I have a networking question. I am reading the networking debug window. I was worried that having a few continously syncd objects would eat up our data usage as is but it seems that we are stable right now and can freely use plenty more. I am wondering if this data is correct or if more players coming in would totally disrupt the numbers. I would like to do some manual syncing but its super tricky. So is it safe to assume I can do a bit more of continous syncing without worrying about maxing out the data yet?
#world-development
39 messages · Page 94 of 1
There’s a issue we’re when I try to upload my world it always stays in the scene tab and it gives me these errors how do I fix this
Is it possible to download/extract music from a world?
is there a way to use c# scripts in game? im trying to make a randomly generated maze. also @earnest grotto not to my knowledge
https://github.com/MerlinVR/UdonSharp
Download and install package into project
oof im useing sdk2
I updated to unity 2019 and url input fields are no longer recognized as a valid script. I'm getting this error 'VRC.Udon.Editor.ProgramSources.UdonGraphProgram.UI.VRCUrlField' is missing the class attribute 'ExtensionOfNativeClass'!
and ive tried installing the newest sdk, i've deleted and regenerated the library folder, and the issue is still there. anybody have this problem or have any ideas?
no, that would be in the same ballpark as ripping which is a no no. You can however contact the world owner and ask them what music they used.
should i just remake the project? as of the current stage its just 30 maze tile objects and some spawn stuff @viscid belfry
There probably may be a way to integrate sdk2, I wouldnt know. However, in your shoes, if you're not getting/finding answers, I would take everything you need and make it into prefabs. Export the prefabs into a package and start a new project with sdk3 and bring in your new package.
ok thanks
i have no idea what i need to change to make this work... i already suck at c# but udon im worce at
By any chance did you make a c# script or a udon sharp script?
Does anyone know why my VRChatSDK control panel is not showing up?
Perhaps you are using some functionality not supported by u# yet
There’s a issue we’re when I try to upload my world it always stays in the scene tab and it gives me these errors how do I fix this
try reimporting the vr chat folder? Worked for me the one time the sdk panel wasnt working for me
Thanks! That did it
Hay all I am really new to unity I am trying to publish my first world and keep getting the folowing error
ArgumentException: The Assembly UnityEditor is referenced by VRCCore-Editor ('Assets/VRCSDK/Plugins/VRCCore-Editor.dll'). But the dll is not allowed to be included or could not be found.
UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List1[T] alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary2[TKey,TValue] cache, UnityEditor.BuildTarget target) (at <3d9f46ac475f4fa9a3b71bacf80244a8>:0)
UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List1[T] alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary2[TKey,TValue] cache, UnityEditor.BuildTarget target) (at <3d9f46ac475f4fa9a3b71bacf80244a8>:0)
UnityEditor.AssemblyHelper.FindAssembliesReferencedBy (System.String[] paths, System.String[] foldersToSearch, UnityEditor.BuildTarget target) (at <3d9f46ac475f4fa9a3b71bacf80244a8>:0)
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()
The world works in build and test no errors but when I try to publish it does this
You have error pause on in the console pausing the upload process, disable it and try again
Make sure error pause is disabled and restart Unity which should help if that's all the errors you are getting
@viscid belfry oof, well hopefuly it can be done in updates
check the udon sharp docs, it says what they dont support and compare it to your code
ok
is this a fresh project or are you upgrading?
i literally just downloaded unity to make a world in vr chat
and thats just me trying to download sdk 3 cause a tutorial told me to but its not working
Unity 2019.4.29.f1?
uh
VRChat
Requirements We're going to need a couple things before we can get started. Current Version of Unity. We strongly recommend using Unity Hub, available on that page.VRChat SDK - See the Choosing your SDK page to see how to choose the correct SDK for your use. Step 0 - Installing Unity Check the Cur...
that b ur prob ;P
thanks do i just like download the other one??
check the link I sent, follow it close you shouldnt have any issues
thank you so much
uh is this normal?
i keep getting these errors
but the sdk3 workds now
you can try pressing clear on the console, and reload unity (save and restart it). Anything in red that is serious will be present again. white and yellow you can ignore for the most part.
okay thanks will do
was there any progress regarding cloud saved player progrees?
bad ass lookin swords
yeah its not the sword i check all the box collider
Enable the physics debugger window
got it ! now how can i delete it
^ you can also type rigidbody in the hierarchy search. All pickup scripts come with it and they will be displayed.
am i doing wrong ?
nope, must not be a pickup then lol
Next time enable mouse select in the bottom right corner of scene window instead
Should be on by default but you know, Unity 
does anyone know how to fix this error?
Check for other errors to see what is causing the build to fail
having a problem with buttons. they only work through the menu? this video shows what i mean
http://vrchat.wikidot.com/worlds:layers try default as the layer. Basically, anything but UI and UiMenu
the layer is already set to default
How do you have those buttons setup
I am very new to Udon, how can i make a interaction like a pool table update for both quest and pc? Cause i uploaded my world, works fine in both platform separately however when we try to play pool, I click to start the game but the Quest user cant see the UI to join the game. Anyone know of a fix? Thx and much love
I need help, I did Vowgans vr tutorial mirror quality loops, but I don't know where to put what scripts since he doesn't explain that much about where to put the scripts.
All the buttons have this
And this is the gameobject
Anyone know of a quest compatible shader that makes your vision dark?
you cannot utilize any post-processing on the quest they might as well just stick a literal box on avatars head using udon?
That would not be optimal
Wanted the player's vision to be altered upon entering water (so the vision gets darker and blurier)
you'll probably just have to cut the effect for Quest
Damn
it is basically an Android phone power level wise
darkening the players vision is easy but having a blur effect isnt feasible because you'd probably need a grab pass for that which iirc isnt supported on quest
just a simple shader I put together for sleep mode on quest versions of my world, stick it on a cube/sphere surrounding the map.
Oh this is perfect, thanks!
uh, make sure cull mode is set to front, cant remember what it defaults to
Does anyone know the solution to errors like these
Can you screenshot the rest ?
oddly enough, it works completely fine in cyanemu. anyhow, this is how its all setup
Nevermind I was able to fix it by restarting
My project keeps timing out
Can you rename you're world after you already publish it?
Can you also update you're world after you already publish it?
Why do objects swap places on my world for different platforms? Like pc sees normal but quest the props are swapped
Nope can’t publish
yes to both
scene hierarchy on both pc and quest versions of your world needs to be 100% identical, otherwise what you're experiencing can happen.
Can you change the world picture as well?
yes
You'll have to ask someone who has a quest, its the only way. You can use cyanemu to test things in editor at the very least.
you have to upload it yes
VRChat
Setting up a cross-platform world or avatar is actually quite straightforward! In short, all you have to do is use a duplicate project to build an Android version of the asset, and upload it to the same content ID as the VRChat PC asset. The client will manage which version it needs to download. If...
Where do I find the same world id they're talking about?
Can I use this too?
go ahead
your world id is in your pipeline manager component, on your vrcworld object
you can also find it in content manager in vrcsdk panel
Where do I paste the ID???
you don't have to do anything if its already in your pipeline manager
Oh..
Ah
I have a question about the noriben Quest water shader
After a while it starts getting very laggy and stuttery. Is there any fix for this?
