#world-development
39 messages · Page 93 of 1
How do I create a videoplayer, that I can insert Youtube URL's into?
Might just be my VRChat, then.
I got an api error in the logs, but that is common with links so nothing to be learned there.
Kev, can you walk me trough it?
naw, I don't remake whats already been done splendidly. That is a list of prefabs, should be 2-3 video players in there for sdk3 both are drag n drop capable of playing youtube links.
sheee lol well there are players in sdk2 section
Man this is my first player, idk where to find em
wouldnt have the first clue with sdk2 you can try this https://drive.google.com/file/d/16_St7_IHfSo0D6TbtXePmTUVouHIet_u/view
press the download button and you will have the .unitypackage
top right
then you just import it into your project and look for the video prefab
here is an sdk2 tutorial for building your own i guess.... https://www.youtube.com/watch?v=eHZSKD_gWDc cant verify it, its almost 2hrs long lol
This is a recap of the livestream I did on Twitch. In this live stream I show and explain how to make a Video World for VRChat in SDK2 and Unity.
Follow me on Twitch! It's FREE! https://www.twitch.tv/yimiki
wtf now the SDK is broken
So Kav, does changing your homeworld to something other then the default one cause the same issues with the screen turning black before opening the homeworld?
Does anyone know where i can find Player pick up
nope
I do, but apparently it costs money to have the pre-made one.
is there a link to the pre made one
Yes, let me grab it and dm you it.
thanks again
My sdk just says clear cache
Ah, the VRCSDK bug. After opening unity up with it after the second time it usually breaks like that
https://i.gyazo.com/1cbaeeff28d2c1c1d9ed4573b208af76.png
Anyone got an Idea how i can let everyone reset the cards ? Because ive got a but so only you can reset your own cards
fcking piece of shit
I just created all of this and now I can't upload
How do I fix it
Why is this shit so fcked
Now, all I need to figure out is where my bug is coming from, or at least find a way around it to test the world.
• Everything but the build testing is working within Unity.
• Once the world loads, the screen goes black for me and takes me to my homeworld.
• Everyone else can go to it just fine.
if the issue is truly client side on your end, try clearing the cache. if that fails repair from steam maybe
How do I clear the VRChat cache?
Simply open your Settings menu, click the button in the top right labeled "Advanced Settings", and click "Clear Downloaded Content Cache"!
Alright, thanks for the help again. I'll give that a try and respond once I get the results back.
hey could someone help me with something? Im new to making worlds and i added some furniture prefabs to my world, but none of them seem to actually have colliders and im not sure why
easy mode? Find the part of the object that contains the mesh filter component. at the bottom click add component and search mesh collider and add.
the performance friendly method is to add box colliders and position them to fit correctly
ah okay
lemme see if i can figure that out real quick
any settings i should change?
Clearing 19 Gb in the Cache didn't fix it. Repairing from steam, now.
not for mesh collider on furniture no
alright, ill see if that works, thanks
All files are validated with no errors within then. Should I uninstall and reinstall VRC?
naw, something else is up. sorry that didnt work
It's alright, although it's one interesting bug for sure.
I'm just surprised that clearing 19 Gb didn't fix it.
Yup nope,no matter how many times I change the pipeline,or make a new scene,I keep getting the same issue
Wth does this mean
If you've verified that the blueprint ID is correct, please contact #vrchat-support
Please contact #vrchat-support
Alredy raised a ticket
hey, im trying to add a mirror and a button for it, but when i search for the VRC trigger component nothing shows up
are you using sdk3?
yes
thats why, sdk 3 uses udon which has different scripts, i use sdk 2 and everything works
Looking for a download link? Check out my Patreon.
Patreon: https://www.patreon.com/vrcakira
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 allow users to follow and recreate the ...
oh thanks
i keep getting this error screen
im signed in and i have the correct blueprint ID
i detached the ID and tried
it keeps signing me out whenever i try to upload
So, if my world is crashing me and other people who join... what's my first course of action to find out why?
You'll have to contact the #vrchat-support
Your outputlog !
how do I find that?
nm found it
I do see these errors
2021.08.11 18:30:49 Error - [Behaviour] UdonSyncPlayer (Unity) has no data to send to a new player!
2021.08.11 18:30:49 Error - [Behaviour] TVScreenBright has no data to send to a new player!```
blanked out the user name
Is the world toolkit telling you anything in the SDK ?
Thank god I see this. I am also having the same issues. Thought it was me a problem. Might be on the VR chat server side?
okay its literally not even letting me sign in anymore
i changed my password and its saying its wrong
okay now im just annoyed, i got in a video call with my friend to help me and it instantly worked fine

What's "The World Toolkit"?
Testing again, I think it may have been something with the fact that I disabled the URL Input Field
ah
Also just got another crash, looks like its caused by youtube-dl
2021.08.11 19:50:50 Log - NativeProcess.Start: started process id [11124]: C:/Users/WACOMalt/AppData/LocalLow/VRChat/VRChat\Tools/youtube-dl.exe (...)
2021.08.11 19:50:51 Log - NativeProcess.HasExited: process exited with code 0, took 1395 ms. Command line: C:/Users/WACOMalt/AppData/LocalLow/VRChat/VRChat\Tools/youtube-dl.exe (...)
2021.08.11 19:50:51 Log - [Video Playback] URL 'http://marker.report/api/1/video/138?ref=wacomalt.com&s=https://obsoletecinemalist-default-rtdb.firebaseio.com/.json' resolved to 'https://marker.report/api/1/video/138?ref=wacomalt.com&s=https://obsoletecinemalist-default-rtdb.firebaseio.com/.json'```
anyways, checking with WorldToolkit I see nothing out of the oridinary, aside from some optimization I could do
anyone knows why i cant test my build? this keeps popping up. it doesnt let me publish it either
this was the only error when i click play
click ignore and it "should" continue to the next step
if it doesnt then you have it worse than I do
it just goes back to the scene and nothing happens
dang... No idea then sorry
it is ok
so another thing i realised. everytime i do a trigger that is enabled in the scene, it pops that error in
any trigger even empty ones
I had the blueprint error, so i submitted a ticket and got an email from vrchat support saying they fixed the error. though now im getting another error, where I enter the blueprint ID of the world into the pipeline manager and sign in, but when I build the world it apparently signs me out and removes the blueprint id again?
Can you restart unity and try again?
aye aye
The not initialised in time is normal with SDK2 and they should be just ignored.
no luck. still thinks its a new world
i've got the blueprint in every time before hitting upload
Can you give me the blueprint id you are trying?
Oh actually
That's a different issue now that I look closely
Can you import this and check VRWorld Toolkit > World Debugger from the top bar?
https://toolkit.onevr.dev
will do
i installed it and messed around with it for a bit, and it removed the issue. Thank you!!
Nice
Hey does anyone else have a problem with the right channel not playing in Stereo videos? in SDK3?
@rain shadow Hey, so I figured out what the issue was that was very small and was an easy fix to my buttons not working, we went through every avenue except one big one that I didn't even know mattered... So I have my buttons on a wall structure I built using ProBuilder, and... lets just say that the way I had my control panel on that wall put it behind the probuilder walls collider... and that was messing with my buttons.... So, mystery solved, and man do I feel really stupid, But I do appreciate your help before, and I am glad I can continue work on my world lol
Some reason, I can no longer launch test builds in VRC for worlds after upgrading to Unity 2019. I click, "Build & Test" It builds the world, asks me if I want to reload the scene and nothing happens after that. VRC doesn't launch at all.
