#world-development

39 messages · Page 91 of 1

frank shadow
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(which is not my fault)

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now im removing huge chunks of the quest upload until it stops lagging

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how much was the quest even tested for this update?

kind leaf
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Open Beta is for us to test. If you didnt contribute? ...I only tested pc lol but my quest upgrades are fine.

frank shadow
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yeah, how would I even test on quest

  1. without having quest
  2. was it even possible to test it on quest?
kind leaf
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The only issue I have with quest is converting 2018 to 2019. If I do a PC upgrade the process is smooth, then I can clone the PC and convert it to quest. But taking a Quest project and upgrading it to 2019 is taking 5+mins per asset:,(

frank shadow
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thats exactly what I did
I upgraded to PC and did my standard process of porting to quest

kind leaf
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you made sure your shaders were supported right? Standard lite, low to no particles, etc

frank shadow
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it worked before the 2019 update

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I can completely axe the quest update if I am to not use any emissions etc

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had lots of quest visitors

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so its not that

kind leaf
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emissions are fine, but only if you use the correct shaders.

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are you using the toolkit?

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Install the toolkit, do a half upload. (build & publish but cancel out when you are at the info screen) and then open the debugger in the toolkit. It will tell you if you have the wrong build settings and/or unacceptable shaders.

frank shadow
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ofc im using it

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its not reporting any issues

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or rather, it is, but let me repeat myself

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everything worked fine on 2018

kind leaf
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so what does it say?

frank shadow
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that I am using non-standard shaders? which is expected as it worked in 2018?

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the source of issues is in the trees

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specifically just the trees

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nothing else

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I know because I had a set of quest testers rejoin 1000000 times as I was removing objects one by one

silent night
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Alright, I’m free for the next 25 minutes for anyone who has questions regarding Migration (Ping me).

bold ibex
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so ive done everything i can i literally cannot make these buttons interactive

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im losing my flippin mind

spark hollow
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I did that now everything in my world is gone (I have backup) what do I do now?

kind leaf
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library is just an inventory list not the stuff itself. if you deleted just the library that wouldnt happen.

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just use the backup and find another solution...

silent night
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@bold ibex Added a collider to them?

bold ibex
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yep

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the main button is working

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and the sub buttons are literally identical and they dont work

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so im not even sure wtf is going on

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yea i dont understand anymore, this is hurting my brain alot with how confusing this is being

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i generally dont know anymore, it literally seems like the buttons just dont want to exist

silent night
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Re-place the buttons would be the simplest thing, I’m a slash and burn creator~

bold ibex
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they're in the scene and everything, but i just cant flipping click them

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i would make dupes of the main button but i cant even move the texture for some reason

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it doesn't make sense

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i actually might have to scrap this now because its refusing to function

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absolutely nothing i try works

timber fable
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80 percent of my worlds are now broken by the update.

bold ibex
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yea my only world i was working on doesn't even function anymore because the buttons absolutely refuse to even exist at interactive objects, they're basically just decoration at this point because i cant get them to be interactive

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and its driving me up the wall

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the buttons are literally IDENTICAL and its only the master switch that works so i cant get the avatar spawners and such to even work

timber fable
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The 2019update is a big inconvenience for all content creators

bold ibex
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yea at this point it seems like it

frank shadow
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I just wish it was tested better on quest

bold ibex
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i thought it was gonna be good to have the performance and such but instead we're greeted with everything breaking in worlds

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and i dont have my old world anymore

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ugh

green lagoon
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could be worse we could have been going to unity2020

bold ibex
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oh god no

green lagoon
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where stuff would break even more

frank shadow
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looks like unity's trees werent tested at all on quest, they are the source of completely breaking the world

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but only after updating the world's SDK

bold ibex
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yea i actually have to remove the buttons because they dont function anymore

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ugh

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wait do i need an event system?

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nvm

silent night
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If we went to 2020

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I’d commit the dreaded word.

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Cuteness sodoku

frank shadow
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I need a way to convert a unity tree to a solid mesh, and still somehow apply wind to the leaves

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anyone knows a way to do it?

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unity trees obviously no longer work in 2019 on quest

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at all

bold ibex
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ok yea im done with worlds, the moment i fix the issue INSTANT CRASH from unity and it reverted ALL my work

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even tho i kept saving manually

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so

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screw that

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im staying with avatars because thats just bs

silent night
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@bold ibex Just bap it on the head.

bold ibex
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i generally cant put up with this kind of bs

frank shadow
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@silent night not helpful

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people are very frustrated with the update

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so am I

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and it feels like noone can help us

bold ibex
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it generally seems like this update was made to break the 2.0 world system to force users to udon or something

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because thats all its doing for me

near escarp
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All my 2.0 worlds work correctly after migrating, i would expect you to have followed the guide. If you have unity logs you can send that to the support

bold ibex
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the world functions perfect in 2018 and i followed the migration stuff exactly yet its just these buttons not being interactive for some reason

silent night
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@frank shadow Sometimes humor is what I do to try and just cheer people up, relax a little~

bold ibex
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so im generally just frustrated because i cant tell if its unity or my stupidity

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heck the buttons are absolutely identical and yet they dont function correctly

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that and the avatar ids were wiped out of the project so the entire reason for the world just got cancelled

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being as i dont have those ids anymore

silent night
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@bold ibex your 2018 stuff should still work though, correct?

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Grab the ID’s from that project.

near escarp
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Can you record your issue ?

bold ibex
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its not really easy to record it but its easy to explain
i have the main button which can be clicked to enable 6 other buttons that SHOULD be clickable

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but for some unknown reason the 6 buttons the main one spawns cannot be clicked

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yet their properties and such are absolutely identical

frank shadow
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I think I know why

bold ibex
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?

frank shadow
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they dont have their scripts saved when they are disabled by default, they all need to exist at the moment of the world loading

bold ibex
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...

frank shadow
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add a checkbox whether the button should be hidden on spawn as part of your script

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and then on start, disable it if checked

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I did something similar in my world

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now, if you are not using udon, I have no idea how to do this

bold ibex
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nope

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im on the 2.0 system still

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i cant get buttons to work in udon for the life of me xD

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so i stuck to 2.0 for my avatar world

silent night
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I

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Do purely Udon

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Do you need help?

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I literally know jack all with 2.0 x’3

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udon is stupid easy though.

bold ibex
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at this rate i might just scrap the buttons and just have everything active at load because no matter what i do i cant get the buttons to be clickable

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heck ive literally made dupes of the master button and the dupes dont even function

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so its like "wtf"

silent night
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Very interesting.

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But yeah, if you ever want Udon help, it’s stupid easy once you start learning it.

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I can set up a mirror toggle in about 1 minute.

bold ibex
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lmao im used to simple toggle components

silent night
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Heh x’3

frank shadow
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had to create a post about my issue

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screw that

halcyon snow
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does anyone know how to fix this?

marsh sigil
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my buttons dont work in 2019. updated the objectw n buttins work in unity but not in game. are there new button scripts / 2018 ones dont work? new to worlds still

near escarp
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2.0 ?

marsh sigil
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3.0

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i think

near escarp
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Which sdk did you download ?

marsh sigil
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most recent one for 2019

near escarp
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There's a few

grave halo
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After migration from unity 2018 to 2019 i've got a lot of errors in console (VRCSDK window is on)

near escarp
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Those would be Unity errors

grave halo
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So. How to fix this?

hard burrow
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After migration to 2019, the Builder page stays empty. I even tried an empty scene with just the VRCWorld prefab, but no dice. Removed the SDK multiple times and adding it back.
On Windows 11 by the way, shouldn't really matter but maybe it's a weird case.

