#world-development
39 messages ยท Page 97 of 1
actually - put a plane under the map and see if the objects go theu or not
ok
i feel like planes always are set up to collide with rigids
what about your rigid bodies/pick ups?
good point lemme check
they worked ONCE
um
they dont have colliders
only rigidbodies and pickup scripts
fuck
do I just add a collider component?
ye....
interesting
lol thats probs it lmao
yes
im copypasting the mesh collider values and plugging it into my floor
the mesh is still the right mesh btw
fuck still doesnt work
try setting the pick ups to the default layer?
dis is the floor
man i wish i could remember what i did to fix colliders and pick ups lol
inspector - top right
ye, pick ups are usually set to the โpick upโ layer for mirror/culling optimizations
but i dought thisll work...
show photo of pick up inspector
lol k
what does the rest of the inspector look like?
wy
wym
also something to note maybe I bring the default plane to meet as close as I can get it to my actual floor before it clips, that causes the objects to glitch out and poof
actually it might be clipping from the fallspeed
I mess around with it when it falls on the default plane below again and dragging it up sometimes makes it clip when it falls back down
and they are falling at a pretty fast rate not sure why since all the mass and stuff is on default settings
these things are fuckin crazy they go to insane speeds instantly
ill record it one second
it wasnt instantly falling through first time always but yeah I guess its clipping through an update because its going so fast, not sure how to slow it down
I mean I honestly don't care much about gravity I just want to know now so badly
yes the objects (at least some of them) have their colliders above and NOT inside the floor collider
oml so some fourm said my floor might have the wrong mesh orientation and it is colliding only on the bottom side so let me test that
using a box collider instead STILL doesnt work
OML I fucking hate thisss the only person that I could find that had the same problem was about to fix it but went into someone dms to fix it
I dont understand this VRWorldToolKit says it doesnt have a collider on it but there is a fucking thing under it with a mesh collider with convex on
oh great I toggled legacy blend shape normals or whatever and now its seeming hanging on reimport after the change
forced closed it after like 2 minutes there is no reason it should be hanging on something with like a few hundred tris
I have to force close the project every time I change legacy blend shape normals wow thats sooo great I love unity
and it was just invisible when it was on, why did the toolkit want me to do that
ok I need to see if i fall through the floors as a player ingame I need that baseline
nope im just FINEE
I might of figured it out
collision detection is on default discrete not continuous
nope it just falls through like everything else
ok now it works I just had to readd a box collider onto the item for some reason
still is falling at an absurd rate but ill just see how it works in vrchat
im gonna make a video on this so anyone else having this problem doesnt have to go through all this horrible pain
What type of collider do you have on the rigidbody object?
I have a box
so
the Floor has a mesh collider with convex on
the item I just made work has a box collider but a mesh collider should work fine too
And does the rigidbody object collide with other things in the scene?
Does Unity Terrain work with VRchat worlds?
If so, do terrain details work on the Quest version of the game?
there shouldn't be any other colliders on anything else besides the items and floors I checked
Does it fall through if you change that mesh collider to a box collider?
no
seems like mesh colliders dont work anymore on items
only box now
do mesh colliders not interact with other mesh colliders or something dumb like that?
Collision between convex mesh colliders is supported
are you implying if they aren't convex they don't collide?
i know im nitpicking but i need to make sure of everything
Well rigidbodies don't support non convex mesh colliders
As their own collider
They can still collide with normal mesh colliders though.
I switched some of the items to box then back to mesh, probably forgot to tick convex for those
From one of your screenshots it looks like your object is inside the convex mesh collider
I think the world i've made has peaked. There is nothing i can do that can improve it.
that is amazing
HAlp its not accepting it as a audiosource and im not entirely certain why
clicking on them looks like this in the inspector
I just imported an mp3 and ogg and they do the same thing
also clicking the dot next to the audiosource bar doesn't show ANY audiosources to select in either assets or scene
It is under the catagory of audio clip apparently since I made a gameobject and added a audiosource component to it and that was fine
or wait
oh im dumb
its a component
๐ we all bluescreen from time to time
and fookin I have to do Music1.Play(); not Music1.play(); or else udon# gets mad even tho I thought lowercase p was corrcet
Mandela effect haha https://docs.unity3d.com/ScriptReference/AudioSource-clip.html
NU jimmy vegas always does it with .play but i watch his stuff from old versions of unity so thats probably whyy
huh, I am sure all functions were capitalized. If not, it's what I have always done.
My VRchat world is booting me back to my home world every time I try to join it
Help?
Ah nvm figured it out
What was the problem?
I had the Scene Descriptor attached to a VRCWorld prefab that shouldn't have been there
Deleted it and put it on the spawnpoint instead
does anyone know if i can make a video player screen ignore all post processing in my world? my screen is just a little too dark with post on
specifically merlins udonsharp video, if that matters
Is there any way to unpublish a world for Quest? I just tested my world on the Quest version and holy hell it's laggy
You can delete it in the content manager tab, in the build control panel? o:
Gotta question! My world keeps booting me back to my home world when I try to spawn in it. There wasn't any warnings on the console, it's just booting me in VRchat. Not sure what's up
Import https://github.com/oneVR/VRWorldToolkit/releases and see what it's world debugger says? o:
Ah there was future builds enabled! I disabled it, hopefully it will launch this time. Thank you!! ^^
yw! c:
It booted up!! Thank you!!
Aaand I'm back xD any reason a mirror would tank my frames from 50 to 11?
Mirrors are vv expensive to render, since they're rendering the game again - turn off any layers you don't need in the mirror, and/or have different quality levels for the mirror?
VowganVR has a good tutorial on toggle buttons, and a good one on mirror loops too
Toggles: https://www.youtube.com/watch?v=ibDu0dCeUE8
Mirror Quality/for loops: https://www.youtube.com/watch?v=E0D9Z8-HVBI
Alrighty!! I'll try that!
My friend has an exact copy of this world and managed to get it running 80 fps for me, including the mirror. So I have no idea what's up on my end xD
also don't put them in a big open space where it's going to render the entire map twice
like there is a good reason in most video games you only find proper mirrors in bathrooms
trees are pretty complicated things with lots of overdraw
unless you're talking one of those low-poly trees where it's a big solid blob
It's a normal tree, but my buddy got the same mirror running 80fps on their copy of the world. I gotta figure out how, I assume it's just settings as nothing was changed from the world itself
no clue on that one myself hopefully you can figure that out
I dunno if this helps any, but the darker one (friends) gets 55fps when the mirror is on.
The lighter one (mine) gets around 22-34. I did change the lighting in mine so that could be the issue
did you change the amount of real-time light on the map
All of mine is baked!
are they currently baked just checking in case you accidentally hit a button to clear all of your lighting
I believe so, I'll go over my lights again to check
Ohh
Ambient mode is real time. Would that be causing it?
maybe see what happens if you turn it to baked
You said both worlds are the same? Looks like one of you is using light probes and the other is not. An avatar (unless it has a special shader) only lights up with probes or real time.
