#world-development

39 messages · Page 87 of 1

vague remnant
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Aye

fast python
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And I don't think they work on Quest either

vague remnant
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Maybe, not sure

spring temple
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It’s called piano lounge

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It’s super cool cuz it works like a real piano

rain shadow
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There is one you can use in desktop named Piano Simulation Room and it uses key the input layout from virtualpiano.net which has sheets for keyboard controls

vague remnant
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Ooh!

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I oughta check that out after my interview with Raising Cane's

fast python
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Found the answer to my issue

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Its not my world

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It's a VRChat Quest bug

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I set my home to an official VRChat world and the same issue occured

vague remnant
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Ohhh, weird, because my build target for my world isn't Quest (Might optimize for it later, but I'll cross that bridge when I get there), but good to know

fast python
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I mean Quest is a little unstable at the moment

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Yesterday all of our avatars simultaneously broke

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Case and point

vague remnant
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Doesn't surprise me plans on getting an HTC Vive anyway

rain shadow
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Is it specifically the avatar that has that loading issue or do you get the issue on every avatar?

fast python
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I'll test that next

near escarp
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Did you not get the latest update ?

fast python
fast python
near escarp
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Yeah i think we ran into this, but couldn't find what caused it on the avatars we tried

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If there's a canny for this issue i'd suggest you add your info to it

fast python
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Roger

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At first I thought it was an issue with my world

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But to test I set my home to the Avatar 3.0 hub or whatever its called and sure enough the same thing happened

vague remnant
fast python
vague remnant
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Canny?

near escarp
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Time to make one then !

fast python
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This good?

vague remnant
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Wait, what's a Canny?

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Also, would I be able to use SDK2 prefabs in SDK3 worlds? My gut says no, but I'm slightly hoping for a yes?

green lagoon
vague remnant
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Aww, saw some things in a google docs form that I want, but it's SDK2 only

rain shadow
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The prefabs will be usable but if they have SDK dependent components those wont transfer

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What did you see in the google doc that you wanted?

vague remnant
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Well, Fionna's "Spin the bottle", I'm guessing it's the one with the red dot that follows the top of the bottle? And a laser pointer, confident I'll find more stuff I'll want

rain shadow
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There is a version of it ported to udon it seems

vague remnant
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And some things I've not found yet, like the pen system

vague remnant
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Good to know!

green lagoon
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they are several pens for udon

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like three different ones

vague remnant
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Oh

random owl
# fast python

You should also be including the conditions it happens in, as in is it just the world you are using as your home or any world and if it is just the one world include the world id.

fast python
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It's any world apparently

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I tested this

green lagoon
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VRChatのワールド用のペンセットです。 消しゴム機能も付いています。 Quest向けワールドで使用する場合は「Quest向けマテリアル」を使用してください。 UNU対応版からは自動でマテリアルが差し替わります。 Quest向けマテリアルに差し替えた場合はTrailRendererのWidthの値を0より大きい値にしてください(0.005など) Presentation RoomなどのようなLate Joinerへの同期は取れません。 ※ExMenu用最小限アセット ExMenu(拡張メニュー) ( https://chiugame.booth.pm/items/1510744 )

vague remnant
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Color pencils :D

green lagoon
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so ya have fun

vague remnant
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Thanks, there's other stuff that's not VRC related I want, but not the subject for here, thanks a bunch

sly zodiac
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has anyone else made their vrchat world into a stand alone game? mine doesn't work very well since i'm not much of a game developer, but someone who knows what they were doing could probably do it easy

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i did it because my friend didn't wanna install vrchat and it gave me the idea

kind leaf
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Sht no. Working backwards from a source with dlls is too much work. Better off starting from unity without the sdk. Import or write your own character controller and interactions. It's not rocket science but unity has plenty of plug n play assets to do it for you

junior cloak
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I just noticed that unity force the dropdown template canvas order in layer to 30000 which create issues with the VRC cursor, anyone got an idea on how to fix that ?

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God these stickers.

kind leaf
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is the a fked up particle trail?

junior cloak
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That's the vrchat cursor not liking the 30k order in layer from the dropdown canvas

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But as you can read here, it's hardcoded in the dropdown script code

kind leaf
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scroll to the bottom

junior cloak
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guess I would need to use udon to do it but I am unsure of being able to do it to be honest

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I'm a lil monke

kind leaf
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Well, i cant help you with Udon; but if you want to go with UdonSharp its a simple script.

start off by installing UdonSharp
right click in ur project create U#
name it
open in Visual Studio
at the top you'll see "using" and "using UnityEngine.UI;" without qotes
then copy that dudes script. Add it to the template, press compile and make sure its on continuous.

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that script assumes the canvas is on the template, I have no idea if it is by default. I do scrolls but not drop downs in vrc

junior cloak
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currently going for it ; had to replace print by Debug.Log so it's compatible w vrchat, i'll report back if working

kind leaf
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oh yeah, see im so used to seeing U# when i read C# now, going back to straight c# will be a pain.

junior cloak
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eheh

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Seem to work in unity

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Launching a test build

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doesn't work in game :<

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would've been to easy lmao

kind leaf
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you have the uishap attached to the canvas right?

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VRC Ui Shape? Also, are you using cyanEmu to test in unity?

junior cloak
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yep / yep

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Oh, the dropdown List that get created when enabling still got the order in layer to 30000

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hm

kind leaf
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found this


I just find out that if you add a Canvas to your Template game object of your Dropdowns with the wanted sorting layer it works like a charm!
Adding to this, I actually added a Canvas to the Template, checked Override Sorting, and set the Sorting Layer to the layer that you want the dropdown list to be on.```
junior cloak
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Already got one on the template :(

kind leaf
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and you did override sorting layer and set it to something other than default?

junior cloak
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yup

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Actually I didn't change the sorting layer.

kind leaf
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I mean, fk Unity is full of hacky work arounds here is another Found a solution to this. I added Canvas and GraphicRaycaster components to the gameobject that has the Dropdown component. I also added Canvas component to the Template gameobject that is referenced in the Dropdown component. This Canvas uses the same settings as the Canvas that is in the gameobject that has the Dropdown component.

junior cloak
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Let me build once again and check this one

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nope

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Meh, whatever tbh it is what it is

kind leaf
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if you can find a workaround; could just use a button that toggles a set of other buttons to be visible. Now thats hacky, but when unity gives you shit to work with..

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I cant rip on unity too much, its not their fault we are in 2017

#
  1. doesn't matter
proud hamlet
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anyone knows why the SDK keeps loosing my login info?

inland cave
cunning wolf
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Does anyone know of a decent video player for SDK2 VRChat? The one I'm currently using in my world (MunifiSense Hangout Player) constantly freezes.

inland cave
alpine spoke
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Anyone get "AudioSampleProvider buffer overflow." issues withUSharpVideo? It causes lag spikes in my world and I'm not sure what the issue is.

vapid surge
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I'm getting the exact same error, clean project, only latest vrcsdk added. .vrcw file got successfuly build. What was the solution?

bold ibex
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Alright. So is there some sort of guide for making worlds?

rain shadow
leaden hazel
bold ibex
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Alright.

