#world-development

39 messages · Page 93 of 1

near escarp
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I've loaded into this world fine ?

wanton badger
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How do I create a videoplayer, that I can insert Youtube URL's into?

shell pumice
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Might just be my VRChat, then.

kind leaf
wanton badger
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Kev, can you walk me trough it?

kind leaf
wanton badger
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I use sdk2

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But can you walk me through what I should go for?

kind leaf
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sheee lol well there are players in sdk2 section

wanton badger
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Man this is my first player, idk where to find em

kind leaf
wanton badger
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It's just a bunch of numbers and letters

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I don't have a clue wth this is

kind leaf
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press the download button and you will have the .unitypackage

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top right

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then you just import it into your project and look for the video prefab

wanton badger
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wtf now the SDK is broken

shell pumice
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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?

river musk
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Does anyone know where i can find Player pick up

shell pumice
river musk
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is there a link to the pre made one

shell pumice
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Yes, let me grab it and dm you it.

river musk
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thanks again

wanton badger
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My sdk just says clear cache

shell pumice
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Ah, the VRCSDK bug. After opening unity up with it after the second time it usually breaks like that

uncut schooner
wanton badger
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fcking piece of shit

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I just created all of this and now I can't upload

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How do I fix it

near escarp
wanton badger
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Why is this shit so fcked

shell pumice
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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.

kind leaf
shell pumice
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Alright, thanks for the help again. I'll give that a try and respond once I get the results back.

bold ibex
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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

kind leaf
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the performance friendly method is to add box colliders and position them to fit correctly

bold ibex
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ah okay

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lemme see if i can figure that out real quick

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any settings i should change?

shell pumice
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Clearing 19 Gb in the Cache didn't fix it. Repairing from steam, now.

kind leaf
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not for mesh collider on furniture no

bold ibex
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alright, ill see if that works, thanks

shell pumice
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All files are validated with no errors within then. Should I uninstall and reinstall VRC?

kind leaf
shell pumice
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It's alright, although it's one interesting bug for sure.

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I'm just surprised that clearing 19 Gb didn't fix it.

visual shore
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Yup nope,no matter how many times I change the pipeline,or make a new scene,I keep getting the same issue

wanton badger
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Wth does this mean

random owl
visual shore
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But for my world

random owl
visual shore
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Alredy raised a ticket

wanton badger
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same

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I don't understand this

bold ibex
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hey, im trying to add a mirror and a button for it, but when i search for the VRC trigger component nothing shows up

bold ibex
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yes

waxen cargo
# bold ibex yes

thats why, sdk 3 uses udon which has different scripts, i use sdk 2 and everything works

bold ibex
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hmm

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well how would i do it with udon then..?

green lagoon
bold ibex
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oh thanks

polar dawn
bold ibex
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i keep getting this error screen

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im signed in and i have the correct blueprint ID

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i detached the ID and tried

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it keeps signing me out whenever i try to upload

lost breach
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So, if my world is crashing me and other people who join... what's my first course of action to find out why?

near escarp
lost breach
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how do I find that?

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nm found it

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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!```
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blanked out the user name

near escarp
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Is the world toolkit telling you anything in the SDK ?

viscid belfry
# bold ibex

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?

near escarp
bold ibex
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okay its literally not even letting me sign in anymore

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i changed my password and its saying its wrong

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okay now im just annoyed, i got in a video call with my friend to help me and it instantly worked fine

lost breach
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Testing again, I think it may have been something with the fact that I disabled the URL Input Field

near escarp
lost breach
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ah

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Also just got another crash, looks like its caused by youtube-dl

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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'```
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anyways, checking with WorldToolkit I see nothing out of the oridinary, aside from some optimization I could do

bold ibex
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anyone knows why i cant test my build? this keeps popping up. it doesnt let me publish it either

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this was the only error when i click play

lost breach
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click ignore and it "should" continue to the next step

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if it doesnt then you have it worse than I do

bold ibex
lost breach
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dang... No idea then sorry

bold ibex
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it is ok

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so another thing i realised. everytime i do a trigger that is enabled in the scene, it pops that error in

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any trigger even empty ones

thorn berry
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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?

random owl
thorn berry
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aye aye

random owl
thorn berry
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no luck. still thinks its a new world

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i've got the blueprint in every time before hitting upload

random owl
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Can you give me the blueprint id you are trying?