I've actually seen this in several Quest worlds
does vrc allow custom c# scripts?
like what i have in mind exactly is to have a lil navmesh dude follow an object around or something
not unlike the ducks you can feed from that one world
ive heard that theres like udon and udonsharp and whatnot but id much rather just use a language im familiar with
It doesn't
well damn
But UdonSharp is just c#
thats just unfortunate
eh i could try that
starting world creation. Is the vrc_trigger component missing? or is it something else? I'm trying to create a mirror button
@round sandal UdonSharp is basically C# with just a few advanced features not possible. These are all detailed in the docs and easy to work around for the most part.
VRC Trigger is part of SDK2. If you're starting a new SDK3 world. You use an Udon Behaviour component and create a simple script using the Interact event as the starting point.
You can delete your own message.
ok so i used to have the VRWorldToolkit in my world a while ago while i had bakery, but after the 2019 update i got rid of bakery cus i couldnt get it to work anymore, but then once i got rid of it i was getting a bunch of errors from the toolkit. So i decided to delete the tool kit and reimport it
but i'm still getting the same errors
as far as i can tell, for some reason it looks like the toolkit is still looking for some bakery information? even though i already got rid of it?
you got rid of it but you didnt remove the scripts from the lights
yeah i had thought that too but i cant find any more on any of the lights
i already used the light explorer to see if they had any, if there are any more of them then i lost them and need help finding them lmao
iirc you have to remove some bakery scripting defines
what's that mean 0-0
Other settings
can anyone help? I'm trying to setup a teleport button to go to different platforms. This still seems to not work
should i leave the ; or delete?
oh it deleted itself
oki lemme see thank you
did you make sure your variable tp1 end is public?
@proven glade
@wispy turtle
wrong silvia shit
Lmao
lol no worries. Unsure on how to make it public
other than the local position
does yours work, like you press a button and it sends to the point with them empyt_Game_object?
yeah
yaesss, nice pfp btw a very happy furret boi
thanks~ i made it myself
oh, @red urchin how do you rotate the orientation of where the people teleport to?
just rotate the empty game object you use as a receiver
Having an issue right now where my SDK Builder screen is just... empty? I have no red errors in my console at all, so I'm not sure exactly what's causing it. I've tried restarting Unity, I've tried reimporting the SDK, it's the most updated SDK version, I'm at a loss at this point
Got a problem
I want the player to be slowed upon entering a trigger
But I need it to only apply to if the player is local
Couldn't you just have entering the trigger set a parameter value on an animator that then triggers a local animation that lowers their movement speed?
Awesome. I assume you're using Udon?
I just need to connect the get local somehow like I did for teleporters
I mean it looks like you have those two nodes that you need right there? OnPlayerEnterTrigger and Get isLocal seem like the nodes you need, you'd just take that Bool from isLocal and feed it into a branch or whatever it is, right?
I'm not too well versed in Udon, but I'm still confused as to what your problem with this is
I know Bool doesn't just connect to a reference object
Gimme a second, i did an udonbehavior a while back that used this kind of system
The issue right now is if one player enters the trigger, every player gets slowed down
Okay that makes sense that you're having that issue. I'm opening an old project now to see what I did to deal with it
Okay so I think I did it in a weird and overcomplicated way because it was one of my first attempts at Udon, HOWEVER, I have a couple of suggested solutions for you.
Actually no, I think I just have the one solution
Instead of feeding it directly into the SetRunSpeed node, have it feed into a SendCustomEvent node, and then have another CustomEvent node then feed into the SetRunSpeed node
Pretty sure SendCustomEvent is just local, and you'd need SendCustomNetworkEvent to have it be a global effect, so that MIGHT solve your issue
Like what I did here
Also take my suggestions with a grain of salt, I do mostly avatar work, not world work
Udon is not my forte
Same lol
Can you search for VRCProjectSettings in your assets and check if it's empty post a screenshot of the whole inspector for it if it is empty
I have three items with that name, one Prefab asset and two dll files, one of which is apparently "standalone"
This is the prefab asset inspector
so before i spend 10 million hours on it do i need to do anything special for making a world? i have the world sdk and the recommended unity engine so can i just make a unity world and worry about everything else later?
As long as you're not doing a bunch of Udon stuff, yeah that should be pretty much all you need
Udon is the "coding" language stuff for worlds that does things like animate doors when you activate stuff, buttons, fancy interactions, etc
Is there anything in layers and layer collision array if you expand it
Nope, both are 0
so i can make the world and do that stuff later?
Pretty much, yeah
Try just deleting it and re importing the latest SDK over should be the easiest fix
I did that, didn't work
And this is the latest SDK version
Or do you mean just deleting the prefab asset?
Delete the single asset
No change, layers and layer collision array are still 0
Search for VRCProjectSettings again select the two DLLs and right click reimport
Done, their icons changed to puzzle pieces but no other changes
Also still no console errors
https://github.com/oneVR/VRWorldToolkit/releases/latest
Then just import this and do VRWorld Toolkit > World Debugger from the top bar which should in the least get the contents back
That did it! Thank you so much for your help
Hello, I was wondering if someone might be able to help me. I hope this is the right channel to ask in? I've been making my first world for a few months now and am finally at the stage of testing it! I recently upgraded to the proper version of Unity 2019 however and have gotten everything in working order I think. (I've been watching a lot of tutorials since I'm still newish to this)
However I'm running into an issue when trying to build & test, and getting these error messages that seems to be preventing it from launching.
Ignore the blacked out parts, that's just my computer's name. I'm not sure what this means, and I can't find anything on Google about it either.
What other errors are there ?
Just those really. There are a few complaining about a shader issue and post processing ones. I'll grab a snip of those too.
When I updated my world it says it updates but it’s not updating in game
You have two imports of post processing delete the one in your assets
When I updated my world it says it updates but it’s not updating in game
I deleted the one in assets, however now it seems the scrolling distortion effect on the Poiyomi materials I had no longer works, and more errors cropped up.
When I updated my world it says it updates but it’s not updating in game
Check the console for any errors after the upload
Close unity delete the PackageCache inside the project folder and reopen
can i ask questions here? i do better when i have someone explain it to me rather than looking at articles
When I updated my world it says it updates but it’s not updating in game how do I fix that
thanks, ill try that
?
is there a way to set some sort of spawn point in a world?
alr thanks im going in dumb and blind to unity. Thanks!
Sorry got it figured out. Had an udon issue
So that did the trick in removing those errors, however 202 new compiler errors related to UdonSharp have popped up suddenly. As far as I'm aware, the only thing I'm using Sharp for is a Join Alert, Player Counter, and the QvPens I've placed in world, all of them prefabs. I'm fearful I may have done something wrong when upgrading to 2019 in this case, as these errors weren't there before? The migrating document said to create an empty scene to save the project in before upgrading, which I did correctly I thought?
how do you prevent text from showing through a mesh?
You are seeing this issue in editor right? UI text doesnt show up behind mesh in game unless the material on the mesh is transparent.
theoretically speaking would it be possible for me to port a minecraft world through a alternative program into vrchat?
yes, vrc has a couple minecraft clones
So now i just have to figure out what program to use
im too lazy to make a real house in unity so...
if it works it works
and with the minecraft music it could be calming for those types of peeps that like to use vr as an escape
good to know ty
Anyone know how to disable or enable multiple GameObjects with one "interact"
Anyone able to help xD trying to make a TP lock system
Hey, what advices would you give me in order to make a good and successful vrchat world?