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No errors by the way, completely clean

green lagoon
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do you have VRWorldToolkit installed

hard burrow
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nope

green lagoon
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just figured I'd check cuz that was giving the bunch of folks issues

polar quail
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where is vrctrigger component i cant find it

halcyon snow
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I am trying upload a world and the upload button does nothing

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press it nothing

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no errors

bold ibex
hard burrow
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@bold ibex I've reimported 5 times already 😂

bold ibex
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hmm

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well i have another issue to handle, i cant join ANY public worlds currently, its like someone has literal bots going around crashing lobbies repeatedly

hard burrow
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Nope I'm not

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No Cyanemu, no VRCWorldTools, no shaders besides the standard unity shaders. The only added would be UdonSharp

sudden crane
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hi all

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i guess this is the day1 after update bug galore?

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for me chairs/stations don't work with sdk3

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using just the prefab for now

hard burrow
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Okey, it seems to be caused by UdonSharp. So for anyone else; Create a new scene -> Move all the files from UdonSharp including your scripts outside of your project -> Wait for Unity to process this. Check the builder, it should work now. -> Add UdonSharp first -> Add your UdonSharp scripts back. -> Open your real scene. Profit

marsh sigil
knotty portal
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Hey so I'm trying to update my world with Unity 2019 but the SDK is just showing me Utilities > Clear Cache and Playerperfs, any idea as to how to fix this?

umbral needle
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Hey folks! I'm having trouble updating my worlds to Unity 2019 - I've followed the instructions, but whenever I try to build my world this pops up, pressing ignore seems to cock up the upload (it never manages to pull the existing world information from the VRChat server) and Reload makes it all crash and do nothing, as if I pressed play in Unity

umbral needle
halcyon snow
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ok
for some reason the upload UI is not loading in dont destoryonload

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and loading in the normal scene

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😰

umbral needle
halcyon snow
umbral needle
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Heheh it's just above

halcyon snow
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i just hit ignore

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another scene works fine for me

unreal kiln
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heyhey, is it possible to remove the preview pictures from avatar pedestals? (udon)

halcyon snow
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so i might just have something in that scene that is causing my issue

umbral needle
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ugggggh I really don't wanna have to get all my stuff set up againnnn lol on a new projecttttt

halcyon snow
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i am the same project

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just one scene

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my issue is that upload button does not work

bold ibex
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Can you make it so you can toggle the ground for it to teleport players to an other place in your world? with toggle i mean toggling the ground so i can either teleport on collisions or don't teleport went colliding\

unreal kiln
unreal kiln
halcyon snow
unreal kiln
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okay

halcyon snow
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can you show me the pedestal?

distant gust
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After updating my world to unity 2019 users can’t jump anymore? Any idea why?

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I had it configured to allow jumping previous. It’s an SDK3 world

unreal kiln
meager shell
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Hey does anyone know how to work around this, I've tried detaching the blueprint and uploading that and it causes the same issue

unreal kiln
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so it looks like you can click the plane

calm plinth
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Is the Build settings convert from Windows to Android much faster on 2019?
My project switches almost instantly from Windows to Android, Android to Windows (Like 1-2 minutes) compared to 40 minutes in 2018?
Or have I done something wrong

leaden hazel
silent night
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This conversion’s been great for some, headache’s for others~

distant gust
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After updating my world to unity 2019 users can’t jump anymore? Any idea why?

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I had it configured to allow jumping previous. It’s an SDK3 world

silent night
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I know why most likely~

silent night
rigid harness
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(if you watch it it did pick up genshin and my spotify so i would turn the vid down first) when i try to update the world for pc unity wants to crash. ive test built it and made sure everything is working and it all is. i uploaded the same scene for android (quest) and it uploaded just fine, but when i do windows it doesnt want to work.

junior cloak
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yop, still no way to change the preview image of worlds correctly without having to use a plane or something ?

polar dawn
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Made a statue for a world idea I’m hopefully going to work on

distant gust
thick flint
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it seems that the video player doesn't change volume with world sound after the update, it stays at max all the time. Anyone know of a fix?

lunar harness
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New VRChat supporting HD Render Pipeline????

marsh sigil
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how to i made a mirror to walk thru? its like default blocking the way. two-way i suppose im lookin for

green lagoon
marsh sigil
# thick flint disable the collider?

omg that was literally it. completely didnt know they came with colliders but honestly just should of presumed a collider is always blockin me -_- thanks a ton

leaden hazel
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@junior cloak Given it encourages people to actually show what the world looks like, I'm kind of glad it works that way? Plus its not that difficulty to setup a special billboard if you really want one

true hill
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In the new 2019 unity I cant drag prefabs into my scenes

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anyone know if thats a common issue or is it just fucking broken lmao

near escarp
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Show your screen ?

true hill
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started with a fresh project etc so shouldnt be any trasnitional stuff

near escarp
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Floor is a prefab

true hill
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the prefabs and objects etc have colliders and are static so they should allow me to drag a prefab onto them

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yea

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I cant drag them into the void either like I used to

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it only works if I drag things into the hierarchy which puts them at zero zeo

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which defeats the point of being able to drag into a scene lol

near escarp
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I haven't heard of this issue before so unsure what could cause it

true hill
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When I try to drag it shows the little dotted outline with the arrow icon as if it would work

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then does nothing when I release.

near escarp
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So it remains stuck on your cursor ? Have you tried creating a plan and dragging a prefab onto that ?

true hill
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It doesnt show the prefab where im moving its just an icon thing, default windows style.

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Plane, Terrain, etc doesn't work either.

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I just straight up cant drag anything into the Scene window.

knotty portal
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Aight I fixed the original issue but now I'm having trouble with particles

true hill
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I cant drag raw meshes in either so its not prefab-specific

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Unity2019 just be broken for me lmao

red urchin
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@bold ibex describe the issue

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for all we know thats how it should look

slow cradle
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Having a very strange issue right now where Build and Test is just failing every time I try. Amusingly, all I have done differently is restart my computer. Anyone else having issues?

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By the looks of it, however, I can still publish just fine

bold ibex
slow cradle
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Solved my own issue. Had it set to 0 clients for build and retest, which doesn't actually spawn any clients if you don't have a previous instance of the game open. >_>

stable path
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What a coincidence... I need some help with the exact opposite issue. Ever time I try and upload it logs me out of the SDK. When uploading it builds, then says cant upload. Also every time I close and reopen unity it asks for credentials again.

