If you have no experience with udon you would want to start here https://www.youtube.com/playlist?list=PLwEtUGCdQX7HMkFCVxiNvO4DS2CmHWbe6
#world-development
39 messages · Page 92 of 1
Well, I'm not using it. But it's part of the SDK,, so it's there. I haven't used it.
Thanks for the help.
@kind leaf UModeler also has a free version. It's worth to try.
https://assetstore.unity.com/packages/tools/modeling/umodeler-lite-133081?utm_source=manual&utm_medium=link&utm_campaign=umodelerlite
Dope dope dope
https://assetstore.unity.com/packages/tools/visual-scripting/amplify-shader-editor-68570
there isn't a free one, this is the closest there is
Is anyone having issues with the newest version of the sdk where it just doesn't give any error but the publisher is blank
Re-Import the SDK
so i try get 3d sound but set on 2d sound for car?
Don't use the spatialization component
So I noticed something strange, Ive seen it before in other Unity versions so I might just need a reboot. But if I have a float that is increasing such as a timer and the float is exposed to view the changes in the inspector it only visually updates every 5 seconds or so, to make it visually update as you'ed expect I have to wiggle the mouse over the inspector continuously. The actual float continues to update as expected in the background. Anyone else experience this?
im still having the issues where the builder breaking with no errors
Even after reinstalling the SDK?
yeap
Do you have any errors in the unity console?
nope
What did you do to reinstall/reimport the SDK?
i manually remove the sdk the get a fresh version of the sdk from the website then i install it
Try import again without removing it
how do i enable legacy movement in sdk3?
VRCPlayerAPI UseLegacyLocomotion
thx
So i got a random question - So i made Door system with animations - Is possible to sync it?
I never did something like this, but try adding vrc object sync to it & test it with somebody. Sounds interesting
Il try that 😄
cant find that, doesnt seem to be a component
It's an Udon node
Hi ♥️ did someone ever build a swimming world ? Do you know some tutorials ? 🧐
If you are migrating a #VRChat world to 2019 and it uses Standard Assets, you will get errors from ForcedReset.cs and SimpleActivatorMenu.cs. Thankfully you can safely delete these files without breaking anything. Clicking on the console error will take you to the file to delete. https://t.co/84Ivkzd5Am
For anyone who still utilizes Standard Assets & Cyan's Climbing prefab
Climb mode and NotSoBad cars still work in 2019
Does anyone know the name of the asset/shader for the rain droplets on the glass?
nothing change im going roll back on the sdk see if that helps
possible to make a "trash can" that can delete stuff? like cans and such?
Yes, create a trigger inside it and then script it to delete objects that get placed inside it
when I moved my world over to Unity 2019 I lost the control panel for the VRC SDK
I tried removing and replacing it with a new version but that didn't fix it
@rain shadow i guess rolling the sdk back works
Were you on unity 2019 with the latest SDK from the website?
yeah i was
How do I make it so when a player clicks a button they teleport somewhere
idk how to do it in Udon
@sour scaffold #udon-general
https://www.youtube.com/watch?v=vPPpFokmS-Y see this dudes channels for all your base udon needs
Here I've done a tutorial on creating a simple teleportation system for VRChat using both Udon and UdonSharp. This video was recorded and edited in a different manner, so if you have any thoughts, recommendations, or requests, I'm game to listen! Hope you can find this useful!
VRChat Udon SDK:
https://vrchat.com/home/download
UdonSharp:
https:...
someone knows how to fix vrc control panel not opening in 2019? i dont know what to do
I had the same issue
check your console for build errors and fix them
You can just delete bad scripts
close unity and reopen it, there might be errors then
already tried that. i opened a new one without anything. i am trying to reimport the sdk all the time. i dont know whats wrong
the one sdk world from vrc.com is the correct one right? or do i have to download somewhere else the new one?
nvm i found it. fucking unity opened it on my second monitor
which i never used for almost a year
Got someone who’s looking at “strobe lights” for a dance club I’m gonna be making. Does anybody know of the way this is done? I’d assume animation is the best way of going about it, but what about to make it random and changing?
Could animate intensity of either a material emission or a point light. If you need it in sync with music that'd be a Udon thing.
What about the volumetric lighting that you could normally do? Would that be something to do with a “shape” with a particle shader being used for it to be see-through?
Honestly I have no clue, I'm new to this myself
It’s a new thing for me, but if I don’t force myself I won’t learn~
should i put automatic resync on or off for video player ?
hmm ill put it on lets see
im also making quest support for my world but i heard video player does not work on quest ?
is that true
oof so i have to make a playlist for quest users to be able to use it that scks
thank you for your answer
i know nothing about this at all I just searched stuff up in this server
Question of my own real quick, I'm trying to setup specific music for specific areas in my map, and I need the audio to sound the same regardless of if players are facing towards or away from the source, but only affect about a 65 meter area in radius. I have the far/near setup right but haven't found a way to get rid of the change in sound depending on player orientation, or, to make it only affect a certain area while not being 3d
Modify the drop off, that should fix it.
There should be a “Max” and “Min” distance that can be changed.
have it set for the area
So far I've gotten 2d sound that plays everywhere or 3d sound that plays in the specific area but changes in effect based on your rotation relative to source
Tried deleting VRCSDK2, reimporting the new one twice, and..... yeah
What errors do you have?
wont let me build
This might fall under world lighting more, but I'm having issues with the standard matcap shader on a world I'm making.
The matcap I'm using is made using a reflection probe on the map, but for some reason it's a lot darker when used at a matcap.
I know I could make the material fully metallic and smooth instead, but I'm going for good performance.
Has anyone else been having issues with chairs since the update? I can't for the life of me figure out what the issue seems to be. Running SDK3. Desktop is able to enter / leave stations without any issues, however in VR if some one enters a station, it locks them in place. Unable to exit by moving, unable to respawn. Have to force quit. Disable station exit isn't checked, so I'm lost.
Anyone else unable to change anything in the "Configure World" screen besides the title of the world since migration into Unity 2019? Regardless of where I try and click to edit the description of the world or the number of players it can support it just will not change.
Actually nevermind, I've just decided to create a new 2019 project, import the new SDK2, closed Unity 2019, and moved over everything my assets.
My next problem is that all the post processing doesn't work and it broke. I've already uninstalled and installed via package manager.
You have post processing in the projects twice one is a package and other one is in your assets
Ohh I'll have to find the old one and delete it, Thanks 1!
Does anyone know this works in 2019?https://twitter.com/Ruuubick_/status/1166014308918185984
I open editor log and nothing is there
im trying to determine my filesize and nothing shows
It will but you will need to build and test first
i did
dont understand why it wont show
Like nothing at all?
o u mean build and test locally
i was doing build and publish lol
Build and publish should work also though
what the
You can try build and test though
oh wait I'm sorry I posted that in the wrong place
I am running into what I believe is the exact same issue; I followed the migration guide and have also tried re-importing the newest SDK and the url input field just doesn't show up (and all of the vrchat example prefabs that use it claim to be missing scripts)
hmm I know I'm not the only one about having the "not initialized in time!" error, that's the only error I see for like 300 objects.
So something is going on :/
You don't need to worry about that error
You can stop it by installing CyanEmu into your project as that has a built in fix for it
Well when I press build and publish, the game window doesn't show for uploading, I thought those errors were the reason
On the console tab do you have error pause enabled?
Do you have any other errors?
Nope that's the only error, 300 of them
What does the game window show?
gimme a min to click build and publish
That's all it shows, just my project using the main camera i believe
Find that camera and make sure the depth is 0 or lower
Or just disable the camera that is rendering in the game view
I meant what does the game window show when you go to build and publish
It shows the same thing, so I'm just at an utter confusion right now
If you scroll down is there a second scene file being added when you go to build and publish
In the hierarchy
Actually I think I can tell that there isn't
yeah it's just my one scene
Restart/Reimport the SDK?
If you are using unity 2018 and a recent SDK yes
The newst SDKs dont work with 2018
Yeah you'll need to follow the updating steps here, a lot of things with 2018 are broken right now.
#announcements message
oh god.