When I updated my world it says it updates but it’s not updating in game how do I fix that
welp the house is done now i just need to find a way to port a world from minecraft into unity
yup
and make lanterns actually light up shit and and a minecraft bed to the map
and shaders to make it look pretty
then just add Point lights in unity
but i need it to look pretty. i want it to be as there was minecraft shaders
and shit i forgot to make it night
that's just a case of doing a nice set of baked lighting
Im assumiing i should export for rendering...
don't have a answer on that one as I haven't played with the exporters
well if i export it for rending im assuming that'll allow me to bring it into blender
than from blender to unity somehow
than from unity to hopefully not in the trash
if you get it into a fbx/obj you can go straight to Unity
SWEET
When I updated my world it says it updates but it’s not updating in game how do I fix that /I’ve been asking for help for a couple hours can anyone help me
btw does the project have to be vr or can it be 3D?
3D
good
You use an array and a for loop for toggling multiples. If you need graph I cant help you
a gameobject array looks like this:
public GameObject[] objects;
the for loop is like this:
for(var i = 0; i < objects.Length; i++)
{in here you put your toggle like "objects[i].SetActive(!objects[i].activeInHierarchy)"}
dont use that C#/U# as is, its sudo code.
There's a "Block" function, which I was looking for. Basically, it extended the Interact noodle into additive list that can connect to separate gameobject nodes
When I updated my world it says it updates but it’s not updating in game how do I fix that /I’ve been asking for help for a couple hours can anyone help me
update i think ima put it into blender for the textures than export it to unity
And there’s no errors indicating somethings wrong
And the inside of the buildings not rendered
Some things to check:
Correct unity version?
Latest SDK?
Uploading to the correct Blueprint ID?
Do you have the toolkit? Is it reporting anything?
https://github.com/oneVR/VRWorldToolkit
I’m using correct versions and doing the right blueprint but I I’m getting this
thats eye nuking. alt + print screen on the active monitor will take a perfect screenshot that you can just ctrl V into discord 🙂
Alr im kinda freaking out rn
So i used mineways and it worked but the textures sucked
Sorry
that's because you haven't setup your transparent materials in unity
out of curiosity have you ever made any worlds before this one
nope
this is my first time doing anything to this degree
im going in completely blind
I don’t have a print key tho
https://steamcommunity.com/sharedfiles/filedetails/?id=2507157026 recently found this to be a handy text guide for worlds for noobs
Video version: https://youtube.com/playlist?list=PLPdWkxUSZ65Fp6ICrU7mIq1znAfPwMhNZ
This is the text version of a work in progress guide about how to create your first VRChat World using a Unity-on
Is this better
?
@tight tulip press the windows key and type "snipp"
windows has a built in snipping tool to take screenshots
anyway "unsupported platform" reffers to this https://docs.unity3d.com/Manual/GraphicsAPIs.html
um....what did i do?
Uh, that's a new one...
and this worked like 10 minutes ago, and the oinly thing i changed was the color of some textures
tried restarting unity?
.
it aaaalll broke
I think it's failing to grab directx
guess unity decided to restart for you 
no i restarted., but the project ios borkend
Migrating from 2018 to 2019?
that was like 2 weeks ago, and it's already in a 2019 version
How do I fix my world not updating in game
minecraft out of the question going back to unity
maybe try updating the sdk?
did they just update the sdk like 2 hours ago?
Dunno
I think what im going to do is find a good cabin model make some snowy terrain and add a snow skybox with some snow particles than add the cabin model add some little details and call it a night
SNOW
nope its the same
Sometimes deleting the sdk folder and reimporting it has fixed weird issues for me
im just going to a new project
I'm at least happy that unlike unreal, unity crashing doesn't have a 50% chance of corrupting my files as well 
it's still like 5% but at least it's lower
still crashes a lot, but then again, so does unreal
89 errors there is.. a lot of errors. hmm
Most repeat
You could try reimporting the SDK and see if that helps?
Tried that
wait, it says Mac Standalone
have you somehow got the project thinking its trying to build a Mac app?
I’m not sure
I’ve never touched those settings
thats how you start the fix
the irony in building pc/android apps in Unity which is/was an apple produce.
I can’t realy understand it
Is there any scripts to prevent ripping? There are a few people within the community stealing avatars and worlds, and its not going well. Ive creation a large map for the community but I dont want to upload it because Im scared of ripping
no, ripping is possible with any game. Unity just makes it easier.
unfortunate, guess I wont upload it
I say no, only because those options are not available to us or practical to implement for vrc.
So what do I. Have to fix to make my world update in game Im realy confused I do better being walked through it
you can report people for using stolen content. see the proper report channels for that.
There is a person ripping avatars, worlds, calling our members hard r and hard F, and they havent been banned from like the 300 reports under their name, I doubt anything will happen at this point
vrc is full of pirate though, all you can do is report. If nintendo knew of all the mario rips vrc would be down for a few days. No one bothers actually reporting or filing dmca's/
Well, I see you are here often and helping people. That is very nice of you. Thanks for your comments and have a good day
and don't forget all of those illegal Mmds running around
Don’t mean to sound nagging but I’ve been trying to solve this for the hole day I just whant to get my vrc world updated in game
file > build settings > pc,mac,& linux standalone.
To change the target platform (the platform you want to build for), select the platform you want to switch to, then select Switch Platforms. This might take some time, because Unity might need to re-import your Assets in formats that match your target platform.
Can you screenshot what that window looks like @tight tulip when you open it?
Not that Window...
File Menu in Unity, Then Build Settings
Should look something like
I'm trying to make my first world and I'm encountering some issues in Unity.
I'm using Unity 2019.4.29f1 and first of all, when I import the world SDK in a brand new project, the VRChat SDK menu doesn't appear until I restart Unity (it usually appears immediately when I import the SDK for avatars) and after I restart Unity and it's there, it has only one thing "Clear Cache and PlayerPrefs", there's no control panel!
Another issue, is that for whatever reason, the scripts are there in the VRCSDK assets folder, but they show errors in the inspector...
well its been like 3 hours im tired af ima go play vrchat and maybe try doing this another day
As soon as I posted that, I also just noticed that there are 128+ errors in the console and they keep going, as I'm typing they now reached 140, is there a way to generate a log to paste here?
Did anyone else's worlds absolutely sh*t the bed the past hour? Mine absolutely broke itself because the game updated in between my workflow
I guess im not the only one
@tight tulip can you show us what this screen looks like for you? Get to it from edit > project settings
did you make the world or someone else?
cuz some of your settings are not default, not wrong but not default
I made it
Very strange issue you have, you can try checking auto graphics api for windows. it will freeze up on you for a bit while it works. let it do its thing and then UNCHECK the same box. Because you dont need auto for windows. when its done, you can try pressing clear on the console, and reload unity see if the error persists.
just out of curiosity, do you know what gpu you have?
No
well, if you can play vrchat from your pc/laptop I assume you have a card/onboard capable of dx11. but if you use a standalone unit like quest then the question becomes important.
select the console, uncheck white and yellow so all that shows is red, and show us the list from the top (dont need the whole list just as much as you can fit in one shot from the top of the list)
ok, ty, but from the top of the list please.
did somoene knwo a video player whos is quest compatible ?
all of them bud.
quest compatibility means using a render shader thats not the emitting one so standard lite and using direct download links
do you knwo where i can get them i always search on internet bus still not found a prefab one
?
yes
https://vrchat.nishawolfe.com/prefabs/videoplayer
https://architechvr.booth.pm/items/2536209
https://reposhub.com/dotnet/media/MerlinVR-USharpVideo.html
pick your flavor 🙂
Like I said, all 3 require the same changes to be made. Switch video output shader to a quest compatible one and use a direct download link generator or a guide to convert downloaded videos.
oh okay thanks !