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yeah, build+test works great, but the SDK keeps logging me out. problem persists after reboot too

random owl
random owl
stable path
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yes

random owl
stable path
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alright then

stable path
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thank you for your help

bold ibex
random owl
random owl
bold ibex
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Hey there guys! can I get some reccomendations on Rain windows? I'd like to know what assets others like before I go ahead and decide on one, or if someone has made one that I can use and will make credits for 🙂

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Also the Imaginary Corner Art Gallery will be up next week, if anyone would like a feature please let me know!

green lagoon
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this has support for rainy windows

mint steeple
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is there a audio sync

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in like unity

polar dawn
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Statue History Statues for my world :D

bold ibex
green lagoon
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glad to be of help

verbal patrol
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does anybody know how to fix this error, unity2019 destroyed everything all my scripts, etc

verbal patrol
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love it

mellow plinth
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2019 Unity, using SDK2 for making world for avatars, yet the Builder does not show as it is blank so I cannot build and test.
Any help from someone that can help me fix this?

runic epoch
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fancy seeing you here

verbal patrol
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thank you

marsh sigil
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mirror is visible in-game for me but button not workin for anyone ekse. what i messed up?

zenith pebble
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im working on my first ever world , & when i try to upload it they say to detach the blueprint which i did & its still giving me the same error , i know about 2019 but i when i tried to upgrade stuff got broken & idk how to get the VRChat SDK panel to pop in 2019 so i can upload there

silent night
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Wait, what happened to the VRCWorld prefab having the jump settings and stuff like that?

formal sequoia
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Anyone else having issues with Triggers for buttons not working in vrchat after upload? the only error I get is "Trigger on Button was not initialized in time! UnityEngine.Debug.LogErrorFormat (string.object[]). I can upload the world, but buttons and chairs are not working. Everything stopped working one day after I only tweaked with post processing settings and uploaded my world again. Tried everything from removing the SDK, Rebuilding the buttons, Adding and removing colliders, and ticking the box where it says "is Trigger" on the collider.

silent night
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There's literally not a way of doing Udon graphs anymore in this SDK, what the heck...

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The old worlds I migrated worked fine but this new one that is pure 2019 doesn't have it.

rain shadow
silent night
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Yep.

silent night
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And again, this is a fresh world.

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Not migrating or anything.

rain shadow
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Oh I think re-importing should fix it

silent night
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How would I go about that?

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I've already tried reimporting the SDK

rain shadow
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You could just right click on the VRC folders and there is a reimport option

glass flame
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อ่านไม่ออกเลยอะ

rain shadow
formal sequoia
glass flame
formal sequoia
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and that is the ONLY error I get

glass flame
rain shadow
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Are you on 2019 with the latest SDK version?

formal sequoia
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yes, I just migrated today, still the same problem.

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can upload the world just fine, but buttons will not work

rain shadow
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Oh interesting

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And that was the only error you were getting?

formal sequoia
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only error. all my buttons all have the same error, but all the same regardless, unless I am not seeing ONE error in the midst of it all, that is the only error I get

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lemme get a screenshot of the log

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Just slowly checked, but this is repeated over and over for everything VRC related...

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and these are the only errors.

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well, a fragment of the same repeated errors for like 270 lines

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and as I said, it just happened after messing with Post Processing settings...

formal sequoia
rain shadow
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Also will let you test if your triggers work in play mode

formal sequoia
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I am not familiar with other programs like this to "Help" with unity projects, it wont create a jumble of buttons I wont understand or overwhelm my head will it. cuz Ive experienced that before.

rain shadow
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All it does it is partially emulate some useful VRChat functions in play mode

formal sequoia
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alright, so I just import it directly into my project, and then hit play? Im just assuming from what you are saying, and what I am reading

rain shadow
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Yeah that should be the case

formal sequoia
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alright, and how do i test the buttons, just click on them in play mode I assume

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that's IF it works

rain shadow
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Yeah it gives you a proxy player controller

formal sequoia
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ah, okay

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okay, new error, or alert (Triangle with '!' inside) - "Visual Studio Editor Package version 2.0.11 is available, we strongly encourage you to update from the Unity Package Manage for a better Visual Studio integration"

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mean anything?

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important?

rain shadow
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Shouldn't affect anything in your project

formal sequoia
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Okay, pressed play, went up to my buttons, and nothings working. Might have to trash and start over I guess

rain shadow
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That is pretty weird

formal sequoia
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yeah, its a thinker.

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chairs work tho

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but not my buttons

rain shadow
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How are your buttons setup?

formal sequoia
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lemme get a capture

toxic bone
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just converted to 2019, i keep getting an error i have deleted the world id, and tried using other ones and the original but nothing?

zenith pebble
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im in the same boat as John

toxic bone
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its been a very frustrating day 😛

zenith pebble
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even when i tried upgrading i couldn't get the upload panel to pop

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so its like i cant upload

rain shadow
toxic bone
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is it telling you to clear your catch?

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ok ty

formal sequoia
rain shadow
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@formal sequoia You have the box collider set as Is Trigger

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You don't actually want that

formal sequoia
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that is what I said above, I turned it off and on, but same thing both sides, nothing works. I am gonna turn it off again, and see if it changes this time around

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Does a button need a collider to work in the first place? Turned it off, and nothing

rain shadow
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Which option did you change?

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And it does need a collider

formal sequoia
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I unticked "Is Trigger"

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collider is still there, but still no function

zenith pebble
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@toxic bonei dont think its a vrchatend , its a problem happened when 2019 launch , its just like what i experienced , that error on 2018 & when migrating to 2019 i couldnt get the upload menu to open so its clearly a migrating issue we are experiencing not vrchat

rain shadow
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It's a known issue that has been occurring

rain shadow
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If you make a new cube interact trigger and try see if that works?

toxic bone
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no worries i have contacted support, thank you

formal sequoia
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these are all new cubes

rain shadow
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Create a new scene as a test?

zenith pebble
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@toxic boneso what i am suppose to do to make it work on 2019 or is it an account issue that i need to contact support for them to fix , im confused ?

formal sequoia
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Okay, a new sphere worked, but NOT a cube...???? WTF

rain shadow
formal sequoia
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imma shoot unity in the face right about now, I do NOT need this lol

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ah well, redoing every button with damn spheres, thanks for the help

toxic bone
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@zenith pebble i suppose its an account issue, just put in a ticket... and i guess we wait 3 days 😛

zenith pebble
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is it for avatars as well , or world only ?

toxic bone
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2018 still works fine for me, and so far its only really quest worlds that have messed up for me

i haven't even looked at avatars yet sorry

strange lava
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whenever i press vrc sdk then udon graph udon graph wont appear. what to do?

strange lava
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nope

rain shadow
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Does it also not work if you try open an udon graph from an udon behavior?

strange lava
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it doesnt even show the button like it normally does

rain shadow
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Likely need to re import the SDK

strange lava
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well it was working anyway witout the scripts

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somehow

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since i updated to 2019 things are a bit wierd

rain shadow
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If that's the case re importing the SDK would probably fix it

strange lava
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alright since i started with unity last weekend could you please tell me how to do that or where i can find an explanation on it?

rain shadow
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In your assets folder you will have the VRCSDK and Udon folders

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If you right click them there will be a reimport option

strange lava
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alrighty then i will do that

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thanks!

raw glacier
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Does anyone know what this error means?

Export Exception - System.IO.FileNotFoundException: C:/Users/Sour/AppData/Local/Temp/DefaultCompany/Psyren's Birthday/scene-StandaloneWindows64-Psyren.vrcw does not exist
File name: 'C:/Users/Sour/AppData/Local/Temp/DefaultCompany/Psyren's Birthday/scene-StandaloneWindows64-Psyren.vrcw'

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Cant test build or publish because of it

rain shadow
raw glacier
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Done that already

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I've Tried:

Restarting
Re-importing
New Project
Re-import SDK

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Nothing would work and I can't find out why

rain shadow
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Try run unity as administrator?

raw glacier
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Alright

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did not work

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It's trying to find the scene, but cant

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Even though I have it open

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Scene name is Psyren

rain shadow
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You have other directory errors?

raw glacier
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Related to a text file of CyanEmu. Removed CyanEmu as well as I though it was the issue. It was not

rain shadow
raw glacier
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This is a new project in 2019

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Wanted to make a new world within 2019

rain shadow
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Yeah it's occurring with any 2019 project you make though?