You need to select ignore
Hey yea I have that problem as well. i also don't know how to change the path of downloading modules for unity, it says i need more space on my C drive but i wanna use my D drive for it. does anyone know about this?
I've clicked ignore, and still nothing.
And this is a world I had uploaded with Unity 2018 originally.
Works fine for me in my 2018 worlds with ignore, are you getting anything in your console?
Asset store packages are always downloaded to C you would need to google if it can be chanced or not
Here's one of the messages I get, "Getting control 0's position in a group with only 0 controls when doing KeyDown"
When pressing the button?
Does anyone know how to fix the problem where unity freezes whenever you click on the sdk?
Try with a empty scene to see if something in it causing the slowdown
Okay. I cleared the console to see if it would give me any error when I click ignore, and nothing pops up, and VRChat doesn't show up running in the background for task manager.
Do you have 0 set in the box?
Yeah
Hi
Check the second last pin
i'm completely confused on why there's nothing on the "Builder" tab
where is that
With making maps in blender and importing them to unity, would it be better to make the world into just one whole map- Or can you get around with importing multiple fbx/obj and put them together as you need within Unity?
Check your console for any errors first
It's better to join objects that are in the same view/room, for optimization's sake
yeah i got no errors in there
gotcha :)
how far away should objects be from each other before it makes sense to separate
Is that after upgrading or 2019 ?
yeah, i did follow the instructions on how to migrate to 2019 tho
even though i didn't really miss any step, now it feels like it
Can you find VRCSDKWorld prefab in your assets and screenshot the inspector for it?
ok nvm, i've found the fix. even tho i had no errors in the console, there was one warning that "i was stronly encouraged to update Visual Studio Editor Package to version 2.0.11" so i did it and it fixed the problem
Uh, that's not what I would have expected 
🤷♂️
Might have caused things to reload clearing the problem
Got another question for anyone that want's to try to answer it <:
I'm creating a world with lots of water in-between two islands. What would be the best idea to make the water not "end" and fall off the map?
Essentially, what can I do to trick the player into thinking the water goes and stretches out farther then it actually does?
ie. like this is my current world at the moment
bigger plane, skybox fog from silent's prefabs
👍
I have the clients in world test set to 1.
Where would I go to find Silent's Prefabs? :0
<3333
about that skybox fog, any idea how performance intensive it is? i'd like to put it in my world but i'm trying to keep it running smooth
oh he has a volumetric fog and a skyprobe song?
SkyboxProbe shouldn't be too expensive
oki oki thank u
Sadly I don't have enough time to do more debugging right now but please ping me if you find out what was happening
Okay.
whenever i go to build and publish the world it doesnt show anything in the game section?
Make sure to check the console after upload
Hello! I am interested in participating in the World Jam next week, but have a very introductory skill set around world building. Could anyone suggest certain topics you think I should focus/ramp up on to be better prepared for the Jam next week? I dont expect to make anything of substance, but would still like to see what I can end up making after 1.5 weeks! Thanks ahead of time 🙂
as long as you have the basics down (lighting(baked/mixed), Interactions, teleport, etc) that's about it until you have the theme of the jam. You really wont know what to educate yourself on until the jam starts.
Perfect, and makes sense! I can definitely make sure I have that refreshed by next week. Thank you, @kind leaf !
quick question: how to get rid of player nameplate in the camera render.
I pressed Space in unity? How do I get out of full screen mode?
shift+space
Thank you
(in UDON desktop user)
i add an weapon to my world
in first try ... i add an component to my weapon vrc_pickup
and in there i set drag and drop my weapon in exact gun , orientation=gun and autohold=yes
--but when i hold it my weapon are facing upwards.
and on second try i set to:
drag and drop my weapon in exact grip , orientation=grip and autohold=yes
but this time weapon hold is correct but the gun pipe are facing toards me
is there any way to configure how weapon can be auto hold gun or grip idk
how i can solve this problem please help me
btw
my weapon model in blender , gizmo and origin are fine,position,rotation and animation are fine
like in blender and in unity too
but when i hold it that's another story
can't really walk you through it because I've never had to do it; but afaik blenders orientations are opposite of unity. So it would make sense to put an empty gameobject centered on and attached to the firearm, and rotate it in the direction you want the firearm to face. Then use that as your orientation.
probably easiest to just duplicate the firearm, make it a child, flip it 180, deleted everything attached including the mesh renderer/filter and rename it to orientation and use that.
@kind leaf
so you where saying that all i have to do is to...
create game objet put my weapon in there rotate that weapon that is inside of GameObject for 180" and that's it?
if your grip is fine then the rotation of the orientation is the only thing off, so yes.
but i would use the second approach I wrote because it will be easier to visualize
yes the grip is fine
but the pipe are facing on me so i guess i need to use your first suggestion thank you
yep, its a visual thing. You see method 1 and 2 are identical except for the fact that you cant tell what the orientation is on method 1 until you test. With method 2 if the barrel faces you when you hold it then you want the child used for an orientation to face you when you are not holding it. Then when its all setup you remove the filter/ renderer and you no longer have a barrel facing you and you dont have to play with anything. But whatever works is all that matters.
thank you for this 😉
i think the game object has an isActive method
otherwise you could do a simple canvas menu with toggle groups
the basic idea of a toggle is checking (or saving) the current state of an object
for a mirror toggle you could check if Mirror_1 is enabled, and if it is -> disable Mirror_1
- enable Mirror_2
if Mirror_1 is not enabled -> Enable Mirror_1 + Disable Mirror_2
i personally think Udon# should be the go-to Udon version, it makes explaining how it works a lot easier
One message removed from a suspended account.
👀
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do you have the project open a second time maybe?
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if nothing is happening something should be happening in the console, check for errors
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It's not very helpful but your questions has been asked 3+ times a day since the 2019 update; All of which started with just a screenshot making searching harder but if you scroll up you might find a solution. who knows. 😦
after the Unity upgrade, my AVPro video player completely ignores the world volume slider and the master volume slider, it plays the audio at full blast all the time. I've tried setting the audio source to spatialized and non-spatialized. Anyone experiencing this or know of a fix? Tried YouTube and Twitch sources
Avatar audio isn't playing either, so I'm wondering if the audio system is somehow getting into a bad place
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rofl, not my intention; just thought it might help to know 🙂
hell i dont even know if there was ever a solution, never paid attention
anyone know what this is? happens when i'm trying to build and test world, reloading and trying gives the same error
Ignore
still won't build and test
What's in your console ?
What's the error ?
this thing
That's not an error
If there's no console error then i'd suggest getting in touch with the #vrchat-support
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I'm getting errors that say scene-StandaloneWindows-SampleScene.vrcw does not exist. Thought it was a problem with the scene descriptor, but nothing seems off. Anyone know a fix to this?
Been trying to upgrade to 2019 and my VRChat SDK tab isn't showing everything. These are the errors i'm seeing in the console.
I love how every world I've viewed on the website has an environment broken tag. Wouldn't the plurality make the brokenness a normal occurrence making the meaning of the tag irrelevant? But on a serious, less philosophical, note, as a world creator, does the tag negatively affect my world at all?
If there is nothing wrong with your world, no
Can i get into a call with someone and get some help publishing a world?
What shaders are good for Text that are quest compatiable
Can anyone humor me and add a UdonSyncPlayer (Unity) to their world with a stereo Video url in it and see if they hear the right audio channel? It seems somehow mine is stuck only playing the left.
but it works in the editor
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use vrchat mobil toon lite or vrchat mobile standard lite for quest
anyone else having issue with missing scene descriptor scripts?