This is a solution attempt I found. If you attempt, I am not responsible for anything.
Before you begin, save and close unity then archive the project. right click the folder and choose to compress. The compressed file is your archive. then you can try this:
"Delete the library folder, or try making a new project and copying just your assets folder over, see if it still happens"
I’ve tried that
I'm out of ideas then. If you get the same issue on a new project thats where I wash my hands 🙂 sry those of use that tried today couldnt help.
While waiting for a response, I've also tried using 2018.4.20f with the same results, perhaps the latest download of the world SDK is faulty? Can some dev look into it?
Tho I'd like to use 2019 if possible, I love its dark mode 😅
new project right? nothing in it?
Yeah brand new, freshly created
your issue is common, but hell if i know the solution it never happens to me. Do you know how to add an existing project to unity using the hub? Choose add instead of new? If so Ill upload a template.
Ok thanks, that might be useful, to prevent this bug
My world is now broken😭
I'm now in bed, but you can send it and I'll try importing it tomorrow
rgr, ill dm you.
Ok thank you!
Btw it'd be nice to know what's causing this bug, for the future 🤔
I haven't tried on my MacBook, only on my windows PC so idk if it's related to windows 11
oh, yeah important information there. I dont think vrc officially supports 11 yet.
I also wonder if those errors in the console are related or it's a completely different thing
or unity for that matter
didnt even check the console. looks like you created a 2d project. VRC sdk requires the 3d project
Wtf? I ticked 3D, in fact the viewport is 3D
Anyways, send me the blank project, if that works it'll be all nice and fixed, tho I'll also try making it from my MacBook to exclude windows 11 as a problem tomorrow!
Hopefully the SDK is updated for OSX Big Sur
Thanks and goodnight guys
what did you do that made it start crashing?
Interesting that it crashed on that shader. Are you using it for anything?
kind of out of options, worth installing this and see what it says https://github.com/oneVR/VRWorldToolkit
Does anyone know what needs to be done to make a pickup object to not have collision towards a player?
Set its layer (where the collider component is) to PickUp
i just made a basic avatar world for the first time but when i try to load into the world it auto sends me back to my home, the same with my friend who tried. Did i do something wrong?
honest mistakes use the toolkit to find out whats wrong exactly. https://github.com/oneVR/VRWorldToolkit
What if I clear cache
cant hurt
Will it break or get rid of anything
shouldn't but dont take my word for it. Be prepared and backup the project.
quick question, if i add a chair into my world and 2 people are inside of the world.... 1 Uses the chair and both got stuck into the chair. Some ideas how to fix that ?
that is a known bug specific to local testing. It will not happen if you publish and have normal players
cant build with errors
Ahh okay, so is it the best way to use the vrc chair3 or should you create an vrc station ? not sure cause i heard somethings messed up with the height then
no shii sherlock
if you want error help show the errors not the build popup buddy
the vrc chair3 is just a prefab that contains a vrc station already set up. Both will have the same bug
it's not something you need to worry about in a normal situation, it only affects local testing
are you going to show the errors or continue being rude?
yeah already understood this ^^ but i also heard if you use the vrc station as an seat it will mess around with the player height and it isnt working as it should be 😅
remove the first two scripts in the error report
SimpleActivatorMenu needs to go.
ForcedReset needs to go
anyone kno what this is? it prevents me from opening the vrc sdk
I've seen that before and I'm pretty sure you just need to restart unity. If that doesn't work, do a fresh install of the SDK and udon
done and done
did them in different orders too
like i will have the vrcsdk panel option. but then it throws this out and im not sure whats really up and will never give me the sdk panel
Does anyone know any good place to find free models like beds and such, I am trying to make a chill map and would like to have a bed in it.
also the unity store isnt bad for free shit
thanks Kev
Could someone help me? I was trying to upload a new world and it kept saying this. I figured it was the world model so I tried a new scene descriptor and model, but nothings working. Ive even tried changing unity projects.
is there a square up here
Which square?
I dont think so
Well I tried 😂
you have build errors, could you show those?
One second, I accidentally closed it lol
Oop, I fixed it somehow
The first problem is that on the pc version of my world the avatar pictures on the pedestal isn’t showing
Is this jus a bug or is it something I did wrong
anybody have a skybox collection unitypackage?
or know where i can get some royalty free ones
How do I fix unsupported platform
I just tried importing the assets in Unity from my laptop and it worked there!
I guess my problem was really WIndows 11, as @kind leaf said last night!
My problem is solved, thanks guys 
Anyone have any tips for making my world quest compatible?
Use the quest shaders, avoid transparency, make objects static, bake your lighting, avoid real time lights, use occlusion culling, use the profiler
There should be some optimization guides out there somewhere @sour scaffold
Hello guys, not sure if there is a channel or so specific to the world jam, but do you think it would be ok If I would do a jam world based on an old gamejam game I made or would it be more fair to come up with a completely new idea of a jam world?
Anyone knows why using a mesh collider on a mesh with holes makes it ignore the holes?
I'm trying to make a wall that has windows and a door, but the character can't go through the holes in game for some reason, it's treating it as a whole solid wall and I don't understand why
this is the first time I try to make a world in vrchat, so far I only made 2 avatars and that's it, beside that I literally know nothing about Unity so far
It's fine! The rules aren't very strict, you should be able to remake one of your previous works :)
Alright. Thanks for the answer!
Either the vertical height of the windows/doors are less than 2m or you have the mesh collider set as convex
Hmm I don't know how to measure their height in unity, the overall thing is big 0.8 on all three axis, because it was way too huge when I imported the fbx in
If you make a cube and set its Y scale to 2 that will be 2m
What I like to do is importing the kyle robot into my scenes to see if it fits but a cube would probably also do yeah
You could setup the colliders manually
Just make box colliders for the walls and such
if I make a box collider for the wall, it'll become a huge solid box
You would want to create an empty game object with a box collider component on it and then move and scale it
ohh I see... so that's how they make invisible walls
I'll get rid of the mesh collider and try that, thanks
@rain shadow You mean something like that?
Yeah
Still no luck, couldn't get through...
tho I did a thing, I set the size of the building back to 1 and I'm now using a default avatar (Y-Robot), with the mesh collider on now the holes actually work as holes, I guess it was just too small, I'll use this avatar while testing my world for a proper scale size then, maybe mine was too small
anyone able to help?
are those the only two error messages?
yeah the only two
click the first error and expand it, so I can see what it says. The second usually goes away on restarting unity
imma try 😄
new error 😄
and it just keeps going xD
All those errors are being caused by an initial event, typically a bad script, faulty import, corrupt import, doesnt matter, what matters is that the first few errors tell the story. Going to need those. You can also try just restarting Unity.
bbs - need to run to the market.
so this is the first error
after that all the other errors shows up - did try to restart unity - and it dosent wanna let me log in to the VRCSDK
I've not dealt with a broken assembly error before, a common fix does appear to be uninstalling Unity, reboot,and reinstalling it. If you go that route make sure to save and backup your project. When you remove unity it will not delete your project directories but having a backup is your number 1 priority at all times when developing.