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Cheers mate.

vapid surge
weary root
rain shadow
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@vapid surge If you go to AppData\Local\Temp\DefaultCompany\testworld that should be where it's storing the built world data

vapid surge
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the vrcw file is there and vrctoolkit also said the build was successful

rain shadow
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Does the path to that folder have any special characters in it?

vapid surge
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Nope

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/tmp/DefaultCompany/testworld

rain shadow
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What about before that? like computer name and such

vapid surge
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that's not part of the path 🙂

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btw, this must be an issue introduced with one of the latest versions of the SDK, there was no issue about half a year ago

rain shadow
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I would guess Unity/VRCSDK is expecting a windows-esque path

vapid surge
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That'd be weird. The last SDK I know which worked was 2021.02.23.11.40

rain shadow
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Do you have another project where it works?

vapid surge
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The older SDKs, yeah

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but the current version of UdonSharp requires the newer VRCSDK, so unless I'm also using an older version of UdonSharp, I kinda have to get this resolved 🙂

weary root
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following the guide on the docs got me many errors 😅

rain shadow
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@vapid surge Yeah apologies, wasn't able to find an obvious solution.

vapid surge
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So no way for me to backtrace where exactly it's coming from

rain shadow
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I need to sleep now. but hopefully 1 will be able to find a solution as they have a lot of knowledge about the SDK as far as I know that might help

vapid surge
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sleep well! 🙂

cold hound
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How do people create real time lighting from a VideoPlayer i'm trying with Realtime Emisson but it's not working

proven tendon
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are non-euclidian worlds possible? as in portal+camera+lighting tricks

desert python
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ye

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itd be wacky and require a lot of brain power to make it look legit, but its possible

desert python
cold hound
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Then i don't know how to do that thing i'll check on that

desert python
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merlin has a good example for it somewhere. idk where but i used his for my stuff and it seems legit

cold hound
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i'm trying to do it with that videoplayer

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but i'm not able haha

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just want some real time light

desert python
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i am p sure gi updating is still required in some form, but dont quote me, im a 100% baked GI user most of the time

copper compass
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hihi, anyone know how to fix an issue with Ambient Occlusion that makes you see it through obstacles? i can see things through the mirror and through certain objects i can see the AO "shadows"

desert python
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thats pretty common, i feel like someone fixed it be using render queue

leaden hazel
glacial pond
leaden hazel
glacial pond
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Those that know seem to want their secrets :p

leaden hazel
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You need a teleport, and then something similar to a mirror but with the 'target' not facing straight back

glacial pond
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Yeah I can deal with a teleport I already have relative teleporting working correctly on my very fake camera based portals. What eludes me is the seamless depth effect

leaden hazel
glacial pond
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I don’t know why the official VRChat mirror prefab can’t just have a rotational and positional destination offset on it

leaden hazel
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If you look up how to world portals in unity, that might set you on the right path

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The main tricky bit is needing to make sure there are two textures created for the two different eyes

glacial pond
leaden hazel
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Take a look at the mirror's shader code

glacial pond
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I wish we were allowed to mod it

glacial pond
leaden hazel
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No, but the graphics system can

glacial pond
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I feel like it’s one of those things that could be solved in multiple ways and the way I end up doing will be some stupid jank way when a more native method works

leaden hazel
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Shader lang does crazy power stupid stuff if you know how

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See the treehouse world

glacial pond
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I do not know it

leaden hazel
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Thankfully, with 2019, we'll finally have shader graph

glacial pond
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I wasted many decades and resources learning the wrong languages

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If only I was more interested in shaders instead of C++

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I’d trade the knowledge

leaden hazel
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Shaders are C

glacial pond
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I know

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Well, no, they are close to C#

leaden hazel
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All C-based languages are interchangable

glacial pond
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Even I don’t know regular C

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Eeeeeeeeeh.

leaden hazel
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So if you know how to { } you'll be able to feel your way through

glacial pond
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I do

leaden hazel
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Its more learning the keywords

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and the library in question

glacial pond
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And what types of things you can’t do anymore because you’re living on a millisecond of a GPU

leaden hazel
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Basically its all maths

glacial pond
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I’m fine with math. I’m not good at optimization

leaden hazel
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The code that enables the mirror is... two lines

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The whole mirror shader is 74 lines long, and about 15% of that is { } and empty lines

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Infact.. huh.

glacial pond
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Maybe I am misunderstanding how the mirror script works but I really do think it would be trivial to add a transform offset to the mirror that would basically let it act like a portal

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Sadly we can’t edit it, the code is stripped away and replaced with legit copies

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I’m gonna try to edit it in the editor anyway and see if it’s feasable

leaden hazel
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Give me 15 minutes and I'll have something to show you

glacial pond
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Lol, called it

leaden hazel
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I'm just trying to work out the maths

viscid belfry
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Quick question: Is it possible to test a world in Unity using the Oculus Quest 2, or can you only test in desktop mode until it is uploaded?

near escarp
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What are you trying to test ?

civic ibex
kindred bramble
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Anybody have any idea as to where I could find a decent city skybox where the city is below you like balcony style? I've seen a lot of maps using similar ones so I'm assuming its just somewhere I haven't checked yet.

vapid surge
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Any help would be welcomed

random owl
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Try changing the DefaultCompany to be all lower case

vapid surge
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Didn't help

random owl
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In your picture it looks like you are running some Linux distro?

vapid surge
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Yeah, that's right

random owl
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Let me just check a few things and DM you after for some more debugging

vapid surge
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Alright, I'll stand by

cedar fjord
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i'm having an issue with the mirror in my world. so for some reasons, my particles are not visible in the mirror if they are in floor is behind it, and idk why, i've been messing with render queues, with the layers etc. but i can't find a way how to make the particles appear normally in the mirror. the floor is just standard shader.

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anyone that knows how to fix this?

leaden hazel
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Stereo cameras too so they would in theory display correctly in VR but I didn't have time to test.

vague remnant
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So if my understanding is correct, static objects with colliders can't be passed through?

leaden hazel
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Well.. they'd display the wrong image... correctly. If you know what I mean. Offset per eye. :P

leaden hazel
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Static relates to other aspects

vague remnant
leaden hazel
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@vague remnant Static is actually broken down in to these aspects. Nothing you'll note relates to collisions

vague remnant
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Ah, so that part with the nothing and whatnot is what it can and can't collide with?

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But static like doesn't move period

leaden hazel
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... I forget which one of these is the one that prevents movement though.

vague remnant
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Rigidbody, if that component isn't in an object/prefab, then it won't move

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Notably the Udon floor

leaden hazel
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Correct, you need to set a few options to be able to push things

vague remnant
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That's gonna be real complicated for me, will have to inquire later, for now, I think your situation should be answered first, or you cool with moving to DMs?

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Dinner first (Yummy)

leaden hazel
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I'm about to sleep so this is a quick pointer to get you going.

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Is Kinematic -> No, Probably use gravity or it will float away~, Collisions Detection, try the different Continuous modes. If its set discrete, eventually the object will 'sleep' and need code to wake it back up again before it will pay attention to forces.

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Good luck and enjoy dinner! ;)

vague remnant
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Thanks

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Good luck to you too

harsh wagon
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I tested my world today, for multiple users for the firsf time

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for some reason it's fine until a point

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then I get 12 fps consistently

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exactly 12

viscid belfry
silent furnace
pliant dragon
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So I uploaded my world, it worked fine in the build test and I was able to view it on the VRChat website, but when I go in game I cannot find it attached to my profile nor can anyone else. I also looked it up and it still didn't show up. Then I invited myself to my world through the website. It started to load me, then as soon as it got to the part where it would download the world, it kicked me back to my homeworld. I don't know what to do. I origionally made it in 2018.4.36f1 and I read that it was the wrong version so I reloaded it in the correct version (2018.4.20f1) and reuploaded it. It still didn't show up. Made in SDK3

rain shadow
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Might need to detach the ID and upload again

pliant dragon
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Ok I will figure out how to do that and upload it

rain shadow
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On the world descriptor pipeline manager you can find the ID and reset it there

pliant dragon
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Do you mean the scene descriptor?

rain shadow
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Yeah

dusty sequoia
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if you're using prefabs from the unity store, check each of the objects or delete unused or unneeded scripts.

pliant dragon
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There is my scene descriptor, just didn't know what to change

rain shadow
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Click on the pipeline manager to expand it

dusty sequoia
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there is a game object called vrcworld

pliant dragon
dusty sequoia
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drag that in and remove that scene descriptor

pliant dragon
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ok

pliant dragon
pliant dragon
dusty sequoia
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then you should be able to build the world

rain shadow
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They are already able to build the world, that is not the issue

pliant dragon
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Oh was that if I couldn't build and run is what he is describing?