Thats going to be impossible.
This literally is so hard... I can't do this.
WOW
I hate this game.
Is there some layer combination I can use to make a mesh bounce off a player? (Eg; a ball)
I think I found the problem, I believe it's the new SDK2 itself. I made a new Unity 2019 project, imported just the VRCSDK2, and tried uploading an empty project (with just VRCWorld, and a Plane).
It was the same thing....
Oh
When you get that popup that says reload the scene press ignore and not reload
what is the best video player for unity 2019?
Anyone know how to add fire to a world
the fire prefabs I got from asset store were utter garbage and didn’t work in my world
Does anybody have any advice with this problem, This a udon world I have been working on and i have been getting this over time with other worlds to since beta. Gradually over time its been getting worse and worse and now I just can't update my world, I've tried, deleting SDK, restarting PC, deleting cache both Unity in the temp folder and with lighting and even uploading to a new blueprint, All without fail lead me to this outcome, I'm completely lost on what to do.
Check your console for errors
hey ruubick- if an asset store item isn’t showing in game is it due to the asset not being optimized for VRC
Nope, probably script based or shaders issues
I did, It says upload file corrupted, I accidentally cleared it so I will upload again and I can paste it, Looking through there doesn't seem like anything, Ty for responding Ruuubick
This is what I tried to put into my world
But didn’t show in game
I had to delete the demo stuff haha
Do you have a good one you would reccomend for some quick fire?
Oh yea they have particle systems on their prefabs
https://assetstore.unity.com/packages/vfx/shaders/particle-shaders-vol-1-35069
There's one fire one in there that might be good enough ?
The best fire effects are often through sprite sheets though
might want to look for that instead
Can you show only the errors, if there's any
Um I'm not sure that there any
Just warnings
This is the entire console
There was errors yesterday but I removed them all and i was still getting an upload fail, The upload also takes a really long time, It use to be faily quick like maybe 10 minutes but since beta for me its been like 30 mins+
It always fails to right at the very end of upload, when it updates the upload file to. What I don't understand is this what I have rn with this world is Udon and Unity 2019 but I happened with my SDK2 worlds to on Unity 2018. Its a really weird issue to have, I don't know what could cause it.
i'd like to see the console after you try to upload a world
Yeah I found that eventually and that worked, thank you though ^^
Hi
I Want to make my own World As a home And chill but dunno how to start
if someon would kindly help me I Will be grateful
pls @ me or send a dm
@kind leafDo you have time to call?
naw, sorry first two links explain it all, the youtube search gives you plenty of visuals. bottom two links are tools that make life easier
let me just grab my STATE OF THE ART blrnder!
IKR Aka The Best
Honestly iam trying to understand how to do it but its like learning math for the first time
hi, I just updated my projects to Unity 2019 following every step of the guide including installing udonsharp. My VRChat drop down menu is missing the builder and I get this error in the console
anyone have any idea what's wrong?
would appreciate some help
select the second error about the standard asset. it should direct you to a script. delete it.
okay, will try that
it should auto refresh after you delete the standard shit, if not save and reload. But normally it refreshes and just works.
kevbal not tryna be annoying af
But uhhhh
I Need Help cuz i dont understand the vids
@kind leaf that worked, thanks a lot, you're a lifesaver
I was working on a world to celebrate someone's birthday today and I was at my wit's end with things breaking last minute, so I really appreciate your help
Anytime, good luck. We all have had that issue. Standard assets are in almost every unity asset.
So what are you confused about ?
How to bulid
All i want is a room to put Photos in A Bed and a piano
But they all Going for the FULL ULTRA
And you have:
Unity 2019.4.29f1
Latest SDK (2 or 3 but not BOTH)
scene descriptor in the room
scene descriptor can easily be added by searching for VRCWorld in your project.
That was in English, there is no other way to ask about that that stuff lol. Just follow the top two links I sent and you wont have an issue.
is there a way to upload world straight from blender?
im not trying to get my world verified
Hi
umm
I Can send you a link to a vid iam watching you can go to a specific minute and find it if you wana ofc @wraith cipher
sounds good 😄
Download Package here:
https://drive.google.com/file/d/1L9GfRTsKZgz8yo7ON_oGq7fNCrlpU6cH/view?usp=sharing\
Starting in Blender 0:58
Texturing 34:33
Exporting from Blender 1:02:45
Importing into Unity 1:03:06
Unity Materials and Textures 1:07:38
Importing Assets 1:13:13
Colliders 1:24:04
Pickups 1:26:37
Lighting 1:28:59
UI Triggers 1:49:05
Post ...
1:03:06
Thats the time you wana go to
I GIVE UP
whats up zero? you good
i been trying to understand buliding my own world for the past5h
It wont get in my brain
https://www.youtube.com/watch?v=DB-ugW7xGhk try this one
In this video I show you how to create a world in Unity for VRChat.
*** [OLD] THIS VIDEO WAS MADE A WHILE AGO SO SOME PARTS MIGHT BE OUTDATED***
Timestamps:
Download Unity and the VRChat SDK 0:17
Build the world 2:33
Add textures and materials 5:18
Change skybox 7:29
Add a mirror and button 8:23
Add a VRC_SceneDescriptor and spawn point 10:15
...
i still dont get it but im chillin big time
no you cannot upload from blender. You create in blender and then can import the asset into unity. If you dont want it public you dont check the community labs box when uploading.
have you tried detaching the blueprint id already?
dunno whats that really
The world i got it From a world maker that gave it out for anyone that tryna start And modify so iam bretty new and donno
select the scene descriptor object and look for the pipeline manager component. there is a button saying "detach" on it
@unkempt turtlesorry but wheres the scene descriptor
usually in the vrcworld prefab
first of all you should unpause the scene
then you should see if there is a VRCWorld Prefab like this in the hierachy
once you clicked on the VRCWorld Prefab there should be a few components like this in the Inspector tab
the pipeline manager will have a button saying "detach"
Need help with some scripting - Im trying to make a trash can - Delete object. but im having some issues with the script. anyone able to help ?
you go to the hierarchy and look for something called VRCCam. then go into your Scene in your main window and make sure you're set to move object. it's the four arrows above the tab I mentioned before if you didn't use it already. then just move it on the X, Y, and Z axis.
Thank you so much but wheres hierarchy
it's on the left of your main window in Unity
ahhh
I can hop into a call with you to show it if you'd like
I'll have to open an old project though
Yes please
a'ight gimme a second
your guy here dum as hell
Hit me up when you ready for the call iama tell ya why iam dum
I don't tend to talk in calls, but I can do that if you'd want me to... I have Voicemod active so it's up to you if you want to hear me or not.
There no problem
a'ight then, lemme get the old project open rq
OK
well cruel
Sorry brain iam new
also I have no idea how to fix your issue... and sorry for burring it
Its cool xD
are the objects already in the scene or are they instantiated?
Well they kinda are
pool, great; show me your script in pm
Hey is there a limit to how many panosphere materials you can have in a world (fulling from URLs) before it'd start to lag or anything?
I've only ever had one, but have an idea that could benefit from using a lot of them
ive run into a new issue where i cant update my world keep giving me a error saying i dont own my world id or im log in the wrong account and it logs me out
Does anyone know if VRChat is going to fix the Youtube players volume soon? I don't want to update my room with the music blasting to loud.
what you mean?
you gotta set the volume on the audio source yourself it should be under vrc spatial audio source set gain to 4 or something low
@proud harborIn my worlds the volume has been the perfect level. Since the updated to 2019, all the the Youtube player's volume are very low.
this is annoying
Might be a script conflict?
Remove the meta files in the windows explorer window of that folder
Then import again
VRChat
Migrating your project from Unity 2018 to 2019 LTS isn't as difficult as you might think! Here's a guide providing each step in detail.
Can someone help me, my shader in unity isn't working. I've made it myself, but it's just not showing up
It's literally invisible when I use it
Aaaaaaa after updating unity andthe sdk it wont upload anymore
the only thing that happens when uploading is:
would like to add a photo in my Unity world can someone till me how
drag n drop it in the project, add a quad to the scene, drag n drop the photo texture onto the quad.
i fixed it by removing and reimporting the vrc sdk
so apparently some of the quest users in my world are experiencing a weird thing where the world looks pitch black at certain angles
any reason that could happem?