Anybody knows a good youtube player for quest sdk 3
imma try to reinstall it all 😄
no player will play youtube links on quest. You need to download the videos, upload to a cloud like dropbox and use direct download links
ok so. kevbal is not wrong, however there are ways to resolve youtube properly in game without breaking certain rules. i actually made a varient prefab of the pro tv that allows pc users to choose if the video can play on quest or not without having to download anything
when are you going to share that variant 😛
its currently on my server, its free but it comes with a prevuilt world and im waiting for techn to finally push 2.0 so i can solidify it as a plugin
but the concept still works. problem with it so far is just livestreams. like yiu can run livestreams on quest. but resolving it via hosted scripts is another thing
sounds great for twitch dj's
the steps for getting your direct download link vary from cloud to cloud. Best to settle on an option and then google it. Dropbox direct download link for example. There are also generators and chrome plugins for doing it for you but I havent tried those.
you get them hosted scripts sorted and you are going to make life simple for soooo many people. I can't wait for that.
hey guys, is it possible to have a custom skybox for a world?
yep
https://www.youtube.com/watch?v=g38f-xxvEQ8 this is the basics. watch this and u'll know how to make them
This video covers 3 methods of making custom skyboxes in Unity3D.
Link mentioned in the video for generating space skyboxes: https://wwwtyro.github.io/space-3d/
The first method is to create or generate 6 images for a cube, and apply those 6 square images to a skybox material.
The second method is to create a procedural skybox material, and ...
awesome, thank you!
im pretty public on how it all works and it technically is public to be picked at. i just need to update it for protv 2.0
its a really simple vrcurl replacement thing
I posted a suggestion the other day for vrc. Basic concept is using the same method video ripper sites use for harvesting youtube links. I doubt the entire thing can be ran within VRC, I suspect a whitelisted server would be needed. But instead of trying to get the video to play from youtube it just uses the url or search the user inputs to fetch the video, does the conversion to mp4, and then send the dl to the video player.
thats essentially youtubedl’s job in vrc currently
yep, but without that headache, and a few new ones
like if you open the debug logs after playing some youtube. itll resolve the youtube link into a really stupidly long raw video link
the concept to do this is being able to add a domain to a resolving script that then shoots back the raw video
so for example: the videoplayer will start with “https://resolvererer.er/?url= “
but when you add the youtube link to the end, youll get “ https://resolvererer.er/?url=youtubelink “, allowing you to ping the address so the hosted system can find the link it needs to resolve, then sends back raw data from the url
very simple. technically safer than using a photon server and illegal stuff
also plays higher quality videos if you host ytdl and tell it to gather the highest res
quick question:
can i rotate players and yould gravity work reltive to the player
Jam Question: Noticed the template uses a variation of the sdk. Can a new project be used using the current sdk, or is the jam sdk required? Anyone know?
im pretty sure any sdk is allowed. like im pretty sure you couldve used sdk 2 for the drawing WJ
i havent fully checked out the demo scene yet
rgr, ty
anyone know how to fix this? i just created a new project, imported the latest sdk, and this happened:
does anyone know the solution to unity getting stuck on importing the world sdk on a new unity project which i've just created?
any tips for world audio settings
sooo if i wanted to make a floating island in unity for vrchat obv. can it be done while maintaining under 80 mb preferably i wanna make like nice peaceful floating hotell-house or whatever in like.. idk space or whatever with space for either 30 people or 2 just trying to figure out how to make sure it doesnt go over max 80 mb
also i should be using 3d to make a world right not vr?
yes, 3d
Make your textures as small as you're comfortable with mainly, then crunch compress them. If your world uses audio, look into audio compression and what'll be the most efficient at runtime (probably Vorbis, but depends on the length/type of audio) https://docs.unity3d.com/Manual/class-AudioClip.html
also yus, use 3D
^ also keep in mind that crunch compressing only affects the download size, not the size in memory - i.e if you crunch compress a 2k texture's filesize to be smaller, it'll still uncompress to the full 2k texture's pre-crunch size in VRAM
another compression technically: specifically for textures is overriding the pc settings and setting it to “crunched dxt1” or “crunched dxt5” which allows you to control the amount crunched
well i dont want it to be like a full 4k world lol just good enough to not look like a cartoon but good enough so even quest users can run it
that isnt meant as a burn on quest i use a quest 2 but i use a link cable
unity android (quest) has its own set of compression and optimization tactics as well
^
also the required size for your textures will differ vv much depending on how you build the world
For big atlassed models (less draw calls), larger textures might be needed
a world that uses small tiling textures could v likely have much smaller textures, but with more materials (i.e more draw calls)
also do store assets like doors/elevators already work for vr from asset store?
likely not, if they use C# scripts
Check out the VRCPrefabs database instead o:
would also recommend SDK3, as it's much more flexible
older tutorials are going to be using 2018.4.20f1 and back, which used light mode
oh
functionally everything should mostly be the same
is there anything special step or setting i have to do before creating or can i just build it
sorry for so many questions
i look at videos but i cant find any that that are up to date that explain what im looking for
you're fine! You can just start building it though
you'd also want to import the VRChat SDK, which you can get from https://vrchat.com/home/download
i have sdk3 imported already
I'd also vv much recommend VowganVR's Udon tutorials, they're v helpful: https://www.youtube.com/c/VowganVR
ah kk, in that case just start building c:
thanks now i just gotta figure out how to make an island lol
I'd also recommend Xiexe's baked lighting tutorial, once you get to lighting later: https://vrcat.club/threads/xiexes-lighting-tutorial-how-to-get-good-at-baked-lighting-101.2081/ use the Progressive lightmapper though, not Enlighten like the tutorial shows
and yw! good luck on the world c:
if i make a world and it becomes popular will my rank improve from verry poor lol
Very Poor is your avatar's performance rank, not your trust rank
Make sure to generate lightmap uvs, since it's not mentioned in xiexe's tutorial
visible trust ranks go from Visitor > New User > User > Known User > Trusted User
also +1 to Ruuubick
lol eventually ill get to making n avatar from scratch
really?
i would say it depends on background. i find avatars a lot hard than world design and scripting since i do things in CE
i use zbrush lol
well still learning it havnt used it in like a year so im starting over on learning it
There isn't much that goes into avatar making, it just takes a while
But worlds is 30 different pieces, and everything is a lot more in depth
its the programing part i have 0 knowledge of
Good thing you don't need any programming knowledge to do any of it
i mean. avatars can get more complex now with 3.0, like theres some crazy stuff out there
Definitely, but the work required to get a good world from scratch vs a good avatar from scratch is quite massive
dont you have to like program a brain to move the skeleton parts into actions and map them to the controller
At least from my experience, since I've done both
I don’t know. i have done visuals and CE more than blendshapes and animator functions
Nope, just rigging and the rest is automatic
no lol
SDK2 was a lot more archaic than SDK3
oh
it sucks i was getting good with zbrush but i got distracted with working and i completly forgot everythingg
is there a channel to stream from?
There isn't a VC channel no
there's always #3d-modeling if you need modelling help though, and this channel for world development? o:
i know lol was just curious thanks 🙂
vrc traders i believe has vcs
Hey guys! Is there no way to publish a world privately, so it doesn't appear in the list of public worlds and I can manually invite someone for testing?
I'm asking because I'd like to upload it "work in progress" for my friend while still in development so we can test stuff, but I don't want random people to see it and enter it in their own sessions, being VERY early in development right now
yep. if you dont publsh to labs. it will be private
Awesome!