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I have a working spawn point. I used an empty object

rain shadow
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The issue you have is you built and uploaded a version beyond what VRChat supports on the current live version and you can't load into that world because of it

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You can't delete uploaded versions individually so you need to delete the world or upload to a new ID

pliant dragon
#

oh okay

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So now that I detached the ID I can just reupload?

rain shadow
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Yeah

pliant dragon
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Should I delete the old one that is in content manager?

rain shadow
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Not just yet

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See if the new ID fixes the issue for you

pliant dragon
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okay

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Just one more question, how do I get the world image working? If you couldn't tell, this is my first world 😂

rain shadow
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Have you done an avatar before? it's pretty much identical

pliant dragon
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I have not

rain shadow
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Ah, when the scene goes into play mode on that build and publish screen a gameobject named VRCCam gets added to your scene

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Whatever that camera sees is what becomes the world image

pliant dragon
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Oh sweet

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I don't know what's going on now, but it isn't doing anything when I press upload

rain shadow
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Do you have any errors in console ?

pliant dragon
kind leaf
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Well look at that. Wtf is sdk2 stuff doing in ur sdk3 world? That'll fk ur stuff up.

pliant dragon
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I'm not sure. I was pretty sure I only put the sdk3 stuff in

random owl
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That's normal since the code base is still shared by big parts

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You have multiple pipeline managers in the scene

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Search for "t:pipelinemanager" in the hierarchy and remove the ones not with the Scene Descriptor

pliant dragon
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Ok done

pliant dragon
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Ahh now how do I enable AndroidPlayer?

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I think I got it nevermind

tepid tangle
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how do i setup a collider toggle in 2.0 kdngvsdfjgnfg

unkempt turtle
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you make your typical toggle trigger, but instead of a solid object you put in the collider object

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so thats your trigger (for me its an interact trigger that fires locally)

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my collider in this case is just a simple box collider

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and this is how they both look like on the field next to each other

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@tepid tangle

unkempt turtle
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@elfin rover thats how you make a pickupable mirror in SDK2 (and 3 too, but im too lazy to open that project now too lmao)

elfin rover
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Why dont these prefabs work. Im running world in test mode. And these 2 prefabs are not working...

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i do have standard assets that it recommended

leaden hazel
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So it's there in test, you made no changes, uploaded and its gone? I've never seen that one before...

elfin rover
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no

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i was running it in testing

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i havent uploaded it yet

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shouldnt they work in test mode?

leaden hazel
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I'm confused, to me there are three states, in editor testing. Build and test mode where you run in a local copy of the world loaded by your client, and uploaded, which should be the same, your files are pulled from the server though instead.

elfin rover
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as in world testing

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client

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when u press the build & test button

leaden hazel
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Okay, so, what changed between those two screenshots?

elfin rover
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those were taken at the same time on the same world test

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i've done nothing but put the prefabs of them into the world

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in the editor when i move the pens they draw fine

leaden hazel
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Oh, do you mean with two clients running at the same time?

elfin rover
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no one client

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sdk2

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im using qpens sdk 2 version

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and the virtualnewkeyboard

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both by the same person

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wait no

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ones by another person

leaden hazel
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Is the keyboard also sdk2 rated?

elfin rover
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yes

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i could just remove those 2

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since this isnt going to a public world

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i might do that

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remove the 2

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anything u can recommend as a fun prefab

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like something to do

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like a game or something

glad cargo
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so in udon 3.0, how can we make pickable stuff global?
we tried searching for Object Sync, but it's unsearchable anymore

rain shadow
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I would guess most likely errors, if you check the unity console you should see what's causing issues in your project

glad cargo
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ohh yeaa it's the compile error, but directing it to the udon files

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aren't those important? But unity is wanting it deleted

rain shadow
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What do the errors say

glad cargo
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okiii hold on

elfin rover
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well i have replaced it

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i got working pens

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from vrc starter kit on booth by virtualboy

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it came with a nice set of stuff

glad cargo
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It works now, thank youuuuuuuu

elfin rover
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no i dont need a keyboard really

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it was only there for non native speaker friends

glad cargo
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does anyone know where to get the iwasSyncVideo v2.4sk

bold ibex
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is it normal that the 2019 version does not work with the sdk3?

leaden hazel
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Might be a good idea to discuss that in the beta channel

bold ibex
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ok thx

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I was wrong, I entered the SDK3 not in beta.

spark vigil
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i have a problem with my world

cold hound
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What problem?

spark vigil
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I published it and everytime I tried to go into it I would get sent right back to the world I was in

spark vigil
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idk tbh

cold hound
thorn berry
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Hellow guys my friend has a problem with his world: he wanted to add something to his world but as soon as he 'builds and tests' it the stuff he added was not there, now he published it and the stuff is still not there. He also changed the world ID to the current version, which also didn't help.

rain shadow
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Would have to check the unity console for errors and remove anything that's causing issues

thorn berry
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he doesn't really understand those errors, could u help?

rain shadow
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He needs to delete any scripts related to that PyroParticle asset

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It says in the error the folder location

thorn berry
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good, thanks, he'll try it.

spark vigil
vague remnant
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Yeah, I was trying out the PyroParticles, doesn’t really fit the bill for what I wanted, they weren’t as good as I could have hoped, not as modifiable as I wanted, found Unity’s fire particles were the best I could get, wanted purple flames, so… yeah

eternal summit
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i am looking for the 8ball assests and etc for vrc

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anyone know or have where it is

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link wise

rain shadow
eternal summit
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do download the source code zip and the other thing as well

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?

rain shadow
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You would want the unity package

dusk summit
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go to releases then download the latest unitypackage

eternal summit
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so i have it in

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but when test and build its not there on the floor

rain shadow
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Are you using SDK3?

eternal summit
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yes

rain shadow
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Do you have errors in the unity console?

dusk summit
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make sure it's not using an older build when testing

eternal summit
dusk summit
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do you have anything interacting with it ? have udonsharp? have TMP? have a global toggle for it?

rain shadow
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TMP shouldn't be an issue

eternal summit
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Put that in

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Thank you sooo much 😭

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It worked

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Thank you thank you 😭

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another favour

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can anyone direct me to a good video player asset]

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the one i have in my other world is ok but i have seen better, any recomendations would be greatly appreciated

dusk summit
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what player do you have ?

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Use either Merlin's U# video player or ArchitechTv

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(now called ProTV by ArchiTechAnon)

vague remnant
#

Sooooo many good ideas for when I get the motivation to build my own world

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Also, there's this pool table I'm looking at with the text terri.tech/ht8b, mean anything to anyone?

errant beacon
vague remnant
#

I think I've seen that one in "Just B Club", and whenever I turn, the audio moves with it, and I like the lights on this one too

vague remnant
#

Just to sate my curiosity, why Fairly's over Harry's?

tepid tangle
#

i made an NPC thats supposed to give you a tour in my world, its built off one of my avatars, and anytime the animation plays, it forces it to play at 0,0,0 in the world, can anyone help?

vague remnant
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Would love to see it when it gets fixed :O

tepid tangle
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omg yess ive been making so many dump npcs this is the first motion capture test but gahhhh it keeps spawning at 0,0,0 T_T

#

i changed the location of the value animator.root.T to where i want but whenever i playtest it, it keeps going back there, despite it being in the area i want whenever i preview the animation

vague remnant
#

Some part of me wants to suggest a workaround, like let it spawn at 0,0,0 and then input something that would teleport the NPC to the right location? But I bet you tried that already

tepid tangle
vague remnant
#

Or aren't sure how to.... I never animated before, I'm new to the whole Unity building thing myself...

tepid tangle
#

its using sdk 2.0 too so i dont think i could code something in udon for it T_T

vague remnant
#

Oh, I'm using SDK3, so I'm not really of much help.... sorry....

tepid tangle
#

no ur fine haha

#

if anyone knows how to fix this tho pls ping me

vague remnant
#

I wish you the best of luck though

tepid tangle
#

it does this to any avatar listed as humanoid ive noticed, but if its set to generic, then the animation doesnt work whatsoever X_X

vague remnant
#

Well, I've got my fingers crossed that it gets sorted

mild spade
vague remnant
#

Trying to color a cube that's using the same material, but I need one to be white, and one red, I'm trying to do something so I know how to make invisible walls of some type, could anyone help me out with that?