Ohhh- they could have deleted them then! Mine still has probes in it
Should I delete them?
you want the light probes so it's fully baked lighting
Ohh okay! I'll remake em
how to create an object that only visible to its owner or certain group in vrc custom world?
Nope... I have a solution but it doesnt work for us without network visibility access which from a brief look it appears not. Using what we have, you could check to see if the object is owned and if so set its visibility but your client relays its stats to the host who then updates the rest of the clients communicating with the world. Which would then make the object visible to others. You could remove all syncing but then your friends or the group associated with the object would not see it moving.
or you could play around with layers, add the special object to its own layer and cull that layer in the reference camera. Allow only the owner to see the layer. here is an example https://gamedev.stackexchange.com/questions/156734/is-there-a-way-to-make-a-game-object-invisible-to-only-certain-players
If you update a world, do you have to update the android and PC version at the same time every time, or is it different?
when you upload your world, it does it for either windows or android. If you are in a windows build rn then it uploads to the windows side of the blueprint id, if you are on android build then android
you cannot upload one build to both at the same time
android and windows architecture is different
Alright so, uploading to pc first, and then switching to android and uploading is how you do it right?
yes that is a way
Alright, that means I've been doing it right. I was confused by the sdk telling me It was "quest compatible" after updating the pc version
some people dont like waiting so they make 2 completely seperate projects anf what they do in one theydo in the other to avoid switching back and forth build types
Does Stylized Grass Shader the one from Unity store work with Vrchat ?
should, yeah.
as long as it is supported on 2019.4.29f1
some packages are only for newer versions
you have errors in your console. You need to fix those. If you need help show them.
try right clicking VRCSDK and choosing re-import.
Make sure you followed the 2018>2019 migration guide? https://docs.vrchat.com/v2021.3.2/docs/migrating-from-2018-lts-to-2019-lts - otherwise def check the console for errors/warnings o:
Reimport All might help as well, though that might take a while depending on how big your project is
anyone know why my skybox goes black when i enable post processing?
also having problem so i cant build/publish
not sure on the postprocessing, make sure you're using the right version maybe?
For the building issues, check the console for error/warnings and make sure you're using Unity 2019.4.29f1 and no other version? o:
right-click the VRChat SDK in the asset browser and hit Reimport? Reimport All might help too, though that could take a while depending on how big your project is
otherwise try restarting Unity and/or your computer maybe?
have done that but it still doesn't work
Is there a way to record and play recorder audio from a user (E.g a microphone and speaker system) or is this impossible with the limitations of Udon?
when you record audio in Unity it is saved locally. So it really depends on the purpose of the request. You cannot record a person in game and play it back later in the world no (outside of maybe some shader magic which is a whole other level of OP badass shit).
I have yet to update to unity 2019 and have a main world that uses specifically sdk 2.0. Is updating the world to 3.0 mandatory to updating unity to 2019? Because I do not know a thing about 3.0/udon.
You don't need to update to SDK3, no
I vv much would recommend looking into it though, it's vv flexible o:
VowganVR has lots of good Udon tutorials, and there's also CyanTriggers on Booth if you want to use SDK2-like triggers in SDK3
Considering I cannot sign in to update the world once again, I believe the 2019 update at least is mandatory.
the 2019 update is required yes, though you could technically use 2018 with a vv old SDK
itll let you sign in. not sure why it wouldnt. but technically its recommended to update
Okay, used my old in-game name as I thought that would change with it. Apparently not. But that fixes the sign in though.
was about to say. i have accidentally used 2017 before and it worked cus i was working on a different product lol
so 2018 sign in blocking wouldve been super weird
did you follow the official migration guide? make sure you do when you try again
import over the NEW sdk (dont delete the old one) in the OLD 2018 right before you switch it to 2019
only other things I could ask to make sure of is that its U 2019.4.29f1 exactly and the new sdk is one off the website
worst case I guess just make an entirely new unity project in 2019.4.29f1
?
show me the name of the sdk you are usng
copy paste the filename
yes but the sdk
for example "VRCSDK3-AVATAR-2021.08.11.15.16_Public (2)"
why did
ok
just for good measure
redownload the most recent one off the website
ooook thank you
Can you even upload a world to vrchat with just a plane and an empty serving as a spawn?
do things start breaking as soon as you import the 3d model of your world
or is it another asset
uhh I wouldn't delete scripts in there
were there any more errors than the ones here
Oh I think I may of just realised
its referencing an udon behavior on one of your objects in your world that is broken i think
yeah search "t:script" in the hierarchy and I guess go through every gameobject that has scripts and delete or fix the broken udon behaviors
ive been trying to move my old world from 2018 unity to the newest 2019 ver. i sorted out all the errors however when i go to publish and upload my world instead of overriting the old world it asks me to create a new one. Anyone know how to fix this?
@lean mortar Make sure your world id is the correct one and is inputted into the descriptor
it is correct
Anyone know why player mod jump wouldnt work
Oh its probably supposed to have Udon# with it
do you have Udon#?
you need to dl the updated version on the git
if you are using an old one you had in your files already
I think you need to make a whole new project again
and import the new one
Yo hold up I had the same issue last night
with udon sharp specifically or migration in general
both actually- when I messed up migration I just made a new project. Though I was downloading a much of prefabs into a project and loaded them in the wrong order. Did you make sure that you loaded the SDK first before udonsharp?
Heya, when you get the chance.. You think you have any more suggestions to get the Upload button to work again?
I tried the an example scene and it worked fine. So I guess I broke something in my world? heh
what do i do here....
its stopping me from building the world... and i dont know what to do here...
How did you install unity without the java dev kit wot tf
tbh i dont even know
um have you ever successfully uploaded anything to 2019.4.29f1 yet
no.
Its supposed to come with the Bindows unity install i thought
idk maybe its not? not sure
i can call in like 30 minutes maybe sooner if you didnt figure it out yet
it would be appreciated
im guessing you already have java installed?
if so javas jdk's are on their website here :
which would i download.... oh my... so many to choose from..
most recent should work (16.0.2)
got it~
I can't find anything on what version specifically so far
Oh unity you big bitch you took out VRChat's LTS from the Official Releases section for installing via Unity Hub
Thats why people are coming in on version .30 sometimes
yep
https://unity3d.com/get-unity/download/archive blood curdling screams/bookmark
Can someone help? I'm trying to hit Re-compile but every time I do it gives me this error.
Component at index 3 could not be loaded when loading game object "VRCCam". Removing It!
Can you check your player preferences and see what you have here? I've been finding more and more the project settings and Udon Asset bindings are increasingly fragile.
I finally got bakery since it was on sale in the bundle..
I've been having this issue where every time I try to bake my occlusion, it just.....doesnt work right. Basically, when I am in certain rooms or areas, objects occlude when I am looking at them, and others never appear at all. I have no idea why this is happening and I am not sure there is really a solution.
Has anyone ever come across this?
I have an inverted sphere that this area is set in. As you can see, the camera is pointed at the cliffside, but its not rendering in the camera preview
When I am in-world, the same thing happens
Same thing but with the visualization turned on
Can someone help me im trying to make this world romantic and i have not made a world before. I already have a good chunk just dont know what to add.