In your materials, set their shaders to one of the Quest-compatible VRChat shaders o:
you could also leave them, but you'd likely be faced with worse performance using shaders not meant for mobile
Hey all, I'm running into an SDK3 issue and wondering if this is known? I'm using the VRCChair3 prefab from the latest version, and while the default Proximity is set to 2 units, I can still interact with it from very far away. Am I doing something wrong?
I think distance is in meters
I believe it should be, yes. I've measured myself interacting with the chair from at least over 20 meters
Probably backface culling front enabled
You have quite the list of materials so good luck
wait where did we disable that ?
on the material
does anyone know why the vrchat control panel window goes missing sometimes in Unity? and how to get it back?
this ?
yes
all i see is the Utility part
i logged into vrchat game and restarted Unity and now i see "sdk 2" > "clear cache and player prefs" but ive already cleared my cache in-game, not sure if that's what its telling me to do though
Neither, it's on the materials of the avatar in your scene
can you show me ive been searching i dont find it
Does anyone know why when i got to upload my world i get signed out of VRCsdk?
Can you take a look at your console ?
what ?
i realy dont understand what i am supose to do sorry
click on the materials in the list of your materials ?
Alright, should probably clean all that up in blender first, since i thought you actually applied a shader on your materials
you'll have to recalculate the normals
okay thx
how do u add a chess board into ur world
Get a small cube with a chess board texture, find some models for chess that are low poly, make them pickup-able and boom
With the vr sync box colider and pickup script and all
if u move the pieces around it goes cursed the chess board works
Shadows aren't working on my Quest world but they work on my PC world
How do I fix this
are you still searching a chess board ?
#world-lighting message this might help
no i found a chess board and all that
because i made my own i can send you but okay
with pieces or no
Didnt work
if its light problem and other should ask in #world-lighting
sure but you should make the collider and other but its realy easy
realtime Shadows are disabled by default for quest builds because they are too taxing. you have to enable shadows in quality settings. Edit > Project Settings... > Quality quest games featuring shadows fake it with shaders/particles/or lightmap magic
does anyone know of this error and how to get rid of it? its been happening yesterday and reinstalling the sdk and reopening unity doesnt seem to get rid of it. it only happens when i attempt to opn the sdk panel and it never opens
had the same error with the latest sdk. I had to remove it and reimport last weeks. Probably not the most efficent fix but it keeps me working
k, will do 👍
can confirm this works
yeah somethings not kosher with the aug 12th release.
How do I make a seamless teleport for an elevator
you lerp instead of just positioning. I'll see if I can find a vid. sdk3 right?
2
ew, i'll still look lol
try this, some of the sdk2 prefabs are a little dated so backup first. I've seen people break their shit using them (user error or not never asked). https://drive.google.com/file/d/1mPRINX-PzcfVkThgHfHg2ptNcUT6fjK4/view
also bookmark this for most of the available vrchat prefabs for both 2 and 3. https://docs.google.com/spreadsheets/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml#
bunch of other really cool stuff on the doc as well like shaders, tools, and tutorials.
Google Docs
How do I make a backup again
right click your project folder and choose send to compressed zip, that is the standard windows method without needing tools
or you can just right click copy and paste...
Just drag and drop the .prefab in
into the running project? sure
Yea into my project
should work. Ive never imported a prefab... Bit strange that it wasnt a .unityproject... whatever floats their boat.
How do I use it it just gave me a box with the stuff on it
lol yeah missed the description, need standard assets and the toybox installed as well
you can find both of those on the doc link in the sdk2 tab i sent
and then if you need help maybe DM Phasedragon they are here
Oh when put the toy box in it didn’t like that
Phasedragon made the prefab you want to use
aw man what did you do, it was fine earlier! 😛 whats at the top of the error list?
i added a 8 pool :'(
you sure you dont have any errors referencing standard assets?
the easy fix would be to remove whatever you added when it broke.
question, when you added the pool was is a .unityproject or a folder?
Unity package
yeah i'm not seeing a cause in the errors provided.
You have a outdated version of poiyomi toon in the project delete it and import the latest version
Does anyone knows how i set a 5 Secounds delay on my Video player so i can run 2 diffrent sources ?
Why does my fur disappear when the center of the screen isn't looking directly at it?
does anyone know how to make chairs?
How up to date your udon sharp version is ?
0.20
I don't know what the latest is, but if you have the latest of udon sharp and the vrcsdk then it would be something else

odd
this udon sharp right?
this is the video player i was using https://vrchat.nishawolfe.com/prefabs/videoplayer
Is graphic jobs supposed to be on
You should probably do a full wipe of unity and then reinstall
Is it supposed to be on
No clue, i don't mess with unity settings
Yea my unity is not working
It keeps crashing
And not updating
Please someone help
I'd suggest googling those, they're not meaningful to t he vrcsdk
How do I add VRC_PlayerMods to my VRCWorld prefab?
I did nothing came up
I have looked at several tutorials and I can not add it via add component
Then a clean reinstall would be the best solution
SDK2 or 3
not sure where to ask this but , i am trying to make a thing for vrchat and followesd this guid,https://youtu.be/oDOm5_T5jzk?t=80 but at this step my text goes invisable and idk what to do,sorry if this is the wrong channel btw
Unity UI - Scroll Rect/Scroll View EASY
In this tutorial, I show how to scroll through text or images by using Scroll Rect in Unity.
Check out my last few videos if you would like to find out how to add a slow motion effect or how to change post processing effects.
Slow Motion Effect - https://www.youtube.com/watch?v=p_laz...
Change Post Proces...
3
That should be part of the vrc world prefab
In here ?
Yep, the bottom part is playermods
Ohhh
I did something to make it work once but then had Same problems
My project is corrupted I’ll my hard work won’t publish anymore 😭😭I’m very sad I can’t work on my worlds any more
So im an avi creator and have 2 worlds, I just updated my new one to the 2019 ver. It lets me change into the models in the old world thats 2018 but not on the new one thats 2019? Anyone know if this is some kinda bug or smth?
old world ^
new ^
Anybody got a video player that will play my google drive videos on quest?
How can I add an object to a player's avatar so the object just follow the player's movement?
Like how the hat works
HELP:
in blender (up), al the surfaces are facing outside, but when imported to Unity (down), some faces are missing, how to fix it ?
from what I saw, the player doesn't want to play google drive videos, or any website videos on quest, only direct video links will work
whoops wrong channel
is there is a thing to show what is the thing in the world that give a lot of MB to download ?
the toolkit gives a detailed build report and allows finding the assets in question simple as opposed to reading a build log https://github.com/oneVR/VRWorldToolkit it also has a texture resizer and cruncher.
Do you need rights to add music to you're world?
Is there a way to make a one sided collider?
The mirror is close to the toggle button and people can get trapped in the mirror and I want them to be able to walk out one side
usually you do, but no one really cares about it, since you dont make any money with that world anyway
So, I won't get charged or anything for adding other peoples music to my world?
nah, not really. worst that can happen is the guy asking you to change the music
Alright, thanks!
especially smaller artists are usually happy about their music being used
legally yes you do, check the license provided with the music o:
thank you ! (sorry for the late)
oh shit it @ you im sorry
does anyone have a way to auto remove missing scripts from a world? I've tried a couple of scripts I found floating as well as pumpkin tools, but they didn't seem to work
Is there a way to sync a videoplayer in sdk3 ?