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And previous versions are still working fine?

raw glacier
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This one is my only 2019 project. Other worlds have yet to be migrated from 2018

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Not to mention it was made in 2019, not migrated

surreal jacinth
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so my world that was 39mb spiked to 98mb when migrated to 2019 anyone have a fix for this?

rain shadow
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Do you have any other notable errors in the console?

raw glacier
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wait

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WHAT

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rip

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Well

surreal jacinth
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is it the skybox?

raw glacier
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I was gonna say yes

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yes

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i hate unity sooo muchhh

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my skybox cause it to bug

rain shadow
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Yeah I was going to say the AllSkyFree one has caused issues for people before

raw glacier
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uuuuuuuf

strange lava
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alrighty reimporting the udon files didnt fix anything. i in my console i now have a error of multiple udonsharp scripts missing. and about 200 warings of :StyleSheet import: type=Validation, code=InvalidProperty file=Assets/Udon/Editor/Resources/UdonGraphStyle2018.uss:33
Unknown property 'text-color' (did you mean 'color'?)
text

rain shadow
#

Can remove it's scripts and still use its other assets though afaik

rigid harness
#

what should i make this room (i can change everything) i just dont know. i was going to make a underwater area but imma scratch that

rain shadow
strange lava
#

did it update in the last 3 days?

rain shadow
strange lava
#

alrighty thanks!

#

nope still cant open udon graph

rain shadow
#

You don't have any errors?

strange lava
#

i have 100 errors

#

non fatal though

#

but still 100 errors

rain shadow
#

So the yellow warnings then?

strange lava
#

yes

#

lots of repaired reffrences and empty udon behaviour

#

some missing udon sharp scripts

#

and still no opening udon graph

rain shadow
surreal jacinth
rigid harness
#

how do you get pool tables and ping pong tables with sdk2 or is only with sdk3

rain shadow
#

Not unusual, though using that method to find what is taking up the most space is pretty good for cutting down even more

strange lava
surreal jacinth
rain shadow
#

@strange lava I would recommend making a new project because something is probably silently breaking the SDK functionality

#

Though you could try start by deleting unused or unimportant assets you have imported in your current project

strange lava
#

alright just 16 errors left this time

#

yes but i dont feel like losing all of this progress

#

ive been working on this darned world like a drugged up cat

rain shadow
#

What are those 16 warnings?

strange lava
#

4 of these

#

[UdonSharp] Program asset 'Assets/fixed it save_UdonProgramSources/Wand2 Udon C# Program Asset.asset' is missing a source C# script
UnityEngine.Debug:LogWarning (object)

#

the rest are these

#

Empty UdonBehaviour found on VRCChair3 (6) (UnityEngine.GameObject)
UnityEngine.Debug:LogWarning (object,UnityEngine.Object)

rain shadow
#

Ah

strange lava
#

chairs indeed stopped working for some reason and i still need to fix that so that fits

#

so its probably the first 4 that ruin it all

rain shadow
#

Yeah the udon behaviors have lost their reference to the udon program scripts

strange lava
#

yea ik

#

fixed some other things with the same problem already

rain shadow
#

Those warnings shouldn't prevent any functionality though

strange lava
#

well aside from not being able to sit in the chair they dont

#

even though my old udon scripts still work, i cant open the graph to see or change them

#

is that becouse of the udon sharp warnings?

rain shadow
#

Unlikely

strange lava
#

then its more likely a problem with the udon library or something

#

ill try reimporting it one more time

rain shadow
#

If that doesn't work I would say duplicate the project and in the duplicated project delete stuff until you get the graph to open up again

strange lava
#

yea or ill just make a new project open explorer. take the udon library out of there and replace it with the one in here. that might work too

swift trench
#

would it matter if i used 2019.4.20f1 rather than 2019.4.29?

devout zephyr
swift trench
#

the latest VRC is "2019.4.29"
the closest one to that i have is "2019.4.20f1"

do i need to use a unity version that matches VRC?

devout zephyr
#

i see you updated it. so between the two 2019 versions, there are 9 hotfixes. you could look through the patch notes of each minor version change to see the differences, but i recommend you use the latest LTS, obviously

#

you could work in 4.20 while you install the 2019 lts version though, it should move easily between those two versions

swift trench
#

so basicaly give it a try and if it doesnt work ither revert back to 2018 or upgrade the 2019 install

devout zephyr
#

i dont see any non-forward compatible updates that would impact you going from 19.4.20 to 19.4.29

#

i mainly looked in changes/improvements sections

swift trench
#

basicaly ATM my world is 2018.4.20f1 (what vrc used for ages) was just wondering if upgradeing to 19.4.20 would be smart becase CBA to set up another unity install RN

real garnet
#

anyone know why this happens?

kind leaf
#

Lol you should only ever download an lts and the exact lts listed. Its not open to your judgment

strange lava
kind leaf
swift trench
#

so basicaly you now have to use 1019.4.29

kind leaf
#

2019.4.29f1

swift trench
#

yeh i typoed there lul

#

and yeh i get your point that this unity build doesnt like the Vr chat api

swift trench
#

I can upload and edit the world still
just cant edit undon flows

kind leaf
# real garnet

Using extremely large textures, maybe objects that are scaled way too big, could also be related to a script you wrote or is attached that shouldn't be. If none of that fits I suggest you google Unity 2019 System out of memory

swift trench
#

so yeh ill upgrade my 2019 lts later

wanton badger
#

I upgraded and now updating worlds doesn't work

#

Can't even load the world now

kind leaf
#

So extract your backup, load that, reupload and try again following the instructions exactly.

wanton badger
#

where do I find the backups

swift trench
wanton badger
#

the 2019 version just ruined everything

kind leaf
wanton badger
#

Bro I just make maps

swift trench
#

the guide litraly says dont edit the 2018 one and to upgrade in a copy

wanton badger
#

It's uploaded and everything

#

I have 2019

kind leaf
#

you have 2019 what?

wanton badger
#

2019.4.29f1

#

the recommended one

kind leaf
wanton badger
#

I made a new world

#

Unity is just being ass

kind leaf
#

Every developer needs the toolkit + cyanemu to work efficiently. Ied suggest you install them both with every project.

swift trench
#

i've only been useing cyanemu and that was purely so i could test without haveing to wait for it to compile and VRC load

wanton badger
#

in 2018 version it uploaded immediately, 2019 is shit

kind leaf
#

lol sure. how about you address the errors

wanton badger
#

Trigger on Switch was not initialized in time!
UnityEngine.Debug:LogErrorFormat (string,object[])
VRC.SDKBase.VRC_Trigger:ExecuteTriggerType (VRC.SDKBase.VRC_Trigger/TriggerType)
VRC.SDKBase.VRC_Trigger:OnDisable ()

#

Assets\Sci-fi_Cafe\Script\MKGlassFreeEditor.cs(6,19): error CS0234: The type or namespace name 'Utils' does not exist in the namespace 'UnityEditor' (are you missing an assembly reference?)

#

Assets\Sci-fi_Cafe\Script\MKGlassFreeEditor.cs(7,7): error CS0246: The type or namespace name 'UnityEditorInternal' could not be found (are you missing a using directive or an assembly reference?)