#

Nevermind, used a cube with different materials (colored both cubes all the same...)

vague remnant
#

My bad ^^'

kind leaf
# vague remnant My bad ^^'

Did you figure out your invisible wall?
if not, play with public override void interact(){ Redenderer.enabled = false;}
or for a toggle
public override void interact(){ Redenderer.enabled = !Renderer.enabled;}
this keeps the collider intact but hides the visible wall.

vague remnant
#

Yes, it's not exactly ideal, but using objects will work for what I need

#

Just need lighting support now

late ruin
#

is there a way to make screens louder?

vague remnant
#

Screens louder?

#

Turn their volume up? Otherwise, I think they just rely on a 2D audio space, which essentially makes them full volume no matter where you are, like YouTube in your web browser, or background music

kind leaf
#

in the spartialized settings turn the gain up. its 10 by default.

vague remnant
#

Oh, that too

silent night
#

What is the player hitbox size again?

#

2M tall by 1M wide?

kind leaf
#

roughly

#

it obviously varies but those are the settings i use for scale.

desert python
#

whats the tallest stair step a player can climb without jumping

#

has anyone measured this yet lol

misty timber
#

is there still absolutely no way to test out quest worlds?

vagrant shale
#

I think you can use Cyanemu while the build target is set to Android but I'm not sure if it's actually testing the Android build.

#

Any ideas on creating transparent terrain? I've tried some shaders I found online but using a material with those shaders on my terrain makes the whole surface almost entirely transparent and painting textures on it without any transparency doesn't increase the opacity at all.

green lagoon
vagrant shale
#

Yeah, thought that might be the case. It's still nice to be able to test without having to change your build target but testing android specific overrides on a PC probably isn't possible unless there's an Android emulator that runs in Unity.

green lagoon
#

and even then that wouldn't be a great test of the quest as you would have more cpu than the quest

spring temple
#

I just wanna drop this in here cuz I think this looks like a very cool asset for unity I dunno if it can be used for vrchat, buuut it looks like it can basically it brings full blown 3D modeling to unity https://www.youtube.com/watch?v=NVfOTfoBmtk

The Turtle Ship demo package is provided exclusively on UModeler 2.8.1.

UModeler is Unity Plugin for 3D Modeling & Prototyping

UModeler features are as follows.

  • Perfect N-gon support
  • Easy Curved Shape Modeling
  • Sketch-based Intuitive Modeling
  • Powerful UV Editor
  • Neat conversion of ProBuilder mesh.
  • Immediate UModeler mesh editing wit...
▶ Play video
kind leaf
spring temple
kind leaf
#

you wont find high detail objects like realistic rocks or trees being made in probuilder, but low poly or 98% of any vr social world can be made using nothing but probuilder.

spring temple
#

ahh icic that's very cool

versed cargo
#

do you think you can help me with this problem im trying to upload fr quest but the event handler is preventing it but i need them for toggles like the mirrors and pickups. its sdk 2 idk if that matters or not. heres a ss:

kind leaf
#

did you try autofix

versed cargo
#

yea the event handlers cant be deleted without the toggles being deleted

viscid belfry
#

Does anyone know roughly how much playtime I require to upload worlds? Seem to find inconsistent answers online. Any clarification would be greatly appreciated. Thanks

versed cargo
#

once you get new user which i believe you can link your account to vrchat and have maybe 200 or so hours although its hard to tell

viscid belfry
#

Got it. 200 hours is an ungodly amount of time😔

tropic smelt
#

You definitely don't need anywhere near 200 hours to be new user

versed cargo
#

uh ig thats more for user huh

tropic smelt
#

If you just play, make friends, world hop, you'll get it in no time

versed cargo
#

tbh i dont completly remeber its been a long time

tropic smelt
#

And no, even that is a gross overestimation

versed cargo
#

yea fs

tropic smelt
#

For user

viscid belfry
#

It seems to be estimates. It seems the average is 20-40 hours. I wish it was more transparent. My job is requiring to make a world and I wish I knew the time to speed up the process. Its a bit of a pain having to keep playing without knowing a good estimate

versed cargo
#

hmm someone really needs to make a chart lmao

tropic smelt
#

There's far too many unknown variables to bother

viscid belfry
#

I'm surprised the devs have not made this more clear. I dont blame em. Make the time a blur and you just keep playing I suppose.

tropic smelt
#

But if you purchase vrchat plus it'll boost your rank slightly

#

Iirc it's enough to get you to new user from visitor

viscid belfry
#

Oh so increasing in rank unlocks dev mode?

kind leaf
#

0 playtime... just get the paid version

#

woops bit late

harsh wagon
viscid belfry
#

I just want to unlock upload privileges honestl6

tropic smelt
#

Yeah, vrc plus will do that for you

#

If it's for your job it's probably a worthwhile expense

harsh wagon
#

I think I'm legendary user actually, someone with a modded client told me

kind leaf
#

you dont have to keep it, rank isnt removed. pay for 1 month

tropic smelt
#

^

harsh wagon
#

I don't know how to check non-visible ranks

viscid belfry
#

I certainly think it's worth a try. I appreciate the advice.

tropic smelt
#

Np

versed cargo
#

if anything im still a vet

#

ask someone who can fly or is flexing the ripping skills lmao

harsh wagon
#

So, what would be the best way to make a waterslide in blender? I thought I could use a curve and then extrude it, but blender doesn't have an option to keep curves upright so the curve twists

viscid belfry
#

So u got vet with a purchase from your current rank? Stopped paying and kept the privilages?

harsh wagon
#

Veteran is hundreds of hours

versed cargo
viscid belfry
#

I dont need vet though unless u can only be vet to upload

versed cargo
#

ye you need god amount of hours and playtime

kind leaf
# harsh wagon So, what would be the best way to make a waterslide in blender? I thought I coul...

In this tutorial, we'll learn how to build a roller coaster track with an array and curve modifiers.

We'll be using a [Curve Point] to model parts of the mesh.

To use the Curve Point, you need to activate an Add-on called 'Add Curves: Extra Objects' that can be found under [Edit - Preferences - Add-ons].

Be sure to visit my channel to watch m...

▶ Play video
harsh wagon
versed cargo
harsh wagon
#

legendary is given to veteran users who did a lot of uploading before 2019

kind leaf
#

wait, they changed the rank structure?

versed cargo
harsh wagon
kind leaf
#

oh i want those

#

im jelly

harsh wagon
#

legendary rank is immune from deranking, so you can never go below legendary

#

and then the rank above legendary is VRChat team

versed cargo
#

ima need someone to check tat for me i may have a guy

viscid belfry
#

Oh wow so you can de rank? Interesting

versed cargo
harsh wagon
kind leaf
#

its interesting that the abbreviation for adult playgrounds is instantly deleted being a staple of vrchat. But yeah, graphical adult rooms would be a bad call for keeping rank.

harsh wagon
viscid belfry
#

Alright guys thank you so much for your help. Time to go in and make some noise. Feel free to add me if you like. I really appreciate yall!

kind leaf
versed cargo
#

so ab the event triggers

vague remnant
#

So this happened after installing VRWorld ToolKit... looks like a self-conflict to me

harsh wagon
#

it's way off

random owl
vague remnant
#

No

random owl
#

Is that the only error you have?

