#world-development

39 messages · Page 98 of 1

bold ibex
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Ok

worthy horizon
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the output you dont really need to deal with

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it should default

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if you want it to repeat indefinitely check the loop box

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ffs.. even after deleting the map on the server and uploading fresh "corrupt file record" are you kidding me?

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this is cursed

worthy horizon
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suspect the last error is something to do with the multipart upload system

bold ibex
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I'm sure someone already told you this, but you should totally use 2019.4.29f1 instead of 2018.4.20f1 ;P

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Might be worth a try since other things aren't working out

flat fjord
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This might be a dumb question but would any unity assets from the store work in vrc?

green lagoon
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you cannot use any custom C# Scripts so you probably couldn't import interactive objects but like 3D models would be fine would be fine

flat fjord
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thanks

green lagoon
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and it also has helpful editor extensions

flat fjord
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This is helpful! Thanks

green lagoon
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hope your world stuff goes okay

flat fjord
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This is my first day attempting to learn unity and stuff lol

green lagoon
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nice

vestal oriole
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So I found a tutorial on how to create HQ and LQ mirror toggles, but I don't know how to make an off button or have the mirror be off by default. Can someone show me how to do that?

errant beacon
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Having the mirror be off by default can be done by just disabling the gameobject, at the top of the inspector

worthy horizon
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if your making an SDK 2 world I can help

bold ibex
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Um my part is gone

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What do I do

snow crater
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Been having this problem since i upgraded the project to 2019

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It's says corrupted file but i have no idea which one

errant beacon
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would help to tell me more specifically what is gone lol

bold ibex
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Ok I was trying to upload my world to PC and then my SDK part where you can like press the upload button it’s just gone I don’t know how to get it back back

errant beacon
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as in the build control panel button?
Check the console for errors/warnings? should be a button to open that at the top-left of the asset browser

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also you can press Printscreen (should be above the Backspace key somewhere) and paste that directly into Discord to get a clean screenshot

bold ibex
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Sorry I meant the sdk area to test your world and to upload it it’s just not there

errant beacon
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yes, that's the build control panel

bold ibex
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Oh

errant beacon
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It's also not in the screenshot area you're showing, it should be under the VRChat SDK dropdown at the top of Unity o:

bold ibex
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No my sdk part was with the inspector area

errant beacon
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just to verify, mouse over the VRChat SDK dropdown at the top of Unity, then click Show Control Panel?

errant beacon
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Check the console for errors/warnings? should be a button to open that at the top-left of the asset browser

errant beacon
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Scrolling down a bit might reveal more? o:
also in the asset browser, right-click something and click Reimport All? note that it might take a while depending on how big your project is

errant beacon
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In your asset browser, right click something and hit Reimport All in the menu that pops up

meager anchor
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Anyone know if it's possible to make an optimized mirror that'll show.. Let's say "LayerTest" as a layer.
But also have that object be invisible in the Main Camera (Referenced in VRCWorld). I've tried this and it doesn't seem to work.

dusk sapphire
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you can use MirrorReflection layer for this purpose

meager anchor
dusk sapphire
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objects on MirrorReflection will only show up in the mirror, and not in the players main perspective, isnt that what you wanted?
unfortunately you cant change the culling mask for the reference camera

meager anchor
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huh okay, I'll try that then!

shell trail
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Hey, does anyone know where I can find those pressable buttons for Udon?

shell trail
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the same ones as in JustBClub

shell trail
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okay, I found that

worthy horizon
# snow crater

Ok so it's not just me getting this, I have been getting it on multiple projects on different computers. I'm about 100% sure at this point that it's a server side bug

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potentially also something in the multipart upload class

dusty frigate
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How can I turn this into a physical object so I don't just fall through it? When I tested it, I go through the floor

desert python
dusty frigate
sacred pelican
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Hello. I would to add a user counter to my world, but I do not know if there an existing prefab or if I need to create it from scratch.

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By user counter, I mean an object that shows the number of users currently in a world. I’ve seen it in a few worlds, like MEROOM.

dusty frigate
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How can I allow jumping in my world?

sacred pelican
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The prefab should have a behavior that shows walk speed, jump height, etc.

dusty frigate
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My map has the scene descriptor. Can I use that, or do I need the prefab?