What kind of shaders do you have ?
Been having major issues using the new SDK with 2019. I've tried creating multiple projects with the new version of Unity and everything works like normal at first, I import the SDK, set up the collision matrix, all that stuff but when I go to publish, nothing happens. So I close and re-open Unity to find that under the VRC SDK, the control panel is gone leaving utilities and Udon Graph. So I delete the Udon and VRC folders and re-import the package and they're still gone. So I create a new project and start the cycle over again. I've done this about 3 times now, please send help.
----> It seems that any menus that I have that are inside of an empty game object do not function, unless the object is active by default, upon entering the world. If the object is disabled by default, and activated via a toggle, any button I have inside that object won't work. The scripts are all there, but nothing functions. How do I solve this? This wasn't an issue until a few days ago. Is there a way around this? What else can I be checking if the scripts and objects are all implemented as they were before when they were working?
all mobile standrd lite
that's after reuploading on 2019 ?
I never uploaded anything for this world. I just found it broken. I didn't make any changes, which is why I found it so confusing.
in that case you should definitely update
can you purposefully have a world for friends only?
anytime I go to update my world I get this error, anyone know why? (I'm still using the 2018 unity btw)
trying to build and test my vrc world doesnt matter how much i click on reload or ignore it doesnt let me test it and it keeps popping up, i restarted unity several times delteed the sample scene.meta but it still pops up :/
Check your console
Is your world saved to a scene ?
to a sample scene
Then chose ignore
i did but when i click on it it still doesnt load me into the test world
doesnt matter how much i click on ignore or on reload
it keeps appearing
Are you using build and test ? Is there actually something in your scene ?
What's your world descriptor on ?
on the floor object
and when i click on build and test the window appears again and no matter what i click it then cancles the upload
In this case i'm not sure, i'd suggest reaching out #vrchat-support
corrupt projectversion txt file, this doesnt seem to be tht big of a error
The existed even after I updated the project.
Sorry my question was the person below you
Maybe someone want's to ping this. It happened to me when I updated my Unity from 2018 to 2019. It caused my Bakery and CyanEmu for Unity to stop working and display vrc trigger components in 'list' kind of manner. GUITexture issue... Below is a short guide on how to fix the described issue:
https://answers.unity.com/questions/1638555/guitexture-adn-guitext-are-obsolete-standard-asset.html
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
This appears to happen for sdk2 projects in 2019. Pressing ignore solves it, but really wish there wasn't a prompt to begin with.
For creating an SDK3 world, while there are several tutorials, which one in Youtube would you recommend for tutorials as I am considering remaking a world I made from SDK2 into SDK3
I know it's not supported officially, but I have heard of people being able to curate VRChat content on Linux. However testing it today it doesn't seem to function, getting stuck on calling a native windows function:
at (wrapper managed-to-native) VRC.SDKBase.Editor.VRC_SdkBuilder.SHGetKnownFolderPath(System.Guid,uint,intptr,intptr&)
at VRC.SDKBase.Editor.VRC_SdkBuilder.GetKnownFolderPath (System.Guid knownFolderId) [0x00006] in <0f0926a4d9fb4077ad2642f991762bd2>:0
at VRC.SDK3.Editor.Builder.VRCWorldAssetExporter.ExportCurrentSceneResource () [0x00188] in <d66fa9d22d9945a2b8aa2d0e0c87378f>:0 ```
(this is using the native Unity linux editor btw, if that wasnt obvious)
I know we just made the move to 2019 and I wonder if this changed things somehow, as people reported it working about a year ago on reddit. posting this here since i'm testing this on the world sdk
also unrelated, but i have to login multiple times (i just enabled 2FA though, so i don't know if that's expected behaviour)
[SDK2] hmmm i updated my world with 2019.4.29f1 but it didnt update after uploading. it was published however and the thumbnail changed how it was supposed to do too
no error messages whatsoever, except for the known "ignore" and "reload" button
strangely the textures are not being compiled before changing to the upload screen in game window
tried to upload it as a new world. the new world immediately brings me back to my home world, but i can hear the sounds for a split second before being thrown out
is the world not supposed to be compiling shaders and all that or is it a sign of something not working when it isn't compiling shaders etc?
are these important to the problem?
So im having an issue with buttons now...
I have a button to press a toggle on...and nothing happens..I have it all set up like I used too
Can you post a picture of your setup? Is it an Interact button (it highlights, then you press it) or a UI button (you point, then press)?
I’m considering making a world, but I need to know a few specific values in advance, namely, what would be the minimum dimensions in height to fit a user with an average-sized avatar?
Basically I saw a pic of an underwater club in the Maldives and got inspired
Its a highlight and press
Oh is Udon, should probably be asked on #udon-general If you can post another picture of how the Udon program (all the nodes) looks would help
Hey folks, does anyone know how the VRChat rave streams do multiple camera angle and switch between them?
https://www.twitch.tv/loner_online like how in Loner's stream, the camera switches between 3~4 angles. I saw Ghost Club doing it too, and very frequently, as if it's automated
anyone know why all my walls floors and pretty much everything has dissapeared once i installed probuilder? i build this house with probuilder and for some reason i had to re import it and once i imported it again everything has dissapeared in the scene, its still there in my heirachy but nothing in the scene aside from things i imported that wernt made from probuilder
https://gyazo.com/b5604d1a9eeb4fb0dffc08a8ddf323ef
this is a picture for reference
Any ideas on what's happening to my depth of field post processing?
Before 2019, my worlds were fine, but once VRChat updated, I have like 2 areas going down the middle of my headset filled with the blurriness and then when test building today, it got weirder with just spots/moving areas that were blurry
^^^That's the best screenshot I could get of what I'm seeing
Otherwise it also seems to outline some parts?
can someone help me with mirror toggles plz i watched a tutorial i did exactly the ame but nothing worked
im working on my world rn and when i when to publish it the builder section of the sdk was empty
I'm working on a building, but it's the first time I've tried to do anything bigish. I'm wondering what some best practices are for things like this.
Like where I'm at right now, I've mostly focused on getting the interior put together, but I can either just add the exterior on top of it or I could do them separately and use doors to teleport.
Also when it comes to worlds, is there a good goal to stay under with Tris and materials?
I'm at like 125k tris which is kinda high for an avatar, but I don't know if that's bad for a map.
Also I can easily combine all the objects in blender to one and maybe atlas it into one material, but I don't know if I should do the building as a single object or separate rooms and figure out how to use occlusion and stuff to perform better.
I couldn't offer any professional afvice but uh 125k for thst big of a map seems reslly good
I also do not know if the best call for wrlds is to make it all one material and mesh
the toolkit does not work my buttons dont work i dont get it
its suppossed to be on click but when i try in game nothing happens
can someone help plz
- Attach a VRC UI Shape component to the Canvas.
- Navigation on UI elements should be set to NONE.
let me try
Yes, 1 material is always the best call. But dont combine the meshes. You can group like meshes, but if you turn the entire build into one mesh than Occlusion culling is no longer efficiently optional.
select the canvas, in the inspector scroll to the bottom and press add component
in the drop down search UI shape
add
the youtube tutorials on UI buttons do 😛
if your canvas is huge yeah, put the canvas layer to walkthrough.
normally when you make a gui you set the size to exactly what you need so you can tuck it away and not have the canvas overlapping with other stuff. vrc UI shape adds colliders at runtime to the ui elements
yeah it will, select the canvas, at the top of the inspector you will see a layer selection. its a dropdown, select it and change from default to walkthrough.
Thank you so much for the info.
what i put in the event camera ?
cuz i think thats the real issue here the event camera i put main cam mabe i should not put anything at all
nada, unless you need something specific leave the settings alone. Only things thant need changed on a canvas usually is the world space and scale.
ok
well, was trying to get a screenshot for you but I chose the wrong project to load, it's massive and taking ages. This video shows you exactly how a gui is setup in vrchat. https://www.youtube.com/watch?v=FWU7ckfkUrw
Interacting with modeled buttons is fine, but when you have a lot of buttons and such all in one place, you may want to integrate them with Unity's UI system. Here's how you go about doing a basic UI setup with custom events!