Hello, I'm trying to upload my first world, just to see how it works. I'm trying to do the local "Build & Test", but the world immediately boots me out and takes me to my homeworld.
I'm pretty sure I have a spawn point set.
Alright, I have a bizarre issue. I'm using the usharp player prefab without any edits, and the audio curve looks like this. But in the world, when I get further away from the video player it gets way louder
Reversing the curve doesn't fix it either
a world a used to go to that was really useful that had a pop cat avatar has completely disappeared it had two floors and a third one that was unfinished does anyone remember the name
i*
Import https://github.com/oneVR/VRWorldToolkit/wiki/Fixing-Build-Problems https://github.com/oneVR/VRWorldToolkit/releases and see what it's world debugger says? o:
[Question] I followed a mirror toggle tutorial for Udon beat for beat, but upon actually testing the map no such toggle prompt appears on the object. I've attached some pictures of the editor below.
Do you have a collider on that game object?
This was it, thank you!
Sneak peak!
Changing the Spread value to 0 should fix it
Hey, does anyone know how to make you're pointer interact with a button, not by clicking it?
Also, I'm making a quest and pc world, but how do I test it for quest?
Broooo
I'm not too sure if that'll help, I don't have any errors from Unity or the SDK that I can see. I'm able to upload the world, but I get kicked out everytime I join it.
It's not a very complicated world either. As of right now the file size is 109.7 KB. It's pretty much just a .fbx I made in Blender put into Unity. So I must just be missing something.
I think they linked the wrong thing by accident
https://github.com/oneVR/VRWorldToolkit/releases/tag/V2.0.0
Import this and check VRWorld Toolkit > World Debugger from the top
whoop, definitely sent the wrong thing, sorry!
I appreciate the help regardless!
So what sort of things should I be looking for?
And just to be clear on how barebones this world is:
Can you show a screenshot of the debugger?
Where would that be?
VRCWorld
Okay, thank you for the help!
I seemingly have a knack for finding the weird problems when it comes to these things.
Was the not able to load in only in build & test?
It is not loading in build & test, nor is it loading in the published version.
Well, it does load, but then the screen turns black and I get kicked back to home.
Almost immediately.
Before it initializes.
Not happening for me would need to look at your output logs to see whats happening
!outputlog
You can find your output log at C:\Users\%Username%\AppData\LocalLow\VRChat\vrchat named output_log.txt
It does have stuff like your specs and username so feel free to just DM it
I see several output logs. Should I just DM the latest one?
Preferably one where you only tried to load into the world and not much else
I believe that's all of tried recently.
But if I need to do that again real quick let me know.
ah ye .. oki I thought I figured it out but no..
I have 3 shriekbats that I want to play a sound at intervals between 12 and 30 seconds
idk how to do it
newest SDK is giving me a ton of these errors when coming out of play mode
but they still let me go into play mode and they go away, so is it ok?
looking for some help here, this is a teleporter to downstairs. now it works fine for the most part. except that once a player goes through it once it no longer functions for them anymore. (so like if I go downstairs then back upstairs I get stuck upstairs because it wont tp me back down) this happens per player btw.
any advice would be great
There is a mirror object field that is empty
It says its referencing none so that's probably crashing the udon behavior
so how would I fix that? (sorry i'm brand new to this)
You could just assign an empty game object to that slot
oh okie
Where is that script from?
just says u# scripts
i'm using stuff my friend sent me
should i be using a different one?
i can give you a teleport script
works much the same, drag your location you want to teleport to in the variable
TP stands for teleport by the way
so you'll need the box collider you already have, and you'll need to drag an empty game object with the location you want to go into "TPRecieve1" the same way you have with your current one
this one shouldnt break because of that extra variable you have though
just making sure, but is the 2019 update already live or is it still in alpha? been meaning to migrate my world to it when it dropped
Is it easy to change to 2019?
i have a world that's stuck and not updating stuff from 2018 to 2019
What's actually happening? What's the indication that it won't change?
I'm just getting a Blueprint error
When you upload?
Yep
Try signing out from sdk and sign in again
That's not working
The only thing it will be getting the SDK agin
buttt
If the issue persists then you may need to contact #vrchat-support since the issue related to uploading api on their side.
I'm trying out on my first ever world, and been seeing light baking mentioned everywhere. Is it that necessary? I tried to 'build and test' as it is, and seems alright. Is there any way for me to tell if it is not optimized enough for release? Thanks guys!
it's not "necessary" but it's highly recommended
having a world with realtime lights can be extremely laggy and not good at all
might look nice and its way easier to just upload it, but its a lot harder on computers
baking lights and light probes makes it much much more optimized though
alright then ill take my time to study what baking does tonight. will focus on modelling for now. thanks @red urchin
I've been having a weird issue with custom seat animations in a world I'm making
There are seats which use the default settings, and some seats which use a custom animation
For some reason, sitting in a normal seat will break the custom seats until you reset your avatar. Any ideas?
i did still waiting a response
Support usually doesn't response in matter of hour though.
i did that 1 week ago ahah
Oh I see.
You could still try detaching the world blueprint ID and upload as anew if you don't need to care about previous world stat.
small staff, mostly free game, and loads of tickets. Just have to be patient 🙂
ask on the ask forums, ask.vrchat.com with a screenshot of your console log. most likely you didn't clear the vrcsdk folder properly when migrating
i'm just trying to upload from 2018 not from 2019 that's the thing
it's by players but usually we can help with issues like these
and thay should work, since I don't think they deprecated the 2018 api
at least I'm still able to upload using 2018
i could but I'm at work right now
Because i can't download the 2018 version
remind me in 4 ish hours from now
Take your time ^^
udon or sdk2?
SDK3
so udon
Yep
sec I'll check if I have it on my phone
Is it possible to make it so that one spawn is exclusive to the first person to join?
i think
I'm making a boat map, and I think it'd be cool for the first person to spawn at the controls and then have the rest spawn at random points around the deck
Haiai
Is it possible to get Crash logs on quest? Like vrchat debug but for quest?
@calm plinth I think you can only access them with a link cable
@harsh wagon you can do a teleport after the first person joins and then disable the script after successful use
If they link it doesn't that make it a pcvr?
I need to check why some quest users (Random) crashes at join world
well, you'll need to access adb to get the logs but idk if you can connect to adb remotely
I don't think the android (quest) version creates logs by default, but I could be wrong
It's just that it's so hard to find what the issue is, some quest users crash and join, some can join but they crash after a while, for some it works no issues, so hard to narrow down what actually happens 🥺
its usually not random. some things to look up:
-ask which version of Quest the users who crash are using.
-ask what their settings are.
-ask for the version of quest the users who have no issues are using
-make sure all your shaders are mobile friendly, you have no poly spikes in any view.
I'm not sure if quest can toggle who they see or can't see, but if they have everything visible on load then they may crash instantly or soon after.
I like to have everything worth wild turned off by default on my quest branches and let them turn it on if they want.
can't really ask that stuff with random people but if you get a group together to test you can
Will try!
Some also repost that they only crash if they start a new world, works fine if they join a world started by someone else, any idea about that?
Does it initialize something on a new world compared to when you join someone else?
only if you have something special setup for the master
maybe 😛 maybe not, whats up?