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Oh actually

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That's a different issue now that I look closely

thorn berry
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will do

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i installed it and messed around with it for a bit, and it removed the issue. Thank you!!

random owl
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Nice

lost breach
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Hey does anyone else have a problem with the right channel not playing in Stereo videos? in SDK3?

formal sequoia
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@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

glad ferry
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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.

bold ibex
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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?

glad ferry
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I've clicked ignore, and still nothing.

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And this is a world I had uploaded with Unity 2018 originally.

random owl
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Works fine for me in my 2018 worlds with ignore, are you getting anything in your console?

random owl
glad ferry
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Here's one of the messages I get, "Getting control 0's position in a group with only 0 controls when doing KeyDown"

random owl
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When pressing the button?

tired sandal
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Does anyone know how to fix the problem where unity freezes whenever you click on the sdk?

random owl
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Try with a empty scene to see if something in it causing the slowdown

glad ferry
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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.

random owl
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Do you have 0 set in the box?

glad ferry
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In the box?

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Oh, do you mean the number of clients to launch when testing worlds?

random owl
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Yeah

mild cliff
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Hi

bold ibex
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how do i fix this?

random owl
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Check the second last pin

white mauve
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i'm completely confused on why there's nothing on the "Builder" tab

bold ibex
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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?

near escarp
near escarp
white mauve
green lagoon
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how far away should objects be from each other before it makes sense to separate

near escarp
white mauve
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yeah, i did follow the instructions on how to migrate to 2019 tho

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even though i didn't really miss any step, now it feels like it

random owl
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Can you find VRCSDKWorld prefab in your assets and screenshot the inspector for it?

white mauve
# near escarp Is that after upgrading or 2019 ?

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

near escarp
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Uh, that's not what I would have expected vrcThinking

white mauve
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🤷‍♂️

random owl
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Might have caused things to reload clearing the problem

bold ibex
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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?

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Essentially, what can I do to trick the player into thinking the water goes and stretches out farther then it actually does?

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ie. like this is my current world at the moment

near escarp
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bigger plane, skybox fog from silent's prefabs

bold ibex
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👍

glad ferry
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I have the clients in world test set to 1.

bold ibex
near escarp
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Unity • VRchat Shaders • Utilities • ??? Welcome to Starlit Wanderings! We provide resources to enrich your Unity life. Most items are free and open-source! Please check the product page for more details. You can join our community at the Secret Shader Facility Discord! •

bold ibex
red urchin
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oh he has a volumetric fog and a skyprobe song?

near escarp
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SkyboxProbe shouldn't be too expensive

red urchin
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oki oki thank u

random owl
glad ferry
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Okay.

bold ibex
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whenever i go to build and publish the world it doesnt show anything in the game section?

near escarp
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Make sure to check the console after upload

vernal dome
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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 🙂

kind leaf
vernal dome
deep nymph
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quick question: how to get rid of player nameplate in the camera render.

sullen fiber
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I pressed Space in unity? How do I get out of full screen mode?

deep nymph
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shift+space

sullen fiber
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Thank you

raw vessel
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(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

kind leaf
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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.

raw vessel
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@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?

kind leaf
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if your grip is fine then the rotation of the orientation is the only thing off, so yes.

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but i would use the second approach I wrote because it will be easier to visualize

raw vessel
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yes the grip is fine
but the pipe are facing on me so i guess i need to use your first suggestion thank you

kind leaf
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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.

raw vessel
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thank you for this 😉vrcLike

river musk
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How do I turn off 1 mirror when you turn the other on

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I'm using SDK3

unkempt turtle
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i think the game object has an isActive method
otherwise you could do a simple canvas menu with toggle groups

river musk
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I'm new to udon sooo

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i don't understand it well

unkempt turtle
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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

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  • enable Mirror_2
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if Mirror_1 is not enabled -> Enable Mirror_1 + Disable Mirror_2

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i personally think Udon# should be the go-to Udon version, it makes explaining how it works a lot easier

ember mica
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One message removed from a suspended account.

unkempt turtle
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👀

ember mica
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One message removed from a suspended account.

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One message removed from a suspended account.

unkempt turtle
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do you have the project open a second time maybe?

ember mica
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One message removed from a suspended account.