00:00 - Intro
00:35 - UI Canvas Setup
05:40 - U# Slider Script
10:24 - Slider in VRChat
12:30 - U# Button Script
15:27 ...
dude it still doesnt work i dont understand
ok ill look at the vid cuz i have massive headheck now its been 4 hours im trying to do this stupid mirror thing
assuming the layer is not UI, and it is default or walkthrough, and the vrc shape is attached, and canvas is set to world space; my guess would be you have buttons behind the canvas. If you left the canvas massive and moved the buttons around you could have slid them behind the canvas and its hard as hell to tell. Best practice when you make a canvas, after setting it to world space, set the scale to .001 for xyz. and expand as needed.
ok how i set the size without fcking up the buttons ?
honestly lol u should make tutorials for vrchat content creation haha
I would but Vowgan provides enough. No point in repeating information thats already golden. Back to buttons, in the rect transform there is a box with some lines in it. Thats the anchor. You can change that to determine how the button will be effected by the canvas movements.
But the buttons wont break if you change the canvas scale, they will just get deforemed, you can resize them after.
all ui elements must be within the canvas to work though.
anyone know why all my walls floors and pretty much everything has dissapeared once i installed probuilder? i build this house with probuilder and for some reason i had to re import it and once i imported it again everything has dissapeared in the scene, its still there in my heirachy but nothing in the scene aside from things i imported that wernt made from probuilder
picture for reference https://gyazo.com/b5604d1a9eeb4fb0dffc08a8ddf323ef
when you make anything with probuilder, when you are done you should use the export feature in probuilder to convert it to an obj. Probuilder doesnt save the mesh of the models you make so the moment you reinstall it, the data for the vertices is overwritten.
It's well documented, but because probuilder is so easy to use most people dont get that far reading and they only learn when that happens.
i cant really speak for everyone, but i made a world that's fairly large out of just unity store assets, hundreds of different items and materials, many of them quite high poly, i dont know how many polys it is but my world is still better optimized than a lot of other worlds because it's using baked lighting and helps a lot, you having that many polys is probably absolutely fine
to my knowledge (from like 3 years of playing vrc), the main things that make a map lag are special shaders, particles, realtime lighting, mirrors, and many objects with colliders and physics
you should be fine though
verts(broken down poly) do count, 125k not so much 🙂 but 1-2mil verts is an easy 10-20 fps drop. Most worlds I make have 2mil verts in any view before optimization. By the end its 30-100k using occlusion culling and or view distance. * at the same time, verts mean nothing if they arnt rendered. Which supports the shaders/particle argument.
anyone know why unity's doing this?
hmm, doing what?
showing the plane through stuff after updating to 2019
the grid?
yeah
thanks! found it
🙂
ahh so how to i go about getting all the meshes back once reimporting probuilder to export everything?
afaik you don't. It's a hard lesson to learn. Only saving grace would be if you made a backup of the world with probuilder still installed.
i had it working fine, then took a break from the world, then today i get this, i dont understand it
are you still having troubles or have you figured it out?
@lost roost reimport probuilder
normally it fixes to reimport addons like that
im very familiar with probuilder as im a game design student and this shit happened to me on a university project every asset turned purple and errors were popping all i did was reimport the probuider and it fixed it
also you might want to download the latest SDK from vrchat if you still did not
cuz that also might be the issue
Anyone know why my occlusion culling would be bugging out in that in some specific spots, the occludee acts as an occluder to another Occludee?
So, how long does it take labs worlds to be approved? I've had one in there for months and it doesn't seem like it's going anywhere
Anyone able to help me with a lock system for doors?
heat/popularity. If your world gets a lot of traffic fast and doesnt have any restrictions (the nsfw checks) and is without game breaking flaws its pretty quick. If you fail at any of those it could be a looooong time. But eventually, it will get pushed to public.
ah. dang. i guess 2 bars of heat isn't enough 😦
yeah heat is an indicator for how rapidly people are attending. Visits show how many people have visited.
If your world is intended for social activities like a game, club, theater w/e you can also try marketing. There are show-off channels for that, twitter, w/e. If its just a home world I wouldnt bother.
So now Im back at trying to figure how to to teleport people in Udon and I have no clue
It seems to vary based on how many people visit
Hello, I am new here and was trying to test a world im building locally. When I build and test Unity cant seem to find the app to open and suggests that I find something on the windows store... Does anyone know a workaround for this?
found it.....
Point unity to your VRC exe
A few friends and I have noticed that worlds like Putt Putt Quest have vastly improved movement physics. I'm wonderin' where to get started on recreating a similar effect for my own worlds.
iirc it's default unity physics
Aaah
Which sadly isn't the best on its own, but it allows for worlds like that to work well !
How do I decrease gravity so players don't fall like a bullet?
Alright, I think that gives me a strong lil' lead. Thank you!
im using that physical interaction prefab for buttons to be touch. for some reason the first world load is always toggle but every other one is touch. is that something someone here uses and knows about? or do i ask that in the udon section. unsure what it is really ;p
apparently everything in my world is purple for some players. i'm not sure if it's just the quest players or if it's something else. I have no idea how to fix it or what even is wrong or what is purple
What shaders are you using ? If they start with Legacy, don't do that
I had one legacy shader
You're likelier to get an answer in the udon channel
the one legacy shader I had is just a particle and shouldn't be visible in the place people were saying was purple
best to look at one object in particular that was reported as purple. It's not just legacy that turns purple, in fact, I have had legacy shaders work. But unsupported custom shaders can also be purple.
So, i've three years of experience in Blender, while i have almost zero experience on Unity. I'm trying to learn Unity shaders and Poiyomi, i was wondering.
Would be possible to make my vrchat world look like this:
I don't see why not, not seeing anything outside of the norm. High shine and reflection probes. Also, Poiyomi isnt optimized for worlds.
Gotcha, gotta learn what reflection probes are in a bit, which shader would you advice me to use? just standard?
i noticed that the standard lacks of stuff like roughness maps
yeah why not, its has the same hdri maps just with different naming.
honestly, I have to google it everytime I need to find out where to put the roughness but I'm thinking displacement and of course probably sounding real stupid lol.
ngl another problem i'm having is blender baking, since those are all procedural materials
displacement and roughness are two different things, i don't think it's right
displacement modifies the mesh based on the texture while roughness just gives light values
I want to start building VRChat worlds. Where and how do I start?
VRChat
Before getting started, ensure you have a Unity project with the SDK set up. If you want a great intro to creating your first world with pre-created assets, a tutorial video, and detailed steps, check out the VRChat Home Kit! Step 1 - Setting up a scene The first thing you need is a scene. This can ...
Hello there, i'm trying to build and publish my world to vrchat, but when i try to do it, the console gives me these errors, is it something in the SDK or some external script?
You need to delete the SimpleLightprobePlacer asset
That seemed to work, i have another issue, when i do the build & test thing, nothing happens, the VRChat client doesn't open, i went to the configuration to choose the client path, but vrchat still doesn't open up, am i doing something wrong?
Nothing in console?
For ambient sounds on a map, what's a good length of soundfile ?
That doesn't matter too much, it's more about filesize, make sure to set compression to 50 and enable its decompression type to streaming !
Anybody know a good video hosting site where i can upload videos that work on Vrchat video players? I tried bunny.net but it doesnt seem to work...
Anyone know why an object that is an occludee would appear to be occluding the main occluder mesh on my world when standing in front of it in a very specific place
How do I make a fur rug? (Since Unity doesn't support hairs in blender)
Very early development on a room I’m working on...what do we think? 
that looks like a very big room
Unity’s standard doesn’t have roughness, but it has roundabout ways to use smoothness. I detail how to use roughness maps at the end of the textures and materials section here: https://steamcommunity.com/sharedfiles/filedetails/?id=2507157026
Fur shader like Xiexie’s
Was about to fall asleep, thank you for the gift ❤️
Np
Is Unity’s terrain tools compatible with VRChat since the 2019 update? Are there any limitations?