I don't 🥺
well im running into some glitch and cant seem to get passed it, mind if you can take a look with me real quick and see if you can help me with my problem?
whats the glitch?
hmmmmm how do i explain it
well basically, when i test my world to see how it feels it usually works. but i had my power go out for like 5 minutes. i ran everything back up and ended up losing all my work, which is fine since it wasnt much but now its being glitvhy
ill test my world and it wouldn't even open up. chat would work and want to load it but once i press go it would lag and just put me into my normal home not my world im working on
mind if i call you and screen share it and show you?
it might make it easier
its 11:31 right now; Ill be sending my kids to grandmas soon. I'll be available after 1pm hopefully for something more demanding like that.
ok understandable
make sure you dont have any errors in console.
ok ill look into that
power outages are also notorious for sector corruption so if the issue came up after the outage might be a good idea to check your drive for errors as well.
i try to make my world, but it have a error...
Can you tell me the solution?
i cant go my world...
unity ver. :2019.4.29f1
SDK3
post a screenshot of the errors in the unity console maybe someone can help.
only the red ones are errors, one is listed but it is not being displayed. you can uncheck the white and yellows
That be the one. Im unfamiliar as to why an avatar directory is being requested in a world build, maybe somebody can clear that up. You can try installing the toolkit , build again and then check the toolkit's debugger up in the toolbar to see if it has any errors https://github.com/oneVR/VRWorldToolkit/releases
does anyone know how to fix scene-StandaloneWindows64-SampleScene.vrcw does not exist?
nvm
does anyone know how to get certain animations playing for rigs in the world?
Thank youuuuuuu!!! @kind leaf
I knew the best tool !
can someone help me using vrc sdk2 making a simple timer thing to make a bat make a sound every 12-30 seconds
why not use an animation?
Used to activate triggers after a certain random amount of time has passed. Define the range of time with "Low Period Time" and "High Period Time".
that doesn't help me
damn, fits the bill 100%. Try trigger tutorials for how to use it.
I mean I am aware it exists, I've been trying to use it and it doesn't seem to work.
I don't like coming here to ask before googling and I tried googling before
I know how to use triggers for normal things like clicking objects
Try looking at some of the timer prefabs in the sdk2 section; if you see how they are put together maybe something will click. https://docs.google.com/spreadsheets/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml#
So I just found out that the global trigger for the pickups in my worlds don't work. I think the 2019 update broke them. But it seems that I can't get them to be global again.
sync position doesnt work anymore?
I'm trying, but it seems that it's different now
it used to be a checkbox on the UdonBehaviour
yeah but it's gone
huh
obj sync
just type in sync and look for object sync or something like that. Its its own component now
oh? ok let me check
it was auto added to everything of mine that was synced the old way...
That's it? Just add 'VRC Object Sync'?
yep
ied untick ownership unless its needed
so i have to do to many other objects lol
oh? what does it do?
its the same as before. if you want collision transfers enable it, if not disable it. not sure if collision transfers were ever fixed.
tbh, havent done anything that needed it yet. your guess is as good as mine.
they work now. Thank you

oki I'm gonna keep trying with the timer thing and hopefully figure something out or find another way to do it~
Anyone know how to fix an issue where audio from a video player gets louder the further away you get? My audio curves for both L and R channels look like this
Which makes sense, louder as you're closer, quieter as you move further away. But for some reason it gets louder as you move away and quieter as you get closer
Dont' want you messing anything up so what you can try is duplicate the audiosource, disable it (as a backup). Reset the active one top right corner of the component , make sure its on 3D, try linear rolloff , set your max distance and make sure spatialization is enabled. Try that. If it doesnt work just delete the version with the changes and enable the other.
I'm not sure if this is the right place to ask but anytime I try to Build & Test my world on the 2.0 SDK it uploads but it never opens my client.
Is that a common issue or is there any idea on how to fix it? I havent uploaded much to the world but if there is some sort of requirement list for it to work does anyone know where it is
Make sure in the sdk settings that it is correctly linked to the vrchat.exe and make sure your unity console doesnt have any errors
double checked and no luck
import https://github.com/oneVR/VRWorldToolkit/releases and check it's world debugger? o:
Anyone know if the new 2019 terrain toolbox works with vrchat? I am getting a compile error for it that states:
"Library\PackageCache\com.unity.terrain-tools@3.0.2-preview.3\Editor\TerrainToolbox\ToolboxHelper.cs(221,15): error CS0433: The type 'InvalidDataException' exists in both 'AWSSDK.Core, Version=3.3.0.0, Culture=neutral, PublicKeyToken=null' and 'System, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'"
Seems to be a naming conflict
with further research it seems to be a .net issue or conflict with the fact that vrchat has to support the android environment.
ya I just removed the tools and it compiles now, still wish I could use those tools to make terrain easier to work with.
hello! how would i go about checking to see if a player is in desktop, and then making it so if they are, they can press E to interact with something?
There is a node checking player is in vr so you can use this, and to get keyboard input you can use getkeydown with update event
what do I do if this script is missing? trying to use a video player and the input doesn't have it :/
the vrc url input field is missing and I was told it's a vrchat script
tried to reimport the sdk and all
the input_url just looks like this
so now the limit for a PC world is 50 MB ?!?!
Nope just Unity being Unity, should clear it by going to the platform switch menu and clicking back and forth Android and PC just make sure it's left at PC otherwise unity reports your platform as Android even if you didn't switch to it
ok....0_0 thanks ~
so i'm having trouble importing my world into the new unity, all the assets show up but there is nothing in the game scene, i did make a back up can anyone help me?
Did you reopen the correct scene or are you still in an empty scene? Sounds like you just are in the wrong scene. Search your asset folder for other scene files
oh i'll try that
@stone marsh you magnificent human being! i found it! now to make my world even more cursed!
why does water shaders not work on vr chat
i tried the map but it turns my water into a black plane
how to fix that
Depends on the shader. There are quite a few water shaders made for VR/Forward rendering. But there are plenty out there not made for VR and will break. Many, not all, require a depth light as well to function. Check the documentation for your shader and ensure it works in VR and with forward rendering.
any good Turt? on how to make water?
Video show how to set up a cool demonstration for exothermic reactions or stochiometry. A bottle is filled with water, then the water is displaced with 1/3 oxygen and 2/3 hydrogen. The oxygen and hydrogen are made with household products.
dear lord Kev xD
you can find some decent water shaders here in the shaders tab. just use a plane or quad as the surface and apply the material included in the package https://docs.google.com/spreadsheets/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml#
fast question not 100% sure where to ask this but it's a world problem.
So did VRC break the mirrors with the new update because it looks like they have render problems with object pooping in and out and same goes for the avatars. (helping a friend because he updated his world)
i haven't seen this problem in other worlds but that might be because they haven't been updated to the last SDK and Untiy that VRC is using.
Thanks 😄
The world author toggled the "turn off mirror occlusion" option to off on the VRC mirror script.
You're seeing objects and avatars flicker or flash because they are being culled and you're still trying to render those layers in the mirror. Occlusion should be disabled in mirrors that are rendering layers culled by occlusion culling.
Hm, but does occlusion culling actually also cull avatars?
Yes
Oh thats cool, I thought it would only work on static objects, which is why you need to bake it.
Hi everyone, I'm having an issue where my UI canvas sometimes clips until I move a little closer to it. This doesn't seem to be related to Occlusion Culling because everything else looks fine...I was able to fix it in Unity by using a custom material on the UI, but this showed a pink 'error' texture in VRC. Does anyone know what the problem might be? (EDIT: Fixed by changing the Canvas 'Order in Layer' to 1 instead of 0)
well he showed me the mirror settings but he haven't touched them.
but occlusion was ticked on, i told him to tick it off (disable it) to see if that fixes the problem.