#

If that happened by just correctly importing the latest release I would be having a lot more people complaining about it

#

You could also try searching for BuildChecksManager in your Assets and seeing if it appears in the project multiple times

bold ibex
#

Is there a way to delete a world you made without going through the unity SDK?

desert python
#

ye, the website im pretty sure has the option

vague remnant
random owl
vague remnant
#

Need to reinstall the Toolkit

random owl
#

Show more from the top?

vague remnant
#

Me and @kind leaf have a theory, we're thinking about trying it

random owl
#

Theory? Also could you select an error and show the full trace for the error for any of those?

vague remnant
#

shrugs And sure, I guess

limber cradle
#

should importing the newest version of SDK3 add the builtin layers (PlayerLocal, etc.)? i'm not seeing them there now

vague remnant
#

Errors are gone

random owl
#

What happened?

random owl
vague remnant
#

Our theory was right, the Github folder thing was my enemy, I'm too noob-ish to know how to import github folder structures, so the git is fine, it's user error

limber cradle
#

ahhh right i remember now

#

thanks

random owl
turbid lantern
#

so names Toko i'm just wondering how long a person has to play vrchat to be able to upload a world because i just spent 5 hours on this world and got everything set up and it says you need to play longer i have in total already 150 hours on the game how much more time will it take.

#

@narrow violet can you maybe anwser my question since your a mod and all

#

😦

proven glade
#

there is no specific amount, once you get like user rank you should be fine

#

Also I have a question of my own, where the hell is that prefab that makes your voice louder for everyone else in a area, I want it for a stage microphone

turbid lantern
#

how does one get this rank fast

proven glade
#

no way to get it fast besides playing the game

turbid lantern
#

i am going to go dedicate my life to this game i made this world for me and my fiance and i will get it upload soon has i can.

harsh wagon
#

I'm trying to figure out physics materials

#

I've got a water slide and it's not very steep, but I want objects to run down the slide to go faster than they currently are

vague remnant
#

I think you want either the water or ice material

#

Whichever exists

harsh wagon
#

You have to make physics materials yourself

#

I've turned friction all the way down but it doesn't seem to have done much

kind leaf
#

unity actually comes with predefined physics materials. more if you have pro. you can certainly make them yourself if you need to.

harsh wagon
#

I'm having larger issue right now though

#

the object I want to interact with the waterslide just falls straight through

#

if I set the collider to convex it doesn't have physics

kind leaf
#

and one of the objects has a rigidbody?

harsh wagon
#

The slide doesn't because that's not meant to move

#

but the stuff going down the slide does

kind leaf
#

silly, but you made sure you didnt accidentally check is trigger?

harsh wagon
#

nope

#

wait, I mean

#

nope, there aren't any triggers

#

Would the shape of the object be an issue at all?

#

It's a pool ring

harsh wagon
kind leaf
#

the slide prob cant be convex but the objects falling should. the slide if its got sides prob has to be mesh. and the physics mat should be on the slide

harsh wagon
#

but if I set the pool ring to convex, it doesn't move at all

kind leaf
#

that should stop it from moving unless its collider is inside the slides

#

shouldnt

harsh wagon
#

It's technically inside the slide

#

in the sense that the walls of the slide are around it

#

but it's not touching

kind leaf
#

try convex on the slide them. mesh collider should be perfect but make sure the collider component is expanded and the slide is selected, you can see the bounds of the slide

harsh wagon
#

the slide being convex just makes the ring fly off

#

the problem is that it spirals under itself

kind leaf
#

mesh collider makes the mesh the collider, so a U is a U but convex makes the U a O, the shape shouldnt really matter unless there is something weird about the collider. Even a spiral should be fine. You should easily be able to see the problem when inspecting the slide with the collider expanded.

harsh wagon
#

Hmm, I might have just fixed it but I can't be too sure

#

let me test it

#

it works in play mode, but I'm not sure about in-game

kind leaf
#

so, what did you do? (it's good practice to provide your fix, keeps that search bar relevant )

harsh wagon
#

I just removed all the physics components and then put them back, with the pool ring set to convex

#

it was just one of those things where it works the second time

kind leaf
#

lol go figure

harsh wagon
#

Now to figure out how to make this pool ring move at a half-decent speed

#

I can't make the slide any steeper because the map only has so much vertical space

kind leaf
#

that will be in the rigidbody of the ring, play with mass maybe. But do note that the physics wll be smoother in game. A throw like i have a broken wrist in emu.

harsh wagon
#

I just don't want to crank the mass and break something

kind leaf
#

Its just a number, ctrl Z fixes most things. Its not like youll break unity. No Regrets!

bold ibex
#

What do I do-?

raven sonnet
#

I'm making pickup props but didn't work

#

anything wrong?

narrow violet
#

?upload

odd roverBOT
#

You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.

As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.

Source: https://docs.vrchat.com/docs/frequently-asked-questions

narrow violet
bold ibex
#

Where do you guys get your furniture models?

#

I kinda need some furniture models for a VRC house i'm making

kind leaf
#

You also do not have to go to the website to get models; you can click on the asset store tab in Unity itself, search, apply the 2018 and free filters and go on a free shopping spree.

bold ibex
#

and um another thing

#

Should i use blender to make this or Unity?

kind leaf
#

whatever you are cumfy with

#

If you use Unity I advise you not to use a collection of primitives (cubes, planes,spheres), instead just install proBuilder. Its in your asset Manager. Free. Then check Youtube for tutorials.

bold ibex
#

I'm really gonna need help in the development in this vrc map...

kind leaf
#

Hey, thats why the discord channel exists.

bold ibex
#

yeah, I'm really confused on how to get things like assets, models for the map, textures, and such.

#

I MIGHT need someone to walk me through how to make this...

#

😬

kind leaf
bold ibex
#

Life. Saver.

#

Hey um what if i'm trying to make a Quest map?

kind leaf
#

Good luck? If you are new to Unity your asking for a headache. To make a quest world you have to make sure its less than 50MB, all shaders need to be mobile, and you need to convert to android.

bold ibex
#

uuuuggghhhhhh......

#

should i just make a PC version?

#

and then worry about optimizing it later?

kind leaf
#

for your first world? I would. then work on converting it after you know the basics

bold ibex
#

Okay.

#

wellllll.... To start off, I'm kinda trying to recreate an existing house?

#

can i send an image?

kind leaf
#

sure, I cant help you build the house but you are welcome to post it.

kind leaf
#

Youtube search proBuilder Modern Home. First link I found but there are plenty more: https://www.youtube.com/watch?v=EwWf8ZNh1Xg

I had fun making these! But editing the video? Not so much XD
I did a lot of thinking, almost half of the time is me doing nothing! So I had to make a lot of cut on the video. I hope it's not too distracting. If you have any question, please comment down below!

Thank you!

------------------------------------------------------------------------...

▶ Play video
#

Modern is easy once you know how to use your tools. straight lines and accents in 3

surreal nebula
#

Silly question. Anytime I try to organize vrchat or udon files, it stops working. So what I'm I able to move without things breaking?

bold ibex
#

The versions that it gives me isn’t the version it’s recommended for-

kind leaf
#

no 2018.4.20fl is the only version listed on vrchat.com

#

catch up soon, next month its 2019 and youll be wondering again 😛

kind leaf
calm gull
#

guysss

#

i need some help??

#

I clicked upload so many times to publish but it didn't do anythingg

#

does anyone knows what's the problem??

potent chasm
#

Hello, is there any error in the console ? Once you clicked upload if there is not any error you need to wait a little while before the upload actually start, spamming may completely block you, be careful

kind leaf
#

thats also not what the normal New World Creator screen looks like (nvm, im guessing sdk2)

pliant sinew
#

So I have this problem where the meshrenderer doesn't know some of the meshes are in view so they pop in and out even though they are 5ft in front of me. Affects some of the source geometry and some of the placed additions. Not sure how to fix.

Google suggested make them always render but I couldn't find that option in the inspector.

potent chasm
pliant sinew
kind leaf
#

Select the mesh and press f

#

Select it in the scene and press f to be more accurate

#

That stops it from popping in and out

muted pulsar
#

so I have a world ready to publish, sdk prompts me to test/build the world first...whenever I'm trying the test build option it just launches vrc into my home world, the test world is nowhere to be seen...what's happening?

#

no sdk panel or console errors either

muted pulsar
#

2018.4.20f1

unkempt turtle
#

hmm, have you tried uploading it as private world with a new ID already?

