game, we have assets that can crash pc but not QC. and a lot more assets can crash QC but not PC

charred grail
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I gotcha, would be pretty funny if I just rotated everything 180 for each version so everyone's looking at everything backwards from the other platform 😂

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Yeah, I gotcha. That's helpful info. I appreciate all of that.

urban epoch
desert python
scenic citrus
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okay, im stumped, i have little to no unity and 3D modeling knowledge but im at my wits end. i have a very ambitious project id love to work on. anyways, problem is, when i want to build and test world, i would go through the loading screen twice before being ejected from my work into my homeworld. whats going on?

bold ibex
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how would a fast strobe be in vr? would it just be as uncomfortable as a real strobe ? or worse?

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im putting in strobe lights either way buy i would just like to know

desert python
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i would assume worse/ok depending on frame rate

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i would still put a strobe light warning in the world just in case

desert python
scenic citrus
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i-

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i have not thought of that.

desert python
tardy ridge
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🤔 I setup my audio like this, but for some reason I never heard anything from it. Did I set it up wrong or it's just the parameters are not proper.

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(I can hear the sound after removing the Spacial Audio Source script)

tardy ridge
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nvm, found the issue, need to set it to 3D audio in audio source setting.

cold hound
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When i change the setting for something on the Unity project the changes are changing back when i run the world, i need to change the Rendering Path to Deferred

normal lintel
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I've got a card object with rigidbody (using gravity and not using Kinematic) & mesh collider (set to convex), the object it's placed on is a table where the mesh collider is just default. When i spawn in the card just falls through both the desk and the floor ignoring collision? not a clue why though everything is setup? Does the cards mesh being extremely thin have anything to do with that (i did model this manually in blender with 0.1 being the normal thickness, in unity i scaled it down to the correct size and reduced the thickness of the model by half within unity)?

normal lintel
bold ibex
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How would I be able to use Jumping in a world using VRCSDK3 udon???

bold ibex
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Yeah?

cold hound
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1s

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Click on World and here

bold ibex
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Nothing here..

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Nvm I got it sorted

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Thanks for the help

cold hound
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have you Build and test the world?

bold ibex
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I realized that I had the program source wrong

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Yes it was my girlfriends world and she was using SDK 3 so I didn't know how to sort the jumping thing

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Thank you SO MUCH for the help!!!

cold hound
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try with the WorldKit thing

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that will help you

bold ibex
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I have 2 sliders that control 1 object each to move it. When I hit play in unity, each one will control their object as desired. But in build and test neither object moves. (Edit cause I originally thought they moved one of them).

subtle relic
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my pickups not respawning halp

bold ibex
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I just put vrc pick up script, vrc object sync script, a box collider and there you go. Pickups that respawn. Well, then thrown out of the world. Respawning from still within the world. I dunno.

harsh wagon
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How does JumpImpulse translate to jump height?

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I want to get a specific jump height to match a certain game

urban epoch
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JumpImpuse adds an Upward velocity to the player via impulse, so it's relative to the gravity scaling of your world, though that is presumably -9.81 m/s.
If you want to know how that directly translates, it's going to be an absolutely hot mess of math. I recommend trying out different values until you find what you like.

vale plume
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trying to add the video player to my world but im getting (not just) these errors

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using SDK2 with unity version 2018.4.20f1

cold hound
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Witch Video player are you using?

oak apex
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How do you add in a voice amplifier for a DJ booth?

vale plume
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of the prefab? it's just called VideoPlayer

cold hound
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When i was using 2.0, i was using this Video player

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Try with it

vale plume
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I've deleted the old files but the errors are still there

cold hound
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m... my last idea try running the unity project

vale plume
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I can't as there are errors

cold hound
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then i don't know maybe wait a bit more maybe a dev can give you a better hand than me

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i tried i'm sorry

vale plume
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I can try that player next but I gotto get rid of the errors first

cold hound
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You could you start from scratch if not

vale plume
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I already have a lot of stuff in this project

cold hound
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i recommend you changing to 3.0

vale plume
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doesn't work, that just gives me 250 errors

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I am using the correct version of everything

cold hound
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Then i'm sorry i don't know how to fix it 😅

vale plume
cold hound
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They are on the Prefab i think

latent perch
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NullReferenceException: Object reference not set to an instance of an object
VRCSDK2.RuntimeWorldCreation.Start () (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:82)

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any ideas how this happens

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nothing chnaged in the assets it just started doing this

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it mentioned the SDK2 but i am running the SDK3

wild knoll
near escarp
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I'll need to log you out manually to fix this issue, if you can give me your vrc username

random owl
near escarp
wild knoll
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yep all working thank!!

dull island
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Hello. Is there a good free video player for maps?

dull island
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Thanks

latent perch
bold ibex
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I had to use 4 toggles for 4 different invisible floors because I couldn't get the sliders to work inside build/test even though they worked perfectly in unity. Oh well. haha.

kind leaf
bold ibex
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Yeah, they sliders are interact-able and work in vrchat, they just don't move the floors. When you hit play inside unity, the sliders will move the objects as intended. There might be more to do to get it to work in vrchat. I Would need to spend more time investigating, but in order not to halt building for another week I made toggles for now.

bold ibex
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I'm doing unity+c# course but I am just trying to finish this world before completing that. Instead of ping ponging in between.

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They move instantly with the sliders movement. Up and down, no problem in unity.

idle jolt
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I tried to follow this tutorial, but the collider is preventing me from entering the area. Is there a way to fix this and keep the trigger?

bold ibex
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I drink too much to watch it and see what's up. I know the tutorial for sdk3 from momo works and when it is trigger it doesn't block you. Hopefully someone can help for now.

kind leaf
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the collider should be on the moving door not the wall so if your collider is stopping you from moving the door is probably set as a static.

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if you want to see where your colliders are at runtime. open both scene and game side by side, select the wall+door with the colliders expanded and they will highlight, run the game and watch to see if the door collider moves

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you wont see the colliders in game view but you can watch that hidden stuff in scene view as the game is running

idle jolt
untold pewter
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Sometimes when im close to a wall in a specific point, I can see through it, how do i fix this?

mild spade
idle jolt
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I did not. I always assumed that meant that you can click on it

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Is that a common misconception at least?

mild spade
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is Trigger means that it will not collide with other objects, but they can overlap other colliders and still detect other colliders interactions without affecting the physics engine. Good for detecting things entering an area, but you dont want that object to interact or move other objects. Hard to explain in words, this might help you understand. https://www.youtube.com/watch?v=m0fjrQkaES4

Watch this video in context on Unity's learning pages here -
http://unity3d.com/learn/tutorials/modules/beginner/physics/colliders-as-triggers

How to use a Collider as a Trigger (also known as a Trigger Zone), in order to detect when an object is within a particular space in the game world.

Help us caption & translate this video!

http://amara...

▶ Play video
idle jolt
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So for my case it will let objects pass through but for player and player local layers it will activate the animation bool

mild spade
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If you have a trigger event "OnEnterTrigger" then the collider needs to have IsTrigger checked for it to work. (the collider where the trigger is) If you are still having trouble, could you post a picture of the problem ?

idle jolt
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Will do. I’ll scroll back up and reply to your message if the error continues to occur. Otherwise I’ll continue making my world. It’s pretty huge, but only has 26MB thanks to compressing textures and making them 512x512. Compressing meshes also helps immensely.

mellow isle
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Any one knows how to fix the problem with VrChat Sdk

bold ibex
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What's in the console?

mellow isle
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I had it working yesterday but when i opened it toady it quit working right

timid hawk
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An unimaginable halt to world progress, around a week I've been figuring this out on my own, The first one I truly need help with, the other three are optional. Using VRChat SDK3.0 and Unity version 2018.4.20f1 personal aswell with VRWorld Toolkit

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Thank you honestly if I can have someone help me with this

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Usually Happens upon every project

kind leaf
# timid hawk Thank you honestly if I can have someone help me with this

Object reference missing means just that. You are telling a script to look for an object but not giving it a name. Probably used "public GameObject objName;" but never drag n dropped the object into the inspector.

But those other 2 errors look like you have sdk2 installed. If you are using SDK3 and you installed sdk2 ontop of that, you cant rely on any errors to point in the correct direction until that is sorted.