It’s because it’s white, that’s why it looks so empty, but it soon should be finished :P
I'm trying to make a vrchat world with avatar pedestals but for some reason the previews aren't lining up with the udon button. What do I need to do to adjust this?
I'm also just now noticing it's not using the custom "Wear Me" text I put on it.
You probably figured it out by now, but you can make an empty and position it to wherever you want and rotate it however, and then drag that into the "Placement" entry on the VRC Avatar Pedestal script
This is where the empty would get dragged into
Which build of Unity do I need?
2019.4.29f1
https://unity3d.com/de/unity/whats-new/2019.4.29 DL here get the windows and android for pc and quest support
Thanks I'll try that
Any idea why the text isn't updating from the default "Use"?
What is the hitbox for the player pill collider?
2 meters tall by 1 meter wide?
Or is it 1 meter by 1 meter?
2 in height, around 0.5 in diameter iirc
Hm. Okay.
I keep getting such mixed results in VRC.
Nanachi's/Hobkins are like impossible to size doors for without having a cube to compare with.
...And impossible to size worlds for.
@silent night i thought the bounding box sizes to the avatar height?
When you point at someone and see their capsule, you see the outline of their collider.
When I've got in to bigger or smaller avatars, I still impact the walls at the correct distance away, I don't pass through it if I'm big or impact early if I'm small
Roughness is just inverted smoothness.
If you have photoshop, get the Super PNG plugin.
Bake your albedo(diffuse/colour) map, or metalness map, and your roughness map. (if you need transparency, use a metal map, even if its just all black or all white) Load the roughness in to photoshop, invert it, select all, copy.
In the colour or metal map, create a new channel and call it Alpha. Edit > paste in place.
Then file, save as, choose type super PNG.
Name file (I normally call it colour-smooth or such) . Plugin dialog appears. Choose alpha on the left.
Now load in the map to the standard shader to either the color or metal slot as required. Choose from the drop down which map to use as the source. Set the smoothness slide to half to follow the file exactly or tweak it up or down from there.
So I'm stupid or i can't find the VRC Trigger
or has the name changed?
I'm using unity 2019.4.29f with the latest SDK
obvious question. are you sure you installed sdk2?
my video player audio was messed up after the upgrade,
any way to fix it?
what video player? Did you use a prefab? Which? Whats messed up about it?
video player audio was messed up in many worlds i thought i would of been an issue people would know how to fix
the video player gets extremely loud and stops voices from working
if i remember correctly it was the default one
the audio source for the video player has a volume slider. afaik there is no default player. there is a default set of components for making one but most people use Merlin, Wolfe or ArchiTech.
its not an issue with the slider
no matter what i do with it its still loud
and it doesnt allow me to hear anyone when its on (like its overriding their audio)
they are not relatable components. Ied assume its a vrc issue and not something we can change in unity. avataraudio, player audio and audio source do not communicate.
(I dont mean to interrupt the current conversation)
But ive tried to update my world to the newest unity version, and ive reimported the latest vrc world SDK. Everything seems to be working okay, except for the control panel.
Every other tab on the control panel works fine, i can log in and such
just the builder is empty
check console for errors. Anything ending in a scriptname.cs error will cause this; if no errors you can try reimporting the sdk. Do not delete it, just reimport.
Looks like i have 4 errors...
i will try haha
for those ied try to just re import the sdk, and/or restart unity. Im assuming that you arnt mixing sdk2 and sdk3 in the same project
no Im not, never touched sdk2 before ^^
Hmm... no errors, yet no builder panel
@silver lava ping back here if you get stuck at any step. I'll respond if I can. Real work permitting! ;)
from docs.vrc
"The build control panel isn't appearing in the VRChat SDK menu dropdown!
There are two main reasons this might be happening:
Make sure you're using the recommended version for VRChat. (See Setting up the SDK)
Check your console tab to ensure there aren't any compilation errors from third-party scripts or components. If there are, you may need to remove those components/scripts."
VRCSDK3-WORLD-2021.08.04.15.07_Public is the current sdk3
Oh yeah of course, i don't expect any help of any kind anyway, private work is more important. Thank you ❤️
Well, the not as fun day job anyway. XD
haha well it depends from person to person 😛
Here's a question - So im making a world. it's all honkey dory! - except for 2 of my "doors" they open fine and stuff the issue its like there is some Invisible barrier for like a sec before ur able to enter. and it is kinda holding you back. any advice on what it could be?
Do Audio Distortion filters not work in VRChat? I was hoping to add one onto the Audio Source of a television I've made for a video player to make it sound like a crappy old-fashioned TV, but it didn't seem to affect the sound output.
you did a door animation tutorial for those? Ied toggle the collider off when the door open bool = true. Turn it back on when open = false. I recommend this approach because moving colliders and players don't mix well. Good way to yeet someone out of the map.
sheeesh didt not do the collider stuff. how would i set that up?
you animated the transform right, redo that process but also include the collider from the dropdown.
you setup the door like normal and on the last frame you just set the collider to off.
reverse for closed
ohh ill look into it 😄 - still new to the animator xD
this is sdk3, but animations are universal. If you use sdk2 you apply the triggers like normal https://www.youtube.com/watch?v=Bw4uvjrvdbU
Accessing and controlling an objects animator is incredibly easy through Udon. Here's a short tutorial on how to go about about utilizing it through the example of a basic door. Assets for this and future videos will be available for download over on my Patreon, so if you'd like to work through the assets yourself of simply want to support me an...
this video wont show you about the collider advice, but youlll see when to add it.
Thanks maan 😄 great with a shark in this 😄 btw do you know of any good Door lock Tutorials?
2 or 3?
3
havent seen an sdk3 tutorials on it but this prefabs is awesome and you can just examine the setup if you want to make your own https://blog.foorack.com/keypad-prefab-in-udon-for-vrchat/
thanks 😄
also, you can view many more prefabs/shaders/ and tools here https://docs.google.com/spreadsheets/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml#
the part about disable the collider is it in the animator or?
you'll see where he adds the transform to the animation, then presses record, sets the timestamp and then moves the door. Right there, make sure the door is selected and toggle off the collider in the inspector. You should see a new diamond popup on the animation timeline.
this should be done while in record mode.
after door is open and collider is off you can turn off record mode and do the close animation.
okay 😄
i have a small sailboat out in a lake that wanders around a set path with an animation i made. what is the easiest way to sync it to everyone so they stop seeing it in different places depending on when they joined?
i know udon if that is needed, i just don't know how
I cant write an example right now but you add an onlate join event, look for the animation bool value based off the master, and then set those values depending on the values returned by the master. This doesnt sync positions but syncs states. You can try adding an object sync component for that. If that doesnt work you have to try to sync using the above method but using the animation time stamps.
object sync should work if you assign an owner. Just on start set the owner to be the master.
Does that mean I should split it into multiple states, the entire loop is just one state and that’s all it does
ied try object sync first. Use a simple owner set script and try that.
I added a object sync component but it didn’t seem to do anything
The only thing I can think of would be to track the value of the animation timestamp use that value as a float and sync that. Officially animations are local only so you'ed have to do some out of the box thinking.
with something simple like a door, you just sync the bool, and the door will respond correctly. But something that has a path is a bit more complicated.
for making spawn, people spawn in the direction of the blue arrow right? like if i rotated spawn on the y axis 180. would people spawn the other way around
How would you guys approach making the wake of a boat?
I've been working on a map where you're on a boat, the water is animated to flow behind the boat and give off the illusion of movement
I tried modelling the wake of a boat and using a scrolling UV shader to animate it at the same speed as the water, but that looked bad.
probably a particle effect with 0 gravity that scales up over it's lifetime? the Distortion checkbox in the standard Unity particle shader might work here o:
there'd obv be shader solutions as well, though I don't know of any currently lol
I'm not sure why I didn't think of that sooner
Any neat changes to the particle system with Unity 2019?