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One message removed from a suspended account.

kind leaf
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if nothing is happening something should be happening in the console, check for errors

ember mica
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One message removed from a suspended account.

kind leaf
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remove allsky scripts

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after that clear the errors and save, then check for new ones

unkempt turtle
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delete this script in particular

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the .cs file named in the error message

kind leaf
thick flint
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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

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Avatar audio isn't playing either, so I'm wondering if the audio system is somehow getting into a bad place

ember mica
kind leaf
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hell i dont even know if there was ever a solution, never paid attention

unreal rain
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anyone know what this is? happens when i'm trying to build and test world, reloading and trying gives the same error

near escarp
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Ignore

unreal rain
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still won't build and test

near escarp
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What's in your console ?

unreal rain
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last one came after i got the error

near escarp
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What's the error ?

unreal rain
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this thing

near escarp
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That's not an error

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If there's no console error then i'd suggest getting in touch with the #vrchat-support

ember mica
proven glade
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audio sources playing on the opposite ear of where they are how do I fix

sharp heron
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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?

simple nimbus
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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.

bold ibex
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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?

random owl
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If there is nothing wrong with your world, no

bold ibex
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Can i get into a call with someone and get some help publishing a world?

river musk
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What shaders are good for Text that are quest compatiable

lost breach
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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.

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but it works in the editor

ember mica
red trout
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use vrchat mobil toon lite or vrchat mobile standard lite for quest

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anyone else having issue with missing scene descriptor scripts?

forest fractal
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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.

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I'm pretty sure I have a spawn point set.

remote vigil
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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

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Reversing the curve doesn't fix it either

quartz valve
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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

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i*

vapid stratus
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[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.

rain shadow
vapid stratus
polar dawn
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Sneak peak!

unreal eagle
cedar horizon
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Hey, does anyone know how to make you're pointer interact with a button, not by clicking it?

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Also, I'm making a quest and pc world, but how do I test it for quest?

prime ginkgo
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Broooo

forest fractal
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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.

random owl
# forest fractal I'm not too sure if that'll help, I don't have any errors from Unity or the SDK ...

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

GitHub

After successfully importing the release unity package the toolkit menu will appear in the Unity top bar as VRWorld Toolkit - If it does not, check Troubleshooting for common problems and solutions...

errant beacon
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whoop, definitely sent the wrong thing, sorry!

forest fractal
forest fractal
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And just to be clear on how barebones this world is:

random owl
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Can you show a screenshot of the debugger?

forest fractal
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Took a screenshot of it, then forgot to post it.

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@random owl

random owl
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Yeah that's a bit weird then

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Can you give me the wrld id?

forest fractal
random owl
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VRCWorld

forest fractal
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wrld_aabd9ce1-c1e2-42cd-8a85-ed3a00b3db4b

random owl
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Yeah

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I'll have a look in a second

forest fractal
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Okay, thank you for the help!

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I seemingly have a knack for finding the weird problems when it comes to these things.

random owl
forest fractal
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It is not loading in build & test, nor is it loading in the published version.

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Well, it does load, but then the screen turns black and I get kicked back to home.

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Almost immediately.

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Before it initializes.

random owl
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Not happening for me would need to look at your output logs to see whats happening

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!outputlog

tawny lilyBOT
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You can find your output log at C:\Users\%Username%\AppData\LocalLow\VRChat\vrchat named output_log.txt

random owl
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It does have stuff like your specs and username so feel free to just DM it

forest fractal
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I see several output logs. Should I just DM the latest one?

random owl
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Preferably one where you only tried to load into the world and not much else

forest fractal
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I believe that's all of tried recently.

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But if I need to do that again real quick let me know.

torpid stratus
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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

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idk how to do it

red urchin
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newest SDK is giving me a ton of these errors when coming out of play mode

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but they still let me go into play mode and they go away, so is it ok?

bold ibex
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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.

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any advice would be great

rain shadow
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It says its referencing none so that's probably crashing the udon behavior

bold ibex
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so how would I fix that? (sorry i'm brand new to this)

rain shadow
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You could just assign an empty game object to that slot

bold ibex
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oh okie

rain shadow
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Where is that script from?

bold ibex
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just says u# scripts

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i'm using stuff my friend sent me

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should i be using a different one?

red urchin
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i can give you a teleport script

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works much the same, drag your location you want to teleport to in the variable

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TP stands for teleport by the way

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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

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this one shouldnt break because of that extra variable you have though

hollow fjord
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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

cold hound
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Is it easy to change to 2019?