The box should be checked
well that's the thing enabled or disabled it breaks
i haven't seen this problem before and i haven't had problems like this without VRC breaking stuff
so idk what the problem could be
and the same goes for my friend
Probably something related to his world specifically that's setup incorrectly that would be fairly hard to troubleshoot via chat then.
could be but everything worked fine before so might be some outdated stuff that breaks on the new SDK or unity 🤔
well troubleshoot time.
Thanks for the help tho 👍
when all else fails, install the starterkit and use the advanced mirror prefab without changing anything but scales.
🤷♂️ all 80+ mirrors in my world had no issue with the update, but, this game can be very finniky. Can't think of many things that would cause that issue that aren't culling related. Could try just deleting all baked culling data just to test but doubt it would do anything.
yeah but as you said it could be that something in the world is breaking it so could be because something broke
Indeed. I just can't think of anything that would cause rendering issues like that past culling was all. Good luck
What are good glass textures
Glass texture? Like stained glass?
yea something like that
Poi has a glass normal included. Otherwise I'd prob head to duckduckgo and search for "stained glass texture" and use one of those combined with a grab pass refraction shader like Mochi or Poiyomi.
do you have any links
To what?
Just type Poiyomi into Google. Would be harder for me to link it lol. He has a free version on his GitHub and a paid version (required for grabpass) on Patreon.
Patreon: https://patreon.com/poiyomi
Discord: https://discord.gg/Ays52PY
Watch the lock in tutorial: https://www.youtube.com/watch?v=asWeDJb5LAo
Thanks. I'm on my phone so it's a pain
However, like I mentioned, gotta go to his Patreon to use refractions as grabpass is pro only. Good shader tho. Worth it.
Huh? Only textures I mentioned was looking for some on duckduckgo, I prefer duckduckgo over google when looking for textures as DDG will let you open the full image rather than take u to some website to try and sell you crap.
If you meant the normal map I mentioned, one comes with poi if you just search for "glass" in your assets after importing it.
Ah, u just downloaded the free one?
yea
Well I did say that grabpass was pro xP
Nah. You can still do a shit ton. If you just find a cool texture of glass on DDG you can use it with poi to do a lot of nice effects and can still make it look like glass without refraction. Set the material to transparent or fade, add the texture and enable the metallic layer and give it a small bit of shine. Can even give it some emissions using your texture as an emission map or mask to make the glass look like it's lit or glowing.
Poi has tutorial links on each main section in the shader as well.
any turt on how to add shader xD ?
@spice egret (Post it here)
i would but the thing i tried last actually fixed it 😂
Is it necessary to use the new SDK3? Bc my Builder isn't working with the new one even though I did everything the docs told me and this didn't help either
#world-development message
No I want to use it but I mean do I have to use the new sdk3 version or can I still use the older sdk3 one?
oh, no idea about that then
chances are older SDKs break when imported into Unity 2019
I already updated to Unity 2019
I will try to use the older sdk3
And hope I can skip this current version
aight since im getting this stupid error again, so anyone has an idea how to fix it? yes, i do have the new sdk, etc etc,
older SDKs will not work with Unity 2019
Hey there, I'm using SDK 2 and I'm trying to have multiple spawn points in my world, which change depending on where you are. For example, if you're in Area 1, you respawn in Area 1. If you're in Area 2, you respawn in Area 2. How would you go about doing that? I see the 'Spawns' array in the VRCWorld component and have all my spawns set up, I'm just not sure how to go about swapping between them. Do I just use a trigger?
You could use a single spawn point and change its position depending where you are. When the player enters area 1, (with button or OnTriggerEnter) teleport the spawn point to that location. The easiest way is with animations.
Got that when building? Cos you also get that if you cancel build/test build
Hi all, trying to do my first world in SDK 3 and I keep getting this error.
[Always] Could not authenticate - Not logged in
UnityEngine.Debug:LogError (object,UnityEngine.Object)
VRC.Core.Logger:LogError (string,VRC.Core.DebugLevel,UnityEngine.Object)
VRCSDK2.RuntimeWorldCreation/<>c__DisplayClass35_0:<Start>b__0 (string) (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:96)
VRCSDK2.RuntimeWorldCreation:Start () (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:102)
I am logged in, but during the build process it logs me out
ye i tried to build it and that's when it happened
I can open the world in build and test
But this works "VRCSDK3-WORLD-2021.08.04.15.07_Public"
It happened to me earlier after I updated, you gotta log back in, but before you try the build 'n publish, you gotta log out then relog
Cheers. I'll give that a go later.
sometimes I try and join my world this happens randomly
The world doesn't load properly
and kicks me to the default vrchat home
Kind of a random question but if I had an on/off for a vrcbe table would it effect performance/have a negative effect?
I need some help, I installed the vrchat sdk correctly but the control panel will not show up. I'm using the current version of unity
Import https://github.com/oneVR/VRWorldToolkit/releases and see what it's wold debugger repots? o:
to verify, make sure you're on Unity 2019.4.29f1 and no other version? also, check the console for errors o:
past that, try restarting your computer and optionally reinstalling Unity?
In that case, try clearing your cache?
or remake a project
Oh I need to use the 2019 version, oops.
I'l try that
how do I fix weird pink splog on light maps
is there somewhere I can see world size before uploading
Nope
Nope
issue still happends
ok weird
public lobbys
don't load but friends+ and above do load the world
Anybody tried the udon google analytics script?
Inside your temporary unity folder there should be the built vrcw, you can check the size there
C:\Users\User\AppData\Local\Temp\DefaultCompany\VRC_Test_Quest\scene-android-samplescene.vrcw would be such an example
So whenever you build an avatar or world (or build and public, but didnt hit public yet), you can see its "compiled" vrcw or vrca file there and then check its compressed size
Note that avatars should have a custom.vrca name or are otherwise in appdatalocal when you hit "build and test"
I need help, When I try to build and test my world it says: The following open scenes have been changed on disk; assets/scenes/samplescene.unity. idk what to do
If you use the toolkit you can see the World size in the debugreport after build & test or by starting the upload and canceling out after you get to the game mode UI.
Ah not what I needed but thanks
unity has a report somewhere in 2019 that predicts the size of the build. but i cannot remember where it is anymore
actually. i think world toolkit utilizes it now(?)
Could someone help me? Today I loaded up my unity and on the control panel it tells me to use unity 2017.4.28f1. Did anyone else get the same thing?
How outdated is your project/sdk
im using SDK 3 rn
Project was made today and the most recent sdk
do you know how to fix?
Well, i can't guess what's going on in your console
how do i open the consol
SDK from the website ?
Yup
By clicking on the console button
Can you show your whole unity screen and the sdk panel ?
Sure I’ll just quickly update my world
Oh I think it was just a glitch it’s gone now. Sorry about that
How would I go about making a sound sync for everyone?
I have a horn button for a boat map I'm working on and I can't figure out what I need to do to make it sync
never mind, I used sendcustomevent instead of sendcustomnetworkevent
has anyone had any experience working with ui canvases? i set up a canvas with a tmp text and a tmp button, hooked the button up with some script but nothing happens when i click on it (no pointer glow when i hover over it either). here's the hierarchy
anyone know what to do
attach the VRC UI Shape to the canvas
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 ...
make sure you are using the correct Unity version and sdk as well.
actually that's another problem i'm having
the sdk control panel says i'm using the wrong version
not the same version
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use by VRChat is Unity 2019.4.29f1. Ensure you are using this precise versio...
np, once you get that sorted ui should work just fine as long as you didnt do anything weird. Canvas gets set to world space, scale to .001 in xyz position it and then scale it to the size you need. Attach the UI shape and then add the button. From there all intractables must remain within the bounds of the canvas. thats it.