To fix the sdk2 errors you need to remove everything vrc+udon and u# related and then reinport.

timid hawk
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Ok

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Thanks will see

kind leaf
fiery creek
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hey i wanna make some seats but in game they look like a chair, i just want an invisible seatin the ground is it possible to delete the chair texture?

near escarp
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Yeah delete the mesh renderer component

timid hawk
idle jolt
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There’s a lot of empty space in my world and I don’t know what to do with it…
The world is going to be Kashyyyk, from Star Wars

kind leaf
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sry wrong rply bud

idle jolt
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Ah, you’re good

kind leaf
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was talking to the guy above hahah

idle jolt
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Lol
Yeah, I just need ideas for objects to put in the area I showed in the image. The world has a lot but is only at 26MB thanks to optimizing

kind leaf
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start with foliage

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maybe some rocks, more trees

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terrain displacement helps break up an empty map as well. Big ass mountains arnt added to worlds for their aw factor; its a huge chunk of space you dont need to play with.

idle jolt
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Hmm. Maybe. I do have one section with bushes though that have berries and NPCs collecting said berries

kind leaf
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also looks like you are using one terrain texture, break up the green with gravel, dirt, trampled grass paths, dying grass; more textures also takes away from the empty feeling

idle jolt
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Well, the problem with that is that the ground isn’t a terrain. It’s a mesh that I downloaded alongside some buildings.

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The texture itself does break up by having some green but also a little bit of dirt and sand

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That, and the texture does repeat smoothly

kind leaf
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easy enough. open the land obj's texture in an editor like gimp and you can paint it the same way you would in unity's terrain editor.

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just clone the original texture in gimp or w/e so you arnt being destructive

idle jolt
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It’s an fbx
I don’t use obj as transferring from blender to unity is a pain with objs. The materials don’t get assigned, leaving it with a default material

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Anyways, that’s not my greatest issue at the moment

kind leaf
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it still has a texture, i just said obj in general. obj is also just short for object, which is a general term for anything "physical" in the world.

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confusing when our two model files types are obj or fbx lol

idle jolt
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Yeah, I just prefer fbx more.

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But yeah, I just need objects in the area.

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I did have an idea for campfires and roasting fishes above them, but not being able to use spotlights sucks as they really eat up on the MB

kind leaf
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no way, really? Ive built clubs with many spotlights. Biggest club is 30MB? but point lights work good for fires

idle jolt
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Really? Did you make them all important?

kind leaf
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I dont change anything on the light except for the color, range and intensity. Spotlights are default settings and always realtime because its a spotlight. All other lights get baked.

idle jolt
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Huh. I thought multiple spotlights in a world will only have one spotlight activated at a time…

kind leaf
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oh noo, that would make dance floors look silly

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maybe on quest, but not for general usage

idle jolt
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Ah
You said point lights work well for torches?

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Wait. Is spot light the one where it’s a circle or did I mix spot and point light?

kind leaf
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yes, thats all i use for light sources. you can achieve flicker with realtime emissions on moving flames or a script on the light that expands and contracts the range.

kind leaf
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ty

idle jolt
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Ah I see now. Yeah, I meant that point lights eat up my world when I try to set all of them to important

kind leaf
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if point lights are eating up space make sure you are baking your lights.

green lagoon
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any lighting that would be static you would want to bake

idle jolt
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I mostly use real-time lighting as it’s just nicer looking. If I do want to bake the point lights how would I bake only them?

green lagoon
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you set the lighting type to baked and the real-time lighting is a performance killer

kind leaf
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realtime light only looks nicer if you have the wrong bake settings. You can have a 12mb world that gets 5 fps with poor lighting choices. Always bake static lights.

near escarp
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What kind of world are you making RuuuThunk

green lagoon
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like pretty much all of the lighting in Half-Life alyx is baked

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and that game has some of the nicest Lighting in VR

idle jolt
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At least to me. I haven’t baked any lighting, and I don’t have any performance issues and I own a preordered quest 1. I got Vader immortal for free.

near escarp
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Ah so you didn't compare

idle jolt
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?

near escarp
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Did you bake the lighting in your world previously ?

green lagoon
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you can't know the real time lighting looks nicer baked lighting than if you never do a proper baked to test

idle jolt
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Nope. No baking whatsoever. Whenever I make a new world I turn auto bake off, or whatever it’s called.

near escarp
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Alright, in that case it's not nicer teehee

kind leaf
# idle jolt ?

Do us a favor, build the world the in the direction you think is best; and when you are done, clone it and play with baking. Baking is essential to VRC performance and when you say you don't want to everyone reading has a moment lol. But its important that you start with whats easiest for you and then improve as you go 🙂

green lagoon
idle jolt
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If someone could take two screenshots with a before and after baking scene that would be greatly appreciated.

near escarp
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If the world is fairly simple then a directional light won't cause much perf issue, but the more you add then the worse it gets

green lagoon
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also if you have any active mirrors it gets much more perf issue

idle jolt
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Actually, I just updated the world privately.
If one of you guys have the time to you could send me a friend request and here in say an hour I can get on and show you the world.

green lagoon
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I doubt any of us are going to want to spend an hour just to check your role to point out what we already have said baked all of your lighting

kind leaf
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So each light source multiplies the world vertis count of each object. a cube that has 48 verts has 96 with two lights in range. Those numbers add up fast. A baked world would have 48.

idle jolt
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Ah. In that case I can just take a screenshot in game, and let you guys see what I see and post it here.

green lagoon
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that number gets even worse if it's a shadow casting light source

kind leaf
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oh gawd yes lol

near escarp
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Just take a screenshot of the game tab with the game stats panel open

green lagoon
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and double all of those numbers if there's a mirror

idle jolt
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Alright, that’s good to hear. Give me an hour and I’ll post a screenshot. Might post several with different light sources and possible light sources such as torches without a light object.

green lagoon
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so poorly done real-time lighting can turn like a 50,000 Triangle map into several million

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and that's even before the Avatar show up

bold ibex
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I have like 200 lights. If I didn't bake em, people would spontaneously combust.

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Thats bc people use potatoes

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And have the audacity to play games on it and complain

near escarp
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That would kill any computer

green lagoon
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open World sandbox games tend to use a different rendering style that makes it less likely to explode having lots of light sources

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but we're a forward renderer so yeah 200 would make anybody explode

bold ibex
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They baked though. So my quest fps still 90.

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Don't actually know if it's 200, but it's a lot. Didn't count them actually. Just making joke for the real time lights.

kind leaf
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yeah thats not a potato issue. Multiplying total verts adds up to astronomical numbers. I have a world that was 10k in any direction but 8mil with 5 directional lights. and no shadows.

green lagoon
kind leaf
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oh yeah, i test on a very optimized avatar lol

bold ibex
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I wonder if we can create a lighting black hole that could even suck up the IRL

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I mean it took about 300m polygons of duplicated models to lag my computer

kind leaf
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Thats impressive but that isnt a developer mindset. You develop for the masses not the 5 people with a quantum computer. 😛

green lagoon
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okay but what's your frames per second in 100m polygons because of its lower than 90 still having it be too much

green lagoon
bold ibex
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If it lags my science kit powered pc powered by probes and an apple. It sucks.

green lagoon
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like even Unreal Engine 5 with its magic nanite stuff is only pushing like 20 million on screen so 300m complete and utter Overkill

near escarp
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That's why photogrammetry worlds suck ass

green lagoon
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like even if you did triangle reduction it still every square inch is uniquely textured which is bad for vram

near escarp
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and people just put a mesh collider on it KEK

green lagoon
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oh no

bold ibex
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Probuilder automatically put mesh colliders on my cubes etc. Should I switch all for box or something?

near escarp
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I don't know if it technically makes a difference in that case

bold ibex
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In the end I merge all 500 cubes together via probuilder into one object anyway

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The framework anyway

green lagoon
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you know I honestly wonder how much of a photo-realistic map you could get for the vram budget of one photogrammetry map using proper trim sheet and tiling textures and overlapping detail on top

idle jolt
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Finally got those pictures of my world! Let me patch them through