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i have a world that's stuck and not updating stuff from 2018 to 2019

frosty flicker
cold hound
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I'm just getting a Blueprint error

frosty flicker
cold hound
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Yep

frosty flicker
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Try signing out from sdk and sign in again

cold hound
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I would but i can't download the 2018 SDK

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😄

cold hound
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The only thing it will be getting the SDK agin

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buttt

frosty flicker
vestal garden
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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!

red urchin
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it's not "necessary" but it's highly recommended

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having a world with realtime lights can be extremely laggy and not good at all

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might look nice and its way easier to just upload it, but its a lot harder on computers

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baking lights and light probes makes it much much more optimized though

vestal garden
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alright then ill take my time to study what baking does tonight. will focus on modelling for now. thanks @red urchin

harsh wagon
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I've been having a weird issue with custom seat animations in a world I'm making

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There are seats which use the default settings, and some seats which use a custom animation

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For some reason, sitting in a normal seat will break the custom seats until you reset your avatar. Any ideas?

frosty flicker
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Support usually doesn't response in matter of hour though.

cold hound
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i did that 1 week ago ahah

frosty flicker
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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.

kind leaf
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small staff, mostly free game, and loads of tickets. Just have to be patient 🙂

hollow fjord
cold hound
hollow fjord
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it's by players but usually we can help with issues like these

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and thay should work, since I don't think they deprecated the 2018 api

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at least I'm still able to upload using 2018

cold hound
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Can you send me the 2018 SDK?

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maybe if i re import it

hollow fjord
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i could but I'm at work right now

cold hound
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Because i can't download the 2018 version

hollow fjord
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remind me in 4 ish hours from now

cold hound
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Take your time ^^

hollow fjord
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udon or sdk2?

cold hound
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SDK3

hollow fjord
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so udon

cold hound
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Yep

hollow fjord
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sec I'll check if I have it on my phone

cold hound
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It's fine

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do it later

hollow fjord
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there you go

cold hound
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That's nice thx 😛

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i'll test in 10m

harsh wagon
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Is it possible to make it so that one spawn is exclusive to the first person to join?

cold hound
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i think

harsh wagon
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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

cold hound
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You can do it to the master

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or something like that

calm plinth
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Haiai
Is it possible to get Crash logs on quest? Like vrchat debug but for quest?

hollow fjord
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@calm plinth I think you can only access them with a link cable

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@harsh wagon you can do a teleport after the first person joins and then disable the script after successful use

calm plinth
hollow fjord
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I don't think the android (quest) version creates logs by default, but I could be wrong

calm plinth
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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 🥺

kind leaf
# calm plinth If they link it doesn't that make it a pcvr? I need to check why some quest use...

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

calm plinth
#

Does it initialize something on a new world compared to when you join someone else?

kind leaf
#

only if you have something special setup for the master

latent shuttle
#

hey kevbal

#

are you busy at all?

kind leaf
#

maybe 😛 maybe not, whats up?

calm plinth
latent shuttle
#

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?

latent shuttle
#

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

kind leaf
latent shuttle
#

ok understandable

kind leaf
#

make sure you dont have any errors in console.

latent shuttle
#

ok ill look into that

kind leaf
#

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.

stone vault
#

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

kind leaf
#

post a screenshot of the errors in the unity console maybe someone can help.

stone vault
#

ok (i am unity beginner)

#

is this correct?

kind leaf
#

only the red ones are errors, one is listed but it is not being displayed. you can uncheck the white and yellows

stone vault
#

this one?

kind leaf
#

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

stone vault
#

Ok! I'll try it

#

thank you! I'm glad to hear from my poor English

bold ibex
#

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?

stone vault
#

Thank youuuuuuu!!! @kind leaf
I knew the best tool !

torpid stratus
#

can someone help me using vrc sdk2 making a simple timer thing to make a bat make a sound every 12-30 seconds

unkempt turtle
#

why not use an animation?

torpid stratus
#

cuz idk what's the easiest way to do it

#

and idk how to do animationz

kind leaf
torpid stratus
kind leaf
#

damn, fits the bill 100%. Try trigger tutorials for how to use it.

torpid stratus
#

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

kind leaf
nova locust
#

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.

unkempt turtle
#

sync position doesnt work anymore?