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Nvm, found everything

sacred pelican
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Gotcha

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Hope everything works out!

bold ibex
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does anyone know a video or something to show me how to add music to a world buttons with music so you can turn it off and pick different ones

errant beacon
bold ibex
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thanks

worthy horizon
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i performed the experiment to try and determine the cause of the infernal errors

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it seems i was able to reliably publish and update the test world until the file size exceeded ~200mb

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then the upload class starts throwing the errors about "corrupt file record" and "cannot start an upload against anything but the latest version of this file"

graceful meteor
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Where can I find tutorials that aren't super beginner but also not super advanced?

errant beacon
# graceful meteor Where can I find tutorials that aren't super beginner but also not super advance...

for Udon, VowganVR has some pretty good tutorials! c: https://www.youtube.com/watch?v=O3VeBzV9HgI
Xiexe's lighting tutorial is also petty great, though you should use Progressive instead of Enlighten, and you should also generate lightmap UVs for your meshes: https://vrcat.club/threads/xiexes-lighting-tutorial-how-to-get-good-at-baked-lighting-101.2081/
also Silent's wiki on postprocessing is vv helpful too: https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Post-Processing note you shouldn't have to downgrade postprocessing versions anymore, though

shut brook
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Um question why cant i join the world i made

unkempt turtle
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depends on what happens

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you cannot see it -> wrong build or wrong unity version
you get booted back in your home world -> probably a corrupt vrcworld prefab or errors in your console
you crash -> you probably managed to build a crasher in a world form

errant beacon
snow crater
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Right at the end when the upload is finished is when it'll say it failed. So it sucks that I have to wait until the end for it to see if it worked or not

worthy horizon
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welcome to my hell

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a world with over a year invested into its construction and now I cant even push an update to it

nocturne crown
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It’s looking good :)))

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Added the petals falling and need to work on shaders and stuff

bold ibex
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How do you save your world and be able to transfer it to another project like you know those demo world where they would give you like these little unity projects and you click on it and it put you into the world how do I do that

graceful meteor
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What the heck Bakery settings do I use when baking ambient occlusion? What intensity do I choose? does it use the same scale as post processing?

fast python
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So I know of the noriben water shader that's quest compatible, but it begins stuttering and lagging after a while. However, the water shader in the quest version of oceans away has no stutter. Does anyone know what water shaders exist for Quest worlds without stuttering?

abstract plover
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Does anyone know what's up with the Ui and UiMenu layers? I made a layer that should collide with these layers. In the editor, this works fine. In VRChat, this layer falls right through.

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I hope this can work because I would like to make a glass table that players can interact through (UiMenu and UI don't block picking up objects) and walk through, but my snack pickups can still rest on

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MirrorReflection is almost what I need except it collides with players

bold ibex
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jar I swear you have the most games popular

rain shadow
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Doing some testing just now though if you have a layer that collides with your snack pickups but not players that does block raycasts you can add a second collider that is set as trigger that has inverted scale and that will cause the raycast to pass through the object allowing you to pickup the object

abstract plover
rain shadow
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Ah it somewhat works but having negative scale has nothing to do with it so possibly ignore that.

abstract plover
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hmm inverted scale or not I can't seem to get the pickup raycast to bypass like you say. That would be interesting though. Tried it with the walkthrough layer

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Should be something like this @rain shadow ?

rain shadow
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Yeah though it may not work as well with smaller objects. I was testing with default cubes.

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Yeah doesn't work as well with smaller objects

abstract plover
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I'm having trouble getting it to work with even normal 1m cubes

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Do you think that's too small

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Either way yeah my table is not that thick

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and the snacks are pretty smol

rain shadow
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Oh if you had the tables on the Walkthrough layer that would prevent the weird raycast behavior with the trigger colliders

abstract plover
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yea I was thinking the walkthrough layer collides with my pickups but not the player. If only it didn't block raycasts

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What layer would you recommend then to do the weird raycast-pass-through trick

rain shadow
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So my idea was that using the trigger collider to cause the raycast passthrough bug would possibly work

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But the length of the raycast once it has passed through the trigger collider is based on how far the raycast is from your player to that trigger collider

abstract plover
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oh interesting. ok

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Well thanks for the idea. Looks like it wont work for me or at least what I need it for but that's ok

rain shadow
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Rushed testing because I don't have much time right now