#

Error building Player because scripts had compiler errors

#

This never happened in the 2018 version

kind leaf
#

start by deleting those two scripts or try reimporting them. Yeah, the formatting and code base changes between version. Does your sega saturn disk work in your xbox?

swift trench
#

Its posible to play a sega saturn disk on an xbox one but thats becide the point

kind leaf
#

lol

#

Unity does have cross compatibility to a point but it warns you that the process is handled on import and doesnt always work. The glass shader can go. There are plenty of alternatives

dusk sapphire
#

its entirely possible that script is not compatible with unity 2019

#

regardless, its not like you can use them in vrchat, so you may as well delete them

#

MKGlassFreeEditor.cs

#

If you have standard assets in your project, also delete SimpleActivatorMenu.cs

wanton badger
#

I am using SDK 2

dusk sapphire
#

that much was evident from the trigger error

wanton badger
#

Because I can't find a vrc trigger in sdk 3

kind leaf
#

they dont exist in sdk3 because sdk3 is more flexible and closer to what developers want

#

unlock our pipelines next and ill be happy as a clam

wanton badger
#

Then how do I spawn a mirror or turn on lights in sdk 3

kind leaf
swift trench
abstract marlin
#

i am only slightly loosing my Shit here. Re attached it, deleted Pipline Blueprint...

#

It also always also logs me out after that

toxic bone
#

Same things happening to me, I was told to submit a ticket to support because it's a problem on there end

abstract marlin
#

just wow xD

toxic bone
#

Yep

abstract marlin
#

Well no update for the Quest People then

toxic bone
#

Yeah...

#

So it's only happening for one world?

#

It's doing it for all the ones I updated to 2019

abstract marlin
#

I have 2 Worlds. The PC version was quick. No big problems there

#

i am now sitting like 3 days on the quest version

#

even going so far to start from zero

dusk sapphire
#

its a server side issue, you'll need to send in a ticket to get it resolved.

abstract marlin
#

and now this shit xD

toxic bone
#

Dw I feel your pain, I just spend the last 6 months on my new world. Was due to upload it today, bam update hits same day and ruins the quest version

abstract marlin
#

I will simply delete my Second world. i am not going trough that again xD

#

This whole World as a Unity Folder is 11gb huge. So yeah.. it takes a while to get it up and running 😄

kind leaf
#

Trust in the ticket, vrc will resolve your issue. and soon we will have a hotfix server side.

abstract marlin
#

I mean.. it is not that.. "important" only thing that really breaked is the Terrain Tool created stuff. So it is basiclly Black

#

Since it is a nighttime focus Map.. well

#

And where i would make that ticket? (never needed that before)

toxic bone
kind leaf
abstract marlin
#

Thanks ticket sended. lets see :V

real garnet
burnt pilot
#

hi does anyone know this issue? the water does not show from far but from close by it shows partically. I'm using unity 2019, Calm water shader

weary flicker
#

i'm having this weird issue where the reflections in RED_SIM's perfect water shader are getting flipped upside down and are only visible when i'm super close. Works fine in desktop mode tho.

weary flicker
#

mmk i think i fixed it. i didn't have a global reference camera set in the VRCWorld object. No idea why it worked on unity 2018 and not now but whatevs

kind leaf
bleak sparrow
#

HELP:
I imported SDK2 (for open beta U2019), but the control panel for SDK2 won't show up in the drop down menu

marsh sigil
#

buttons work for me but no one else. did i enable/disable something? sdk 3 world 2019

chilly pawn
#

I've sent a support ticket in, but if there is any fix, I'd appreciate it.

peak canyon
wanton badger
#

How do I change the display name on triggers in unity

#

so instead of showing use, it shows a name

leaden hazel
wanton badger
#

sdk2

#

I am not leaving my triggers

median egret
#

when upgrading from 2018 to 2019 when it says Don't Change SDK Type During Migration does that mean like change sdk version or?

#

like going from world to avatar version

leaden hazel
strange lava
#

in pc mode my world runs smooth. in vr it doesnt. could this have anything to do with the amount of animations and particles?

wanton badger
#

now it works for some reason

#

idk, maybe unity had a stroke

wanton badger
errant beacon
errant beacon
leaden hazel
errant beacon
#

PC FPS cap is 90 by default iirc?

#

VR FPS cap depends on the headset, so anywhere from ~70 to 144

#

generally though yus VR is much more intensive than desktop PC for a lot of reasons

leaden hazel
#

Not sure. I've only measured FPS of the desktop while in VR. When you're in VR, the desktop window locks at 40fps.

strange lava
leaden hazel
#

Which is useful to know if you're recording video

errant beacon
#

instead of having 8 seperate particle materials, have 1 and use flipbook animation where possible, that kind of thing

leaden hazel
#

@strange lava if you can, create a little control panel to let you turn on and off each special effect you have, and the do some performance testing seeing if any in particular are especially heavy. Or if its just all of them collectively

strange lava
#

so like i started unity 5 days ago . so its gonne be hard but its gonne succeed

bold ibex
#

for some reason I dont have vrc_trigger any ideas why?

errant beacon
strange lava
#

is there a way to instantly select all particle emmiters?

bold ibex
leaden hazel
bold ibex
#

for example a button that plays music

errant beacon
bold ibex
#

thank Zuvali!

errant beacon
#

yw!

leaden hazel
strange lava
errant beacon
strange lava
#

well rn my whole project is a bit of a mess

leaden hazel
#

Oh, and one more thing. Unity has tools that let you show performance while the game is running in the editor. Even if it looks smooth on desktop, you can still use this to see how close to the line it is and also toggle things off and on by switching back to scene view and disabling objects and watching the graph as you do.

errant beacon
#

^ Windows > Analytics

leaden hazel
#

That's it

errant beacon
#

both the Frame Debugger and Profiler can be vv helpful! o:

strange lava
#

but where is windows analythics?

errant beacon
#

Look for the Window tab at the top of Unity

strange lava
#

ahh found it

#

so the profiler does what?

leaden hazel
#

Press the play button in the editor and watch the graph

errant beacon
#

Breaks down what's taking what amount of time to render, afaik
If you scroll through it, you can see what's taking the most time to process per frame

strange lava
#

great

leaden hazel
#

Then switch back to the scene tab with the game still running and turn off items.

#

See how it affects the graph

strange lava
#

alright imma try that first then

errant beacon
#

The seperate frame debugger gives you a breakdown of how a frame is being drawn, so you can see how many passes need to be taken
If there's some unneccesary ones (like PostProcessing effects you're not using), remove them o:

leaden hazel
#

Draw calls remain strange and confusing to me and I'll eventually bother to learn them I'm sure. XD

errant beacon
#

more materials > more draw calls > more processing time
GPU instancing and such can help, too

leaden hazel
#

Right. Is there ever a reason not to enable gpu instancing?

#

Since it always defaults off on most things

errant beacon
#

Not afaik? could def be wrong on that
I guess if you're only using a mesh/material once it wouldn't make sense, since you'd never be instancing it

leaden hazel
#

True

strange lava
#

so what does al of this mean?

errant beacon
#

scroll down in that graph at the top, it'll show what's taking the most time to render
good portion of that is garbage collection and 'other'

strange lava
leaden hazel
#

Be aware you do need to have a camera pointed normally at what you want to check. I take it you've setup occlusion?

errant beacon
#

You also have 37 setpass calls, which means the GPU has to switch shaders 37 times to render
also ^^ set up occlusion culling o:

#

also if you're not already, set up baked lighting, as realtime lighting is vv expensive

strange lava
#

what is occlusion culling? what is 37 setpass calls?