#

not Build&Test

muted pulsar
#

I don't even get to the part where I could private it or anything, if I try uploading it tells me I have to test/build the world first

#

did clear the blueprint id a few times but doesn't help

unkempt turtle
#

Build&Test doesnt upload the world, it launches it from your PC directly

#

just use Build&Publish instead

muted pulsar
#

if I do use build and publish it abots and tells me I have to test it first

unkempt turtle
#

it really shouldnt do that

#

you are using the correct SDK, right?

muted pulsar
#

the newest version of sdk2 and the same problem in sdk3 worlds

unkempt turtle
#

very odd

kind leaf
#

There is no prompt to test i wanna see a screenshot :)

muted pulsar
#

ok hold on

unkempt turtle
#

can you enter play mode from unity?

muted pulsar
#

yeah tried that before but I'll try it again

#

came out of play mode, tried same result

unkempt turtle
#

so play mode does not put you in the main camera view in play mode?

muted pulsar
#

wait do I need a camera? I though that's only if I wanna change the view values or overalys?

kind leaf
#

Do you have compile errors?

vague remnant
#

Yes, a main camera is needed

unkempt turtle
#

you dont need one, but its good for making screenshots and testing

vague remnant
#

Oh

muted pulsar
#

play mode with camera just works fine but the sdk is still not cooperating

kind leaf
#

You absolutely should have a camera. Thats what vrc gets data from. View distance and post processing kind of stuff. No camera no goodies.

muted pulsar
unkempt turtle
muted pulsar
#

so my best guess is that they added the test requirement but their damn test mode is broken

unkempt turtle
#

they never added force test mode

muted pulsar
#

I wonder why it's crying then, it happens on two different projects with both sdks

kind leaf
unkempt turtle
#

<@&397642795457970181>

kind leaf
muted pulsar
#

alright I'm gonna give that a shot 🤷‍♀️

#

well at least I have easy post processing now I guess

kind leaf
#

lol toolkit didnt help ya?

muted pulsar
#

nah

kind leaf
#

if you try to compile it should update with whatever is wrong

muted pulsar
#

it's not like I even have any scripts on this project

#

like you mean build it like a game?

kind leaf
#

ye sry, almost the same thing 😛 build and test or build and publish. it will fail but it should update the toolkit debugger

muted pulsar
#

aight let's see

kind leaf
#

if you use the search bar in the top right there are many reports of "last build scene could not be found" . some blame shaders, not being logged in, having post processing v2 installed the list goes on

muted pulsar
#

omg my bad console errors were disabled for some reason and it was some fucking menu that came with the skybox asset 🤦‍♀️

kind leaf
#

🙂 yay you got it.

#

AllSkys is notorious for that; but most assets with a demo scene have scripts.

muted pulsar
#

yeah exactly it was allsky, what a sneaky prankster lol

#

thanks for the help, when you mentioned skybox I made the connection 👌

turbid lantern
#

so i was playing vrchat today and i said im a user but i still cant upload a map

#

im starting to want to give up on this dream

unkempt turtle
#

does it say any errors?

errant beacon
#

^ Are there any errors in the console, and are you logging into the SDK with a VRChat account? o:

wide stone
#

i’d love to make a world but i have no clue how to use unity

#

i’ve got experience with making models tho

unkempt turtle
wide stone
#

now i just gotta learn the other 50%

unkempt turtle
#

the other 50% are a mix of a lot of things, including lighting, optimizing, Udon/Triggers, fixing random things that you never knew could break

#

if you have problems with anything you can always ask here or the 2 channels below

wide stone
#

yeah ig so

#

idk if i have the energy to learn up on all of that though

errant beacon
#

Making a basic world is vv easy, just drag a VRCWorld prefab onto a plane with a collider and you're ready to upload o:

#

Vowgan's Udon tutorials are vv helpful, and the Unity documentation's great for learning lighting, optimization and etc

wide stone
#

i’ve always wanted to do collabs but everyone’s shady on that

unkempt turtle
#

im doing a collab with scena at the moment (good friend of mine)

pliant sinew
#

I was a derp I couldn't find "bake occlusions" earlier, world is working great. Now I'm adding the details

proven glade
#

Anyone know how to do the voice loundner thing if you stand in area

late ruin
#

wont let me sign in it just doesn't do anything the password is right aswell..

#

do i have to import the sdk in again after re installing unity?

misty wave
#

Anybody have tips for doing like, dense forested hills like this in Unity? Struggling to figure out a way that won't chew threw memory to do it

#

Would I probably just want to use a skybox for this??

proven glade
#

Probably

keen trench
misty wave
#

Yeah, in my render on Blender of the scene I just did it with planes I'm just wondering if it's gonna look right from the player's perspective... planes or a skybox are probably gonna be the easiest way to do it though, you're right :/ if you or anyone has any recs for assets like this please do let me know tho

proven glade
green lagoon
modern kayak
# proven glade not sure if that is exactly what im looking for

yes, it is. To be specific, you need the better player audio override, which is one of the scripts in that package. That link is to a database of multiple prefabs, but here is the release page for better player audio specifically: https://github.com/Guribo/BetterAudio/releases/tag/BPAv0.4

GitHub

Demo: https://twitter.com/GuriboVR/status/1371191149742940164
Fixes

fixed issue with multiple microphones being used at the same time

previously all but the last user stopped being affected as so...

silent night
#

Anyone able to help me out with figuring out an animation with Udon with an elevator that has three stops? I know how to animate something that has one direction it moves in, but I need help with making it so that it can stop on three floors and just go up and down depending on the button press.

misty wave
#

@green lagoon Hmm okay thank you, that's probably best then! Some of the trees are decently close though... I suppose I could just place some smaller number of trees nearby and skybox the rest of them. Finding assets is hard tho XD is there like a "goto" tree pack that creators like to use? I've found some that look good

green lagoon
#

I can't think of any go to tree packs like I can think of compared to some of the furniture I've seen very commonly on vrchat

silent night
proven glade
modern kayak
misty wave
#

@silent night ty!!

silent night
#

…? OwO

proven glade
modern kayak
#

do you have udonsharp and better player audio installed?

proven glade
#

yes

#

maybe I should restart

modern kayak
#

try adding the better audio override component and then convert it to an udonbehaviour

keen trench
#

So uh guys, i have a neat question, i have this cubemap right? Looks normal, now check this out

#

How can i blend the edges?

proven glade
#

how do I install udon sharp?

#

nevermind

#

nevermind that nevermind still not appearing

modern kayak
#

looks like you don't have the latest vrcsdk

proven glade
#

I have sdk3

modern kayak
#

yes, but not the latest

proven glade
#

so do I need to download it again and import

modern kayak
#

yes

turbid lantern
#

i did it all i have to do is add my final touches

kind leaf
proven glade
#

I seem to have everything working now

#

I was able to import the script

#

into the behavior thing and yeah had to convert it

floral trail
#

Hi, im making my first world and there are some potion in and i want to know if i can get a sort of transparent effect for quest (maybe using particles shaders) and i would like to know if there is a possibility to see how much a world will be (in Mo) in blender since im making it in blender for now. Thanks in advance

kind leaf
floral trail
#

ok thanks

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that was the most important thing in all my questions

misty wave
#

what is good practice for positioning for chairs? i never can get it right. I want the bench to look somewhat natural

rain shadow
#

Though the default chairs are pretty bad still

misty wave
#

is there a preferable chair to use?? :0

rain shadow
misty wave
#

Cool thank you so much!! anything I need to know to set it up?? @rain shadow

rain shadow
#

Should be pretty straight forward

#

Has a readme if you need more information

misty wave
#

Cool, thanks a ton!!