I added yk pics we have taken and a little building and a button that takes a wall off asking if she wanna be in a relationship.
hmmm what would be a special romantic suprise....
Mayb a box that u can open and it has a note that says " do u want to date" or something
little present gift box world prop
Can someone help? I'm trying to hit Re-compile but every time I do it gives me this error.
Component at index 3 could not be loaded when loading game object "VRCCam". Removing It!
I have a massive wall appreciating her for being there for me and hanging out with me and being nice and stuff. I was gonna say it myself
Anyone have a simple light post I could use for my world?
I have a little house with a pictures we took in vrc
You should still say it yourself just dont let ur voice get too nerveous lol
she will think its cute that you did all of this for her at the very least
Lol yeah i dont wanna mess it all up at the end. We have matching pfp on discord and we have each other in 1 photo in our icon on vrc (VRC+ supporter).
omg thats so cute
I believe she likes me already and so do i so i wanted to do this
I had her added a while ago i believe and we came back together again not too long ago. Could be among us tbh she likes that world
ah i see
Oh imagine she was in this discord
watching
I would be devastated
No but i got a little house i used as my blueprint that i found on the web and added pictures, hearts, a wall that says a message when clicking a button, and music
Im going all outtttttt
eeeEEeee
This is my first world btw
really
So im not good
its da effort dat counts
awWww
i feel emotion thank you
XD
Dont beeee
I also saved her life she wanted to do something that I couldnt let it happen
I cared for her like she was my daughter.
i was following until the daughter analogy lol
Ight what else should i add? I dont like mirrors but ill add one since she uses them
nuu no mirrors
No?
whats weong with them
ohh
Use mesh colliders and convex ticked on
should work then
and baked set to everything
not mesh renderer?
or cooking
Okay 1 sec
mesh renderer is how unity renders the mesh
isnt the collider thats seperate
u can have render no collider and a collider no render
imma build and test rq
k
how many instances do u got open geez
Im used to it since i upload avatars so
youtube for music, unity, the file with pictures, music audio blah blah blah
oh i forgot to put it on everything
whoops
yeah da cookin
idk if that really makes it work but i had a collider dilema the other day and itbwas set to that when it worked so
fuck
idk u could make a bunch of empys with box colliders under each step
"Is trigger" and put a check mark
So also i used the wall next to it as a little ref it has box collider too
That might be the issue
mayb
Still
Might say fuck the stairs and remove the second floor
Add stuff outside since theres a lot of land to work on
just make a button that teleports u frim 1F to 2F
i forgot how entirely
youtube videos are ur friend
God i hope she isnt here
I tried to look her up here, i didnt see anything
but idk she could be on a alt im not aware of
Can someone help? I'm trying to hit Re-compile but every time I do it gives me this error.
Component at index 3 could not be loaded when loading game object "VRCCam". Removing It!
Greetings! I'm trying to use the vrchat unity video player, but I got an error which wasn't in the tutorial video i was following. What is causing this error?
so no one knows how to fix
You need to provide more details and some screenshots to be understood correctly. As of now, I would suggest turning some of the features of post-processing off, until you will find the one, that is causing it. I would suggest checking the Colour Grading, Vignette and Ambient Occlusion first.
How can I contact the official staff of vrchat?
for general iquiries
but read over #moderation-reports and #vrchat-support to see if you could just make a ticket before you email "hello@vrchat.com"
what do you want to contact them for?
I need to buy something
Likeee?
Let me guess, an avatar or a world?
world
VRChat doesn't make all the worlds and avatars
So that means they dont sell them
You could go to the VRCTraders discord and request someone for money to make a world as you describe #community-servers-old
Let me handle this.
oke
Sandman, go to #general-media , I will explain everything there not to flood this channel.
๐
Alright, should be done.
Still having some occlusion issues.
Rather than use the inverted sphere as the occlusion to make sure I don't see anything outside of it, I've instead put two giant planes in the void that block the view of all the other areas so that your camera absolutely cannot see beyond them
Re-baking to see if that fixes anything
I work a lot with optimisation, which includes Occlusion Culling. I could take a look at your screen to see what I can do, if you are willing to show it.
Sure. It's currently rebaking though
I havent touched any of the default occlusion settings
But I've noticed seemingly random areas will not occlude properly
for one, the entire basement area of my map has random holes in it for different walls and floors. Some only occlude when I jump
And now this new area I added is also screwy
I'm going to see how my "giant wall" approach works
The issue is mostly that I dont want the entire main hub area rendering when you're in the smaller satellite areas and look in it's direction. For one of the secondary areas, it worked fine, but this new area is not having any luck
I see. Well, just message me directly if you will need help through the screenshare then.
Welp
I've been at it all day
I can't even bake anymore
It keeps saying "Out of memory in TomeGenerator"
It worked earlier but now it won't
save and restart your computer? o:
Heyyo VRC discord, im trying to make a world for the fist time, i have plenty set up and even published the fist version with a mirror and all. Im now trying to add in a Video player system and i can not seem to get it to work. I have tried manually adding a vrc unity player with render texture, material override, and even use the prefab and im not sure what is causing the issue. I do get the error before running build and test that the video player does not have auto sync turned on but i have tried testing the world with and without using auto fix on the error. Any help would be appreciated
ENJOY, it's still in development, but I hope to release it very soon!
bruh how did you get the 3d models and animations wot did you make them all yourself?
you hadddd to know some guy who animated the movies
either way still cool
Someone else modeled the characters, but they weren't rigged, it was aggravating but I'm proud of what I accomplished so far. ๐
OMG i dont even wanna know how much time it took
I started on it about a week ago
hi can anyone help? when i upload a world to vrchat, i can never enter it. it just takes me back home. it shows in my menu but I can't load into it.
I have a question about the halloween style maps and TOS, what level of blood/body parts is the limit, "know it when you see it" type thing? Blood stains on floor/wall may be ok, but what about a severed arm?
dont use the VRCWorld prefab for your spawnpoint. Just delete that from your scene and make an empty gameobject and position that to where u want ur spawn to be and then add a scene descriptor to it, and then drag the empty from the hierarchy into the spawn entry in the scene descriptor and upload
its probably just a correlative flaw on my end but whenever people have that problem they are using VRCWorld prefab and it magically fixes when they make their own
Any tips on getting a video player to work?
@bold ibex omg it worked! thanks!!!
no problemo
if its public and u want u should link ur world
Thats a good question. None of my gore worlds ever made it out of labs... If you get an answer can you please tell me/us?
imo I'd imagine that it depends on the severity and artstyle? could def send in a ticket to support to ask o:
i.e a cartoony splat of blood on a wall might be okay, but a realistic-ish severed arm would probably be too much? not sure
Hey guys, my vrchat sdk won't show me any splash screen or anything. It just gives me this option from the window
How can I get this to work?
This is the only option it gives me from utilities
Check the console for errors/warnings? also, make sure you're using Unity 2019.4.29f1 and no other version, along with the most recent version of the VRChat SDK
Had a bunch of errors I didn't notice. Gonna try on a fresh unity project.
So this is an empty unity project of 2019.4.29f1. All I've done is plugged in the sdk
Can anyone tell me what's going on?