#

i have light baking

leaden hazel
#

Oooh

strange lava
#

sorry im kinda stupid

leaden hazel
#

Occlusion culling is 'I can't see this right now so don't worry about it'

errant beacon
#

^

leaden hazel
#

Think of it like teaching unity to think like a baby

#

If it can't see it, it doesn't exist. ;)

wanton badger
#

But how do i change the button from use to something else

leaden hazel
#

It's very easy to setup

strange lava
#

ahh so things the player isnt seeing wont be calculated. but isnt that only doable with rooms not open space?

leaden hazel
#

Very easy

errant beacon
leaden hazel
#

I'll step by step

#
  1. Create a new empty game object
#
  1. Add an 'occlusion volume' I believe its called to it from add component in the inspector
#
  1. Use the handles on that box that has appeared to size the volume until your entire level is inside it.
wanton badger
#

occlusion area or portal

leaden hazel
#

That's it, occlusion area sorry.

strange lava
#

alright so i just have to put it around my entire level? will that do anything?

leaden hazel
#

Then you go to the window menu and find the occlusion panel, I forget what submenu it's under

#

In there is a mostly empty panel, with a bake button in the bottom right

#

Press bake

errant beacon
#

It's just Window > Occlusion Culling iirc? if not it'll be under the Render submenu

leaden hazel
#

It will think for a while and then bits of your level may disappear, don't worry it's just showing a preview of the occlusion. If you select another object, everything will come back

wanton badger
#

wait so that wasn't for me

strange lava
#

so now i have a little box with edit

leaden hazel
#

Tips for this to work well:
Split up large objects such as level geo. That way walls behind won't be thought about

leaden hazel
leaden hazel
errant beacon
# strange lava what is occlusion culling? what is 37 setpass calls?

also, SetPass calls are how many times the GPU needs to switch shaders to render your scene. Generally, lower is better
A draw call is a call to the GPU to render a group of polygons that share the same material. More draw calls is worse, as it takes more time for the GPU to render everything

wanton badger
strange lava
leaden hazel
#

That looks okay, have you made sure to resize in all three dimensions? I forget to think in 3D sometimes :D

errant beacon
leaden hazel
#

Press the bake button in the bottom right?

strange lava
#

it incompasses my entire map

#

the bake button is unpressable

leaden hazel
#

Oh o.O

errant beacon
#

Occlusion area doesn't need to be that large, unless you can go that high in your map, and unless there's something up there to occlude

leaden hazel
#

Still, should be pressable

leaden hazel
#

Occlusion should cover 'anywhere a camera can go' or in this case, anywhere a player can be

strange lava
leaden hazel
#

So if you have an out of bounds area in future for example, that doesn't need to be in the box

errant beacon
#

^
also, click the Bake tab at the top, then click the Bake button at the bottom

leaden hazel
#

Ah.

#

Wonder if that has changed since 2018

strange lava
#

so i clicked on bake. now i see this

#

not the baking bake but the other bake

leaden hazel
#

Are you sure the button doesn't just look disabled? It definitely does nothing when you click it? o_o;

strange lava
#

im stupid but not that stupid

#

though i wish that was it

leaden hazel
#

Just checking, these various shades of grey UIs aren't always clear

errant beacon
#

just on a hunch, make sure you have a reference camera set in the VRC_WorldDescriptor?

strange lava
#

very true!

errant beacon
#

also, make sure that reference camera has occlusion enabled

leaden hazel
#

Ooh yeah.

strange lava
#

yes my main camera has occlusion culling on

leaden hazel
#

(also, side note this world does look nice for a first timer project. :)
Hmm... Trying to think what could be stopping it.

bold ibex
#

Wooo!!! time to make the button fancy now 🙂

strange lava
strange lava
bold ibex
#

ty guys!

#

found these super cute bunny chairs if anyone wants them they just pm or I can send the link

strange lava
leaden hazel
strange lava
#

an i learned so much about unity and its mechanics

errant beacon
# strange lava

actually real quick, make sure you're not running in Play Mode? that'd stop you from baking

leaden hazel
#

It's very satisfying when it all works and you're standing in a place you made

#

Oh!

strange lava
leaden hazel
#

Nice one zuvali

#

This should help make a big impact on performance as now again, anything not in the player's eyeline will not be rendered.

strange lava
#

so how do i find the occlusion window again?

leaden hazel
#

It should be still parked in your righthand tray if you scroll through the tabs there?

#

Otherwise window menu

strange lava
#

oh wait every change you make while the game is running gets reversed

#

so i have to make the object again

leaden hazel
#

Oh damn

#

Yes, of course if you did all this with play turned on, ahhh

#

Tip BTW. If you make changes in play mode and want to keep them after you stop... You can do so for at least one component.

#

If you click the menu (...) in the top right of the component and choose copy component.
Then press stop. Everything resets.
Click the same menu button and choose paste as values. (or paste as new if you added a whole new component)
Tada.

strange lava
#

ohh thats nice to know!

#

i remade the bounds of the occlusion again

#

whats the next step?

bold ibex
#

any reason for grey screen?

strange lava
leaden hazel
#

I find that useful in say avatar editing more if I want to tweak dynamic bone settings, I edit them in play mode and then copy the settings and paste after stopping once I've got them correct

bold ibex
strange lava
#

empty your search bar

#

in heirarchy

bold ibex
#

🙀 vrcMimi

#

🤣

#

tyyy

strange lava
#

np XD

bold ibex
#

I was scared hahah

strange lava
leaden hazel
#

Mostly just been customisations here but yeah, it's fun as well. And it taught me how to use animations which I've then gone back and put in my world for animated objects.

strange lava
#

but now that i made the occlusion space again what do i do?

leaden hazel
#

If its created, and baked, give it a test

strange lava
#

yes but how do i bake it how do i get to the window again?

#

sorry

leaden hazel
#

Window menu! :D is a window.

strange lava
#

ahh sorry i forgot

errant beacon
#

It'll be in the inspector, or alternatively open it again by going to Window > Occlusion Culling
If it's not there, check Window > Render > Occlusion Culling?

leaden hazel
#

Sometimes unit's logic makes sense. Other times, not.

#

Unity*

strange lava
#

so it baked something and now everything looks wierd and broken

leaden hazel
#

Good

strange lava
#

what now?

leaden hazel
#

That means it's working

#

Click off the volume or switch away from that window and things should look normal again

strange lava
#

they do

leaden hazel
#

You'll want to rebake that (just press the button again) if you make any changes to static objects in your world.

strange lava
#

baking again

leaden hazel
#

So the layout, etc.

strange lava
#

so basically i see tons of little blue cubes

leaden hazel
#

If you move a non static prop or change shaders, it's not needed. But if you add remove or move anything, run a bake before you test.

leaden hazel
#

Basically

#

But much faster

#

Haha

strange lava
#

XD

leaden hazel
#

If you do a build and test now, this may have improved matters.

strange lava
#

alrighty im gonne do a quick vr dive brb

leaden hazel
#

And as you walk aroubd

#

Look at different things

errant beacon
#

With occlusion culling set up, occluded stuff that doesn't need to be rendered won't be
Stuff that will be rendered still may be unoptimized though, which would be helped by reducing the draw/setpass calls where possible

#

also for your case, do your torches have particles on them?