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Will continue messing around with some other stuff in an hour or so and get back to you if I find anything

rain shadow
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@abstract plover So it is possible but I can't find any non-jank methods

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The most reliable way is to disable the collider on Update and Re-Enable it on PostLateUpdate so Physics collisions are still calculated but the collider is disabled when the Raycast happens

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So it's an unfortunate way of doing it but if you really needed that behavior it is possible

nocturne crown
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added the texture maps and turned on shadows

torpid stratus
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No more heroes

marsh sigil
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can vrchat use HDRP or URP? see a lot of it with 2019

errant beacon
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No, VRChat uses the built-in Unity pipeline only afaik

green lagoon
errant beacon
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^

marsh sigil
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gotcha

river musk
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How Do I do the lazer point toggles instead of using cubes

errant beacon
graceful meteor
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@near escarp I need help figuring out how to make my Ambient Occlusion heavier in substance painter

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the scene is supposed to have dramatic contrast and it looks good it just needs to be increased

near escarp
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You can use the generated AO as a texture mask and increase it's strength

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I did that for my model

keen wave
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ok so my map has fog is there a way to add more than 1 fog map in unity becuse fog is great at some parts and others have no fog

near escarp
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it's camera based, where do you not have fog ?

keen wave
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@near escarp i want to add fod to change higher in certian zones sorry didnt know how to discribe t lamo

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theres fog but in tiny corrdiors its so small that i hate it

near escarp
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You'd have to use Udon to control the fog parameters

keen wave
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thank you

vapid badge
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would anyone have advice on using hinge joints to make a door that I can pull open? I'm using a unity store asset fridge and I want to be able to open the door. I've tried messing with hinge joints but it never quite works right

graceful meteor
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Why does unity randomly invert like one normal in the entire god damn mesh after importing? Looks fine in blender, everything is facing the correct direction, and then Unity has to go and be a prick

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its not even normals unity is literally deleting faces from my mesh

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WHY

kind leaf
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what format are you importing?

graceful meteor
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fbx

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proof the normals are alright in blender

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unity deleting faces

kind leaf
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and if you spin the camera behind those faces they are still gone?

graceful meteor
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yes

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its not the normals

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its unity being a horrible, buggy mess of a program

kind leaf
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doubtful. Unity cannot edit the faces of the fbx directly. It can only interpret what the file is telling it to render and Blender is very flexible with mistakes, Unity is not. Ied encourage you to Google your issue while you wait for a solution, even try a blender or Unity discord.

graceful meteor
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ill prove it

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here

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windows 3D viewer, the mesh looks fine

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thus, unity must be fucking something up

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because its a joke of a program

errant beacon
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Try exporting as a Collada .dae instead of FBX? Blender's FBX exporter can be weird sometimes

graceful meteor
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ok

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@errant beacon how did you know that would fix it?

errant beacon
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By having issues with Blender FBX files lmao

graceful meteor
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200 IQ

errant beacon
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don't even remember what the specific issue was but using .dae fixed it o:

graceful meteor
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I'll carve your name into where the face was missing

errant beacon
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lmao

graceful meteor
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I noticed the DAE file size was bigger. What's the actual difference between dae and fbx?

errant beacon
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.FBX is~~/was originally an~~ Autodesk file format, and .dae is a more general use 3D model file format afaik? not sure about the specific differences

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Both support shapekeys, armatures, vertex colors and etc afaik

bold ibex
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im curious if you try to export it as fbx again if it magically works or if its always broken

errant beacon
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afaik Blender's implementation of it's FBX exporter is kinda janky for some reason
edit on .FBX: actually apparently no, .FBX is closed-source and is owned by Autodesk currently, but it was initially developed by Kaydara for their motion-capture software
Collada (.dae) is open-source fwiw, is owned by the Khronos Group and was made by Sony initially, and describes assets as XML files

graceful meteor
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so this other problem im having... All of my normal maps look good except for the normal map for this pillar

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when I export it it looks like this:

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dafuq

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from substance painter

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just a little confusing

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why the exported map looks different than the one in substancepainter

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but my other maps look better

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is it just because the pillar doesn't use a smart material?

bold ibex
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those are from within unity right?

graceful meteor
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yeah those are the exported normal maps

near escarp
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Are you using openGL for your substance project ?

bold ibex
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idk if it would make a difference but make sure that normal map is actually marked as a normal map and not just anything in unity

graceful meteor
near escarp
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Project Configuration

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openGL is what unity uses

graceful meteor
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no it looks like i've been using directX

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should I only use openGL?

green lagoon
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yes as blender also uses opengl format

graceful meteor
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so would the textures and maps I already exported that look fine change if I were to go back and switch to OpenGL?