nova locust
#

I'm trying, but it seems that it's different now

unkempt turtle
#

it used to be a checkbox on the UdonBehaviour

nova locust
#

yeah but it's gone

unkempt turtle
#

huh

kind leaf
#

obj sync

nova locust
kind leaf
#

just type in sync and look for object sync or something like that. Its its own component now

nova locust
#

oh? ok let me check

kind leaf
#

it was auto added to everything of mine that was synced the old way...

nova locust
#

That's it? Just add 'VRC Object Sync'?

kind leaf
#

yep

nova locust
#

huh ok

kind leaf
#

ied untick ownership unless its needed

nova locust
#

so i have to do to many other objects lol

nova locust
kind leaf
#

its the same as before. if you want collision transfers enable it, if not disable it. not sure if collision transfers were ever fixed.

nova locust
#

ah ok

#

like if it hits another globally pickup object, would it affect it too?

kind leaf
#

tbh, havent done anything that needed it yet. your guess is as good as mine.

nova locust
#

oh lol

#

i guess i will just uncheck it lol

nova locust
#

they work now. Thank you

torpid stratus
#

oki I'm gonna keep trying with the timer thing and hopefully figure something out or find another way to do it~

remote vigil
#

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

kind leaf
gritty tinsel
#

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

kind leaf
gritty tinsel
#

double checked and no luck

errant beacon
analog parcel
#

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.

oblique bear
#

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?

sour coral
bold ibex
#

how do i fix this?

median egret
#

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

bleak sparrow
#

so now the limit for a PC world is 50 MB ?!?!

random owl
bleak sparrow
#

ok....0_0 thanks ~

sleek swift
#

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?

stone marsh
#

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

sleek swift
#

oh i'll try that

#

@stone marsh you magnificent human being! i found it! now to make my world even more cursed!

polar quail
#

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

stone marsh
#

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.

olive shuttle
#

any good Turt? on how to make water?

kind leaf
olive shuttle
kind leaf
small idol
#

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.

stone marsh
#

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.

hidden osprey
#

Hm, but does occlusion culling actually also cull avatars?

stone marsh
#

Yes

hidden osprey
#

Oh thats cool, I thought it would only work on static objects, which is why you need to bake it.

wraith field
#

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)

small idol
stone marsh
#

The box should be checked

small idol
#

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

stone marsh
#

Probably something related to his world specifically that's setup incorrectly that would be fairly hard to troubleshoot via chat then.

small idol
#

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 👍

kind leaf
#

when all else fails, install the starterkit and use the advanced mirror prefab without changing anything but scales.

stone marsh
#

🤷‍♂️ 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.

small idol
#

yeah but as you said it could be that something in the world is breaking it so could be because something broke

stone marsh
#

Indeed. I just can't think of anything that would cause rendering issues like that past culling was all. Good luck

river musk
#

What are good glass textures

stone marsh
#

Glass texture? Like stained glass?

river musk
#

yea something like that

stone marsh
#

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.

river musk
#

do you have any links

stone marsh
#

To what?

river musk
#

Poi

#

I'm new to world creation

#

I have little knowledge about assess

stone marsh
#

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.

stone marsh
#

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.

river musk
#

so I can't find the glass texture you mentioned

#

@stone marsh

stone marsh
#

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.

river musk
#

Nope

stone marsh
#

Ah, u just downloaded the free one?

river musk
#

yea

stone marsh
#

Well I did say that grabpass was pro xP

river musk
#

I'm dumb

#

don't worry

stone marsh
#

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.

olive shuttle
#

any turt on how to add shader xD ?

river musk
#

@spice egret (Post it here)

spice egret
#

i would but the thing i tried last actually fixed it 😂

river musk
#

🤣

#

So how do I remove this icon

#

nvm

violet wagon
#

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

unkempt turtle
#

no you dont have to use sdk3

#

at least i dont know why it should be

violet wagon
#

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?

unkempt turtle
#

oh, no idea about that then

#

chances are older SDKs break when imported into Unity 2019

violet wagon
#

I already updated to Unity 2019

#

I will try to use the older sdk3

#

And hope I can skip this current version

spice egret
#

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,

errant beacon
bold ibex
#

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?

mild spade
#

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.

vestal garden
fluid lotus
#

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

spice egret
fluid lotus
violet wagon
scarlet geyser
fluid lotus
river musk
#

sometimes I try and join my world this happens randomly

#

The world doesn't load properly

#

and kicks me to the default vrchat home

pliant flicker
#

Kind of a random question but if I had an on/off for a vrcbe table would it effect performance/have a negative effect?