Import cinemachine from the package manager
Thanks. So I guess I can deactivated the object at beginning, activate it but only sync with certain group of player?
I can't get the standard asset for water to work in VR. Looks great in unity player. But in VR it's black. Any other good water prefabs or tools to use that work?
https://noriben.booth.pm/items/1671087 @final vessel
VRChat็จใซใชใขใซใใใใ่ปฝ้ใใจOculus Questๅฏพๅฟใๅชๅ ใใๆฐดใทใงใผใใผใงใใ ใใใใgrabpass๏ผๅฑๆ่กจ็พใใใใใใซไฝฟใใทใงใผใใผใฎๆฉ่ฝ๏ผใไฝฟใฃใๆฐดใทใงใผใใผใใใ้ๅธธใซ่ปฝ้ใงใใ Cubemapใๆๅฎใใฆๆฐด้ขใซๆ ใ่พผใ้ขจๆฏใ็ดๆฅๆๅฎใใใใจใใงใใๆฉ่ฝใใใใพใใ Unity 2017.4.28f1ใงๅไฝ็ขบ่ชใใฆใพใใunitypackageๅฝขๅผใ SkyboxใReflectionProbeใ่จญๅฎใใใใทใผใณใงไฝฟใฃใฆใใ ใใใ Directional
Doesn't explain
pretty much you can just download that Shader and apply it to your world
I imported Cinemamachine, but I'm still getting this error
And a bunch that I think are attached. Is there a ClipperLib I need to add too?
I can't find it under the package manager
Is there any way to make a cylindrical mirror?
like, a mirror on the inner side of a wall that surrounds someone
so i was trying to upload an sdk2 world with 2019 and it is trying to upload a different scene. i went to that scene deleted the scene desriptor and went back and tried uploading again; didnt work. when i tried uploading fully instead of test it made the world under my account but it would not load and send me back to my home. the upload photo is the world i am trying to upload. does anyone know a fix for this?
I'm trying to use fake occlusion boundaries and occlusion culling to create a small area in the sky where players inside will be invisible, but can see the environment and players below.
Is this possible, in practice? It seems like occlusion culling is pretty heavily weighted towards not culling stuff. Is there a way I can tighten up those settings with respect to a particular area like this?
The other issue I'm having is that players within the area can't see outward. I didn't expect that, since there are no back faces on the cube mesh I'm using
you can use occlusion portals to seal off the area in the sky, so players outside of it cannot see the players inside. then disable the occlusion portals for those inside so they can see out side of it. occlusion portals basically lets you dynamically toggle occlusion boundaries at runtime.
for the cube it'd be pretty easy to make a cube with flipped normals in Blender (make cube > edit mode > select all > alt N > flip), or you could go the less optimized route of using a two-sided shader
not that rendering an extra cube's worth of faces is going to bring anyone's computer to a halt, but still lol
I think you're misunderstanding what they're saying, occlusion culling culls out anything outside of the cube for players inside, not that they cant see the back face of the cube
I mean this: <#world-development message> def could've clarified it better though lol
The occlusion portals sound promising. Are those somehow a tighter fit when it comes to occlusion volumes?
not sure, but generally you do not want to have players to be inside geometry, even if there are no backfaces iirc
since unity will treat those places as "invalid" locations to be in
OK, well then how about behind some Quads? I tried that too
I put a player behind a big Quad occluder, and they still rendered until they got like 10 meters further behind the quad
I could be wrong, but I don't think you can make a 1 sided occlusion culling boundary
oh, hm
Well in any case, if not a Quad then just a thin box
could be a mix of the players avatar bounding box and the sizes of the "cells" unity generates based on your settings
some way that the player isn't inside the geometry. Occlusion still weights heavily in favor of rendering them, even if they're clearly behind it
Right, yeah the cells is what I'm asking about
for testing purposes the avatar I'm using is the gray robot. shouldn't be any bounding box issues
i'm looking to make custom mesh models into avatar pedistals. Can anyone help?
this is an old but still valid article in depth on how the occlusion culling system works https://blog.unity.com/technology/occlusion-culling-in-unity-4-3-the-basics
I'd try using occlusion portals, that are disabled for people inside of it
I tried doing what you did before a long time ago and it worked fairly ok
but I did have to give extra buffer space to prevent the issues you're experiencing
huh, the images on the page don't seem to show the full picture, that's not great, looked fine the last time i looked at this article.
Is it possible to make a custom avatar pedistal mesh?
Set the mesh filter to whatever mesh you want, and change the material in the mesh renderer to the model's respective material(s)? o:
alternatively you could make your own avatar pedestal from a mesh, by adding a VRC_AvatarPedestal component, and an UdonBehavior with the AvatarPedestal Program udon graph asset
Note that mirrors can get really odd when it comes to occlusion portals, if possible aim them away from the area is you use it https://gyazo.com/b8db2e2eba3f038ae169d30278fde78b
Yesterday I could publish/update my vrc world, today when I hit publish or last build it runs the unity player and doesn't upload assets. What can I do?
Check the console for errors/warnings? o:
No errors
Try restarting Unity? otherwise right-click the VRChat SDK in the asset browser and hit Reimport
Reimport All could help too, though that might take a while depending on how big your world is
Restart unity, same thing. It builds player.....then nothing.....no handshake with uploading assets,etc
I'll try reimporting everything when I get home. Thks
yw, hope everything works out o:
Weird, worked great yesterday
All I mainly added was water.....it does build and test locally fine with VR chat
Local build/test good, online publish no
could def try importing https://github.com/oneVR/VRWorldToolkit/releases and seeing if it's world debugger reports anything?
If reimport/reimport all doesn't work
K
So I uploaded a world recently and I checked out in VR Chat and for some reason I get suck at spawn and have random lag when the world is only 20MB. Iโve never had this happen to me before. Not sure how to fix it.
Had something like that before. Had to redoe textures on terrain
Uh, I started Unity back up today and all of the world space ui is showing through solid objects? Am I doing something wrong, and is there a fix?
@errant beacon #world-development message
not sure on that, sorry o:
check the VRWorld Toolkit, make sure you aren't using a really high poly count mesh collider, and make sure you don't have a/some mirrors reflecting more than they need to?
If you mean in the Unity editor then pressing play, then exit play mode should fix it
I don't have any mirrors
How do I check the Poly count
@errant beacon Also, when I go into Play mode, the scene becomes really dark
not sure on the play mode issue, sorry
for the poly count, open the model in Blender and check it's statistics
No worries
Unity doesn't have a poly count?
probably an overall poly count, but not sure if it has a way to read the poly count of an individual model? could def be wrong on that, though
ok. Thanks!
yw, hope everything works out! o:
One more thing. When I double click on something in the hierckey, the camera view moves out all the way even though the object(s) isn't that far. Is there a fix?
not sure on that, sorry o:
could try restarting the editor/Unity maybe?
Does anyone remember the name of that prefab where it was an NPC that would only move when it was offscreen?