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First photo shows a few buildings, and the second photo is a point light that isn’t marked important as it’s the only point light and because it’s high up and you need to get right next to it to see it

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These photos show possible spots to put point lights

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The problem here was discussing whether real time or baked lighting would look better in these scenes and whether I should put them a lot of point lights or not (I think I’m correct on the last one?)

green lagoon
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yeah honestly a baked lighting setup would look better because currently it looks like you don't really have any lighting other than a vague color temperature

idle jolt
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I guess the only reason I’ve never baked anything is due to how much trouble I had with it in the past. I tried to make a small apartment room but due to baking lighting messing up everything I ended up scrapping the entire thing. That was when I was younger and less experienced, so kind of glad that wasn’t my first world. Instead it was a Tatooine world with working speeders.

green lagoon
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like your lighting doesn't really have any blue from the blue fire

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and also everything is too evenly lit

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and probably the amount of real-time lighting to need to get that lighting to look nice would probably be way too expensive on the performance

idle jolt
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Maybe I shouldn’t bake lighting, it would just take literal hours to get done. Yeah, I probably won’t unless there’s an easier way for it to take like 10 minutes.

green lagoon
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maybe try GPU baking it instead of CPU and maybe play around with your settings

bold ibex
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I never knew it took long. I started this like 2 weeks ago. Mine bakes in like 10 seconds.

green lagoon
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either that's a very slow computer or you set your settings to make it like way too big DrFluff?

near escarp
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If they bake in 10 seconds then there's not much to bake

timid hawk
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Curious If I can use an older version of unity for vrchat

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May fix some errors

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Like 2017

ancient timber
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im having a small issue

timid hawk
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KevBal, it did not seem to work so I just erased everything was nothing much anyways

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rip, that issue is more medium then small

near escarp
timid hawk
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Hopefully that can fix your issues, did not for me so I just gave up on it, I'm going to install unity 2017 now and see if it works

ancient timber
timid hawk
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Good to know for me too, If I ever encounter that error

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Taking notes on the side

timid hawk
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Ok so I made a whole brand new project and only imported VRSDK3 and VRWorld Toolkit and added a floor with prefabs from VRChat

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Now with over 21 lines of errors

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I'm going to restart it a couple times and see if it works

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No errors with VR Toolkit

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Just tips and info

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So I restarted it once so far now

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Those errors listed are now gone although now my infamous error usually 52-74 but this one is 52

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I just really want to upload my first world and put a hall of memories

random owl
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Remove the VRCSDKWorld from your scene that's the upload UI, if you have it in your scene it's gonna break things

timid hawk
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I see

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Its not needed to publish with?

random owl
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When you build & publish the SDK manages adding it to the scene when needed

timid hawk
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So all I should do is make spawn points, and what about scene descriptor

random owl
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The VRCWorld you have has the scene descriptor and the spawn points

timid hawk
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I see now

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If this really fixes it all, dear lord I should of asked earlier

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I've been working to try and upload for so long you have no idea lol

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So I decided to join the vrchat discord to ask for questions

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There should be like tutorials on this stuff

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Where I never found anything about it

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But I'm going to test now

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xd

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Thank you 1

random owl
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No problem

timid hawk
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I've actually been working on this more than a week

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I even went far to learn C#

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Now I can make that dream I had

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Wish there was a tip jar lol

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I feel weird now, all that work and was that simple

green lagoon
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that's being added in a future update in vrchat economy

timid hawk
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Interesting

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1 look foward to a tip

timid hawk
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mhm

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I look forward more to listening to everyone's stuff and now I can help some friends who may encounter the same issue

timid hawk
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I literally note everything down :P

silent night
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Managed to find this shot while finishing up world design on my latest commission

bitter idol
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hey anyone find that ever since the "server throttle" times, worlds just take 7 times as long to upload now?

deft geode
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so I have a ship model in my world and I keep falling through it when I spawn, I have a mesh collider on the body

ornate turret
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make sure the spawn location isn't inside the body, have you tried moving it above the ship a little so you drop onto it?

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also make sure the mesh collider has a mesh chosen inside its component too

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there's a chance it could have applied an empty mesh collider (it should be the same mesh as the ship itself)

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also make sure the layer of the ship isn't set to something that doesn't collide with the player (if in doubt, just set it to default)

idle jolt
bold ibex
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i just uploaded a privat world to test it out, but im not seeing a mine tab in the worlds

kind leaf
idle jolt
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I have decided to not bake my world, and to never bake any worlds in the future.

bold ibex
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@idle jolt I was at work, but I used whatever spookyghostboo used in their start to finish video. So something like, turned off real time lighting all together. Set every light to baked. Then changed their individual settings to whatever for range and etc. I have like 100+ point/area lights in the scene.

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not able to check at the moment

idle jolt
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As soon i I clicked bake in the lighting settings my unity crashes.

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It’s not worth my time to get upset over, so I’m done with it.

silent night
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@idle jolt Just be careful with that, because Real-time lighting is STUPID expensive in Unity. Baked lights are the best way to go for performance. For reference, I have a 3070, and on my very first world I have only real-time lights because I was dumb. I get maybe 30-50 FPS in VR on it, in an empty world. That’s with at best, 15 real-time lights

idle jolt
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Okay and?

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I don’t have any performance issues whatsoever, and I have a preorder quest 1.

bold ibex
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This is what I have, if this is the setting you are talking about.

silent night
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Just making sure you’re aware. That’s with a strong card. Not everyone is going to have the same performance; I’m forewarning because I can try to help here fix stuff

bold ibex
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It pretty much default, I think.

idle jolt
#

I essentially had the default settings too, and my unity still crashed.

#

To me, baked lighting is pointless.

silent night
#

Baked lighting is essential in worlds

#

I use Bakery personally

#

Don’t use Progressive CPU

#

Use the other one in the drop down

#

Hang on

bold ibex
#

I didn't hear about it before I started a couple of weeks ago.

#

I heard about the bakery after

silent night
#

Use Enlighten

#

Make sure auto-generate is turned off

bold ibex
#

oh my god yeah, f that auto generate hahaha

idle jolt
#

Another thing, what do reflection probes even do? They’re so small it makes me think they serve no purpose in an open world that trees and grass

silent night
#

Oh oh that’s a good question actually

bold ibex
#

I think I originally had it on enlighten but it wouldn't do anything. I'll try it again.

silent night
#

Reflection probes are AMAZING

#

Here hold on

bold ibex
#

In the video I watched they explained reflection probes but said they didn't really use them. Then put in the light probes.

bold ibex
#

my world is a more of a without kinda world

silent night
#

If you don't have "Reflective" surfaces, they aren't that required,

idle jolt
#

I must be blind or something because I don’t see a significant change.
Also, PC world?

silent night
#

PC and Quest compatible.

#

That one specifically.

idle jolt
#

Shocking.

bold ibex
#

The change in those 2 photos is enormous

silent night
#

Although,

#

In Quest you can't use box projection probes.

#

So it looks kind of doodoo.

idle jolt
#

The only reflective surface in my world is the water, and even maybe some vehicles.
Either way, I don’t see it as a must have.

bold ibex
#

I might do it in my next work, I kinda just want to get this one done.

#

as crude as it will be

#

I just tried to bake it with enlighten but it doesn't look anything like I want after. It looks how I want with the progressive cpu. Probably because I build everything using that setting. I will try enlighten next time.

silent night
#

I’ll DM you @idle jolt

bold ibex
#

Here's a question I have though. If you have a guide/video send it to me. If I want to make a UI canvas to control one or multiple things, like post processing on/off, chairs on off etc. I put a button in there but I Can't add the same udon behaviour to it that I can to a cube to toggle it. So I dunno what to do there really. It is interactable in build/test but doesn't do anything. So I need to figure out how to do that so I Don't have like a UI canvas with half a dozen thin cubes stuck on it. haha.

bold ibex
#

hello everyone!, hopefully you guys can help me...... soo i apload my second world but with some reason my second world its my first world when i join it, more confusing is that the profile pic of the world is the new world but inside is my first world...... if you think "try to delete the first map" i did but now when i join the world i crash and send back to my home.... have any suggestions how to fix it?

desert python
bitter idol
#

help! i force quit my unity yesterday and now im getting a blueprint error saying my account doesnt have access too it. is my sdk broken? i was able to upload it last night a few minutes before the force quit. i made sure its using the right blueprint ID i have no idea whats wrong

#

also i force quit it when it was compiling shaders, not when it was uploading if that helps

near escarp
#

What's your vrc username ? I have to manually log you out to fix this issue

bitter idol
#

actually hold on i think my SDK some how broke when i force quit it. im getting more and more overflowexception console errors by the second

kind leaf
#

Re import the sdk and u# if u used it.