#

might be able to fade those out/disable them with a trigger (either SDK2 or UdonBehavior) as you get far away

leaden hazel
#

But this does mean if your big cost was it trying to render everything with nothing being culled, that may now be solved. :)

strange lava
#

it didnt help a lot

errant beacon
#

for the particles I'd recommend using Unity's particle shaders as they're p optimized, and atlas the particles if possible
that's vv odd though o:

leaden hazel
#

Hmm. Okay. More to do then.

errant beacon
#

to verify, make sure your lighting is baked and that the lights aren't realtime?

strange lava
leaden hazel
#

There is a lighting window that will let you see all lights in the scene as I recall

#

I should really step away from this for a bit mind as I've got some real work™️ to finish. Then I can switch to my PC that has unity on and be more helpful. XD

strange lava
strange lava
errant beacon
#

are the lights themselves baked? i.e click on a point/area/directional light and make sure it's set to Baked

strange lava
#

no their modes are on real time

errant beacon
#

that's v likely the issue, you might not have baked lighting at all o:

strange lava
#

but but but ... i have all these lighting maps

#

🥲

#

should i change all the lights to mixed or baked?

errant beacon
#

I'd also recommend using the progressive GPU lightmapper if possible, it can be much faster - def save your project before using it though lol

burnt pilot
strange lava
errant beacon
strange lava
#

2070 super is equiped

errant beacon
#

you're def fine then lol, would still recommend a save nonetheless

strange lava
errant beacon
#

lmao

strange lava
#

so what should i do first?

errant beacon
#

Set your lights to Baked, then re-bake the lightmap

strange lava
#

how do i do this WITOUTH clicking on every single light

errant beacon
#

not entirely sure, organizing your project makes stuff like that much easier though o:

strange lava
leaden hazel
strange lava
#

i also have some movable lanterns what settings should these recieve?

errant beacon
#

If they're pickups, leave them on realtime but preferably have them disabled by default?

#

If they're swinging on a post or something, you might be able to get away with a baked light

strange lava
#

lanterns

#

things

errant beacon
#

would say leave them on realtime, but have them disabled by default

#

Enable the light component when you pick it up, and disable it when you drop it (depending on how you want them to work - you could also just have the realtime lights be on a toggle button)

strange lava
#

alright ill put that on a to do list

#

next thing to do?

errant beacon
#

set all the static lights to baked, then bake your lights

strange lava
#

time for some good old baking

errant beacon
strange lava
#

alright put that ont the list

#

and you also said something about progressive gpu stuff?

#

ahh it baked

errant beacon
#

Yup, use the progressive GPU lightmapper if you want, since it can be faster

strange lava
#

alright will do

#

now that it baked what should i do?

errant beacon
#

build and test out the world o:

strange lava
#

alright brb

#

nope no notecable improvements

#

it sucks 100% of my gpu up

errant beacon
#

that's vv odd o:
In your materials and meshes, are you using GPU instancing?

strange lava
#

what is gpu instancing

#

again sorry for all the trouble!

errant beacon
#

you're fine!
Batches rendering calls together afaik, so instead of having to render 20 torches, you only need to render one and instance the rest of them

strange lava
#

if i had to active a setting for that then probably no

errant beacon
#

Click on the materials and meshes in the inspector, and enable that o:

#

I'd recommend organizing your materials/textures/meshes into their own folders as well, to make stuff like that easier

strange lava
#

yes but i used a ton of materials and prefabs from the unity store

#

changed them up a lot

#

but they are all still inside their own files

#

ah yes all gpu instancing is off

errant beacon
#

def enable that on your mats/meshes, could help a lot

strange lava
#

and how do i find all of the mats i used in the project and change ALL of them at once. couse there are a lot

errant beacon
#

not entirely sure if you can do that either? o:

#

again another thing that folders'd help, unfortunately

strange lava
#

i have learned my lesson twice now

strange lava
errant beacon
#

yus, instancing's only really helpful for stuff you use multiple times afaik

strange lava
#

how do i instance the textures of the trees and grass?

strange lava
errant beacon
#

for Unity terrain grass/Unity trees I'm not too sure, sorry o:

#

could try doing a build and test? checking the Stats menu in Play Mode could be v helpful too

strange lava
#

ill start with a build

#

and test that

#

it might be my imagination but it felth a tad bit better

#

i do want to point out that all the flames use an animation

#

and that the grass waves in the wind

#

so either of those could also be the problem

errant beacon
#

depending on how that grass is done, that vv well could be an issue

#

don't think the flames would be too big of an issue? texture sheet animation isn't too costly afaik, and is much better than using multiple materials for different flames

strange lava
#

apparantly UNITY's particle system is a joke... i dont uderstand it

#

but alright

#

ill be back in 5 minutes

errant beacon
#

Unity's particles are fine afaik lol
would recommend checking what shader the fire material is using though, might be able to switch it for a more performant one

strange lava
#

so sorry! that took much longer then excpected!

errant beacon
#

you're fine!

strange lava
#

thanks ^^

#

im using unity's standart assets mobile fire

errant beacon
#

not sure how that specific shader performs, so can't really comment o:
In the terrain's settings though, try disabling the "Draw" checkbox for trees and detail objects, and see if that improves your framerate?

#

Build and test after that, and see if that gets rid of/alleviates the stutter a bit

strange lava
#

alright imma buid brb

#

very very slight improvement

#

should i start disabling thing to find out the problem or should i first look at the profiler?

errant beacon
#

check out the profiler, then start disabling o:

strange lava
errant beacon
#

not entirely sure, sorry o:
a lot of the CPU usage is Other, which is apparently stuff like animation, AI, audio, particles, networking, loading, and PlayerLoop

#

the fire animation shouldn't be causing the issue, but try disabling your particles maybe? o:

strange lava
#

how can i disable particles?

errant beacon
#

a quick way would be to just disable the object the particle system component's attached to?

strange lava
#

alright

inland cave
#

Opening the VRChat Control Panel causes Unity to grind to a halt under specific circumstances that are hard to describe as it's entirely dependant on the scene objects a different plugin is creating. I can explain it if need be but is there any reason the Control Panel should become almost entirely unresponsive due to the conditions of a scene?

kind leaf
kind leaf
#

I swear it's an api issue. as soon as the control panel logs back in its good to go.

inland cave
kind leaf
#

It could be the massive list of objects sharing the same path lol

rain shadow
#

If those objects are all parented to the same object it is likely the same issue

inland cave
strange lava
errant beacon
#

with only the main room disabled and nothing else, does the world run fine? o:

strange lava
#

im gonne test that now. couse with all some of the main rooms things shut down it was kinda playable with 20 fps

#

nope that only mad it worse. but that is then probably couse i put the beach chairs back in place.

#

the beach chairs used a lod script wich i removed. coud these lod scripts be the problem?

errant beacon
#

if anything LODs would help with framerate lol, but not sure?
also in play mode, would you mind sending a screenshot of the bottom of the profiler? i.e the part that has the SetPass and draw calls, etc

strange lava
#

while the main room is gone u mean?

kind leaf
#

sort of. Lods help in realtime lighting. In baked light scenarios it causes poor performance due to variant lightmap layering and an obvious filesize increase to a project.

errant beacon
strange lava
#

well everything is nice and baked

errant beacon
#

something like a beach chair might be able to get away with being dynamic in this case, so i.e not included in the bake and just being lit with lightprobes

strange lava
#

i just really want to upload this tommorow evening. so i hope that plan works out

errant beacon
#

Click the Rendering tab in the profiler, then the SetPass/draw calls should appear at the bottom afaik

strange lava
errant beacon
#

that's..def not right, interesting o:

#

relaunch play mode maybe?

strange lava
#

all still 0

#

maybe restarting unity will help?

errant beacon
#

could try that o:

strange lava
#

all still 0

errant beacon
#

not super sure about that, sorry

strange lava
#

lets google it then

#

alright by enabling everything it shows stats

errant beacon
#

I'm not super sure what's causing the lag, sorry o:
the draw calls are fine, maybe a little high but not enough to justify getting <10FPS

strange lava
#

yea its hella wierd. but i do have a general sense of where i should find the problem now

#

its almost midnight so im going to sleep. so thanks so so much for all your help!