I am having a weird issue with my world where it looks flat in Unity but once I upload it into vrchat, everything is tilted on like a 60 degree angle. It looks fine in desktop but in vr everything is tilted. I am not sure what I did wrong here
Idk why but every video player I try in my world won't let me put in a link whenever I test the world. The link I put in unity works fine, I just can't add anything while in vrc.
why cant i press upload on my unity
is there a limit of audio sources I can use in the world? I noticed that when I added more, menu sounds and avatar sounds stopped playing
depends on the setup, but yeah there is a soft cap if they are on auto/play on awake.
I see, I see
If you need different audio playing in different locations try using collider triggers to activate the audio so all audio sources excluding maybe world music are off by default.
good ideas all around, ill see what I can do
Just looking for opinions here, do you guys think it would be better for 1- Your team is set depending on a spawn point you pick on a map... or 2- You choose a team first, then it shows you only the spawn points that are available to your team on the spawn map.
Choosing your own team seems better
But all that can be randomized too, team and spawnpoint
Alrighty, yeah I was leaning towards option 2 also. It's not really meant to be some sort of balanced game mode or anything, basically a gta style mode where you can play as either cop or criminal. Your team would also decide which avatar room unlocks for you and most likely which vehicles you would be allowed to spawn.
Hey ! I was looking got ppl who could possibly help me make a rp map ๐
Help how ?
I'm trying to build and test my first world and it's popping up with this sample scene error
I have no idea where to go from here lol
Dunno what the renderhead folder is, but you should delete it

Is that world public that looks super dope
Not yet this my first time building a world soon tho!
not sure if this is the right channel but the SDK control panel won't show up, i imported everything before and after the sdk so i tried both ways and still nothing.
how am i able to fix this?
Is this the most recent VRC SDK off the official website?
it is
nothing is in the console?
there is an error but that error has never caused problems before to my other worlds
It let you upload with that error in the console before?
it has
also just delete the file its referencing
oh my bad navigate to that in windows file explorer
you wont be able to see the metadata in unity
ooh oki
you can see it in file explorer tho
would it be best to remove both of them?
try just the metadata since thats what the error called for
"delete the .meta file and it will be recreated successfully"
It's my first time working with Canvases in VRC, does anybody know why this is happening, it seems to have a mystery large collider that blocks use while in the world but not in editor.
alrighty
that fixed the error, but still not control panel
should i try reinstall the sdk again?
i had this pop up couple times by now. For everyone interested. It is possible to use gaia pro to create maps for vrc. You just have to be smart about doing it. The sdk 2/3 will break when importing gaia pro but making a second project and generating the terrain in a duplicate project and then import the generated terrain with settings into the vrc project makes it able to be used for vrc.
I dont know whats going on it doesnt want to launch
Clear cache via the VRCSDK
VRCSDK > Utilities > Clear Cache
@bold ibex it is no there
it doesnt matter if it is
i was just using it as an example of where to go
VRCSDK > Utilities > Clear Cache
clear cache and player perfs
yes
so i have gone through most of the errors i have gotten now and fixed them but i'm basically still missing anyway to upload it because my control panel is still missing
Idk why but when I tried to publish the menu never shows up so idk what it is I am doing wrong but could someone help me on why this is happening?
Hi Guys
I want to make a world with all teh halo aircrafts
i found a place with a aircraft kit
where do i find that kit in unity?
Hi, i made world and i updated UdonSharp and Unity , but somehow my world URL for the videos button not working anymore i made sure to redownload SDK and reimport SDK/Udon and Video player, i event tried new Video Player but still same problem , i can move volume , click resync and buttons but only URL isn't working , can anyone help me? thanks.
Assuming the aircraft kits you found are digital 3d models lol you just drag them into your project. There is no specified website for acquiring questionable or imitation content for unity.
Well what if I want that kit to be in another plane
Like a halo pelican
And a car kit too
FOr
The legendary WARTHOG
and uh im reinstalling unity
which version was it again?
what is the best way to pose a pickup-able avatar in world? for example, I already know how to make an avatar a pickup-able but i just want it to pose sitting on a chair
you can use an animator and just assign a sitting animation.
2019.4.29f1
ight
only 2019.4.29f1
https://unity3d.com/get-unity/download/archive
unityhub://2019.4.29f1/0eeae20b1d82
still no one can help ?
so using the vrc starter kit prefab example, i copied the components to the avatar, but there is this one conflicting component where the controller is the respawn controller script instead.
i copied the triggerrespawn controller, adjusted the animation state, put the pose proxy_sit2 animation and the avatar spawns at origin and fell down when i press play
are you using the latest version of that prefab as well? author released an update for unity 2019
also see https://docs.vrchat.com/docs/migrating-from-2018-lts-to-2019-lts the section on missing VRCUrlInputField
Migrating your project from Unity 2018 to 2019 LTS isn't as difficult as you might think! Here's a guide providing each step in detail.
sounds like it might be that
I will give it look , thanks alot!
this bs! {breaks desk in half}
multiple worlds, across two different pcs, same bs >_<
yes made sure everything up todate even the video player , this what i get
I dont understand this
Uh
Digital 3d models?
โโโโ โโโโโโโโโโโโ
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โโโโโโโโโโโโโ โโ
โโโโโโโโโโโโโ โโ
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bob
Oh hey whaddya know, it's 2011 again
Ripped from the game
And kit as in the system
The system where the aircraft flies
ok i've had enough of this bug ridden shit show, me and my world content are moving to neos.
putting over 1 year of hard work into a massive world project just to ultimately be unable to even update it is unacceptable.
have fun
uhhh the animator component is disabled
Is that intentional?
bit late lol, but you might have to contact #vrchat-support for that
could also try right-clicking the VRChat SDK in the asset browser and hitting Reimport
first i need to just close all this and relax before i break a keyboard in half
which would not be easy because this is an authentic 1986 IBM model M keyboard
that'd be like breaking a brick over your knee lol
i have tried various revisions of the SDK, and even on separate computers , and even the copy of unity and the SDK the world was originally compiled with, even a fresh new instance with a new scene descriptor and pipeline manager
If it's an API issue it's likely serverside, which you'd need to contact support for
otherwise note that there was some server issues a while ago which should be resolved now, but that might've been the cause potentially?
to me as a developer it smells like 120% server side at this point.
i've been fighting this particular set of bugs for weeks now
it originally started appearing on another large world project i just started shortly before the 2019 push
i speculate one part is in the class that deals with resuming partially completed uploads
would def recommend contacting #vrchat-support about the issue, not much I can think of to help if it's a serverside problem o:
including the errors would be helpful, not sure how helpful including the world IDs would be, but couldn't hurt afaik: http://help.vrchat.com/hc/en-us/requests/new
cant say for certain since naturally i cant see the code
So, no scripts included in the rip will work in Unity/VRChat, setting them up is on you 100% and no support can be given for pirated content.
ok guys i dont know a single thing bout world developing but why since 2020 vrchat worlds went to shit did something happend?
not sure what you mean? o:
might have been DMCAs or TOS-breaking worlds? otherwise check the website and see if the worlds appear there, might just be an API issue
mhmm
just logged in after a year today n i noticed that all the categories had boring worlds so
ah kk, in that case popular worlds from back then might just not be popular enough anymore to appear on the front page?