#

Doesn't pay to force quit unity. Not unless you enjoy passing away your time.

bitter idol
#

i have no idea how it broke my sdk though

kind leaf
#

You would put a stick in the spokes of a bike to stop. Force quitting unity breaks shit the same way the stick would.

#

Wouldnt

bitter idol
#

ah okay

#

@near escarp ok I reimported my SDK and it's still doing it. So my vrchat name is Digi The Robot

#

The blueprint error. Not the console errors

near escarp
#

Restart unity now and try again

bitter idol
#

Ok

#

It's building, unfortunately it's a massive world

#

Might have to make a new "world" and put the same ID on it to get to the upload screen faster if I'm still having issues

#

But we'll see! Hopefully there's no issues this time. Thank you

#

Yes!!! It worked. Thank you so much @near escarp

untold pewter
#

with the VRC_Sync Video Player (Script)
does the max quality only affect the videos set to autoplay, or all future videos played via the standard Video Player Component

idle jolt
#

Trying to bake my world, but the progress has completely halted. Is there any way to speed it up?

untold pewter
#

it can take a while depending on how many light sources you have

#

like my world takes almost 20 minuites to bake

#

because I have 120 point lights

idle jolt
#

I only have 8 and one directional and it’s been over an hour

untold pewter
#

that doesnt seem right lol

#

does it take just as long if you cancel and retry?

#

is your bake map absurdly high res aswell

#

my settings, probably not the "best" but seems to work

#

oh yeah, also make sure your mirrors arnt static objects

idle jolt
#

Basically everything is the same except for light map size and resolution

untold pewter
#

I think that fucks it

#

atleast it does for me

idle jolt
#

I accidentally had the mirrors be static…
Hopefully this makes it quicker

#

Reflection probes shouldn’t be static either yeah?

untold pewter
#

none of my probes are

idle jolt
#

Okay, tried that and it didn’t seem to do anything. Still stuck at the same number…

untold pewter
#

dunno how it would even try but you probably dont want to be calulating shadows on something that is calculating a reflection of a surface that is having its shadows caluclated

idle jolt
#

The only things different is that the lightmap size is 512 while the resolution is 10

near escarp
#

That's fine

#

You just have a giant unity terrain

idle jolt
#

That and I’m using enlighten instead of progressive cpu as that crashed my unity every time

#

It’s not even terrain. It’s a model that came with the buildings and trees

near escarp
#

If you have an Nvidia GPU, bakery asset is a great option

#

Welp, it's still a giant terrain

idle jolt
#

I have an old windows 7 Lenovo laptop.

near escarp
#

Yikes, yeah that'll take a while

idle jolt
#

I have a windows 10 laptop, but I don’t know how to transfer project files

near escarp
#

You just copy the folder

green lagoon
#

you just copy the project over to the new computer and then open it

idle jolt
#

How do I transfer the copied folder, and will it keep the same blueprint ID?

green lagoon
#

yes it'll keep the same build ID because it's the same folder

#

USB flash drive or SD card to put the project on

untold pewter
#

I was gonna be like, I can render it, but then Id be signing up to doing it for every single change, so ill pass, even if you agreed xD

green lagoon
vale plume
#

any feedback?

near escarp
#

Are the lights baked ?

vale plume
#

no they're realtime

near escarp
#

Are you changing their intensity in the world ?

vale plume
#

yeah im upping them a little bit

near escarp
#

I'd suggest not making the walls and ground reflective them, unless you want it to look like plastic

#

you might just need to remove the smoothness from your materials

vale plume
#

I wanted to sort of create the sides you see at cinemas

near escarp
#

Might need a normal map and roughness instead

#

Cinema walls are usually fabric

errant beacon
#

If you're just using the realtime lighting to make those wall sconces change intensity, you could probably do that much cheaper with a textured quad

#

unless I'm reading that wrong o:

green lagoon
#

#VRC #VRChat
各光源が環境に与える影響を個別にベイクしておく事により、リアルタイムライトを使わずに複数光源を個別に調整出来るようにする手法。(加えてベイクなので間接光表現もできる)

単純だが意外と使ってるワールド見たことが無い気がするので一応

デモワールド:
https://t.co/COEivGuIP1 https://t.co/6ERR8zfAtR

Likes

149

#

a world showing off that kind of thing

#

but it can be even more simple as you don't have them overlapping on top of each other

late ruin
#

can someone help its my first world and im tryna upload so i can show some friends.

desert python
#

wait, is this an avatar or a world?

#

if its a world. go into the vrcworld prefab and detach the blueprint ID

errant beacon
gray sleet
#

Is there a way to prevent videos from restarting for everyone if someone toggles the video off for themself?

late ruin
#

i have detached it as mentioned and it is still saying this yet i have built and tested the world and it worked???

#

literally in the test now

gray sleet
#

Is there a way to prevent videos from restarting if someone toggles the video off for themself?

So far I found out when I turn it off and back on it restarts. But for some people it plays where it left off. Why?

near escarp
#

@late ruinI have to manually log you out to fix this bug currently, what's your vrc username ?

raw siren
#

yo can anyone help me figure out how to reduce this unity_builtin_extra shader size its like 20 mbs

#

plz @ me

late ruin
#

@near escarp could you let me know when it is done? thank you.

near escarp
late ruin
late ruin
near escarp
#

That sounds like an actual unity problem rather than vrc sdk

late ruin
raw siren
#

rubik u know any about unity shader being huge for no reason

#

like these 2 shaders are taking up more space then anything else in my world

near escarp
#

I think those get compressed a lot ?

raw siren
#

well when these got bigger it went from 15 to 22mb world size

#

like my stuff is pretty compressed

near escarp
#

Might wanna ask in #shaders too, i'm not really aware of how shader size works

raw siren
#

ok thanks ruuubick

bold ibex
desert python
#

its a error detector/world build helper in one

#

it may lead you in a direction that might fix the issue

errant beacon
#

It's 1's VR World Toolkit, a Unity plugin that's vv helpful for world building

#

detects errors, gives tips on things to be optimized, etc

bold ibex
#

owh ty

#

how do i use it?

near escarp
#

by reading the documentation on the github page

bold ibex
#

k

errant beacon
#

Import the .unitypackage and look for the VRWorld Toolkit tab at the top, and open the world debugger from there - would also def recommend checcking out the docs c:

late ruin
#

my unity is randomly closes when i am about to publish a vr chat world any thoughts? or if i play the scene?

kind leaf
bold ibex
#

can some explain deeper plz my english is bad

arctic herald
#

Heyo! I'm in the process of uploading a world and when i log into the menu and hit upload it does the start of it where it compiles blah blah blah and then in the area where i usually write info about the world it says that im not logged in. my console also says im not logged in. when i literally just logged in

near escarp
arctic herald
#

i log in as LachyTV but my ingame name is Brooklyn?

near escarp
#

Done, restart Unity and it should work

arctic herald
#

worked, thanks!

bold ibex
#

I'm really new to working with stations. I've used the VRCChair example to apply everything it has (the box collider, Udon script, and VRC Station component) to a mesh and every time my avatar sits in the station, the avatar is always perpendicular to the axis the mesh is in (it's a horizontal flat surface, but the avatar is like laying down on the surface). I assume I need to change a transform to fix this somewhere, but does anyone know where?

rain shadow
#

@bold ibex The player enter location transform is the position that the player gets set to

#

You have it set as the cushion itself

#

Using the included chair prefab should give you an idea how it should be setup

bold ibex
#

and can that be somewhere else or a different mesh? like something underneath

#

I'll try

rain shadow
#

You can just make an empty gameobject and use that to set the sitting position

bold ibex
#

ah a good idea

rain shadow
#

If you search for VRCChair in your assets you should find a prefab reference if you need it

bold ibex
bold ibex
near escarp
#

The problem is in your unity console

#

which is what the documentation makes you check

bold ibex
#

i dont understand single word my english is bad

#

what is unity console

#

what document

#

😵

timid hawk
#

unity console refers to this

#

With all those red errors

bold ibex
#

i mean what i do with my error?