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I feel like not having an actual normal map is going to remove some of the detail from this pillar but most of my other normal maps look well.. normal

green lagoon
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yes it would probably behave better as OpenGL normal Maps

graceful meteor
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ok ill try

green lagoon
graceful meteor
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yeah there's not

green lagoon
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so it's literally not doing anything at the moment except take up video memory

graceful meteor
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well even switching to openGL it still exports like this

green lagoon
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then your problem is you didn't bake any normal detail for it to work with

bold ibex
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i am lowkey confused

graceful meteor
green lagoon
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hope that goes okay

errant beacon
# bold ibex

Add an empty gameobject to be your spawn location, then add that gameobject as a spawn in your scene descriptor. Alternatively, use the VRCWorld prefab as your spawn and delete your old scene descriptor object

graceful meteor
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@green lagoon Every time I bake it I just end up with this monochrome normal map

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even using low poly mesh as high poly

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how is substance painter even going to know what normal map parameters to use

green lagoon
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that's your problem you haven't told it anything to put on the normal map as you're using your base mesh for your normal map

graceful meteor
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but I baked all of these other meshes for other assets in the scene and the maps look complex

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so what's different about this pillar?

green lagoon
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your substance painter materials probably provided normal map detail to those

graceful meteor
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that's what I figured

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but..

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do you re-bake after applying a material?

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say I applied a material with normal data, do I then have to rebake?

green lagoon
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no you only bake at the beginning of the substance painter project

graceful meteor
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but every time I bake it gives me the monochrome normal map

green lagoon
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yes because you're using the low poly mesh as your base to bake and question what are you painting in substance painter

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that is resulting in no normal information when you export

graceful meteor
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just the pillar

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im just adding some materials and painting over it. fill + brush layers

green lagoon
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I mean like are you painting just solid colors and not substance materials

graceful meteor
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no I'm painting materials onto it

green lagoon
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can I see a screenshot of your substance painter project with the pillar

graceful meteor
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see DMs

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I forgot to check any of the height/metallic/rough settings in any of my materials.. I feel dumb >.>

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its solved though

errant beacon
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making programs work together can be fun sometimes lol

graceful meteor
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I spend 90% of my time trying to solve really simple things and 10% of my time creating

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any idea why shading smooth makes it look odd?

green lagoon
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would you mind showing a edit mode screenshot

graceful meteor
vapid badge
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So i have a door on a hinge joint right, and I have the handle object there, that sphere. I have it position constrained to the door it's directly a child of. when i test it in cyanemu, it works fine. when i publish and try ingame, the sphere flies off as if the constraint wasn't there. why?

green lagoon
graceful meteor
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not that I know of nope

bold ibex
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Mooncrest just curses all the 3d models they have

green lagoon
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maybe try this setting

graceful meteor
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it was this box

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yeah

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Someone told me unity's terrain tool trees can't have baked shadows, is that true?

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either cast or receive

odd wharf
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Currently the world I've put the most work into, this is just a sneak peak of next update.

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I try to keep it running well on Quest but this next update will be the one where I add low quality mirror toggle as this one worries me a bit.

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I extended the water alot and I want to make sure Quest doesn't go below the good FPS it got with the 3D mirror

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Next big update, I plan to replace the plane model as it's very basic.

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It's from Cities Skylines, where you aren't even really supposed to see the planes upclose.

green lagoon
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yeah but you wouldn't want something with a big polygon count on the quest

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or having the airplane eat most of your texture budget

odd wharf
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True

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I use models from games that are usually Xbox 360 era.