#

do you mind if i @ you if i find another problem tommorow?

near escarp
#

What are the game stats showing ?

strange lava
#

well in vr the map is rlly slow

#

and laggy at around 1 fps

lunar nimbus
#

I recently stopped working with probuilder for my worlds and am now doing blender but I am having trouble with texturing because with probuilder, you could just slap on a texture and it would tile relatively correctly. However with blender the UVs are not lined up by default. Is there a way to unwrap them so they take the shape of the object?

#

See kind of how th euvs are all just squares of the same size

errant beacon
#

#3d-modeling - might want to look into UV unwrapping tutorials o:

lunar nimbus
#

I will ask them thank you

echo rapids
#

Just started upgrade to 2019. Why is importing materials taking hours? Previous updates never took this long.

kind leaf
#

because its not just importing, its converting. PC was quick for me, Quest took hours. Was faster for me to just redo the Quest worlds I had.

echo rapids
#

@kind leafIt's a PC world

kind leaf
#

Same reason applies, plus the more you have the more there is to convert. Remember it's not just whats in the scene, its your entire project. And unsupported assets will take longer because it will try anyway.

#

all i can suggest is just be patient. It will finish eventually. Go eat 🙂

echo rapids
#

@kind leafLooks like it might take days at this rate lol

#

@kind leafThanks for letting me know.

silent night
#

Anybody have any information regarding making waving grass in Unity? Found a few videos but I wanna see if anyone else has a way of doing it or if they have a shader.

kind leaf
cinder crypt
#

so i added avatar pedastols to a wold

#

and they cant be used

#

[ive never done this so if its obvious dont get mad]

silent night
#

Awesome, I’ll take a look @kind leaf

#

💜

kind leaf
# cinder crypt [ive never done this so if its obvious dont get mad]

Looking for a download link? Check out my Patreon.
Patreon: https://www.patreon.com/vrcakira

Part 8 of my video series for basic VRCHAT world building with the VRCSDK3 Udon kit. This series will be designed for beginners. I will try to cover every step from start to finish of each vrchat world creation tutorial. The goal of the videos is to all...

▶ Play video
cinder crypt
#

thanks xd

kind leaf
#

np, don't be like that guy though, dock your sdk control or put it on a different monitor. It's so sad watching people fight with placement hahaha

cinder crypt
#

also i dont think it worked uh

#

nope it did

#

thank u

kind leaf
#

🙂

dusk summit
#

heyo, just got a weird issue in one of my world projects, everything is freshly imported after deleting em for the upgrade, and for some reason the VRC URL input field component... just doesnt exist. it exists in my other project that i've done the exact same shit for, but this one just doesnt have it, breaking my video player :/ anybody ever experienced that ?

kind leaf
# dusk summit

try importing the sdk again. I don't recall the migration doc telling anyone to delete anything.

dusk summit
#

the worst is that i found it there but i just absolutely can't add / use it

kind leaf
dusk summit
#

and i'm not spending another hour migrating this again for fun at 2am thanks

kind leaf
#

oh anytime. didnt know deleting during the upgrade was the pro way. ill have to try that out....

dusk summit
#

never said i deleted the SDK ?

#

during the migration?

kind leaf
#

"freshly imported after deleting em for the upgrade, "

dusk summit
#

i have deleted other assets that i'm using to reimport them fresh after migrating to 2019

cedar horizon
#

How do I fix this, I want both the walls to look the same (Left ProBuilder Wall / Right Normal Wall) (They have the same texture)

#

I have also cut a hole in the ProBuilder wall if that helps.

kind leaf
#

you can avoid that by making the normal wall in probuilder as well.

cedar horizon
#

I don't know how to mess around with the uv maps, also the probuilder wall doesn't look good so I wouldn't want to make the other walls probuilder walls either.

kind leaf
#

it doesnt look good because the tiling is not right. open the material and change the scale

shrewd violet
#

After updating Unity and the SDK, I'm running into the error upon trying to upload a world: "Export Exception - System.DllNotFoundException: shell32.dll"
Does anyone have info on how to address this? (I'm on Mac)

cedar horizon
#

Whenever I change the tilling of a wall it changes for "All" walls, how do I fix this?

kind leaf
#

" they need different materials. both materials can share the same texture."

#

all the probuilder walls can share a material but the plane needs its own because it has a different scale.

indigo fossil
#

I've spent the past couple months intermittently writing the script for a video tutorial series about how to create a VRChat world, aimed at the complete beginner. I'm almost done with it (except for the udon script for collider toggles) and would like feedback so I can polish it as much as I can before I record it!
https://steamcommunity.com/sharedfiles/filedetails/?id=2507157026

This is the text version of a work in progress guide about how to create your first VRChat World using a Unity-only workflow. I plan to record a video version using this script by the end of the summe

leaden hazel
#

Does the first time build take a very long time post update?

#

Seems to be taking very long for its first set of shader compiles

random owl
#

It's most likely rebuilding the shader cache because of the Unity version change

#

Should go faster again after the cache is built again

frozen rain
shrewd coral
#

Kinda a weird question. With the beta supporting Unity 2019, I'm curious if VRChat will support URP. If I create a world using URP will it upload and run properly in VRC?

green lagoon
#

nope it does not support that as It would require breaking all of the old content

frozen rain
#

@indigo fossil I read it over a couple of times and it pretty much touches, generally, on everything. I would break up some of the more advanced things like pick-upables, video players and such in another guide since it is pretty lengthy but other than that its pretty good.

indigo fossil
green lagoon
#

and probably most folks wouldn't benefit SRP to Warrant breaking all of the anime shaders

shrewd coral
#

So the only reason I was trying to learn SRP stuff was the cool node system to make shaders. Is there an supported system that's as user friendly that I could use to make water shaders and stuff?

runic epoch
#

So if my 2.0 sdk broke,

#

could i just reimport it

timber fable
#

I can now confirm that all my sdk 2 and sdk 3 worlds are facing problems with the new 2019.

Some textures just became pure black. And that is not nice.

#

The bad thing is that i no longer possess such files. That worlx leave me make it again from scratch like all of my worlds that would take months or half a year again to finish.

turbid ocean
#

Could somebody explain to me how to make it so when I jump, if I"m in midair I can jump again without having to wait till I hit the ground? Please anyone?

exotic gazelle
#

SDK3 for Unity2019 does not have VRLUrlInputField ?
→SDK3 reimport ,then appear VRCUrlInputField.

turbid ocean
#

Well it may have it, I just didn't know where to enable it

#

I only set the jump height.

turbid ocean
#

SDK 3

#

Do i need to use Udon to make this happen?

rain shadow
#

Yeah

turbid ocean
#

I have no experience with Udon, so what do I do?

#

Is there a tutorial on what to set?

rain shadow
#

Not specifically for double jump as far as I know

turbid ocean
#

What do I need to do to set double jump?

#

I've seen it in some worlds, but have no idea where to set it.