#

i know the error i just donno how to fix it

timid hawk
#

Find the root cause which Ruuubick was trying to help with

bold ibex
#

root? whats that

#

s-sorry if im dumb

timid hawk
#

root is like the main cause of something

bold ibex
#

oh ok i know which one

#

what i do with it?

timid hawk
#

I can't help you much at all sadly but help you understand

bold ibex
timid hawk
#

I'm new too

bold ibex
#

and below it

#

just that 2 ;~;

timid hawk
#

Oh Compiler errors

#

Normally toolkit would help with that

#

Sometimes reloading your project can help

bold ibex
timid hawk
#

I recommend you click collapse on your console by the way

bold ibex
#

english my man help

#

;~;

timid hawk
#

Easier to see errors and more organized

#

I know, just we can't help much if you can't understand

bold ibex
#

;~;

timid hawk
#

What language btw do you normally speak if your ok with telling

bold ibex
#

indonesia

timid hawk
#

Ah

#

Hard to learn english as a secondary really so I understand that one

#

I sadly can't help with solving the errors but helping you understand is something I can do

bold ibex
#

i mean like im good at english but not like very diffecult words if you know what i meant

timid hawk
#

Mhm

bold ibex
#

uhhh so how do i upload any world like how do i put in the sdk or something cuz it says to do that and im new and dont know how

timid hawk
#

That is something I can help with a bit but solving errors nope

#

I'm still learning the ropes, never even got far as putting down furniture lol

bold ibex
#

i just need to know how to upload it

#

cuz it says i need a scene sdk or something like that

timid hawk
#

Ok what is in your project so far?

bold ibex
#

and i dont know how to put it in

#

just a ground

timid hawk
#

mhm

bold ibex
#

ok so do i need to add collisions to it?

timid hawk
#

There should be a prefab section in your project folder area

bold ibex
#

mk

timid hawk
#

If you don't use probuilder then yes, you need to manually add collisions

bold ibex
#

a

#

so how do i do that

#

im brand new to this

timid hawk
#

Component section

#

Best if I can visually show actually

#

I don't mind

bold ibex
#

sure?

#

on\ the left side you can find create button then you can put cube,circle,tube, and BEANSSS - dani -

timid hawk
#

Sure

bold ibex
#

what do you want me do

timid hawk
#

Earlier I was trying to fix something unrelated to unity on my PC with a missing registry I fixed

bold ibex
#

neat?

timid hawk
#

I'm going to do a picture by picture

#

To help

bold ibex
#

oh wait

#

i did it

#

B)

timid hawk
#

if you wanna add those required stuff go under favorites and click prefabs

bold ibex
#

rn im just trying to get my trust up

#

but yea this is going to help alot

timid hawk
#

It won't really affect trust that much

bold ibex
#

yea but it does something right

timid hawk
#

Literally you can just buy VRC+ at known rank or +250 hours and get trusted

bold ibex
#

o

timid hawk
#

Yeah

#

But still making a world is pretty fun

#

having others join and compliment you

#

Do you even got a VRCDSK?

#

Since you said you just got a floor

#

or ground

fast python
#

Question about the heat system

#

My world went from 5 flames to displaying the number 0 just randomly

timid hawk
#

That sounds weird

lunar nimbus
#

It is a bug that will fix itself

timid hawk
#

I find this funny

#

Its just a blank slate

#

10 visits

random owl
# bold ibex

If you'd scroll down the page you were linked there would be a solution just for this case with the broken asset you have

vestal wharf
#

so i made a world, still a WIP but i upload it, and it doesnt have all the stuff that i put. its missing a few walls and furniture for some reason. how do i fix this? they show up in unity but not the game

rain shadow
#

Possibly accidentally marked them as editor only or the build is failing

vestal wharf
#

sorta new to it

rain shadow
#

Are the things not appearing in game things you added recently or did they stop appearing at some point?

vestal wharf
rain shadow
#

So likely build is failing

#

Check the console tab for errors

vestal wharf
#

no errors in the console

#

everything in this room doesnt show up

rain shadow
#

In the console where it says clear on play disable that and try build

vestal wharf
#

still doesnt show up

rain shadow
#

check the console for errors

vestal wharf
#

its empty

rain shadow
#

Move something in the scene that does show up and see if it moves

vestal wharf
#

nope it doesnt

rain shadow
#

So the build is failing and you have some sort of error

vestal wharf
#

would i be better off starting over? i cant find any errors

rain shadow
#

Whats in your console

vestal wharf
rain shadow
#

yes those are errors

#

Delete the all free sky asset

tardy ridge
real knoll
#

anyone know whats this about?

tardy ridge
#

just hit F5 to refresh the page, it should direct your browser to the vrchat home page

vestal wharf
tardy ridge
#

🤔 what's the url in your browser rn?

tardy ridge
#

Seems like the world id you referenced doesn't exist?

real knoll
#

also says its successful tho

tardy ridge
#

🤔 I have no experience with private world, but based on its description, you should be able to see it when you logged in with the account you uploaded this world.

real knoll
#

i pressed upload to labs

toxic plover
#

After baking the lights in my world the terrain suddenly became really glossy even though all the materials are set to have to zero smoothness. Clearing the baked lights didn't help and removing all the layers and re-doing them didn't help either. Anyone have any idea how to fix this?

minor nexus
#

doing a attempt of making a spoopy map got some texturing done in substance

minor nexus
#

maybe vrcBlush

vestal wharf
#

Nice

minor nexus
#

working on the textures for the deeper layers ignore the strawberry jam

lunar nimbus
#

My identical projects do not have proper object syncing for pens, but work fine for toggleable firework. I cannot see people on quest using pens and they cannot see me, but we can all see each other use the fireworks. Does anybody know what this is

#

Some things are spawning where others should be spawning

cunning nest
#

anyone have any idea how that one world was able to play youtube to quest user?

minor nexus
cunning nest
#

na the stock player doesn't play youtube on quest, that world is using some black magic fuckery

minor nexus
#

try to contact the creator

cunning nest
#

yeah was planning to do that

unique wing
#

Does anyone know why in SDK 3.0 standard unity video player setup doesn't work? It displays a still image of the video in-game, but the video plays fine in editor. (video is not a stream its a video that is part of the map) (Webm VP8 format)

random owl
#

The default unity player is blacklisted in SDK3 because of security concerns sadly

unique wing
random owl
#

It works on quest as long as you aren't trying to play anything that requires youtube-dl

#

But sadly no support for local videos

unique wing
#

Yeah video is part of the map

#

Wait so it wouldn't work if the video is local?

random owl
#

Yeah can't do local videos in SDK3 at the moment

unique wing
#

That sucks

#

Thanks for the help though I appreciate it, I'll just delete the map for quest

random owl
#

No problem

unique wing
#

Wait sorry, one last question - if I want to take down the quest version of the map I just delete it while I'm on Android build, right? It won't fully delete the map? It seems like it might...

random owl
#

You will need to contact #vrchat-support if it's a public world where you want to just take down the quest side

unique wing
#

Its on labs right now

random owl
#

Yeah your two options are either delete the world and upload to a new id or contact support

#

But deleting the world will not give you another labs submission for the week so support might be better

unique wing
#

Yeah, I wonder if I can just have the quest version be different from desktop and not have a video player. Seems like it might cause problems

random owl
#

You can but having a different hierarchy can cause syncing problems between the platforms, easiest thing would be to just disable the gameobject for quest

unique wing
#

Sounds good, thank you :)

minor nexus
late ruin
#

0 errors yet i got to publish then unity closes..

#

do i need this?