slow leaf
#

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

errant beacon
river musk
#

nothing

#

It loads for other people

errant beacon
errant beacon
slow leaf
#

Oh I need to use the 2019 version, oops.

river musk
proven glade
#

how do I fix weird pink splog on light maps

proven glade
#

is there somewhere I can see world size before uploading

near escarp
#

Nope

river musk
#

issue still happends

#

ok weird

#

public lobbys

#

don't load but friends+ and above do load the world

subtle relic
#

Anybody tried the udon google analytics script?

subtle relic
#

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"

slow leaf
#

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

kind leaf
proven glade
#

Ah not what I needed but thanks

desert python
#

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(?)

bold ibex
#

I cant figure out how to fix this

sand pumice
#

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?

near escarp
near escarp
bold ibex
#

im using SDK 3 rn

sand pumice
#

Project was made today and the most recent sdk

bold ibex
near escarp
#

Well, i can't guess what's going on in your console

bold ibex
#

how do i open the consol

near escarp
sand pumice
#

Yup

near escarp
near escarp
sand pumice
#

Sure I’ll just quickly update my world

sand pumice
harsh wagon
#

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

graceful solar
#

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

proven glade
kind leaf
graceful solar
#

hmm... still not working 🤔

#

these are the components in the canvas object

kind leaf
#

make sure you are using the correct Unity version and sdk as well.

graceful solar
#

actually that's another problem i'm having

#

the sdk control panel says i'm using the wrong version

kind leaf
#

not the same version

graceful solar
#

i'm stupid

#

anyways, thanks for the info

kind leaf
#

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.

scarlet geyser
# proven glade how do I fix weird pink splog on light maps

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

cedar horizon
#

How do I set up a UI system so I can change the volume of music in game?

red urchin
#

it even stays synced

pliant flicker
bold ibex
#

every god damn time

#

how do i fix this?

#

pls help

#

its for every single udon behavior

stark void
#

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.

dusk sapphire
#

you might have set them as static by accident

stark void
#

that would do it

#

figured it was a dumb mistake

bold ibex
hybrid umbra
#

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?

near escarp
hybrid umbra
#

Lifesaver!! Thank you!

opal sigil
#

hey somoene know how to remove this bug i cant start my world and local and publish it please help

vestal garden
#

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

unkempt turtle
#

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

vestal garden
# unkempt turtle and please dont set near clipping plane to 0.3

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.

opal sigil
#

why the show control pannel not showing ?

lofty rover
#

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...

vestal garden
#

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!

glacial pond
#

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)

red urchin
minor sail
#

Does anyone know how to remove the VRCSDK3 completely

vestal garden
minor sail
#

I delete the files and re-import it but i keep getting an error and the VRCSDK dosnt even show up at the top

vestal garden
red urchin
#

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

vestal garden
red urchin
#

yisyiss

glacial pond
vestal garden
# glacial pond 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?

glacial pond
#

Sorry I think you might be confused I was just asking my own question here

vestal garden
#

Oh no lol sorry

silent night
#

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?

short gulch
#

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.

candid yoke
#

any ideas?

near escarp
#

you have console errors

kind leaf
glacial pond
#

Thank you very much!

kind leaf
# silent night I have a world I'm making that is gonna have a day and night cycle. The pool its...

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.

trim bolt
#

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

wicked forge
#

Wheres all the stuff?

night dawn
#

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

kind leaf
night dawn
#

okay

night dawn
#

that worked thanks

bold ibex
#

help pls

#

i didnt do anything

#

it just disappeared

near escarp
#

console errors

bold ibex
near escarp
#

Is that a new project ?

bold ibex
#

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

potent mason
#

no fatal errors in the console, anyone else get this?

hardy remnant
#

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?

hardy remnant
#

im sure maybe not that tho ><

hardy remnant
potent mason
#

of course I do.

hardy remnant
potent mason
#

it's alright. I'll probably just wait, its a bit weird though

hardy remnant
#

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 ><

kind leaf
hardy remnant
#

tyty ><

bold ibex
lethal silo
#

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.

near escarp
#

Did you follow the migration guide ?