Lightmapping issues are always really difficult to address. The main thing I could suggest is to check the object's lightmap texture in the light map bake, and see if you should adjust the minimum size the light bake is giving it. (If the light bake on it is too small, other colors will bleed into the lightmap texture). Besides that, I have no clue
I think it is this option on your gameobject
How do I set up a UI system so I can change the volume of music in game?
as far as i can tell theres no bad side
it even stays synced
thank you! that sounds perfect
every god damn time
how do i fix this?
pls help
its for every single udon behavior
So updated my world to 2019 unity, however the pickups are not picking up. Using SDK2. like the opjects are staying put but the coliders are being picked up.
you might have set them as static by accident
any1?
Hi, I just published my world and it's immediately kicking all users out of it. The Build & Test works perfectly fine though. Am I missing something?
Lifesaver!! Thank you!
hey somoene know how to remove this bug i cant start my world and local and publish it please help
What values should I change it to, to be good?
I know I have lots to do about the lights, but this camera clipping in the toolkit return is annoying me.
TIA
lights baked?
and please dont set near clipping plane to 0.3
its gonna make small avatars disappear almost entirely
set it to 0.01
Oh sweet. So that was it. I've set it to .01 and it's all good now.
Yeah as for the lights, I have not baked them yet. I am watching videos to know what exactly I need to do to bake.
This is my first ever world and first time working with Unity, so everything is fresh to me.
why the show control pannel not showing ?
how does one disable player collision with a UI canvas?
nvm, think I figured it out
just put it on the "Walkthrough" layer
"UI" and "UIMenu" didn't allow any interaction afterwards for some reason...
I'm new to creating worlds and am now learning about lights and baking. Stumped now, cos I have no idea why this Pikachu is not being receiving shadows as the others in the room are. Tried other downloaded pokemon FBX and it's behaving the same.
Set to static, and Generate Lightmap Uvs checked.
Please send help! Thanks!
Is it possible to parent a player to a different gameobject without a station, so that they can still walk around relative to the new gameobject (standing on and walking around large moving vehicles/ships without sitting)
it could be a few things, could be material has emission or doesnt support shading (you should be using standard), or on the mesh options when you click it make sure recieve shadows is set on?
Does anyone know how to remove the VRCSDK3 completely
It doesn't have a parent 😦
I delete the files and re-import it but i keep getting an error and the VRCSDK dosnt even show up at the top
I think this is most probably it. May I know what you mean by standard? Thanks
so the types of shader that you use in your world, the material basically
so they shouldnt be using something like poiyomi or Unitychan unless you absolutely need a feature from that shader, otherwise objects in your world should be using unity standard shading
That's very clear. Thank you so much
yisyiss
ability to set one, then?
Drag the whole thing into a parent I create? I am so sorry. Totally new to this. Someone on fb suggested light probes and it works, and the model reacted to the light source now. You reckon it was the shaders reacting and causing it to not respond to the lights without the probes?
Sorry I think you might be confused I was just asking my own question here
Oh no lol sorry
I have a world I'm making that is gonna have a day and night cycle. The pool itself will have pool lights around it that are off during the day cycle, and turned on during the night cycle. How would I accomplish this using baked lighting specifically? I know you can use realtime lights, but what about with the baking? Or would it be easier to just do a toggle using post-processing?
I was planning on doing something like this as well. What I was going to try doing was setting the directional light intensity to 0 when it's time to bake the night time lights, and then during the day set it to a higher intensity than the night time lights. Not sure how well it'll work, it's just how I worked it out in my head.
I have the day night cycle animated so far, didn't get around to baking the night lights though.
you have console errors
try UdonPlatformHook https://docs.google.com/spreadsheets/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml# its what you want for walking on moving objects. I don't think it uses stations, you can use that prefab or study it for making your own.
Thank you very much!
The realistic day/night cycle I made used RTL (not on the playerused probes for that); Using a procedural skybox, when you move the directional light the skybox moves with it; so I just had a simple rotation script on the directional. Having that you can trigger a bool at specific values to turn on lights or turn them off.
You can replace lightmaps during runtime. see google for examples here is one link that has some hints https://forum.unity.com/threads/solved-changing-lightmap-at-runtime.492830/ . Doing it this way you are still using a timer so just like in my RTL example, just set the lights to only come on if their bool is true.
Does anyone know how to fix avatar boxes? I added 5 avatars and when I did the Build and test I could not select the avatar and change into them. and the blue box dosent appear
Wheres all the stuff?
so with making this world a few hiccups have occurred but none as weird as this. I haven't encountered this problem before so I don't how to fix it. within unity is show the wall and the floor. however in Vrchat those to things are missing where as the rest of it is perfectly fine.
vrchat for comparison
probuilder parts? Try exporting them to fbx/obj. You can export and replace or just export and then manually add them back to the scene.
okay
that worked thanks
console errors
Is that a new project ?
no
it was working after i updated to 2019
then i closed it for the night, working fine. and i open it again today and its just broke
and this is broken. prob for same reason i dont know
no fatal errors in the console, anyone else get this?
so so... im trying to upload a world... but when i get to the upload screen where i put a name/description/tags, i can put all those and check what i want, but i cant press the upload button, it shows as if im clicking it by graying out every time i click, but nothing happens ><
anyone know how i can fix this?
you have descriptor in right? (ive only got that when i forget to add descriptor ><)
im sure maybe not that tho ><
idk what these mean ><
i added 15 songs to the player... maybe should try less? but id like someone's input to help since i dont wanna break more ><
of course I do.
ya.. thought so... it just slips my mind sometimes ><
it's alright. I'll probably just wait, its a bit weird though
i hid the music player and now my only error is this
says sdk2... but i dont have that in there at all... i even re-imported ><
im assuming it isnt actually sdk2 and just called that...
but it directs me here
and i have no idea what to do with this ><
Try this and see what its debugger says https://github.com/oneVR/VRWorldToolkit/releases
gasps
thank you so much >< it finally uploaded ><
tyty ><
i decided to just do it in unity 2018 where it works fine 100% 🙂
I'm trying to upload a world that was created in an older version of unity. I'm using SDK2 and every time I try to upload i get this pop up.
Did you follow the migration guide ?
You need to press ignore
pls help
okay
just dropping by to say bakery is godsent ❤️
Does anyone know why my world isnt uploading even know it says uploaded successfully!
That Unity popup after completing an upload means nothing. Try this and see what the debugger says https://github.com/oneVR/VRWorldToolkit/releases
Did you manage to find a fix for this?
Yeah, udonsharp + udontoolkit was breaking it. Removed all of that and decided to code the old fashioned way, it worked.
@kind leaf What do i do once I have it installed and added?
Apparently I have a blueprint but and it says Succeeded so Im confused
I can't upload my world to VR chat thru unity or maybe I'm not doing it right (new to unity). Is there another VR chat program I need. I'm just a user in vrchat at this time
you start by addressing the 498 errors :/ yikes
Nothing bad Ive just build and tested and it worked
typically, in the toolkit debugger, the "Errors during build" are mission critical. Meaning if you have one something is broken. Silly stuff like player api that error out outside of vrchat dont make that list of build errors.
wouldnt bother until the world is playable but that portion under optimization where it says 67% of your textures have not been crunched, you can use the autofix to resize the resolution to 512-1024 and curch compress all assets in the project or just the scene. your world will go from about 380mb to 80-150 if not less.