#

literally gets to the naming of the world then unity dies

#

usings 2018.4

unkempt turtle
#

disable error pause

late ruin
winter trail
#

hello, so im making a world in unity but i dont like the name of it. how do i rename it?

solid atlas
#

when its in the window before you hit upload

#

change the name

winter trail
#

okay

glacial pond
winter trail
#

ok so, im trying to upload my world to vrchat but when i do it, then an error came and says "The signed in account does not have acces to the blueprint associated with your VRC_Avatar (Or Scene) Descriptor please sign in with the correct account or detach the blueprint ID (accessible on VRC_Pipelinemanager) associated with the descriptor.

Any help? xD

lunar nimbus
#

Your blueprint is the code that is associated with your world that you set in your avatar descriptor, this happens if you are trying to publish under the account that did not publish that world

#

Make sure you are signed in with the correct account, and if you are ripping an avatar or world for some reason then you would have to make a new descriptor, but try not to do that

#

You can go to the content manager tab and copy the blueprint of the avatar you want to publish to and paste it in your descriptor

near escarp
winter trail
#

Its Viperz

near escarp
#

There's quite a few, can you post your user ID, it's the one in the URL when you're on your profile page

winter trail
#

sure

near escarp
#

starts with usr_

winter trail
random owl
#

Click on the profile picture on that page and then copy the url

near escarp
#

thx

#

Restart Unity and it should work !

winter trail
#

okay thanks

#

hm i still get that error :/

random owl
#

Guess it wasn't the bug that has been happening lately then

#

Did you have the world uploaded already to an id or is this the first time you are uploading it to vrchat?

winter trail
#

this is the first time i think.....

near escarp
#

Did you have to log back in ?

winter trail
#

no

near escarp
#

After restarting unity ?

winter trail
#

no i didnt have to log back in when i restarted it

near escarp
#

ok, close unity and i'll log you out again

winter trail
#

ok

bold ibex
#

Hi . I have a quest 2
Can i play my music in vrchat ?
I have no pc tho

winter trail
near escarp
#

You'll have to contact the support then

winter trail
#

hm okay

random owl
#

Might be worth trying to detach the blueprint once first

#

Go to the VRCWorld gameobject you should have dragged into your scene and press detach on the pipeline manager and then try to upload again

winter trail
brisk spear
#

can we use shader graph

rain shadow
harsh wagon
#

Is there a way to make moving platforms that people can stick to?

#

something someone could stand on while it moves

rain shadow
#

It is possible but it involves teleporting the player every frame with an offset of how much the platform moved

harsh wagon
#

That doesn't sound very good for networking

rain shadow
#

That's not really an issue

#

Though there is a bug with teleporting the player every frame in udon at the moment which is under review

harsh wagon
#

Hmm

#

While I'm at it, how would I go about making an object follow a path?

#

I was going to animate the object in question moving in a loop, but it'd look better if it could follow a path instead.

rain shadow
#

Depends on the exact setup and what you are actually doing

#

What is the object and what is the path

harsh wagon
#

I'm porting an old TF2 map called Mario_Kart

#

as the name suggests there are vehicles moving around

#

in TF2 there's a map tool called func_tracktrain that makes an object follow a path at a predetermined speed

#

I don't need any controls, just a gameobject moving around the track

#

I was going to keyframe all the cars as they go around the track, but that means the speeds vary a lot depending on how the key frames are placed.

rain shadow
#

Using nav mesh agents might work for that

#

You can give them points on the track to move to and they will follow the mesh to that point

harsh wagon
#

Any guides I can look further into?

rain shadow
#

There should be quite a few if you google for it

harsh wagon
#

They all seem to be fairly basic, I'm not sure how I'd force an agent to loop around

rain shadow
#

When an agent reaches one point you change its target to the next point along

#

You would probably need at least three points where it changes

#

OnEnterTrigger > Change to next target

#

Doing that you could also do something like randomize its speed slightly to create variance at each point if you wanted

harsh wagon
#

Oh no, these cars are extremely basic

#

move to point, instantly rotate to face new point, go straight to next point

#

they don't even turn smoothly

rain shadow
#

It should work pretty well with a very basic agent setup then

tired herald
#

question new to uploading when i enter my world i can only see out of 1 eye any tips on fixing this

harsh wagon
#

every time the object touches the next empty, it uses LookAt to point to the next one

rain shadow
bold ibex
#

When i go to publish it wont let me type or check any of the boxes can someone help me figure out why?

tired herald
#

now when i try to enter my wold it kicks me out is that a polygon issue

tired herald
#

the ll

bold ibex
bold ibex
tired herald
#

no im sorry i had somthing similar happen to me but thats how i fixed it im sorry

kind leaf
#

You can easily rename a world by logging in at the vrchat website, going to worlds, my worlds and selecting your world. No need to hold up the servers on a full upload if you are just changing names, descriptions, size, or tags.

#

Also, at no point should you have to press the pause button to upload or change information. In fact, it is required to stay in play mode the entire time. Pause breaks; that fancy VRC SDK UI is running in play mode so pausing it breaks the UI.

harsh wagon
#

It's a C# thing

#

so I guess it's technically udon since it needs udonsharp

late ruin
#

whats the best textures for windows?

#

as in glass

short gulch
#

Unless you want the glass to have some dirt, I usually just go without a texture, make it transparent set the color to black or grey and max the smoothness, and increase the Metallic slightly

harsh wagon
# late ruin thanks

I tend to use 0.25 metallic and full smoothness, with the colour set to a teal colour like actual glass

dusky crystal
#

Hey, this is probably a frequently asked question but in unity the VRChat SDK only has one other option when i click on it meaning i cant upload my world or anything, what should i do to solve this?

glacial pond
#

Most of the unity defaults do, as do all the popular VRChat user-made shaders

glacial pond
dusky crystal
#

i am using version 2018.4.20f1 and ive reinstalled the SDKs so idk whats wrong

#

but when i put in the same SDK into a different project it works fine

bold ibex
#

anyone know where I can get a water shader that can run on quest worlds

alpine flare
#

I keep getting an error about "Asset bundle upload failed" when I try to upload my world. I've tried uploading it with and without Future Proofing ticked but neither way fixed it. I'm not sure what else to try? I'm using the most up-to-date version of SDK2

near escarp
wraith ruin
#

Hey, does anyone here know how to cast camera/render texture to desktop view when in vr? Without using shader cubes and stream cameras. I've seen it done in couple worlds so i know it can be done but i have no idea how

urban epoch
wraith ruin
#

cameras do work by default for a render texture, you mean i have to toggle it off and on to it to work in the desktop window?

urban epoch
#

Correct. Cameras that render to the screen need to be manually enabled, since VRChat disables their component to avoid people running into this accidentally.

wraith ruin
#

Ok. Should i assing the camera as main camera in the vrcworld object or does it work without it?

#

Meaning that i have the main camera where i have set clipping planes etc like i want, but for the cast camera i want different settings, does it matter what camera is in the vrcworld? Do i need animate the camera change?

urban epoch
#

If you want to use a special camera for stuff then don't assign it to be the reference camera in the VRCWorld. Simply giving the camera a higher priority will make it render over the other one in your scene.

wraith ruin
#

Hmm okay. Was just wondering how the clipping plane settings change for the vr view then, since they are controlled by the reference camera.

But thanks a lot! 🙂 Im sure i can figure out rest of it myself

tired herald
vale plume
#

too much glow?

tired herald
#

no

#

looks good

vale plume
#

ight ty

tired herald
#

yep

late ruin
#

aint much but it is a first world

timid hawk
#

Pretty nice

hard lance
#

so i have bakery set up handling all my baked lighting, but the player model is very dark. do i still need to have realtime unity lights enabled? bakery keeps turning off realtime...

near escarp
#

you need lightprobes

velvet pebble
#

anyone know of any working strobe light prefabs?

kind leaf
# velvet pebble anyone know of any working strobe light prefabs?

No, but its not hard; get yourself a cluster of lights, give each a different color, deactivate every other one, and declare them individually or as an array in a script set a toggle bool and set their active state !active state and repeat until the bool is false. Thought it be a brilliant Idea to add a strobe to my first world. 100% disapproved (Strobes piss a lot of people off). Looked bad ass though.

bold ibex
#

How do I fix please remove excess tags before uploading when trying to upload world

unkempt turtle
bold ibex
#

How do I remove them

unkempt turtle
#

by deleting some entries in the tags list i assume?