If you remember their names, you could likely find them with the search bar at the top-right
also, boring is subjective. I played flappy birds for 8 hours when I started vrchat. Loved that shit. And its on the list
^ there's also a world jam going on atm for obstacle courses, and lots of Udon game worlds made since a year ago
fook it try uploading it off your mobile phone hotspot data
and soley that
i think i got the same problem
it's this message ?
That's a seperate issue afaik - try logging out of the VRChat SDK and logging back in, or detaching the blueprint ID from the pipeline manager
otherwise, contact VRChat support o: http://help.vrchat.com/hc/en-us/requests/new
Remove the pipeline component completely but NOT the descriptor
it keep sign me out after each build , so i have always to login back
i have seen that a few times, but resolved it by rebuilding the scene first
can u please explian it to me more clear , like click start icon before building ?
it was usually sorted by using "build and publish" as opposed to "last build"
i have retained unity 2018 and sdk2
Contact the #vrchat-support and they'll fix that for you
i notice with SDK panal it only show 10% of stuff i upload
i did delete SDK and did reimport
Oh wait what unity version are you on exactly and how recently have u got your vrcsdk
it used to work , i had problem i asked at mornign regards video player
oh ok
i went to Udon Sharp discord and they told me spam "reimport" and i did to fix the video player, so it worked at build test
but now my SDK is broken and wont let me update/upload my world
that sucks
yah. from problem to problem , but thanks for trying to help!
no joke
Need some help. Whenever I try to build a world using a pipeline script, when I test it, the entire project turns to pink, can someone dm me please?
Got something to do with the universal pipeline renderer
you cannot use Universal rendering Pipeline on vrchat
I figured.
Edition Windows 10 Enterprise
Version 21H1
OS build 19043.1165
Unity 2019.4.29f1 (64-bit)
SteamVR v1.19.7
VRCSDK2-2021.08.04.11.23_Public
VRChat v2021.3.3p2 (File Version 2019.4.29.60130 / Product Version 2019.4.29.977634)
Ever since we moved to Unity 2019.4.29f1 for VRChat programming, I can no longer get my, โBuild & Testโ to work, when trying to test my worlds, with my HTC Vive Headset, using the VRCSDK SDK2.
Never had a problem before, and now, Iโm dead in the water.
When I do click the, โBuild & Testโ button, I get the, "The open scene(s) have been modified externally" window, and no matter which of the two options I click, the window simply goes away, and nothing happens.
When it used to work correctly, I would click the, โBuild & Testโ button, and VRC proceeded to start, and I could walk through my world, using my Vive headset and controllers.
I checked the VRC folder location, listed in the VRCSDK2, it is the correct location.
I made a screen capture of this action happening:
Yeesh, first time finding a world that spams PC with errors and stutters tf out of it... https://i.imgur.com/MTYVcpp.jpeg
It's called "Comfy Cabin"
I have never seen a log that appears so useless
I uploaded a world and all avatars are muted in it, I cannot find the option in Unity to re-enable them. help?
Urgent
muted avatars ?
If you mean private, you can make them public in your SDK content manager tab
Where are you seeing disabling portals??? #vrchat-general-1 message
Give us all the context
So no one can hear avatar sounds?
to clarify, can you not hear avatar sounds, or user voices?
Apparently only sounds made from anyone's avatars dont work at all for anyone there
Every other type of sound is fine
What's a way to make it so a pickupable stays in the same place while dropped, and ignores momentum from things like attached joints?
avatar x]sounds dont work
Please, this event is dying
I need more help too: I cannot ge tthis audio to work, it is SILENT inside the volumentric radius
I need sound to be cosnistent inside the audio source area
not sure, sorry o:
for the avatar sound issue, try importing https://github.com/oneVR/VRWorldToolkit/releases and seeing if it says anything maybe, or try reuploading the world?
Your minimum distance in the normal audio component is set to 50
I think thats why
set it to like 0 or 1
and the max distance is 50.5? that also doesnt sound right
that'd leave a weird 50 centimeter thick bubble (from 50 meters) where you could hear the sound if I'm reading that right, yeah o:
try importing https://github.com/oneVR/VRWorldToolkit/releases
I have that, no errors
try reuploading the world?
I am on reupload #21 in the last 4 hours
Did you try our suggestion yet?
Set min distance to 1 and max to like 250 for good measure
within the mindistance, volume is loud as possible
I need the sound to be full volume inside the minditance
Set the audio falloff graph to be constant instead of a logarithmic rolloff o:
Linear
I have tried linear, same issue
should be able to drag it to be your own falloff iirc? might be wrong on that o:
set it to max/a flatish value if you can
there is probably a really simple solution to this but i am new to vrchat world building, but why isnt my mirror rendering the world and just the skybox?
Reflect layers
I am not sure what should be on and off
everything is on the water layer
Have you put your environment on a layer?
Like is your dome looking thing on environment for example
Or is it just the default one
Yes everything in my scene is on the water layer which is why I am confused
oops
maybe i shouldnt post the blueprint id LOL
And I tried to import a new mirror from the prefab but it still was showing the same thing
Whnever I change the layer back to default, it works again
Show me an image of the dome in the inspector
does anyone know how I could make a scroll menu UI
with buttons that would display images and text when pressed
this? 
Ohh.. I think I fixed it for myself...
I put that layer on default
and now the reflection is showing
@sturdy lynx thank you for helping!
Hrmph
im very new to world development
Hi Everyone,
I created my first world in VRChat last week. I'd love to submit it to Labs...
How long does it take to level-up from New User to User???
Ranks aren't strictly based on time - generally just play the game, add friends, visit worlds, and don't get blocked/kicked/muted, etc o:
the time it takes is different for everyone, since everyone plays the game differently
if I had to guess though, probably somewhere in the 80-150 hour range maybe? could def be less though!
OK, thanks @errant beacon! Does building worlds help build trust?
yup! Uploading content adds to your trust score
Ok great! thank you ๐
yw! c:
I feel like I see sth I shouldn't 
It just does that sometimes
Did your world actually upload ?
Nope, I keep pressing "Upload" button, but nothing initiates
Restart Unity and make sure to check your console then
I uploaded this world before, but now it doesn't let me for some reason. Neither with same id, neither with the new one
https://github.com/oneVR/VRWorldToolkit/releases/latest
Import this and check VRWorld Toolkit > World Debugger from the top
it is intentional. I just copied the components from the vrc starter to the avatar. It seems that it uses the animator function to respawn the object if it falls off world.
hello, uhm i maybe need help to import my world to vrchat cus when i click on vrchat sdk it says utitles to clear cache and playerprefs. anyone know how i can fix it
check console for errors
ive fixed it, but now i have a another problem xD, so whenever i click on Build & test it brings me to vrchat and then when i click "ok" in the loading screen then it just brings me back to the vrchat home world
i would build and publish privately. build and test will randomly do that. i also suggest having https://github.com/oneVR/VRWorldToolkit/releases/latest to see if anything else weird is happening
oh okay
I cannot get a videoplayer component to play. I don't get any errors. It just doesn't play.