I remember when they updated to Unity 2017 and they added new emission shapes
ayy lol
I don't think so? haven't noticed anything super different with particles from 2018/2019
def not sure if something's been added though
I still have my first uploaded avatar from 5.3.6p1 days
well, not uploaded to my account but I have the project files
heck lol
Is there a way to control the direction of particles over time without affecting their speed?
Depending on what effect you want, maybe Force over Lifetime or Noise? 2D/1D noise probably o:
ah kk
you might be able to fake that with the Size Over Lifetime module?
As in, have your particle texture be two of those dots, have them emitting straight down the boat, and tinker with the scale graph until it looks right
Is there any way to get a specific version of the SDK3 ? Like im searching the "VRCSDK3-WORLD-2021.06.03.14.57_Public" but i cant find it anywhere
not afaik? generally you should be using the most recent version of the SDK, though o:
yeah just wanna tryout a special unitypack i got and there for i would need this version 😅
Lucky for you I keep all of them
All the way back to January 2018
why wont my world build and test?
using the newest sdk3 for worlds
and just to see if things would work i have the barebones of a world-- a plane and a spawnpoint
Any tips how to make a world like that western one with guns?
If I mess with the sorting to make the particles render behind the water, the effect looks pretty good!
I'll need to check if it has depth issues in VR though
vv cool! o:
For the guns, this might help? https://www.youtube.com/watch?v=xJJG0m0Mwgc
Make sure you're at least New User rank or above ingame? otherwise check the console for errors o:
Anyone know how to fix "uh-oh" "use correct account or un-attach blueprint" error when trying to upload a world? no matter what i do with or without a blueprint it refuses to show me the upload screen for my world which Ive uploaded many times before and i do own the blueprint. ive reinstalled the sdk in the project that didnt fix it
haha im trusted, and the errors dont give me much info -n-
What would you guys say is the most up to date guide to creating a world?
Contact VRChat support: http://help.vrchat.com/hc/en-us/requests/new
could send a screenshot here, and someone might know o:
ahh ill just keep playin around and hope i get sumn right
World creation really hasn't changed that much, with the v obvious exception of Udon/SDK3
for Udon help specifically I'd recommend VowganVR, and #udon-general - past that, most tutorials should be fine as long as they're for Unity 2018.4.20f1 or 2019.4.29f1 o:
fair lol, hope everything works out!
@leaden hazel Nah, there’s a capsule which is the player collider…Always have struggled with remembering exactly how big it is for VRC. Have to put a cube with approximate size in my Blender project to get comparison.
Otherwise going through doorways doesn’t work -3-
my 3.0 SDK's Control Panel Goes away
everytime I reopen my project
and i have to re make a project to get it back
Anyone know an easy way to cut doors and windows out of probuilder shapes? Boolean isn't an option because its virtually unusable
Curious as well, like I said, small avatars I've found can fit through tiny gaps just fine
does this prefab work in desktop mode
use edge loops and delete the face inside of the space you create with them. It will make an obvious gap between the faces that you will have to fill probably by extruding the surface of one of the faces.
yes, even has a pc only topdown view
You tried an avatar that can actually see the table ?
Thats interesting. Make sure you are using the latest release. I have put the table in many worlds. Used to require its own layer but that seems to be scrubbed. Its quite literally just a drag n drop prefab now.
Did you press R ?
you dont put it on the layer really, you just create it and setup the layers properties but i dont recall the setup and its been removed from the readme.
if you can't get help here try the "Getting Support" section of the readme.
that'll do it. try to reimport it.
I did multiple times
version 1.3.0?
k, so delete it in full and try 1.2.1 next version down. Not recommended to use outdated version but if it works it works
the only way to fix the missing scripts is to re-add them. 1.3.0 seems to be a 2019 update. Unity is not backwards compatible just forward compatible.
oh
1.2.1 waas built on 2018 though so you should be good
udon was still compiling scripts 🙂
just press ok wait a min and try, if you dont have a spinner bottom right you should be good
Anyone who can help me with card physics ? 😄 Mine just falling through everything hahaha
does music affect the mb size of my own world?
yes
dang
im currently updating my dark cloud world on vrchat and im trying to figure out how to make the audio of the world change once in a particular interior/house. does anyone currently know how to do this on unity or can teach me how? i am using vrcsdk3. i am willing to pay anyone who can help me with this issue
also thank you
search for "how to add music in vrc" and you will finde a proper way to do it
you are importing the .unitypackage right? And not trying to add it with the master folder?
yeah
and you deleted the prior completely?
yes I deleted the folder
ive tried, on youtube and on other discords. i even reached out to the kingdom hearts vrchat community and nobody was able to help me yet. and i have music in my world but i just want it to change the background music once inside particular interiors. but no matter what i try it either only plays the original or both sounds are playing at the same time
add a trigger collider to the entrance of the house. OnPlayerTriggerEnter disable the outside music and enable the inside music. See Unity AudioSource for information on scripting that in Udon.
im gonna try the version before unity 2019 update happened
how do i do that, im so sorry im super new to all this. is it okay if we can chat and you can show me how to do this step by step? im willing to pay money if you have paypal, or cashapp, or zelle
I don't know about all that but I encourage you to look up as many videos as possible about adding music to a world, and triggers(collider triggers not sdk2 triggers). Videos, docs and trial by fire is how a lot of us learn. If you still need help later tonight feel free to pm me. I can't assist in video/voice until the kids are out.
sounds great thank you so much i highly appreciate it!
What's considered a good number of particles for performance?
I know 0 is the best for performance, but I'm using them so
I also know it varies from user to user, but I just want a ball park figure
I wouldn't know the exact number probably as little of them as you can to get away with the look
depends on what the particles are used for. fog needs quite a bit. I try to keep them as little as possible to achieve the desired effect. no more no less.
I'm using them for the wake of a boat
reduce until it looks like crap, and then boost it until it looks just right.
Right now I'm at 2000
see how it looks when 1000
once you have something using the least amount of particles you can also setup a toggle for those on potatoes
the pool table works perfectly now but how do I make props that you pick up like float staticly
on the rigidbody change gravity to kinetic
gotcha
will it collide with things still or no
cause it seems to collide with my triggers
depends on what your objective is. But for objects you don't want to collide you set them on layers that don't collide with each other or make new layers and set their collision matrix up under project settings physics tab. The matrix sets up just like youed think about a multiplication table.
when and if you do that, never change the settings of the default/vrchat added layers.
Unity's particle shader is pretty well optimized from my (v limited lmao) testing, 2k particles for the whole scene shouldn't be an issue afaik
Up Blender, down Unity.
Please... tell me i can do better than that xD
did you make sure to hook up the rest of your PBR Maps
since those materials are procedural i baked just what was used, but yeah
okay just wanted to check because it looks like there wasn't normal map and proper smoothness for the marble material?
might want to check this guide? https://vrcat.club/threads/xiexes-lighting-tutorial-how-to-get-good-at-baked-lighting-101.2081/
use the progressive lightmapper though, not Enlighten like it shows
okay so it looks like it's working fine now
Imma see, thank you ❤️
didn't change anything, just a matter of if you're close to it
then that's probably just a case of how the renderers work?
is your blender screenshot from Cycles or the Eevee renderer
Buying bakery was probably the best money I've spent on this game
eevee but cycles looks almost the same
yes it is so much nicer
Is Unity requiring people to use Unity 2019.4.29f1 instead of Unity 2018.4.20f1 now?
Because my Unity wasn't telling me this before
vrchat moved over to a new Unity version so yes you should be on 2019.4.29f1
actually the new update for 2019 was like 6 days ago
Ah
VRChat
Migrating your project from Unity 2018 to 2019 LTS isn't as difficult as you might think! Here's a guide providing each step in detail.
I can't decide on something here
which of these looks better?
This is the accurate lighting
This is with a light that's only visible on players in the reflection
has this been resolved yet?
is there maybe a workaround to this?
still cant upload my world in 2019 because of this issue
Not that I know of. Add a comment to the canny saying that it is completely blocking you and hopefully VRChat will prioritize it.