#

you cant have more than 5 tags

rain shadow
#

You can't change post processing profiles directly you would need to make a post processing volume for bloom and change its weight value

#

Also for udon specific questions you would want to ask in #udon-general

random arch
#

hey question im trying to create a giant sphere around my world with a texture on it does anyone know how to like invert the texture so its facing the inside?

rain shadow
#

You can do that on the mesh itself or with a shader

random arch
#

is there any shader you can recommend that make it easy i am poop with meshes

rain shadow
#

What shader are you currently using?

random arch
#

pyomi pro and a few others for random objects around the world

rain shadow
#

poiyomi should have the option to change the culling which is what you want

random arch
#

alright let me have a look

#

you are a life saver thankyou

cunning wolf
#

Hello there. Would this be the right channel to ask for assistance with worldbuilding issues?

#

Specifically, getting a video player working.

idle jolt
#

How do I make animations become global? I’m not talking about via a trigger, I’m talking about a controller.
In my world I have a moving chair but it is not synced up to the world. Because of this different people will see the chair in different positions.

cunning wolf
#

I've been making an 80s/90s retro arcade world for the past month or so in SDK2, learning how to world build as I go from Yotube tutorials etc. It's finally up and out of the labs and I have pretty much everything working - lights baked, probes and occlusion working, decent framerate, mirrors toggling off when you exit the trigger range for them etc etc.
One thing remains out of reach though, and that's a working video player. Scripting a video player myself with a working UI is way out of my league at present, so I'm using the Munifisense Hangout Player (2020).

The problem is, the player works fine if it's just me in the world, but as soon as other people join it turns into a jerky desynched slideshow, as you can see in the attached screen recording:
https://youtu.be/YeOKohNlkzQ

The video I have playing on the screen is an unlisted showreel of my own work. I used the compression settings that this post said to use for VRChat video players ( https://thegreatpug.com/vrchat-making-a-theater/ ), so I don't think it's the video that's causing the playback to fail..? https://www.youtube.com/watch?v=iMhaQhKcono

Here are my video player settings, if it helps.

leaden hazel
leaden hazel
errant beacon
leaden hazel
#

As a thing, it might be good if there was SDK / system support to mark things as devs like this and automatically deactivate certain effects if a player enables an option to do so. And let people report if a world contains flashing lights but isn't tagged as such.

errant beacon
leaden hazel
#

Hmm?

#

I'm afraid you've confused me a bit!

cunning wolf
#

@leaden hazel Yes, that's the world, with the rainy alleyway. I'm glad you liked it!
That's very odd about the video player. I seem to be having nothing but problems with it.

leaden hazel
# cunning wolf <@!90531942100926464> Yes, that's the world, with the rainy alleyway. I'm glad y...

Brought me right back to the sort early 2000s student haunts during my university years.
And you have a mirror in the bathroom that actually works. Infuriates me so much people putting mirrors in bathrooms in their worlds that for some reason aren't also actually mirrors for no good reason! XD
I'm afraid I can't offer too much help with your issue as I've only worked with SDK3. How many people have you tested with? And with different avatars and things? Like I said I didn't experience the issue myself. So it could be something that's not actually wrong with the world but something else entirely.

cunning wolf
#

Hmm, I wonder...
When it's just me it's fine but if I spawn into a version that already has people in it the player is just frozen. It seems to break if it's anything above just one person in the world. But if nobody else is actually seeing the problem and it's just me, then I can certainly live with it.

leaden hazel
#

Spoke to my friend who visited with me, they didn't see any issues too. Ah.. Could it be something to do with the player trying to sync its position and getting stuck?
I believe we restarted the video player so we're were in sync on it.

#

So it could be a networking related issue as it tries to say 'play and skip to ten seconds in' and then that bit goes wrong...?

stiff yoke
#

Hello, I just started to learn how Unity work. I'm trying to understand how to create a world with unity, and I find this video ( https://www.youtube.com/watch?v=ynQRg4LhNjE&ab_channel=VRChat ) with a "VRChat Home Kit", a project with a prefab home, where I'm learning how to change colours, ect.
I'm having an issues with the upload of the world, when I try to upload it it show this.

Home Kit is a Unity Package with the assets you’ll need to customize and upload your own home. The tutorial is aimed at beginners, so it’s a perfect starting point for building your first VRChat world.

We’ll create a Unity Project, import the VRChat SDK and Home Kit packages, and customize your home with furniture, materials, and lighting. Afte...

▶ Play video
leaden hazel
#

Again, I'm in SDK and Udon and syncing and networking is trouble there too. I don't know how players sync in sdk2.

stiff yoke
#

If anyone could help me to understand what's the problem and how to fix it it would be really helpful!

leaden hazel
#

Or well, that's happening on upload. Hmm

stiff yoke
#

That's the Camera Inspector

leaden hazel
#

Checkbox at the very top left

#

Next to its name

stiff yoke
#

Ohh

#

Thanks!

#

Let's see if that was the only problem ahha

leaden hazel
#

See if it behaves then. Items on the scene hierc... Heirc... Tree list thing on the left, will be light grey if they are turned off for reference.

#

I can't spell that word. XD

stiff yoke
#

It's still not working for some reason

#

I could maybe know why but not how to fix it, one second I'll recreate the project

near escarp
#

those errors aren't a problem

stiff yoke
#

Could this be the problem? I import the world but then I have to setup layers

near escarp
#

You never added your layers ?

stiff yoke
#

No, it's my first time

#

I downloaded the VRChat Home Kit from the official VRChat youtube channel

#

Collision Matrix it's not a problem as well?

leaden hazel
#

Do the thing! ;)

#

That should be automatically resolved by step 1

stiff yoke
#

The strange thing is that the "build and test" work but for some reason it can't publish

leaden hazel
#

On the authentication tab, does it say you're allowed to publish?

stiff yoke
#

Yeah

leaden hazel
#

Basically hit auto fix and follow the instructions whenever that panel reports a problem. Only very rarely is it okay to ignore kt.

#

It*

stiff yoke
#

Probably the error is there

#

I don't know, I'm trying to guess

leaden hazel
#

Sometimes you do just get things like that during the build process that you can ignore.

#

What does the VRC panel say now?

stiff yoke
#

When I hit "publish", this appear on the vrc panel, while the unity application stay like this:

#

If I play "pause" on the top-middle, the vrc panel reset

#

And I have to click again on "publish", but it does the same thing

leaden hazel
#

That is a bit odd, what should happen when you hit publish is it goes to a special publishing screen in the game view.

stiff yoke
#

Yeah, I know, I'm following the official VRChat video with this unity kit, but for some reason I don't get the publishing screen

leaden hazel
#

I'd have to get the kit myself. Have you made many changes or were just trying to do a 'build it as it comes' thing?

stiff yoke
#

At first I did some changes, but since it didnt work I created a new project without doing any changes at all

#

And it still doesn't work

leaden hazel
#

Question, with the kit, was the vrchat panel and that already there when you opened it up?

stiff yoke
#

I opened the SDK before I open the kit

#

Should I try a new project with only the kit?

leaden hazel
#

No, it won't work. I was just wanting to check the kit didn't come with an SDK that was out of date.

#

What is the version of the SDK just to check anyway? It's on the last tab of the sdk

stiff yoke
#

VRCSDK2-2021.06.03.14.57_Public

#

Maybe the kit is too old?

leaden hazel
#

Sdk is up to date. Hmm.

#

peers wait, is this world expecting... SDK 2 or sdk 3?

#

And which one did you load in...?

stiff yoke
#

I did load the SDK 2

#

Oh

#

Wait

#

I tried to ctrl+f in this channel to see if someone had the same problem that I have

#

There is someone who had the same issues

#

And he said he fixed it by delete the "sample scene"

leaden hazel
#

Try it?

stiff yoke
#

But where is the "sample scene"?

kind leaf
#

Press the project tab at the bottom.

#

navigate to assets / scene

stiff yoke
#

Find it

#

thank you

#

Let's hope this will fix it

#

Nothing changed

kind leaf
#

yeah, its not publishing because of the errors shown to you in red font.