#

Another question since you might know, is there a pre-existing asset/pack with things like buttons to enable/disable gameobjects (like for disabling mirrors and stuff)? I've made it myself in Udon many times but i'm lazy lol

rain shadow
#

Requires UdonSharp though so you will need to get that if you don't already have it

misty wave
#

I vaguely recall either seeing that or using it before, I'll def need to reinstall UdonSharp

#

Tysm friend!!

misty wave
#

@rain shadow I'm trying to add the toggle mirror and I'm getting a compilation error... seen this before?

rain shadow
kind leaf
#

The starter kit has prefabs that never fail me. I only used jetdog in sdk2, in 3 I had a wall of red. Couldn't be bothered to diagnose em when there was a sea of alternatives.

cunning wolf
#

Has this ever happened to anyone else?
Realtime lighting lights everything up just fine, but when I bake, everything on the ceiling REFUSES to receive any light at all. It's all just black up there.
Been trying to fix this for 3 hours now and I have no idea what I'm supposed to try.

errant beacon
#

would recommend asking in #world-lighting - make sure the ceiling's set to Static though? o:

cunning wolf
#

OK, will do. It's definitely static, yeah!

patent cedar
#

@last condor Hi Encoye! Just wanted to let ya know that Better UNO appears to have been broken by the last vrc update. No longer accepting cards in center. 😦

turbid ocean
#

Could someone explain to me why my objects that I want to be picked up on play, fall to the ground and won't stay in the gun rack?
i'm not sure this is the right place to ask this question, but I didn't see a better place to ask.

turbid ocean
#

Where do I find that settings?

#

In inspector?

rain shadow
#

Yeah

turbid ocean
#

I'll try that thanks

#

I don't see that settings anywhere

#

@rain shadow Is there another name for it in Unity 2019?

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Dugh, nevermind

#

I found it

turbid ocean
#

Could someone tell me how to increase jump? The tutorials I found said do it with this script in VRC that doesn't exist. I tried changing it in the VRC World prefab, but it didn't work. Any help would be greatly appreciated.

kind leaf
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If you are using the vrcworld prefab that will work. However, if you played with the tutorial and have leftover rejects those will break that component

vagrant shale
#

I went back to the Exhibition Hall for the Venice Film Festival last year and noticed that it has several worlds that are under 1 MB that have full 360 degree videos. Is that something special they worked out with VRChat or is streaming this sort of content possible with a prefab?

kind leaf
#

ArchiTechAnon's prefab in beta is doing that with quest support. I'm sure others might but I've only seen that one

vagrant shale
#

I've seen his video player but that seems to just be flat video. These worlds have stereoscopic 3D video that autoplays when the world is loaded. You can find the exhibition hall and the videos by looking for VRrOOm.

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And I believe they all work on Quest.

kind leaf
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Yeah, I said beta. Join his discord ;)

vagrant shale
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I will look into this, thanks.

vagrant shale
#

That is gorgeous

turbid ocean
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I used the VRChat prefab, and changed it to 10, bur my jump height is still normal.. I don't go up in the air at all.

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Also, anyone know about how to get objects to respawn back into their original place? I changed gravity so my guns stay in gun rack, but after use, they float in the air.

rain shadow
turbid ocean
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I do, how do I add that ojectsync.respawn? I am a noob at this part of VRChat

#

Do you also know how to get jump so it's higher than default. I changed it in VRChat prefab, but I still don't jump up in air

rain shadow
#

If you have more than one thing changing the jump height it might be overriding

turbid ocean
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No, nothing else

rain shadow
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Or if the VRCWorld game object is still a prefab you could right click it and unpack prefab

turbid ocean
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As far as I know. That was all I changed

rain shadow
#

As it might be using the prefab values instead of the ones you are setting

turbid ocean
#

Ok, I'll try that

#

Thanks

#

Too bad things can't auto respawnn. Looks silly having guns floating in the air.

rain shadow
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You could respawn them OnDrop

kind leaf
near nova
#

is non udon, 2.0 World Creation gonna get depricated anytime soon with 2019 switch happenign rgn ?

green lagoon
deft geode
#

hey how do I make text in my world that doesnt look weird in mirrors

#

like making it on quads but removing the actual quad and only text remains

kind leaf
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Can also convert it to a sprite and use it as you would on a canvas instead of font

deft geode
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I just used a text generator

near estuary
#

How can I start vrchat as debugging mode? I tried to pass the --enable-debug-gui flag from command line like '~~~/vrchat.exe --enable-debug-gui' but seems not working.

deft geode
#

can someone help me remove a background of some images since the sites im trying on arent working

kind leaf
broken kettle
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Looking for a world that has a way to toggle or get the camera in 3rd person view?! for when (a motion sickness) my avatar is private

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can anyone help refer me to some?

mighty juniper
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I’m using ProBuilder, Is there any way to un-merge an object?

vague remnant
#

Does ProBuilder offer 3d grass? trying to figure out what to do as far as grass goes, and I'm actually kinda stuck somewhere

near nova
#

Is there anyway to make decent NPCs for the combat system of SDK 2.0 ?

unkempt turtle
#

for technical stuff like that i would rather suggest Udon tbh

mighty juniper
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Besides that

kind leaf
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Lol no

mighty juniper
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Awesome. Time to restart my whole project again.

wraith cipher
#

ive been learning Blender and Unity. Was there another app to make Maps?

kind leaf
mighty juniper
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Alright

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Someone in lighting told me if I merged all my objects it would fix a problem I had. It did but now I have to restart everything.

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Thanks for the tip though

kind leaf
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What problem did you have

turbid bison
#

how do we remove the magazine from the pistols on keyboard please I'm lost xD

mighty juniper
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Baked lighting was causing some of my objects to go completely black after I generated the lighting.

kind leaf
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Oh no thats uv mapping, probuilders uv features are meh and that wouldn't have fixed it. You generate uv map in the import settings. If that didn't fix it make sure you don't have a reflection probe misplaced. If still black you use Bakery to bake.

harsh wagon
mighty juniper
kind leaf
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pro tip; unless you built it with probuilder, never use probuilder to fix it. Probuilder is fkin awesome but it cant read proper verts from 3d software when you use the "probuilderize" feature.

mighty juniper
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Alright

#

Question. How do I snap the ProBuilder window to my HUD

kind leaf
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drag the tab

#

it should snap somewhere

kind leaf
mighty juniper
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Last question. What are these lines, and if there not important, how do I remove/hide them?

kind leaf
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you put a light probe group in the room 🙂 its showing you where each part of your object is getting its light

mighty juniper
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Ohh

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So just hide the probe for now?

kind leaf
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if you dont want to see it turn gizmo size down or off

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or that

mighty juniper
#

Alright, thank you!

viscid belfry
#

Does anyone here know of a place where I can find templates for mini games? Also, possibly existing mechanics for a pool table?

near escarp
viscid belfry
#

Many Blessings! Thank you

kind leaf
near escarp
#

I mean, they DMCAd Xiexe and Panda

kind leaf
#

True, but thats life for most people these days. As long as it failed thats all that matters. I avoid vr politics as much as I can 😉

near escarp
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It's good to be aware though, because otherwise it doesn't feel justified, even though it really is

gray sleet
#

I updated my world earlier and when i go to check something my world doesnt appear on my account under worlds. Its as if it never existed. why?

kind leaf
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whats your world id?

gray sleet
#

how do i find that out?

kind leaf
#

check vrcworld prefab in your hierarchy it should have an id if the world uploaded

gray sleet
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all my stuff was removed. Guess I got banned for some reason

#

is there a place i can contact support?

kind leaf
bold ibex
#

how do I creat an asset folder- every time I try to make one and try to put it in it says the same thing

near escarp
#

The asset folder is the main folder where all your assets are contained

#

It is created automatically when making a unity project

bold ibex
#

I can't download it
?

kind leaf
#

2019 😉

mighty juniper
kind leaf
mighty juniper
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Yep

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A lot more now too

#

But it's never the walls or floors

bold ibex
kind leaf
#

there are other free particle effects

mighty juniper
#

It's not an asset

kind leaf
#

wrong person lol

mighty juniper
#

All good

kind leaf
# mighty juniper All good

ok so pillars; If you clicked generate UV and still got black, make sure you dont have a reflection probe in the scene. They arnt bad but if its not positioned right then reflections turn black. If still black the only options are 1) fix it in Blender which I have no clue about that. 2) Buy/Find Bakery and fogetaboutit 😛 Seriously, I dont even bother fixing lightmaps uv's anymore.

mighty juniper
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How do I generate a UV?