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One cause I like the style, and two they were very good at optimization

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If it does lag on Quest I'll probably add some culling since there is fog to cover it up

green lagoon
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you would have to be careful on downloading airplane models because anything intended for like proper flight Sims is going to be too heavy for the quest

odd wharf
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Yeah

green lagoon
odd wharf
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I have my eyes on an airplane model from Fallout New Vegas which is actually where the 2 platforms come from.

green lagoon
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and question do you have a quest yourself for testing

odd wharf
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Yes. I mainly play on Quest. I just can't test currently cause my parents took it.

green lagoon
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oh dear that sucks

odd wharf
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But I can kinda guess Quest fps by looking at what half my FPS would be

green lagoon
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then you might want to get a friend with a quest to test to make sure the Mirror Works in the quest as the page didn't have any notes on how well it worked on the quest

odd wharf
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Alrighty

green lagoon
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slicing your framerate in half is not going to quite be an accurate measurement as your PC and Android Quest is going to render some stuff quite differently as far as how expensive it is for each platform

odd wharf
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Yeah

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It's a good guess from my testing as my GTX 660 runs the game around 120-130 fps while Quest gets 50-70 fps (depending if you look at the mirror)

green lagoon
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also I would suggest making it to where your mirror is turned off and you have to push a button to turn it on

odd wharf
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The mirror placement isn't really final and I don't really want to set everything up when I'll probably mess with it alot.

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I would do the mirror off by default but for now the map surprisingly doesn't lag much with it on Quest

green lagoon
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if you put all of your mirrors stuff in a empty object you can move that empty object around instead of having to having to modify each object individual

green lagoon
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and have you looked into baking your lighting

odd wharf
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I click the generate lighting button

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I think it's baked

green lagoon
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but do you have your object set to static so they can get their lighting baked

odd wharf
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I'll have to look, I'm currently making sure my little sisters don't break anything.

odd wharf
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i think im baking now

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taking awhile

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lol the ETA goes up

green lagoon
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you might want to make it where the water isn't included in your baking

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as that's going to bloat up the size quite a bit

odd wharf
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The water shouldn't be included

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It's not set as static

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Unless I need to do a different setting

green lagoon
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okie dokie then it wouldn't be included in the baked are you doing CPU or GPU baking

odd wharf
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idk but uhh it messed up things

green lagoon
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you probably need to generate light map uvs for your platforms

odd wharf
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How do I do that?

green lagoon
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it's at the bottom of the model import settings and you might want to watch that YouTube video I linked

odd wharf
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I'll look into it later. The lighting seems to be fine for now.

green lagoon
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cool

kind leaf
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ha! where did you get the sleep bag? Thats the exact same fallout 4 model. neat

worthy horizon
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taking bets on the odds that if i press "build and publish" it will actually work today

worn elk
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Can anyone tell me what the heck this means?

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It wont let me build and test

worthy horizon
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well system.io.filenotfoundexception means the file does not exist

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i'm guessing the build process bombed because of bloom.cs

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because the file not found is the temporary asset bundle

worn elk
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Right

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How do I fix that?

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I dont know where this bloom thing came from

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probably was part of an asset pack I downloaded

worthy horizon
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its a part of standard assets package according to the log

worn elk
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yep I just found it

worthy horizon
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the swift and easy way to d the script, if you arent using it

worn elk
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I do use post processing effects and bloom in my world

outer terrace
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Today I discovered that a world I created for a user on VRChat, which I spent months on and was paid a contract rate for, just had a credit card reversal done on it now that the world was delivered.

kind leaf
worn elk
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Ah, alrighty. As long as its safe to delete

worthy horizon
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somehow i dont think that bloom.cs is tied to post processing v2

worn elk
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This is all new to me, so I'm not sure what files are dependent on what

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and buhleeted

kind leaf
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post processing will be hidden in Packages, no worries with that

worthy horizon
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safest solution is copy it outside the project

worn elk
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Its in my recycling bin if I need it

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I once accidentally'd the entire section of my map

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luckily it was in a folder

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so I just restored the folder

worthy horizon
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bruh.gif

worn elk
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It wont let me build and test or play for Cyan Emu until all compiler errors are resolved, but I cant SEE the errors anymore

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they are flagged but I cant get them to show

kind leaf
worn elk
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I'm clicking everything but it wont show them anymore

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oh

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I'm stupid

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it had my search term saved

grave ginkgo
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Hi

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does anyone know which trust level I need to upload a world?

worn elk
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Same error

worn elk
worthy horizon
worn elk
grave ginkgo
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New User right?

worn elk
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Yes

outer terrace
worthy horizon
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maybe an antivirus preventing unity from generating the asset bundle?

worn elk
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Shouldn't be....Its never stopped me before

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I did a build a few days ago

worthy horizon
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it still says scripts have compile errors, so i'm betting there is more .cs scripts with fault

worn elk
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This is everything

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I see one for sunshafts

kind leaf
worthy horizon
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nix sunshafts.cs

worn elk
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tis nixed

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looks like its letting me play at least

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Waiting to see if I can build properly

worthy horizon
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the other two shouldnt stop the build

outer terrace
worn elk
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Noice. CyanEmu is working. Lets see if I can build

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Looks like its working

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Will report back with results

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Thanks for the help!

worthy horizon
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wish my difficulties were so easily remedied 3_3

worn elk
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If only...