I just have a quick question: When you're adding assets to the Unity (but not the world itself), avatar pedestals, and/or packages does that count for the world size?
only what's actually in the scene counts towards file size
Oh is it not blocking it completely for you? I thought that would be for everyone
Alright, thank you Rainwolf.
Alright, I'll keep it as-is
When I made the canny, pressing "ignore" moved to the upload screen. I didn't actually test uploading though. I haven't updated any sdk2 worlds in 2019 yet to know if it blocks all content.
What happens for me is, that i can click ignore. After that the upload game window will show up, but after upload the world doesnt work. It either doesnt upgrade or if its a new one, will spawn you in it and then throw out out of it again
all data seems to be uploaded though
nope, I can upload just fine, as can everyone I build with.
Check your vrchat log to see why it is kicking you out. This could be an unrelated issue and the log will explain why
it's those that appear
but thats all i got, all the above are the trigger initialized issues
I'm referring to the in game log.
how do I see that one
!outputlog
You can find your output log at C:\Users\%Username%\AppData\LocalLow\VRChat\vrchat named output_log.txt
You would have to search for when it errors out.
thanks i'll have a try
Followed everything and this is the best i can take out of it
i feel defeated currently and unsatisfied, most probably i'm missing lots of knowledge and experience, i guess trying to use post processing will help
post-processing isn't going change how the specular highlights work
and you're not going to get identical results to blender
^ that'd be affected by the shader properties, but post processing can def entirely change a scene and how it's lit o:
also keep in mind that there will always be at least a slight difference in lighting results because of render/shader differences between programs
like your screenshots are showing it having the normal maps and materials behave correctly just different angles they're popping up
yeah i understand i won't make it identical as blender, wasn't expecting that, i just feel pretty overwhelmed cause i know some people would be able to make it look very realistic and cinematic but i'm currently uncapable of that
i believe that's the reflection probe that needs to be changed in position
you're fine! Nobody started out being great at lighting/Unity in general c:
postprocessing can make a vv big difference in how a scene's lit though, and how it 'feels'
and also currently not seeing the particular problem with you Unity screenshots other than the specular highlights being in different spots
Silent has a great wiki on postprocessing: https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Post-Processing
i'm gonna try to use it but i know i need to get back at everything as soon as i feel less tired and try to improve
note that the postprocessing version listed there is outdated though, you shouldn't need to downgrade postprocessing versions anymore
thank you very much for all the info
gotcha
yw! Good luck on the world c:
idk i just feel like it looks ugly, nothing much, meh, i shouldn't complain and just get to work 😛
personally looks fine to me and also you have a completely different Skybox between them so that's going to change the look quite a bit
Keep in mind post processing is PC only. If you intend to open your world to the masses Quest wont see the beauty.
so if you do intend to support the quest make sure you don't want to toss it into the trash can without the post-processing on
ok now its really weird, after i click build and publish, it doesnt do anything at all, neither does it give any information in the Unity Console
tried reimporting sdk2 two times
even though my "Builld & Publish" button doesnt seem to work anymore at all right now, at least i found the vrc log from the day i tested what I was talking about before
Issue appears to be that the world id does not match the id that was uploaded. Are you sure you are building a new world every time or are you using last build to get around the pop up?
so the log above is from a newly uploaded world that just has the same objects, scene, lights etc but in 2019
it's really odd... so now I tried using that old id for uploading, the Build & Publish button started to work again mysteriously. Then we get the known prompt asking to ignore or reload. I click ignore. the upload game window becomes active and it doesnt really seem to upload a lot(?) It's 100 MB but my internet is very fast, still usually uploading bar is visible for at least about 2-3 seconds. In this case it isnt. It still says Content successfully uploaded though.
The only thing I'm left with is console messages as before
When I'm ingame, the world is not updated. It's the old 2018 version.
I'm seeing this in some details I changed, like the color of this swim donut.
old (currently ingame)
new (allegedly uploaded)
just to make sure: those vrc logs are from another day, where i tried uploading the world with another blueprint id to have it as a new world, so i could check if I could understand what was going on
When was the last time you cleared your vrchat cache?
a long time ago
but i wouldnt have thought that would influence the outcome of what youre uploading
you mean the ingame cache right?
yes, In game cache
Vrchat mentioned that 2018 cache could affect 2019 uploaded worlds.
Do you know a good tutorial to teach me how to use that?
still didnt work
cleared cache profile etc closed game, opened up game, closed again. then went to unity, tried uploading, then same as described here.
Do you have clear on play disabled and have no errors in the unity console?
what happens right now is step by step:
i click "Build & Publish for Windows"
this window opens up
if I click ok it takes a few seconds to show the following:
i click on ignore, unity freezes for a moment to process something
VRC sdk window becomes this for a second then
then its like nothing happend and its all back to normal
How do I download that?
except that im left with all the console log messages
they look like this
Yes that will be why it isn't working
Im having issues, when I try to upload my world On sdk2 my unity project just freezes
what specifically
The bakery scripts failing to compile properly
Which is kind of strange since they should
I think this is the closest i can get with post processing
i guess i will have to make then a second version of the world without PP for quest users
Go to Edit > Project Settings > Player and scroll down to other settings and in the scripting define symbols clear all of them
Alternatively remove bakery from your project and reimport it
other than maybe bloom (because all the special effects are useless or situational) post processing is just a shortcut. You can achieve all the ambient, texture tones and mood lighting without PP. Not saying you should on PC, unless you are trying to make a world highly optimized; but if you want Quest to experience the world like the PP guys do, lol, then yeah, with a little extra work you can mimic your color grading and ambient occlusion without it.
Understood, that makes me pretty optimistic then, i'll complete the world for pc so that i can have some "creative satisfaction" lets say, so i don't spend too much time on the lightning anymore
and then i'll work my way to master the lighting for quest
When I click Collision Matrix my unity crashes please help
might want to look into the unity logs to find out whats going on https://docs.unity3d.com/Manual/LogFiles.html
You gotta buy it from booth.pm
Whats the best way to reduce my world's data size
texture resolution and crunch compression
anything else to be aware of? for reducing
you can play around with mesh compression but its better to do that before you start placing things in the world. Audio files also stack up quickly.
yea i figure with audio file
Use the VRC Toolkit to help find your problem textures and quickly resize them
VRC toolkit?
Does anyone know what some of these errors are? I migrated my world over to 2019 and the control panel disappeared. I thought that only happened when you're using the wrong SDK but I'm for sure using the right one
Even in realistic builds I can get away with 512 resolution most of the time.
https://github.com/oneVR/VRWorldToolkit
aight thanks time to sleep XD
doing this and reimporting bakey helped, thank you a lot!
thank you too!
yep especially when talking about tiling textures
How do I import a folder and everything in it to my project?
you just literally drag the folder into the file window at the bottom
Im so frustrated everytime I hit collision matrix the scene just goes Not responding
Should I be worried about these errors coming from the VRChat SDK3?
not particularly as those are yellow so it's not going to stop you
Fair enough, thank you. I'm still a beginner with this so I apologize if I ask a lot of simple questions like these.
I keep getting a error when I try to install ProBuilder in unity 2019, anyone knows why?
Yellow or red errors?
Red
Can you please show us a picture of the errors?
Hey, at least it's working now.
I forgot how to fix this error. Does anyone else know? Tag me if you know the answer! ❤️
Okay, a new question has popped up. When testing the world, it loads up and then the screen goes black for a second before loading up the homeworld (Which I had changed to Aquarius). I don't see any conflicting issues unless it's something to due with UdonSharp.
Is there anything to fix this?
This error also showed up as well.
you just have it checked off in the editor and make sure you have something to turn it on
Mhm, I can also provide a video tutorial on it if needed.
that would be helpful
Anyone know what to do when I try to get the map to be ready to be uploaded by clicking Collision Matrix and it just freezes
I have an issue where quest users aren't synced at all with PC users
How to fix this
Like when they play pool pc users can't see them playing pool or when they using the pens
Anyone know how to fix this?
My grid shows through literally everything
2018 didn't do this
only when I moved the world over to 2019 this started
Hide grid under the gizmo dropdown menu
I'm trying to build & test a world for the first time but even though I own VRchat it's not showing as an option for opening the world.