random owl
#

You need to press ignore

bold ibex
#

well nvm

#

problems

#

this happens for every custom udon script

bold ibex
#

pls help

near escarp
#

might wanna join vowgan's server too

bold ibex
#

okay

vestal garden
#

just dropping by to say bakery is godsent ❤️

minor sail
#

Does anyone know why my world isnt uploading even know it says uploaded successfully!

kind leaf
wicked forge
potent mason
minor sail
#

@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

final vessel
#

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

kind leaf
minor sail
#

Nothing bad Ive just build and tested and it worked

kind leaf
#

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.

lethal silo
#

Where is the migration guide?

kind leaf
quick lintel
#

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.

kind leaf
quick lintel
#

Oh yeah, forgot to enable Audio Data Toggle 😅

river musk
#

does anyone know how to make a lock on a object like the doors in Just B Club

kind leaf
# river musk 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#

wicked forge
potent mason
#

Yupp

random owl
wicked forge
#

idk what else to say ^^

random owl
#

Was there any errors in the console beforehand? Were you running a old version?

wicked forge
#

None what so ever

#

I have the latest version of both unity and the toolkit

random owl
#

In that case most likely right clicking the VRCSDK folder and pressing reimport would have also solved the issue

wicked forge
#

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

wicked forge
random owl
#

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

wicked forge
#

I just want to be able to upload my world rn and fix stuff that now broke when I was on my reimport rampage

random owl
#

Yeah I understand

kind leaf
cedar horizon
#

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.

kind leaf
#
#

you can also trim the audio with audacity as most sound effects come in clusters meant to be trimmed.

warm cargo
opal sigil
#

Why i dont have the vrc trigger ?

green lagoon
#

which SDK did you install

opal sigil
#

SDK 3

green lagoon
#

SDK 3 uses a different system for handling its interactive objects than SDK 2

opal sigil
#

and what is the name of that ?

green lagoon
#

udon

red urchin
#

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

mighty vortex
#

or just udon in general

#

if you're gonna have to learn anyway better do it well

opal sigil
#

thank you !

green lagoon
polar dawn
#

Updates on my map have been made for the better!

torpid stratus
#

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..

bold ibex
#

so nobody knows how to fix this?

#

seems like a very common issue

torpid stratus
#

I'ma try restarting my pc cuz i have no idea what's wrong.. vrcsdk just freezes unity completely..

oblique bear
#

how do i set a bool using udon?

#

this isn't working for me

rain shadow
oblique bear
oblique bear
bold ibex
#

pain

kind leaf
bold ibex
#

idk because i can't check

#

and i forgot, this is an old project that i started on my old pc.

kind leaf
#

did you try reimporting the sdk? You are using an outdated Unity and sdk, support and upload ability is limited to luck.

bold ibex
#

yea i tried using unity 2019 and it still breaks

#

i reimported sdk a couple times, am i doing it wrong or something?

kind leaf
#

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.

bold ibex
#

yea it just says that everything is imported

oblique bear
kind leaf
# bold ibex i reimported sdk a couple times, am i doing it wrong or something?

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.

bold ibex
#

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

kind leaf
#

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

bold ibex
#

wdym vrchat stuff?

#

like what exactly

kind leaf
#

"the tv, mirrors, any scripted doors, any scripted seating, "

bold ibex
#

oh

#

yea idk it's a big map

kind leaf
#

the house itself, all the textures and lighting is pure unity

bold ibex
#

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

kind leaf
#

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..

bold ibex
#

hmm yea

#

i have no idea

torpid stratus
#

restarting my pc fixed it..

bold ibex
#

im pretty noob to vrchat unity stuff

severe pier
#

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.

torpid stratus
#

actually now it's messed up again uwu;; When I click build n publish it doesn't pop the menu up

severe pier
#

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.

severe pier
#

thanks so much dude

torpid stratus
#

and it's.. frozen again..

bold ibex
#

check for missing scripts

rain shadow
oblique bear
torpid stratus
#

vrcAevSlap my brain hurts

oblique bear
#

however the particular issue is still happening so i suspect its the getkeydown block

rain shadow
#

Can you show the entire graph

oblique bear
#

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

rain shadow
#

Yeah OnRenderObject behaves pretty strangely

oblique bear
#

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

rain shadow
#

Or at least the behavior was different in game than it was in editor when I was trying to use it

oblique bear
#

very odd function

rain shadow
#

Yeah but having that function on update makes a lot more sense anyway

oblique bear
#

yep, this is what the graph looks like now

#

thanks!