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It works!

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But I'm hitting my head on a small portion of the floor above me when I go up the stairs. I just BARELY dont fit

worthy horizon
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probably would be if i had source access, i already have a really good idea where the problem is

worn elk
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I can squeeze through if I wiggle a little

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gonna have to fix that

worthy horizon
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the trick is regardless of your player scale, the hitbox is always the same size

worn elk
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Right. I scaled the house to the rest of my world, and everything else is fine

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That

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Now its like this

worthy horizon
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yay asset bundle upload failed

golden spoke
hearty abyss
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Build & Test

sour scaffold
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anyone here have experience with CyanTriggers?

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I want to make a mirror toggle
but make it so if someone turns the HD Mirror on
it will disable the Optimized mirror if its already on

and vice versa

kind leaf
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Cyan does have a discord and the link should be posted where you got CyanTriggers.

vast nacelle
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I can't upload my world anymore and it gives me this and essentially gets stuck at the version record part. Any ideas?

worthy horizon
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welcome to my world

odd wharf
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Maybe try saving and relaunching Unity

odd wharf
sour scaffold
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can anyone recommend a good text mesh for Unity?

odd wharf
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I just got on the bus to school tho

sour scaffold
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or does the default one work fine

odd wharf
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I've used the default one but if I remember right, it always renders on top

sour scaffold
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yeah not too fond of that

odd wharf
#

I don't know one tbh cause I've only used that one for a certain room and then had the text back face cull so you couldn't see it in the main room

worthy horizon
#

there is no z-order buffering in the default text renderer

odd wharf
#

I mean, the only other time I've used a text thing I just made a texture

odd wharf
worthy horizon
#

i remember using a shader that does it at one point

odd wharf
sour scaffold
#

thats what I'm doing in photoshop

odd wharf
#

Yeah that should work too

worthy horizon
#

blender and text to mesh

odd wharf
kind leaf
#

lol keep that font simple. Text to mesh is an easy way to nuke performance. Been there lol

worthy horizon
#

clean mesh > limited dissolve

kind leaf
#

good to know, never touched it again after the huge poly results.

river musk
#

I'm looking for a dark carpet material is it best to look on unity asset store or google

odd wharf
#

Both. I usually use Google

#

My worlds I like using assets of games I like so usually if I want a texture I either Google it or look through models and stuff I have currently

#

There are websites with textures. Polyhaven is one I've used

#

But idk if it has carpet as it's textures are kinda limited

river musk
#

well carpet is like fabric right so fabric textures might do

odd wharf
#

Yeah

#

They have fabric

#

They come with normal maps and such on Polyhaven

#

You may want to do some quick photo editing to change the color but they should have some basic ones

river musk
#

thanks

odd wharf
#

Also, I don't recommend putting the included height map on the object tbh, I've had issues when trying to do that

river musk
#

thanks for the recommendation

odd wharf
#

And the specular I put on metallic and that seems to work

#

But I usually use that and crank up smoothness to make things look wet cause my world is in the middle of the ocean

river musk
odd wharf
#

I use standard

river musk
#

where do I add it

#

I'm being dumb

odd wharf
#

Are you in Unity?

river musk
#

yea

odd wharf
#

Click on the object and it should show the material in the inspector

river musk
#

yup

odd wharf
#

If the material is grayed out in inspector then you'll need to add your own material.

river musk
#

here right?