Vrchat example have udon synced player
@whole fern https://github.com/oneVR/VRWorldToolkit
how do you make a vrc portal marker create a portal to a private world. Also does that send everyone to the same instance?
Its private so each person will go to a private instance
I think you can do it by using udon behaviour, if you are in some place, disable collider and enable it when you move to the other side
it sent me to a public tho is their a setting im missing
no, you cannot specifically add a private only portal to the world. I thought you meant an actual private world that hasnt been uploaded publicly. Hold your thought though, "groups" are months away I bet which will let you do just what you want.
ok thanks
Not a bad idea
I started updating my world to 2019 and followed the direction to migrate, i then fixed up udon nodes that didn't attach to objects and was ready to upload. but the builder was blank
Right click on the VRCSDK folder and press reimport?
already tried that
can you verify that your console doesnt have errors? If it does, deselect white and yellow, and show us the list featuring the top 10+ please and thank you.
yea no errors
did you try restarting?
yea
2019.4.29f1 right?
yep
^^^ that might work but please do at your own risk. you should never have to edit your registry
ima try something else i just thought of before doing that
FIXED IT
i changed it to andriod
and switched back
lol brilliant
why when i create a textmesh they always like link and have all the same color and font etc ?
Hey, so I'm making my worlds model in Blender. All I do is import it into unity as a .fbx. However, as I'm slowly updating the world, I'm finding it a little annoying to delete the entire prefab, and then place a new one, and then add a mesh collider to everything.
Can I just update the prefab, without having to delete or repeatedly set up anything?
is there a reason why i can use my reset button in desktop but not in vr ?
you generally shouldn't use a single mesh for your entire world, and depending on how complex the model is, you def shouldn't use a mesh collider for the whole thing o:
using one mesh can cause occlusion and lighting issues, afaik - also mesh colliders can be v expensive
as long as the file structure remains similar you can overwrite the existing fbx in the project when you make an update in blender. and the added colliders will remain
Why are mesh colliders expensive?
Thankyou!
How expensive it is depends on the poly count of the collider, but an object interacting with a mesh collider needs to check for collisions against potentially every polygon on that mesh. For low-poly models (like dedicated collision models) this isn't too much of an issue, but it can be a v big issue in higher poly objects
plus, checking collisions against every poly while you're walking isn't nearly as optimized as just checking for collisions against a box collider for the floor o:
Oh, well I'm good then, my whole world is still less than a Megabyte.
total poly = total number of collider checks
box colliders are 6 checks per so 6*the number of walls/floors
weigh the difference and choose the one with less.
were is vrc trigger
SDK3 doesn't have the trigger component, it instead uses Udon o:
I'd recommend checking out VowganVR's Udon tutorials to get started
^ if your heart is set on sdk3 you can try cyanTriggers which is similar to sdk2 but with udon. Not going to get much support here though, ull need to join cyans discord https://github.com/CyanLaser/CyanTrigger
CyanTriggers is also now publicly available on Booth, for some reason there isn't a Github release: https://cyanlaser.booth.pm/items/3194594
oh shit i didnt even notice that lol thank you
lmao yw
Do all of the triggers and interactive things need to be replaced when migrating a project from 2018 to 2019 Unity?
I have errors for all my interactive triggers in the console though
yes =(
lol, I am in process of that (learning udon, but I have to update my sdk2 world
Hello
what is that?
basically it's SDK 2 triggers but using udon it even has a feature to Auto convert SDK 2 projects
Ok well, I need to update my sdk2 world atm =(
I keep getting signed out of the VRCsdk control window when trying to upload my world
"I have errors for all my interactive triggers in the console" - do i need to fix these before i can upload?
No one knows? sheesh then i give up xD
typically yeah, but i dont know shit about sdk2 lol so I'm not saying so
lol ok no worries
I mean, how extensive is your trigger involvement? Couple of mirrors, seating, maybe a menu, couple pickups? You didnt do anything crazy right? If I were in your position I wouldn't bother fixing the triggers. I would remove all the trigger components, export the scene with dependencies minus anything involving vrchat (so all objects + lighting) and use that to import into a fresh project 2 or 3 and then re-add functionality. Most of it you don't even need to setup yourself because we have a massive prefab list
https://docs.google.com/spreadsheets/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml#
but that's just me. You do you 🙂
soooo imported sdk3 did all the world stuff, uploaded as a test, everything works, but asoon as i try to publish the upload button just doesnt seem to work at all
dunno if this has any significance
infact i cant even click the upload image checkbox?
You have multiple pipeline managers in the world search for "t:pipelinemanager" in the hierarchy
Remove any that aren't with the scene descriptor
ooooooooo
I tried putting it static it just makes it look nothings is happening when it’s actually happening
would anyone know why when I upload my world it "does it" but doesn't? You try loading the world and it kicks you back to default home. Not giving me any errors.
Import https://github.com/oneVR/VRWorldToolkit/releases and see what it's world debugger reports? o:
if I may give some context: this started happening after I tried importing something while unity was baking a lightmap
(it didn't like that)
if it sounds fixable... I'm all ears
If the world debugger doesn't report anything, check the Unity console for errors? could also try reimporting everything (right click the asset browser > Reimport All) incase something got messed up by importing while baking, but that might take a while depending on how big your project is
it might have.. stay tuned
it reckoned I had multiple scenes loaded, apon closer inspection I noticed a scene above mine with nothing in it, tucked away. Weird I didn't see it. I wonder if that's the issue...
definitely wasn't there before the incident
if this doesn't fix I'll try reimport all thanks
but the backup I had made yesterday of the world has U# errors in it which boggles my mind. I exported you in a working state, now why u no work?? Different problem for a different time XD
@errant beacon that's actually fixed it. I'm so blind. Thank you ❤️
you're fine lmao! and yw c:
I was literally about to start from scratch after spending HOURS exporting and reimporting and trying so many things
now to.. deal with this https://gyazo.com/aa8f2bd7935000ffabd21bed418300f4
ay so im trying to figure out how to make a combat system with udon but i dont exactly know how to trying to do a gun pvp world anyhelp would be great
Anyone know of a quest compatible shader that changes how a texture looks?
That's technically any shader that isn't unlit, might want to be a bit more specific
Also #shaders would be more fitting
I fixed my issue with the builder not loading but now im getting a file to big error in the console and it wont let me upload, but in 2018 the file uploads perfectly
hi does using the AV Pro for video make it so its compatible for all VR including Quest?
when Im working on my world all the meshes disappear when I get close to texture. Any way to fix this?
Select something in the scene and press f
Im having trouble uploading my world. ive barely done anything but now when i click build and publish it shows the "scene edited externaly reload scene?" then enters play mode without showing the upload screen in play mode. i also get these errors. can anyone help me?
I’m trying to make a simple flight stick system controlling the velocity and just yaw (y-axis) for the rotation of a saucer-like vehicle. The versions are Unity 2019.04.29f1 with VRCSDK World 2021.08.04.
The flight stick system is designed after a tutorial at https://www.youtube.com/watch?v=fiS-iMY1m5A
In this tutorial, the Transforms of the player is controlled, but my this case, the (rigidbody component of) vehicle is controlled.
The script should calculate the difference in y-axis rotation of the flight stick and the vehicle, and rotates the vehicle toward the flight stick’s rotation.
I want things to go like on the second image, but something weird happens at the condition on the third image.