torpid stratus
#

vrcAevSlap angry noises

night dawn
#

trying to get the qv pens into my world and they won't draw

torpid stratus
#

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 ..

bold ibex
#

Help My builder tab showes nothing

kind leaf
bold ibex
green lagoon
#

that message doesn't look like it should be causing you the issues

bold ibex
#

Idk why its doing this

near escarp
#

Restart unity

night dawn
#

So I'm trying to add the qv pens in the world and they won't draw for some reason

bold ibex
bold ibex
#

how do i fix this? the pickup part is not moving with the mesh

desert python
bold ibex
#

¯_(ツ)_/¯

desert python
#

the static tic mark

#

its above all that

bold ibex
#

i dont know

desert python
#

top right

bold ibex
#

... am i blind?

desert python
#

youre not screenshoting it, but its right next to the inspector tab

bold ibex
#

oh i see it

#

it is static, thanks m8

#

(:

desert python
#

👍

severe pier
#

Hey! Does anyone have this asset still? After I updated Unity to 2019, the author deprecated it, it was a free asset though

hardy remnant
#

so... my pens are pickup-able/move-able...
but..

  1. buttons look weird...
  2. 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)
raven sonnet
#

I put QvPen and usharp videoplayer on my world and I got this message

#

how can i fix it

latent shuttle
#

Question, how does one go about and add rain to there own world

#

ive looked everywhere and couldnt find it anywhere

night dawn
#

WHyyyyyy

raven sonnet
#

suffering

#

xd

night dawn
#

yep

latent shuttle
#

can someone please help me🥺

bold ibex
#

did someone ghost ping me?

#

smh

bold ibex
latent shuttle
#

thx @bold ibex

#

also, any help for fog?

bold ibex
#

idk

#

google unity fog

latent shuttle
#

ok ill look into it

kind leaf
#

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.

bold ibex
#

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?

desert python
bold ibex
# desert python uv mapping

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

desert python
#

like multiple screens or a single screen

bold ibex
#

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

desert python
#

are you using udonsharp and sdk3

bold ibex
#

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

#

:)

kind leaf
#

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.

bold ibex
kind leaf
#

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.

bold ibex
#

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

kind leaf
#

all monitors can share a material. less draw calls, the magic is in the UV as @desert python explained sorry for the ping

bold ibex
#

Gotcha, just wasn't quite sure how to put two and two together!

#

:D

wicked forge
#

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..

kind leaf
#

do you have future proof enabled?

wicked forge
#

Yes

kind leaf
#

try without

wicked forge
#

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.

kind leaf
#

using collab? Just disable collab or whatever git sync you have. But future proofing also causes issues so keep that off.

wicked forge
#

I dont sync I just push commits when I do updates to the world for backup

kind leaf
#

I wont tell you how to backup, but it's so much faster for me to just archive the project folder.

wicked forge
#

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

kind leaf
#

i zip it but yeah, I store my backups on another drive

#

4tb so ive got no issues in the foreseeable future.

wicked forge
#

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

kind leaf
#

🙂 people have been ranting about future proofing for a long time.... glad it worked for you 🙂

wicked forge
#

I had no idea it was such an issue

#

Not sure waht it is but f that!

#

lol

#

thanks!

fluid lotus
#

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?

cedar horizon
#

Why is my fur dark but the objects around it are light?

strange mesa
#

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

cedar horizon
#

You have to be more specific.

strange mesa
#

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

cedar horizon
#

So, you went to a random world and want those parts in you'res?

strange mesa
#

I thought at the time it would bring in something or spawn something into the place, like an easter egg or something

cedar horizon
strange mesa
#

can't go there

#

I'm gonna try user support

cedar horizon
#

What?

fast python
#

Anyone know of any good water shaders that are Quest compatible?

oblique bear
#

how would i go about checking if the player has pressed right trigger on their controller? similar to this

near escarp
opal sigil
#

when i switch for android i see that everywhere why ?

fluid lotus
zenith widget
opal sigil
#

do you knwo how to fix it ?

zenith widget
#

Rebake lightmaps

opal sigil
#

okay ;-;

zenith widget
vestal garden
#

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.

desert python
vestal garden
desert python
#

hmm. is it a 2d audio source?

#

is the bubble covering where you want it to be heard?

#

is your world volume turned up

vestal garden
vestal garden
vestal garden