Where is the migration guide?
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 want to use AudioLink for my map and I'm trying to add reactive light but it does not work when I add reactive light prefab.
see the readme for proper setup and check issues/file your own if you have one https://github.com/llealloo/vrc-udon-audio-link
Oh yeah, forgot to enable Audio Data Toggle 😅
does anyone know how to make a lock on a object like the doors in Just B Club
if you need keypad entry try the prefabs here. But for a simple lock you just need a button or interactable on the inside room that toggles a sync'ed bool. For the door usage, use an if statement to check if the bool is active or not. Thats as simple as it gets. You can add other checks to unlock if player leaves or timers.https://docs.google.com/spreadsheets/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml#
Turned out VRWorldToolkit was the issue. Removed it and all good now. :>
Yupp
Can you elaborate on how VRWorld Toolkit was the issue? The issue in the screenshot posted usually happens when a specific Prefab in the SDK loses references which can sometimes be fixed by causing scripts to recompile which removing VRWorld Toolkit would cause.
I simply removed the imported assets of the toolkit and I could instantly see the options in the vrc sdk again
idk what else to say ^^
Was there any errors in the console beforehand? Were you running a old version?
In that case most likely right clicking the VRCSDK folder and pressing reimport would have also solved the issue
I had a previous issue where I updated everything I could and reimported before I imported the toolkit and then my sdk option were gone. removed them again and was all good
Didnt cross my mind as I had just reimported everything and reimported the sdk and other packages right before I imported the toolkit. I had very little patience when the builder options first disappeared ^^ I might try out the toolkit again later on
If you are able to repro it happening every time I can look into it, but without errors it's usually just Unity deciding not to compile things properly
I just want to be able to upload my world rn and fix stuff that now broke when I was on my reimport rampage
Yeah I understand
I wouldn't even bother creating content if the toolkit and U# didnt exist. Huge time savers. ty soo much for the toolkit 😛
Does anyone know where I can get a rain loop sound affect (One that loops without notice)
cause I've been looking for one for a while and they all are noticeable loops.
Download Scroll down to access Free Sound Effects section in the left hand menu. If you need better quality sound effects and a legal license to use in your project then search for royalty free sound effects in the Paid Sound Effects section. A one-time fee gives you a lifetime license for use in as many of your projects as you need. Only the Pa...
you can also trim the audio with audacity as most sound effects come in clusters meant to be trimmed.
We officially discourage the use of that toggle, and recommend using shader-based effects whenever possible for performance reasons.
which SDK did you install
SDK 3
SDK 3 uses a different system for handling its interactive objects than SDK 2
and what is the name of that ?
udon
and there is an add-on that emulates the style of SDK 2 triggers for udon https://twitter.com/CyanLaser/status/1426615492958212096?s=20
CyanTrigger is now available to everyone for Free! You can download it from my booth page. CyanTrigger is a new way to write logic for SDK3 worlds in VRChat. It has full access to Udon and an interface that resembles VRChat’s SDK2.
#CyanTrigger #VRChat
https://t.co/VBbKqQlaYq
263
519
you have a little bit of learning to do
but if you need, i have a few udon scripts you can use, but i only have ones for toggle, 2 toggle, and teleport
they're basically just plug and plug and play
but if you learn cyan triggers you're probably better off
thank you !
With the recent Udon updates, some of the basics have changed, so here's my most basic tutorial redone with the new editor, and not recorded at 2am! If I get enough requests, I'll redo my "Contextual Buttons" video as well, which will give me an excuse to just rename them "Event Buttons" which actually makes sense.
00:00 - Intro
00:20 - Udon Gr...
is my world so unoptimized I can't upload it? It seems every time I try it freezes unity
I just updated my sdk and unity version so it's all up to date..
I'ma try restarting my pc cuz i have no idea what's wrong.. vrcsdk just freezes unity completely..
You need to create a bool constant and plug it into the value input
i'm pretty sure i tried that but i'll try again and let you know if it works
yep, unfortunately didn't work
what sdk version are you using?
idk because i can't check
and i forgot, this is an old project that i started on my old pc.
did you try reimporting the sdk? You are using an outdated Unity and sdk, support and upload ability is limited to luck.
yea i tried using unity 2019 and it still breaks
i reimported sdk a couple times, am i doing it wrong or something?
normally you just go to assets > import and choose the sdk.unityproject or drag n drop it into the active projects/asset directory inside of the unity window. both methods work.
yea it just says that everything is imported
still trying to figure this one out, any help would be greatly appreciated
how long have you been messing with this project in its current state? It might be easier to just remove all VRC assets from the scene, keeping only the house and lighting, then export the package, excluding dependencies, make sure no vrc crap is selected and export just the build with all your lighting information. Then you can create a new 2019, import the sdk any other addons you'll need and then the house you exported. It's not a complete loss. Ied backup the broken project first just to be safe. Its better than wasting a ton of time.
i mean i have a backup, but i think it is way too late to just remove stuff
theres too much stuff
would take at least 20 hours to put it all back
only vrchat stuff would go bye bye. any scripts that sort of stuff. the entire house minus that stuff would be good to go. so the tv, mirrors, any scripted doors, any scripted seating, thats it
"the tv, mirrors, any scripted doors, any scripted seating, "
the house itself, all the textures and lighting is pure unity
it's a lot more than just the house
i do have a working backup tho
its just that whenever i try add too many things it just dies
maybe i should try updating the sdk and unity before anything else
might minimize damage
There isnt a limit to how much you can add to a unity project before stuff breaks; I bet there is an asset that contains outdated vrc scripts that might be the cause. It was common for me to run into that issue using older prefabs when I started here. maybe not thou..
restarting my pc fixed it..
im pretty noob to vrchat unity stuff
Does anyone know why the VRCSDK Control Panel is not showing up? I followed the Migration steps closely, I can't figure out what the problem is.
actually now it's messed up again uwu;; When I click build n publish it doesn't pop the menu up
I did not start with an empty scene because the steps said to only do that if I had UdonSharp in my project, which I do not.
remove simpleActivatorMenu.cs
wow, that fixed it instantly!
thanks so much dude
and it's.. frozen again..
check for missing scripts
How are you actually using it though?
well i kinda figured out a workaround. i put all the bools i need into an animator
my brain hurts
however the particular issue is still happening so i suspect its the getkeydown block
Can you show the entire graph
sure thing
to break it down, i'm making a dialogue system
the string variables are bits of text i want the character to say
and theres a canvas attached to the text box that i set to be at 0.8 scale (because of a pop-up animation it does) as well as disable
the keydown function not working probably has something to do with the fact that its being called from onrenderobject
ill try attaching everything from the first branch onward to an update to see if that fixes the problem
yep... that was it
well thanks for the help i guess
Yeah OnRenderObject behaves pretty strangely
i looked at the wiki and it said it was called after the camera rendered so
i figured that the e key just wasnt registered because of that
Or at least the behavior was different in game than it was in editor when I was trying to use it
very odd function
Yeah but having that function on update makes a lot more sense anyway
angry noises
trying to get the qv pens into my world and they won't draw
Is there a way I can send my whole project to someone so they can try to fix this issue I'm having
I updated everything the correct way and it's doing the same thing it was doing before. I restarted my pc same thing. It just freezes every time I open the vrc control panel
Is it possible some script I added is broken ..