#

deleting the sample scene isnt going to change that. Deleting the kit scene would lol. but you dont want to do that. The errors need fixed.

#

the 3 visible errors are because of the chair being used. remove the chairs from the scene or fix them? I don't touch sdk2, if it isnt C# I dont have any clue.

stiff yoke
#

I tried by removing the chairs but nothing changed

#

I guess I'll try to use the kit and not the already assembled kit, maybe it will fix that

#

Maybe this is the error?

#

But it shows up when i load the SDK

leaden hazel
#

Hmm. That does sound like there is something wrong with the kit but I have no idea what. I'm not free at the moment to check this out or I'd help further. :/

stiff yoke
#

Thank you so much Nidonocu

#

Yeah, the issue is probably the kit itself

#

When I load it it shows up the 2 visible red errors

alpine flare
#

I keep getting this error whenever I try to upload my world. "Error updating content. Asset bundle upload failed. Failed to upload file."

I've already tried uploading with and without future proofing but to no avail. I'm using the most recent version of SDK2. The only thing in the console that stands out is "Cannot start an upload against anything but the latest version of this file: 2, 1" but I'm not sure what this is referring to?

dusky crystal
#

how can i update my world if i change something in unity?

unkempt turtle
#

upload to the same world id again

#

it replaces the old version automatically

dusky crystal
#

what do you mean?

#

how?

unkempt turtle
#

you just upload again

#

it should say "update world" instead of "upload new world"

dusky crystal
#

in unity in the SDK at the botton it says build and publish world

unkempt turtle
#

yes, you press that again

#

in the upload screen it says update rather than upload new

dusky crystal
#

It still says upload

#

just upload

unkempt turtle
#

then make sure to attach the world id of the world you want to update

kind leaf
# stiff yoke

The error is telling you exactly what is wrong. A missing script in a public prefab is not common; it wouldn't have made it to the public list if it was broken. So something was imported wrong. Starting a new project by opening the "kit" is sloppy. You start a new 3d project, import the sdk, then import anything else like the kit. Scripts references are broken when the order of operations is not performed correctly.

unkempt turtle
#

make sure the pipeline manager component on your vrcworld prefab has the same id attached to as the world you want to update

dusky crystal
#

huh?

kind leaf
#

Ive never seen the update/upload difference. The fact is that you just do exactly what you did for the first upload

dusky crystal
#

so just upload it again?

kind leaf
#

yes

#

VRC handles the rest.

dusky crystal
#

wont that make another of the same worl?

#

world

kind leaf
#

nope

#

it will only make a clone if you removed the ID. If you dont know what the ID is then you didnt remove it

dusky crystal
#

no idea about the ID or anything

unkempt turtle
#

if the id is the same, it will upload and replace the current world with that id
if the id is empty or different, it will either create a new world or replace another world that has that id (if its one of your ids)

dusky crystal
#

where do you fin the id?

#

find

unkempt turtle
#

either in the pipeline manager or on the website

dusky crystal
#

which website? the vrc home or a different one?

unkempt turtle
dusky crystal
#

yeah but where do you find the Id there?

unkempt turtle
#

in the URL

harsh egret
#

does poly count matter when uploading worlds?

unkempt turtle
dusky crystal
#

ok so then how do i make sure that the ids are the same?

unkempt turtle
#

by comparing them?

#

its literally a string like wrld_ac86cf71-a362-4856-b7f7-2218d1974fab

harsh egret
#

because i want to import some statutes that are high poly

unkempt turtle
harsh egret
#

its over 100k poly but it uses only one material

kind leaf
#

@dusky crystal you can clone the id from the sdk content tab as shown here. The pipeline is shown on the right(2).

harsh egret
#

some of them are more higher like 400k

dusky crystal
#

ah ok thanks

kind leaf
#

if the pipeline isnt empty just leave it alone and upload as normal. You cannot accidentally change the id because to change it you would have had to hit detach.

harsh egret
#

is that a issue

unkempt turtle
#

you should probably decimate it

dusky crystal
#

whats the pipeline?

unkempt turtle
#

that thing

kind leaf
#

image with the 2 label shows where the pipeline is if you are using the VRCWorld prefab.

#

You will find the VRCWorld object in the Hierarchy. Usually labeled as that. If you or whoever built the world used the starter kit it might be inside WorldInfo (also in the Hierarchy).

glacial pond
# harsh egret does poly count matter when uploading worlds?

Polycount does not matter much, the important things are making sure you enabled and baked object occlusion, and baked your lighting instead of leaving it real-time. (Unless it’s very optimized and can do real-time well) and done light/reflection probes so avatars are shaded properly

kind leaf
#

OC isnt going to save performance with the statue when it is rendered. You wont have an issue on PC but Quest is going to lag or CTD as soon as the statue renders or tries to. 100k is 2x higher than is permitted.

harsh egret
#

i decimate the statues to like 10k poly

scenic hare
#

i have no issues with 500k polycounts on quest

#

yes, no issues means a locked 72hz

#

if you make sure you aren't using expensive shaders and bake your stuff properly you will be fine

kind leaf
#

"
Worlds
While building worlds, you should try to keep polygon count low. You want to leave room for the user's avatars as well. We recommend that you budget approximately 50,000 triangles for your world in total."https://docs.vrchat.com/docs/quest-content-optimization
500k on a single object? kk

scenic hare
#

no, thats 500k for the entire world

#

what i'm saying is that its not all polycount

#

if you have a world with a bunch of cameras in it, you are going to get a low framerate on quest even with n64 level polycounts

#

meanwhile, if you only use vertex lit 3d models without textures you will probably be fine with 2-3M tris

glacial pond
# scenic hare i have no issues with 500k polycounts on quest

Of course one avatar is not going to be a problem, you’re using up all of the polygons for an entire room. You need to test everyone using a different, unique, avatar that each uses 500k tris in a different object. Then you have a fair estimate.

All you’ve proven is one person in the instance can be a performance hog.

scenic hare
#

oh no definitely don't do that with avatars

glacial pond
#

Worlds I find can go up to 2 million and not have an issue as long as everything is being occluded when you’re not looking at it

scenic hare
#

yes

#

which is my point

glacial pond
#

It’s more of make sure you can’t see everything at once

scenic hare
#

using 500k on an avatar is just bad

scenic hare
#

yes that is on quest

glacial pond
#

Is it filled with Avatars though

scenic hare
#

yes

#

well, depends on your definition of filled

glacial pond
#

Fair enough then!

scenic hare
#

its designed to only accommodate up to 8 players tho

glacial pond
#

It’s easy to make a world that squeaks by on full frame rate when it’s empty but people forget it needs to get filled with Avatars as well

scenic hare
#

so i don't think avatars will be that much of a problem (but yesterday i was testing with 12 people)

scenic hare
kind leaf
#

Your point disregarded what I was telling the OP. Culling doesnt eliminate the 100k object. The moment you render it you are rendering the full 100K.

#

So no matter how much you bake or cull the moment that camera turns to the statue you get hit with a 100k poly obj.

#

unless you divide the statue up by faces so each angle can be culled separate

copper compass
#

anyone know where i can get some good button textures? UI button i mean lol

mild spade
copper compass
#

no, i mean this is good to have too, but lemme get an example or 2

#

more like UI styling

#

cosmetic

untold pewter
#

Im only getting udon graph and utlilities in the sdk menu, tried removing and reimporting and its the same

random owl
#

Check your console for errors

untold pewter
#

107 errors all refering to udon stuff not being found, UdonSynced, UdonSharpBehaviour, UdonSynchedAttribute, ect

bitter idol
#

i have a realtime reflection probe set to bake on awake. i have triggers that when the player enters the room the probe will wake. it doesnt work. why? yes ive made sure the component starts off and is enabled by the trigger and ive made sure the trigger is on the right layer because ive used the same trigger collider for something else

#

btw i can see the reflection in unity if i turn on the probe

untold pewter
#

Guess I'll just stick to sdk2, at least I can actually use thst without the console dissappearing

eager garnet
#

im trying to put background music in a certain part of my map, but if i set the audio source to 2d it will be heard even outside of the set range, but if i set it to 3d it will sound like its coming from a set spot and wont sound right as background music