Yes, it is currently not active; it is disabled until the player starts it. It doesn't play when enabled.
https://docs.vrchat.com/docs/video-players
^Vimeo requires basic video urls so "https://vimeo.com/383935156"
Using the Prefabs The easiest way to put a Video Player in your Udon world is by using one of the Prefabs, which you can find in Assets/VRChat Examples/Prefabs/VideoPlayers. Both of these prefabs will play a video of your choosing, synchronized for everyone in your world. They won't loop - the graph...
No, I am using the direct links so the videos work on Quest.
So it doesnt work when you enable the player, how about if the player starts enabled?
is there a way to remove the highlight box that displays over objects when you want to interact with something?
is this sdk3? you cannot use video player components directly on sdk3, you have to use the vrchat provided video player components
Ah. I didn't know that...does it say that anywhere in docs?
should be there somewhere I think
you can use the vrchat provided components on sdk3 to play videos on quest
as long as its a direct link of course
the limitation for them not working on quest was only on sdk2
actually not sure if its properly documented, if it is i can't find it, but they were disabled a couple of patches before udon was updated with video player components https://docs.vrchat.com/docs/vrchat-202011p5
its not listed in https://docs.vrchat.com/docs/whitelisted-world-components
The following is the complete list of scripts usable within worlds. Components that are not in this list will not work. Unity Components WindZoneVideoPlayerTilemapTilemapRendererTerrainTreeSpriteMaskParticleEmitterEllipsoidParticleEmitterMeshParticleEmitterParticleAnimatorParticleRendererWorldPartic...
but neither is it listed as whitelisted for sdk2 and it still works there
iirc it works, but it needs to be a direct link and quest is a lot more picky with compatible streaming protocols
hey how do you enable jumping in a world for udon 3.0? i found a tutorial but it looks to be semi outdated? can anyone link a newer one or explain it in a way an idiot can understand lmao
There is a script you need to add to vrc world that allows you to control gravity jump speed etc... I can't remember off the top of my head what it's called but it's pretty easy to do...maybe someone else here who is in front of their computer can recall what it is?
iirc the vrcworld prefab should already have that added in it's udonbehavior?
it uhh kinda nuked itself so i dont really Have a world prefab anymore
Right-click the VRChat SDK in the asset browser and hit Reimport lol
Its part of the sdk
there used to be VRC_PlayerMods for SDK2
i reopened unity today and all of this was just gone
ah kk
Check your console for errors/warnings? otherwise click something in the asset browser and hit Reimport All, though note it might take a while depending on how big your world is
theres 0 errors in the console ill try reimporting now and get back to you
im furiously saving
kk, if that doesn't work, remove the old VRCworld from your scene and add a new one
also i assume for making a world quest compatible its just changing the shaders to quest compatible ones?
but does that include mirrors? like is there an extra step i need to do with mirrors
you should probably look into lowering the resolution of the mirrors imo, but no there isn't anything special afaik
obv make sure they're disabled by default o:
yesyes ofcofc thankyou
i reimported and its looks like ima just have to make it again
not too much hassle
I added the SimplePenSystem to my world and it makes lines just fine. How do I erase them? I don't see an option
Temporal, you are my hero today.
It works. Finally.
The lines show up as a rainbow mark, but I don't see how to get rid of them, is it a component I need to add?
those are more suited as an example to show you how pens are made afaik, would recommend looking into something like VertexColorPens or something from VRCPrefabs o: https://vrcprefabs.com/
do you know how to erase the prefab ones?
not sure, sorry o:
likely something you'd have to add to the udonbehavior, or make some other eraser object with it's own udonbehavior
the pens you suggested, those are erasable?
yup! has an eraser prefab
awesome, i'll look into them. thank you!
yw! c:
so i tried building some new scenes in the same solution as the world I have been having hell trying to upload as a test
two new worlds, no problems so far uploading or updating either
which leads me to wonder if there is some kind of meta data that could cause "file descriptor is null ('file') during package upload
I've been trying to get a video player in my world to work, but for some reason I'm unable to add a URL to the URL input field when in game. I Figured out that the problem was with a script called VRCUrlField. For some reason when I try to add that to the video player, it says there's something wrong with the script. How can I fix this? I've tried using different video players, but all of them have had the same problem (also tried them in other unity projects and they worked there, it's only this project they won't work in)
Hey, so I'm making a world and when I pull objects into being children for other objects its distorting the object.
Is there any way I prevent this without manually re-entering the values?
Do the parent objects have uniform scale? (ex. Scale x1 y28 z300) Try setting the parent object to 1,1,1.
ok
ty โค๏ธ
Do I want to import the world SDK to assets?
Because I've done that and I lack the VRC tab....
Unity is on 2019, latest world SDK imported, VRC tab missing. What step did I skip here? XP
Yes - check the console for errors/warnings? should be a button to open that at the top-left of the asset browser
Also, make sure you're using Unity 2019.4.29f1 and no other version o:
i.e 2019.4.30f1 or 2019.4.28f1 won't work
yes, 19.4.29f1
Lets see, I have this
Assets\Udon\Editor\ProgramSources\SerializedUdonProgramAssetEditor.cs(6,16): error CS0234: The type or namespace name 'ProgramSources' does not exist in the namespace 'VRC.Udon' (are you missing an assembly reference?)
Right-click the Udon folder in the asset browser and hit Reimport? could also try Reimport All, though that might take a while depending on how big your project is
No visible effect -.-
AHHHH I wish I knew what I was doing differant project to project that sometimes things work and sometimes they dont
Try Reimport All? otherwise sending an image of the console might help o:
Nevermind, I spoke too soon, I just needed to give it a second to sort itself
going to try creating a new scene, then copying over sections of my world in small portions, until i encounter what is causing the upload to fail
success so far
I'm making my first world, and I'm using a very complicated setup that I didn't make as my map. VRC wants me to "setup layers," but I don't know what that means or if there's a chance it will mess things up. Can someone tell me what it does, if it might break things, and if I need to make a backup?
What that does is it changes the first 22 layer names and their collision properties (physics) so that certain things cant interact with some things. For example something you can pickup will not collide with the player. For that to work on vrchat you need to set up the layers, which that buttons does it for you. If you didnt change any physics properties on the first 22 layers, you dont have to worry about anything breaking.
Okay, thank you. I had something break earlier today, and now I'm hesitant to do anything lol. This is reassuring.
This happens when I try to build and test. It won't open the game, and even if I have the game open, it just won't go. What do I do?
On the SDK settings tab, next to VRChat Client, do you see something like the image? (the location of the vrchat exe file)
It just says \VRChat.exe
Try clicking "revert to default" Are you using the Steam version of vrchat?
I think I set it up now. Yes, through steam.
ah ok, I hope that fixes it
how would i achieve this effect?
an animated UI on the screen, so i can make a black fade when teleporting someone?