Go to the settings tab on the SDK panel and check the client path
Thanks
uhm...neeed a bit of help,when the update came out i just opened my project with unity 2019,dunno if it realted but i been having this problem since i updated,and im using my own worlds,plus even making a test world and getting the same issue
do you have your backup of the project or did you open the project straight into 2019
nope,didnt even knew we had to do a backup,plus my project would take +3 hours to even make a copy,i opened my unity 2018,saw i coulnt even use it bc i had to update,and did everything from there
if it wasnt for that i would just keep using 2018 as most updates break stuff anyways
okay then you're stuck with any bits that broke from doing it like that
i mean i didnt had many scripts or stuff alredy assembled as my project was just building suff,didnt got to build mirrors,etc
i just wanna be able to local test worlds again,or upload even for that matter, but i keep getting that
dont really care i have to rebuild stuff at this point
delete the vrchat world descriptor and put in a new one
would try,ive tried detaching the pipeline manager as well a couple times,or using a world id form an old project,still no help
the world is legit just cubes and pictures,didnt do triggers,or anything similar
okay then you would be fine with just deleting the descriptor and doing a new one as it's not like you're trying to update a already published map?
yeah,so i had multiple scenes,but in reality i havent opened any of them yet,just started a new one,and even those scenes didnt had any vrc realated scripts
so just delete the descriptor and see if it works alright
hope that fixes stuff so i can properly work on the past projects
thank you for the help tho

glad to be of help hope it works
If you didn't get the issue cleared please contact #vrchat-support to get it fixed
I have an issue where in my world quest and pc users can't see what the other is doing like when using a pen quest can only see quest and when using the pool table same happens
Plz someone tells me how to fix this
the hierarchy of the pc and quest version of the world needs to be identical, other wise you can end up with desync issues such as that happening
did you remove or change anything in your scene between versions?
for things not on the quest version you can just have them disabled and or leave an empty game object in its space
(UDON WORLD)
my 2 audio sources are overlapping each other even if i set audio source and spatial autio on big distance and lower their's values
what shod i need to do so they will be separate and not poluting each other?
any ideas ?
@dusk sapphire ok so I need to have the exact same hierarchy ?
Is that the actual issue cuz yes quest has only 1 mirror available when pc has 3 toggle UI buttons
If that's the problem then I can solve it
yeah
Wanted to ask again since I can't figure out how to fix these errors. Got these after updating from 2018-2019 and I did the conversion correctly (tried a bunch of other ways as well) to get the world to work in 2019 and it still doesn't work. Any suggestions on how to fix these errors?
I did not want to put the same buttons and all cuz I took time to set them on pc so I did not want to bother with quest and did 1 button 😂
But then I'll just make it a unity package and import into the quest version I guess
Regarding testing worlds for networking? Is there a quicker way to test besides publishing and launching two VR Chat clients?
Test build, dont use the publish option. Other than that no. I think* you can use more than one player in cyanemu but not for network testing.
@kind leaf Yeah I have been using the CyanEmu and before that I was just testing but I just wanted to see about testing some networked objects with another user if possible without publishing. Thanks for the insight.
yep, if you use the test build option change the number to 2 and it will open 2 clients for network testing.
Is there a way to enable and disable fog with Udon?
RenderSettings.fog = true;
if you want to setup a toggle you will use something like:
RenderSettings.fog = !RenderSettings.fog;
Not sure what that looks like in a graph.
I have a pretty good computer but unity sdk2 when working on maps is still a super slow and freezing mess.
Is there anyway to make this process better?
you can try turning off lighting and effects but it really depends on what you are doing in the scene. If you have a ton of overlapping objects like trees that would be an example of bad design causing the issue.
Im working on a temple, that has 9050 meshes.
And it takes forever, to make 1 click on the sdk2 control panel
but you can navigate in the scene just fine?
Yes
good. sdk3 has the same issue on big projects. not sure what the causes is sorry. I have it on at least two.
Butter smooth. But the second the panel is up, its very very laggy/freezes
I cant control the scene or add/remove/edit when the panel is up tho
Too freeze and lag if it'll even let me me edit
just leave it closed until needed is my only recommendation. You can try support #vrchat-support but it is a known issue.
Right now, all I want to do is make this map quest able. Its only 10mb but It takes probably an hour or 2 for one click inside the panel.
you dont have any console errors right? Nothing pertaining to sdk anyway
yeah, I'ed submit a ticket.
In what channel?
"===== Contacting Support =====
If you require technical assistance with the application, please create a support ticket at http://help.vrchat.com/hc/en-us/requests/new.
"
Is there a solution for these?
Ah gotcha. Thanks
ye, make sure to provide enough information, throw in unity logs, everything you think they might need to know to avoid playing email tag.
Black screen and return to home means your project failed to upload. You should have had errors while building. Check console, try building again, pay attention to the console. You can use the toolkit to better diagnose "most" issues. https://github.com/oneVR/VRWorldToolkit
I never knew it would be this easy to toggle fog!
I've never used UdonSharp.
at this point I'm not sure how it isnt included lol. I estimate about 90% of all prefabs use it 🙂
I'm asking a bunch of questions here so I can look back whenever I need them lol
i cant import ANYTHING into unity and it keeps saying these messages (ignore the names lol)
Here's the errors that just showed up now.
Okay, I think I fixed it, but I'm unsure.
Nevermind.
Okay, Is there at least a tutorial series for this? For installing the VRCSDK3 World's, implementing UdonSharp, VRWorld Toolkit, Varneon and etc?
Would you know how to disable an audio source and enable another one?
U#?
Yeah.
there are many ways but here is a quick example
public AudioSource audioSource1;
public AudioSource audioSource2;
public override void Interact()
{
if (audioSource1.isPlaying)
{
audioSource1.Stop();
audioSource2.Play();
}
else
{
audioSource2.Stop();
audioSource1.Play();
}
}
I keep deleting and creating unity projects, still doesn't load and goes to the home-world instead. Followed a tutorial from 7 months ago and I'm starting to believe that Unity 2019.4.29f1 isn't functional for VRCSDK3.
I mean, everyone else is doing fine 
how many cameras do you have active in your world?
One, and it's the main camera.
The VRCUICAM and VRCCAM are throwing me off..
did you install the toolkit?
Not yet, let me give that a try.
do that, build, nothing is going to change BUT you can then go to the toolkit in the toolbar and select debugger to get a better view of whats going on
Alright, here's this and all I did was add the toolkit and move the spawn location to a better spot.
Honestly I still don't have any idea what's going on with it.
I mean, I don't understand if I'm messing up the installation process or something else, but it just doesn't want to work with me.
What shows up in the console after you uploaded ?
When preparing the upload, this is all that appears the console. Here's also more information on the VRCUICamera if it helps.
This is also using the U2019 VRCSDK3 Version 2021.07.15.13.46
So far nothing out of the ordinary ?
Doesn't look like it, although it does add the VRCCam and DontDestroyOnLoad which contains UdonManager, and the VRCSDK (containing the UI and VRCUICamera) when building.
It's just warnings 
All the warnings after the upload were all null titles and such.
And after testing the build, the screen goes black
And takes me to the homeworld.
I´ve got a problem, i´ve got a deck of cards and managed to let them shuffle and reset the deck with a button, now the problem: If someone else takes another card out of deck, i just can reset my own cards, the 2nd client have to reset it as well to get my whole deck back in place. Anyone who could help ?
I appreciate the help, Ruuubick and Kevbal, but I feel like there's an internal issue that I can't seem to figure out. World Debugger is saying that everything is fine and warnings are only warnings. Maybe VRC itself is bugged since I'm not using the default homeworld, but I could be wrong.
And that's on a blank project ?
you did upload it, correct? care to share the private link?
Is it possible to disable the picture on an avatar pedestal? Would like to show a mesh, so I placed one on top of it but picture is also clipping with it
If not that, here's the world ID
wrld_db8caeaa-bd6f-4cdf-9d43-73e44ba5f1cc