It seems like the script is not reading the difference between flight stick and vehicle orientation right. What is going on here and any bug fixes?
(The script and unitypackage below)
anyone know of a way to make frosted glass in unity for vrchat?
i had a case of that once
I want to make a second floor bar area in my casino, and I'd like to have parts with frosted glass, so when people are inside you can see them as blurry sillhouettes
doesnt it usually do that if something is wrong with the spawn reference
frosted glass hmm. a transparency shader with an alpha mask?
hmm i had a glass like that, i think it used a png as a specular mask
Do you know how I can fix it.
sure theres a valid spawn object specified in the scene descriptor?
the other time i had something like that happen was because of how complex my world was, it was literally timing out during initialization, characterized by a black screen for a long time getting booted back to home
valid world spawn yes there is one and the world is very simple
i can build and test fine the issue is with uploading the world works fine
hey, yea its a pretty extensive trigger system with a scene changer, teleports and pick ups. I guess sdk2 is gradually missing the update train. I plan to migrate to Udon but i need this sdk2 world to be updated by this weekend and i don't know Udon yet. I took a break from it today because i knew i will have to restart it all in a new project. That's tomorrow's (today's) goals 
i have had major problems pushing an update to a world myself recently
maybe its a regression
like vrchat bug?
this one seems to be in the back end of the content management maybe
damn ok thanks for the help
i have been seeing lots of those "trigger was not initialized in time" messages as well
you can just ignore those errors
that sounds like either an LOD or occlusion culling thing, does object have an LOD component?
me? those errors are stopping me from uploading unless there is something else happening that unity isnt telling me. is the error im having the top one then?
if you're getting the pop up about scene being reloaded when trying to build and upload, you should be able to just click ignore and it'll continue
those "trigger not initialized in time" warnings havent sotpped me from uploading anything
those errors just happen because the triggers can't run in editor, and can be safely ignored
if you have cyanemu installed you won't see them
i freaking swear to god i hit ignore and got an error pop up earlier. thank you that was it
@harsh geode @mellow lotus @near escarp would be nice if you could help me with this since a few other creators seem to be having the same issue.. Its causing a lot of trouble (:
Contacting the support with your log and world ID would help
If I build a world and upload it, is it automatically compatible with PC Rift, HTC and Quest?
quest worlds have to be explicitly built for android
So I wouldnt be able to have quest people hanging out with Rift and HTC people?
If the world isn't built on the android platform, no
So if its built on andriod, rift, HTC annnd Quest can be in the same world together?
It's PC and Android, but yes
sorry that confused me. Should I build for android to have all platforms use the world together? Or, do I build both PC and Android to enable all platforms to be in the world together?
PC is all but Quest, android is Quest
Ok, what I need to know is if I build to android, will PC people and Quest people be able to be in the same world together?
You need to have it be built both on PC and android
Then PC and Quest can be in the same world together
ok thank you.
VRChat
Setting up a cross-platform world or avatar is actually quite straightforward! In short, all you have to do is use a duplicate project to build an Android version of the asset, and upload it to the same content ID as the VRChat PC asset. The client will manage which version it needs to download. If...
Why have Zuck made quest? Its like a step backwards in VR performance just for the gimmick of cordless.
low price? low performance. Isnt Rift only about 500$?
without the pc
true
to say i was a bit cranked off when facebook bought oculus is a gross understatement
Same
When I walk around my world it seems like it takes a long time to go from one place to another. Is there a way to increase the speed that distance is covered when walking/running? I havent made a world in years but I vaguely remember there was a way in the sdk panel but, I could be wrong
in sdk2 vrc_playermods component
ah yes, Im using sdk3. So, also when building for quest, I cant have a video player or can I use the AV Pro? The doc says to avoid video players but doesnt specifically say av pro.
Does anyone have a prefab that kind of shows how to create a door you can pull open in VR?
Are there any way to hide the world I made from my profile without unpublishing them?
so i click chair. then start ride. but why hips drift out? any idea can stop?
Unfortunately no. One solution that has been thrown about before is to duplicate your project and in the dupe remove everything of importance and/or whatever is broken and drop in some under construction art as a placeholder and upload that. Then when you get whatever needs sorted done you can upload again from the original and all is normal.
any video prefab in the sdk3 section of this link will play quest videos if you set them up correctly. There is no player currently that plays youtube links just a lot of false rumors or misunderstandings. There is a project in the works but no ETA(by "literally" based off ProTV).
To play quest videos you need to:
download the video
store it on a cloud
create a direct link for the mp4
change the video render material shader to a mobile friendly shader
Then those direct links will play from the player.
https://docs.google.com/spreadsheets/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml#
help i cant upload

how do i add jumping to my sdk3 world? all the tutorials out there are old and dont work for sdk3
Add the VRCWorld prefab into your world, it should have running and jumping set up, along with a spawnpoint o:
https://i.imgur.com/bTP2nPh.png this is what happens when i add vrcworld
How would one make some volumetric lighting through some trees?
You have multiple scene descriptors, look for the other gameobject and delete the scene descriptor
I know there's the particle shader for it, but making it for every single tree seems quite time consuming.
there's the XSVolumetrics shader, but I'm not sure if it'd fit what you need? https://github.com/s-ilent/XSVolumetrics o:
I'll take a check, thanks~
hi, thank you that worked, but now i have the glitch where when i click upload nothing happens, do you know of this issue>?
yw! Check the Unity console for errors/warnings? should be a button to open that at the top-left of the asset browser
Past that, try importing https://github.com/oneVR/VRWorldToolkit/releases and see what it's world debugger reports o:
that toolkit fixed the whole thing for me thank yoooou and all that
\
anyone used the VRCBCE billiards? for some reason in PC mode the top down camera is just solid black
i'm not sure about that either bamber i've had a similar issue in the latest version of it
desktop players can only see the floor beneath the table not the table
anyone got some good rave-y lazer prefabs (that preferably sync to audio but isnt required too) also some video players that sync for everyone? i wanna host a urlfest in vrc lol
i think there is a lazer prefab on booth somewhere (or even vrcprefabs)
wolfe's video player sync is working and was rewritten just after the 2019 upgrade, so should be compatible
What did I do? I press reload, and it does nothing when I try and build and test the world again
ignore is what you want, if it doesnt just press the x
nope
You have to edit the bounds of these objects in the component directly
Can't scale those objects
You need to have light probes in places where the light intensity/color changes
That way any object that is in those places knows how they should be shaded
Edit Light Probes
You can move and duplicate them
Somoene have a billiard prefab because i cant found the deleter one ?
the one with this
Yay i found this too but there is a other one with more thing but i cant find it
yes
I have a Plane which i use as an card but my problem is that if im picking it up it strech itself and dont stay solid like a "card" any fixxes ?
your scale is wonky. Your cards are probably parented to another objects whos scale is different than the card so when you pick them up reality breaks down. Keep the scale relative and this doesnt happen.
So afaik there is but one great pool table prefab and that is panda. Over the course of development they have changed the look drastically which is disappointing, but if you play around with older release you might find one that looks identical to what you found in another world.
yeah but it dont work with quest :'(
Does anybody know why my avatar stops for a second when going through an opening in unity?
I have to make the door higher for it to not happen
yeah the old model had a quest switch in unity. Panda works on quest but use the toolkit to track down the bad shaders and replace them with mobiles ones.
Oh okay good to know