Can I build and publish for android and windows at the same time instead of doing it separately?
negative. not that i know of. they have to be separate projects
nope
"cannot start an upload against anything but the latest version of this file" has been encountered again
now i wonder if its an asset bundle size related bug
they don't have to be separate projects, you can use unity cache server and https://github.com/JordoVR/EasyQuestSwitch to speed up your cross-platform work flows on a single project, and its much easier to avoid issues such as desyncing due to hierarchy differences.
uncheck future proofing
i havent had future proofing enabled since over a year ago
Thats interesting. Do you use the toolkit? If so it might have the same recommendation regardless because there is a known bug that makes unity think its enabled when it isnt.
hmm tooklit?
ah, negative
i'm currently trying to isolate the cause of this by incrementally copying small bits of the affected scene to a new scene, and uploading each time
yikes. Well, only with quest does the size matter, and even then it is a worldsize popup message you get. For pc your bundle can be as large as you want. If you dont have any luck you can try re importing the sdk fold by right clicking it and selecting re import. If that doesnt do it and you have no errors close unity, copy the folder to be safe, and delete the library. Then re launch. Never delete a library with unity open. And don't skip the copy backup.
i have tried different SDK versions, the older copy on a different unity version, and even wholly different computers
the error is always the same more or less
so far the only success I have had is uploading essentially just the starting area of the project in a new scene
which is only a tiny fraction of the whole map
this seems to have started around the time of the 2019 update
before that i had no issues updating this project
i may have isolated it to something within one section of the map
latest upload attempt went through again when i removed a certain stage from the world
added others to verify it wasnt a file size related event
does it work if you export a package from unity 2019 and import it into unity 2018? does it work both ways?
Unity is forward compatible not backwards compatible. You can get newer stuff into an older project but you do not use the import feature. You create the newer project and manually move the items to the older project at your own risk.
I made an animation that just moves a mesh back and forth. I attached it to the mesh with the unity animation component, and when I press the unity play button, the animation plays like it should. however, when I build & test, it doesn't move at all. can someone help me with this?
the legacy animation component? its only white listed for sdk2 worlds, you'll need to use an Animator instead if on sdk3
ah, that seems to be the problem. I'll look for a way to change it to the animator component.
do you maybe know where I can find an easy explanation of the animator component? everything I find is either out of date or very confusing.
if you just want a single animation to play its pretty straight forward, you just need to create a new animator controller and place your animation into the base layer. In fact, how did you make your animation in the first place? It should have done that automatically.
I just created an animation, then selected my mesh. then I pressed the record button, moved the white line, then the mesh, and finally pressed the record button again to stop recording.
can you check if its actually an Animation component and not Animator? because doing that should have made an Animator
do you mean the component you add on the mesh in the inspector, or the filetype of the animation?
the component on the mesh in the inspector
it didn't make anything automatically, I had to add the animation/animator myself
i got this error when I put the animation into the animator
huh, i'm not sure how you created a legacy animation in the first place
top right inspector, click the 3 dots and select Debug, and you should be able to see a legacy checkbox on your animation file, uncheck that and see if that solves it. don't forget to set inspector back to normal.
looks alright
in future, when you make an animation, just open up the animation window and click create here
https://nyanpa.su/i/gHj01xBw.jpg
it'll make the animator for you and what not
i'm guessing you created the animation component on the object first, in which case it just makes the legacy animation clip instead.
yeah that's what I did
that seems to have done the trick! thank you so much for helping me!
no worries.
so i need help not sure where to ask this so sorry if im in the wrong chat i made a world and when you go to load in it it sends you back to your home world how do i fix this
ok so i have confirmed that whatever is killing the upload is in a specific stage of my scene heirarchy
now its a needle in a hay stack to figure out which game object / component is responsible
Whenever that or other odd issues happen go check your unity error console
You can click that red erorr bar at them bottom to open up the console
last time that happened i had to remove the SDK and its meta data and re-import it.
hmm which makes me wonder if some meta data is the cause of my upload issue
given i see no actual assets that are corrupt or missing, maybe its some bad meta data from unity 2017...
Import https://github.com/oneVR/VRWorldToolkit/releases and see what it's world debugger says? o:
try what zuvali said and if it doesnt give any info on fixes or doesnt fix it then you should delete the VRCWorld prefab and just make your own spawn with an empty gameobject
I made a video on how to fix
The point of copying the udon behavior is so that you can preserve the jump, speed, walk, and run settings. Can't jump without it
Can still run and stuff tho
trying to hide that you're running on Unity 2019.4.499 :pepelaugh:
but actually that's vv helpful lol, cool o:
PFfft it was only a typo how could you accuse me of such a thing!
You know how illegal it is to run that version right
aye, that version's been banned since the incident
this didnt work
try the VRWorldToolkit's world debugger? o:
Try deleting the Behavior component and reupload
maybe thats whats causing it then
Also try waht zuvali said: https://github.com/oneVR/VRWorldToolkit/releases
Open the default scene, you might have been saving progress there
i just made a new world i fix the old one later but now im falling through the floor did i mess up the floor or spawn?
make sure the floor has a collider component?
how do i check that?
Click your floor mesh/gameobject, and look in the inspector for a collider component
likely either a box collider or a mesh collider
If it doesn't have one, add one and scale it to your floor if necessary - don't use mesh colliders on high poly count models though, things colliding with it would have to check against potentially every polygon on that model, which could get expensive
thanks fixed it
yw! c:
and of course here we go again, a whole new error to deal with
its an endless cycle
lol i could have probably had another major world update done by now, but now weeks have been spent dealing with this bs
contact VRChat support if you haven't already? could be a serverside issue with the world
http://help.vrchat.com/hc/en-us/requests/new
i have submitted reports on the last error, this specific error is actually also happening on another completely unrelated world that is in its own separate project, seems to happen even if i create a totally new world instance, which this is
now going to try pushing another upload with that specific part of the world removed
i would really like to know what these UUID files are, obviously its not any of my project contents, i'm guessing it's the bundled unity package files
hey does anyone know how to make a world pc and quest compatible
inb4 isnt there a readme on the site faq covering this
Yes
{this is the part where i start questioning if the datastore that houses the world file records has a failing drive in the RAID}
deletes world and tries to re-upload again
Does anyone know how to make objects respawn after you throw them out of the world? I'm not sure what settings to do
Is it possible to customize avatar pedestals to not be wavy or not cut off as much of the avatar image?
So im trying to make a avatar world and for some reason when i keep uploading it, This comes up can anyone help me with this??
that should be an option in the scene descriptor, at least it is in SDK2
respawn height
Trying to figure out how do I add music to my VR chat world with udon
should also affect objects iirc
just a song that plays on load should work as a game object with the sound clip attached
Iโm trying to add like six songs
ah so you'd want to have it as a disabled game object
Yes
the last time i worked with audio controls was SDK2
Ah ok you know what Iโm just gonna add One song how do you attach a song to a block
i personally prefer udonsharp so far for scripting, but i have only touched sdk3 lightly
Ahh ok
How do I do that
with that i'm betting you could reference many songs in the script, then pass a variable to it to select which is playing
Ya
How do you take this song in and attach it to a block for it to just play it whenever you load
hm either add a child game object that is the audio clip or define an audio source component in the block directly
Like this
the audio clip option will be your mp3/ogg/whatever