Help My builder tab showes nothing
check console for errors?
that message doesn't look like it should be causing you the issues
Idk why its doing this
Restart unity
So I'm trying to add the qv pens in the world and they won't draw for some reason
Already have
how do i fix this? the pickup part is not moving with the mesh
is the pick up set to static by accident?
i dont know
top right
... am i blind?
youre not screenshoting it, but its right next to the inspector tab
👍
Hey! Does anyone have this asset still? After I updated Unity to 2019, the author deprecated it, it was a free asset though
so... my pens are pickup-able/move-able...
but..
- buttons look weird...
- they dont draw at all...
im using the prefab.. but it says no >.>
(gonna keep workin at it, just in case anyone knows how fix before i figure out)
I put QvPen and usharp videoplayer on my world and I got this message
how can i fix it
Question, how does one go about and add rain to there own world
ive looked everywhere and couldnt find it anywhere
WHyyyyyy
yep
can someone please help me🥺
https://www.youtube.com/watch?v=cDHJuRV5Ays then add rain sfx manually
Creating some realistic rain using just Unity's own "Shuriken" particle system and Ultimate VFX. Lots of opportunity for tweaking!
Get Ultimate VFX: https://assetstore.unity.com/packages/vfx/particles/ultimate-vfx-26701?_aid=1100l3rZp.
Twitter: https://twitter.com/TheMirzaBeig/.
ok ill look into it
So, playing around with sdk2 to check out a potential bug and I found the Control panel is very unresponsive. The only vrc components in scene are the stuff in the two included prefabs (vrcworld/vcmirror), with minimal objects in scene. The control panel eventually switches tabs after a 30+second delay. And then I get toying with the new functions of the sdk... An update feature?! Why is the update feature telling me an update is available and that update is a 2020 version of the sdk? I'm not posting a canny for an sdk I don't use, so hopefully someone else has.
Unity 2019.4.29f1
VRCSDK2-2021.08.04.11.23_Public
Any staff that would like a link to the existing project for verification/recreation can DM me.
Would love to have some help if possible!
Trying to see about playing a video across these computer screens within VRChat.
What would be the best way to achieve something like this while still looking good?
I'm not sure quire the process of that, what would UV mapping do exactly that would allow video to be played?
I kinda understand the basics of UV Mapping, but I'm unsure on what would be needed to be down to accomplish that
like multiple screens or a single screen
I'd like it to be a single screen at one point, and possibly multiple different screens outputting different videos at another- However, biggest need is to just output video
All the complicated shit and trying to make shit work comes second
Just trying to learn the process of figuring out to transmit a video/or possible livestream to the screens of these monitors
are you using udonsharp and sdk3
I'll be more then likely using Udonsharp/SDK3, I'm currently in the process of modelling things out in Blender before importing into Unity- Just want to know what would be the process of doing this, that way I don't fuck up anything in the modelling process prior to importing
:D
For context, I'm hosting a private secret event withing VRC for those who found some 'hidden things' about a week ago
Mostly the content will come from the video being played, and thought that multiple monitors "matrix-style" would be a cool way to display said video/information
The monitors are duplicated via two array modifiers and decimated with just the built in blender tool
:)
video broadcasts onto a material shader or a texture shader your choice; ied suggest looking at prefabs for an example. ProTv/ Wolfe or Merlin. You'll want to uv map your matrix display so all the screens share the same texture setup to cover all the monitors in chunks. Then when you import the blender file to unity and assign the appropriate material it will tile as you expect.
Gotcha, gotcha! So, essentially, you are attaching the 'video player' to a certain material which will in turn play on said material correct?
not attaching the player to the material, you tell the player to broadcast to a specific material. Other than that, yes.
and you can broadcast to just about any material, so if your uv is setup correctly in blender you are golden.
Alright alright, that makes some sense- So I should be having separate materials for the computer screen and then the rest of the computer, that way when it comes time to set up the video player the player just plays on the selected monitor material? Right?
I will be honest, this is only my second world I've made and the first including a video player- So I'm still a hella noob when it comes to shit like this lmao
all monitors can share a material. less draw calls, the magic is in the UV as @desert python explained sorry for the ping
Ever since the new unity version update Ive tried uploading a new version of my world but failed with the same type of error.. Ive reset and reimported everything more than once but yet I am met with "... Error: Failed to upload file" Failed to start part upload: Cannot start an uplaod against anything but the latest version of this file.."
And this pops up at the very end of the progression bar that is visible when uploading.
Anyone have Any idea about this? Its driving me insane and Im wasting so many hours on just waiting for my failed uploads..
do you have future proof enabled?
Yes
try without
okay
Might be some sort of file path error since I made a new project folder for the new unity version at the same time as I made a github backup with SourceTree for the world.
Unity wants to upload the files with the previous name I gave the project but It still wouldnt make sense since it keeps creating the files with that name if I delete them from the temp folder, which it is accessing during the upload process. Unless theres something else that aborts the upload because of the different names of between the files and the unity project.
using collab? Just disable collab or whatever git sync you have. But future proofing also causes issues so keep that off.
I dont sync I just push commits when I do updates to the world for backup
I wont tell you how to backup, but it's so much faster for me to just archive the project folder.
Im trying now without the future proof option
archive as in just make a copy on the harddrive?
That would fill the drive real fast
i zip it but yeah, I store my backups on another drive
4tb so ive got no issues in the foreseeable future.
I tried that.. got messy imo :>
pushing commits would pretty much work the same way I think
oh my goodness
"Content Successfully Uploaded"
and it didnt take half a day to do it
🙂 people have been ranting about future proofing for a long time.... glad it worked for you 🙂
Hi all, still getting the following error when trying to make an SDK 3 world. I am logged in and so it seems during the publish process it logs me out. Anyone able to help me please?
Why is my fur dark but the objects around it are light?
okay so basically I found these
Idk what these do and I don't know if I can find more of them
in the avatar world I'm currently in
You have to be more specific.
okay then
I was searching for the small metallic parts on the back of the end
and I'm looking all over the map to find them
for some reason it's harder than it looks because I already found 5
and I don't know if there's more
So, you went to a random world and want those parts in you'res?
I thought at the time it would bring in something or spawn something into the place, like an easter egg or something
Oh well, this isn't the right channel for that, try #general-media.
Anyone know of any good water shaders that are Quest compatible?
https://docs.google.com/spreadsheets/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml# check the shaders tab. There is at least one.
how would i go about checking if the player has pressed right trigger on their controller? similar to this
when i switch for android i see that everywhere why ?
Anyone able to help? I tried to create a support ticket, but I kept getting an error.
the light maps for the world have been compressed for android causing polarisation of the texture, it is why you see it everywhere
do you knwo how to fix it ?
Rebake lightmaps
okay ;-;
#world-lighting message this might help
Can someone guide me to the steps to get background music playing as soon as you run world?
Mine was doing fine, but just stopped working yesterday.
in the audiosource. it should have “play on enable” on i believe and it should just play
Play on awake? Its already checked 😦
Also loop is checked as well.
It plays music just fine if I run the game through Unity's Play button, but not when I test build.
hmm. is it a 2d audio source?
is the bubble covering where you want it to be heard?
is your world volume turned up
Just checked, and yes it's all the way left, 2D
Oh it wasn't, but I have not enlarged the bubble to cover the whole world, but still nothing
All the way to "1"