#

I'm pretty new to Unity so I apologies

kind leaf
#

you made the pillar or imported it?

mighty juniper
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I made it, it's just a shape

kind leaf
#

not a probuilder?

mighty juniper
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I did use ProBuilder to make it

kind leaf
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select the pillar, open the probuilder window, click generate UV or generate lightmap uv; i dont recall what its called.

mighty juniper
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Alright

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And can I do this with multiple objects selected at once?

kind leaf
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maybe.... wont break anything.

mighty juniper
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Alright

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I'll tell ya if it works

mighty juniper
kind leaf
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no, you dont "need" them unless you have surfaces you want to reflect. Like if you have chrome stuff

mighty juniper
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Ah

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Can't seem to find the generate lightmap UVs or whatever it's called. The weird thing is, I only notice the black when in-game, when I'm in Unity everything looks fine.

kind leaf
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to you have the lightbulb icon selected? Its at the top of the middle screen near the shader button

mighty juniper
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No I have it turned off

kind leaf
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turn it on to see lighting changes

mighty juniper
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I don't know if it's on or off but I can see the shadows on the shapes.

#

Everything looks normal

kind leaf
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huh, my probuilder doesnt want to open lol. But switch it to text mode instead of icons and it will be easier to find the uv generator. Its supposed to auto generate them by default.

mighty juniper
mighty juniper
kind leaf
#

probuilder so you can see what the buttons are labeled as

mighty juniper
#

Alright

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Is it called Lightmap UVs?

kind leaf
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Might be, if you have a button that says that 🙂

mighty juniper
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When I click on it, a window is pulled up that says:

kind leaf
mighty juniper
#

Alright

#

Didn't really help, did you read it too? They were having trouble with an asset and they found a simple fix for it.

kind leaf
#

naw, it was double faces which can happen if you select the wrong thing or accidentally duplicate a face. Unity has an official doc on it because its so common

mighty juniper
#

Alright well thanks for trying to help

turbid ocean
mighty juniper
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I think I found the problem! I just had really bad lighting

kind leaf
#

using a directional light?

mighty juniper
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I use point lights for all the light bulbs and I have one directional light in the sky

kind leaf
#

that directional light will effect shadows inside which is weird, if it were me ied kill the directional and use gradient (white, light grey, darker grey).

mighty juniper
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Alright

turbid ocean
#

Anyone can help me with respawn objects back to their original place such as a gun? I see respawn in VRC World, but is this for objects or players?

kind leaf
turbid ocean
#

Do I use the VRC Empty scritp

#

script

kind leaf
#

that is a UdonSharp script

turbid ocean
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I don't know how to do scripting at all

#

I think I'll just let them float in the air for now Till I can get my programmer friend to help me

#

Thank you for the help

deft geode
#

how do I fix this

#

the mesh appears sideways

#

I fixed that somehow on another model but I cant remember

kind leaf
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delete the mesh collider, then re add the mesh collider. the green lines is the collider, not actually the mesh.

deft geode
kind leaf
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"delete the mesh collider, then re add the mesh collider. "

deft geode
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I did

#

do I add the same body to the mesh

#

part

kind leaf
#

I have no idea what your talking about bud; I just said to remove the mesh collider and re add it. deleting the mesh collider doesnt remove the mesh filter or nothing

deft geode
#

I fixed it

#

I had to add the mesh collider to the body

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instead of the whole thing

vestal pasture
#

can you make a world in blender and then bring it into unity like how you do it with avatars? because i am a lot more familier with blender. Thanks!

near escarp
#

yes

late valve
#

There anyone know how to work on SDK3 problems? I tried Testing my world to see if I Did ok with my mirror but then it wouldn't load so there I tried to export and I got this message, anyone know how to Compile the scene because I have no clue and 100% new to SDK3

near escarp
vestal pasture
# near escarp yes

is it as simple as just making the model and textures in blender and then adding features and lighting in unity? if so do you have any videos to show me what to do? Thanks so much!

near escarp
# vestal pasture is it as simple as just making the model and textures in blender and then adding...

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 ...

▶ Play video
tame reef
#

Does anyone has any advice how to add in good looking fog to a Vrchat world? I have a huge world with both indoors and outdoor areas and I am already using the fog in unitys lightning setting. Although this affect both indoors and outdoors areas so I use postprocessing to make it less noticable indoors. But I'm thinking of solving it by some other means but don't really find a solution that keeps the world optimized. I'm not really a fan of doing fog with a texture and particle effects.

kind leaf
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its all particles and textures Slinker; Unity's fog settings is a color overlay. Pro fog is particles. Your asking for the impossible if you dont want to use textures and/or particles.

ruby jay
deft geode
#

anyone know how to change avatar pedistals to make the pedistal invisible and only the avatar display

tame reef
#

@kind leaf @ruby jay Thanks for the response! Perhaps outright disregarding particle effects might be a bit harsh. I donnu. I just think it looks bad when I see it in other worlds. (Can't really say I found a VRC world with "good fog" although.) But perhaps I can make it work if I combine particle effects and unitys fog. Can you disable the fog using triggers in SDK2? I will feel dumb if that is the case. That would have saved a lot of work.

#

I've made a world based on Silent hill 2. So hence why this focus on the fog. Would really like to make the fog better looking when you explore outside. 😄

young swan
#

Where can i get vrcsdk3 for unity 2019.4.28f1?

rain shadow
young swan
thorn berry
#

hellow guys, I don't know how to let the mirrors toggle each other, by that I mean when for example the HQ mirror is toggled on, the LQ mirror is toggled of automatically. I'm creating my world with SDK 3.

fiery creek
#

how do i make glass? aka transparent object

errant beacon
gaunt minnow
#

i see this in the editor

#

but this in the world

#

four of those 'sticks' have disappeared and i have no idea why, they are separate game objects

#

does anyone know what might cause this?

rain shadow
#

EditorOnly tag?

gaunt minnow
#

they are untagged

rain shadow
#

Shader is standard?

gaunt minnow
#

indeed

rain shadow
#

Are they probuilder meshes?

gaunt minnow
#

1 sec

#

@rain shadow all four of the missing ones are, so are several of the non-missing ones though

rain shadow
#

Un ProBuilder them

#

Obviously not sure if that's actually the cause but it's ProBuilder and it's great at being terrible

gaunt minnow
#

good point, thanks. Do you think the "repair broken probuilder meshes" or whatever its called option would do something?

rain shadow
#

I have little experience with ProBuilder so I'm not sure but you might as well try

gaunt minnow
#

alright

viscid belfry
#

is it possible to publish a world privately?

#

I am reading that worlds are uploaded and made private initially and you have to send an email to request for it being public. Is this true?

inland cave
viscid belfry
inland cave
# viscid belfry Thank you Takanu, I now have a new predicament, I was just assigned upload permi...

So my best guess is like any VRChat world upload, when you hit the "Build and Publish" button it will do a bunch of work before showing you a final screen that lets you fill in details.

If VRChat has thought this through, any special entitlements for publishing id assume would show up here (such as if theres an immediate "Publish to Public" checkbox). If all you see is the Community Labs checkbox then I would contact them again for further clarification as I have no knowledge of special entitlements 👌

viscid belfry
inland cave
#

np. You can experiment with hitting Build and Publish as it wont publish until you hit the confirmation button on that final screen that will appear in the editor.

#

Does anyone know how or if even VRChat can handle instancing of assets through other plugins such as Gena or MegaSplatter?

For various reasons I cannot use the Terrain system for instancing things like grass as it lacks lots of small and basic features and PolyBrush cannot cover for it, so I tried using MegaSplatter which is an addon for distributing meshes or prefabs and that works.... but it cannot dynamically instance assets once I Build and Test and if give up on that and have it keep every instance it made in the scene it adds 100MB of data to a 20MB scene.

I assume this is because whatever starting script it uses like any script that isnt an Udon script, is ignored by VRChat. Is there any way I could begin to approach this problem? 🙊