#

nvm I need to change the Albedo

#

to see the texture properly

odd wharf
#

Yes

river musk
#

I'm brain dead as u see

odd wharf
#

Normal map should be the weird blue texture

river musk
#

aight done thank you

odd wharf
#

Normal maps help make things look way better, but I recommend messing with the value of it

#

Valve loved them and I can see why

#

Honestly might see if I can extract some textures cause alot of them still look great 17 or so years later

sullen notch
#

Question. I'm making a bed and using the VRC Station to have a lay-down interaction, but the player becomes unable to move after getting out of the bed. Am I implementing this wrong, or is there some sort of workaround for this i don't know about?

stone marsh
mellow sleet
#

guys i need some help im trying to upload a world and its from a unity package and it says the (filename).vrcw doesn't exist how do i fix this issue?

worn elk
#

In Unity, my materials show up fine. When I build and test, they show up like this. Any ideas?

odd wharf
#

Maybe try different shaders?

#

Never had this happen before tbh

worn elk
#

Ah yeah. Thats a good idea

#

Ohhh you know what

#

Its on a Legacy Shader or something

#

I bet VR Chat doesnt use these anymore

#

Thanks for the help! Just needed a point in the right direction I guess. Will report back if its fixed

odd wharf
#

Yeah. Probably don't use those

#

I use standard for pretty much everything lol

worn elk
#

They came with an asset package, so I didn't have a hand in them. Everything else uses Standard so I guess I thought these would too

odd wharf
#

Yeah

mellow sleet
#

guessing no one can help?

odd wharf
#

I personally have never seen that filetype

#

I would help but I've never had that issue.

mellow sleet
#

yeah i just went filed a ticked

odd wharf
#

Have you tried restarting Unity?

mellow sleet
#

3 seperate times

odd wharf
#

I've had issues uploading before and doing that fixes it for me

#

Ah ok

mellow sleet
#

im about to restart my laptop too

odd wharf
#

I would help you but I'm very much not an expert

mellow sleet
#

thats ok i still apperciate the effort

worn elk
#

Do you see any critical errors (stop sign icon) near your console?

#

For me, it couldnt generate the .vrcw file because it was running into compiler errors with some scripts I had

#

I deleted them and the next time I tried to build and test, it compiled without issue and the issue was resolved

#

Before you delete anything though, you should make sure you arent using it

#

@odd wharfThe shaders were indeed the issue. Thanks!

odd wharf
#

Plus it makes the organizing part of my brain happy

mellow sleet
worn elk
#

You can post it here so more people can see it. I truthfully didnt know what to do

mellow sleet
#

this is the Full log
Export Exception - System.IO.FileNotFoundException: C:/Users/zanek/AppData/Local/Temp/DefaultCompany/New Unity Project (3)/scene-StandaloneWindows64-QUEST HOTEL.vrcw does not exist
File name: 'C:/Users/zanek/AppData/Local/Temp/DefaultCompany/New Unity Project (3)/scene-StandaloneWindows64-QUEST HOTEL.vrcw'
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName, System.Boolean overwrite) [0x000b6] in <eae584ce26bc40229c1b1aa476bfa589>:0
at VRC.SDK3.Editor.Builder.VRCWorldAssetExporter.ExportCurrentSceneResource () [0x00229] in <d66fa9d22d9945a2b8aa2d0e0c87378f>:0
UnityEngine.Debug:LogError (object)
VRC.SDK3.Editor.Builder.VRCWorldAssetExporter:ExportCurrentSceneResource ()
VRC.SDK3.Editor.Builder.VRCWorldBuilder:ExportSceneResource ()
VRC.SDK3.Editor.Builder.VRCWorldBuilder:ExportSceneAndPrepareForUpload ()
VRC.SDK3.Editor.Builder.VRCWorldBuilder:ExportAndUploadSceneBlueprint ()
VRC.SDKBase.Editor.VRC_SdkBuilder:ExportAndUploadSceneBlueprint ()
VRC.SDK3.Editor.VRCSdkControlPanelWorldBuilder3:OnGUIScene () (at Assets/VRCSDK/SDK3/Editor/VRCSdkControlPanelWorldBuilder3.cs:253)
VRC.SDKBase.Editor.VRCSdkControlPanelWorldBuilder:ShowBuilder () (at Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanelWorldBuilder.cs:127)
VRC.SDK3.Editor.VRCSdkControlPanelWorldBuilder3:ShowBuilder () (at Assets/VRCSDK/SDK3/Editor/VRCSdkControlPanelWorldBuilder3.cs:42)
VRCSdkControlPanel:ShowBuilders () (at Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanelBuilder.cs:325)
VRCSdkControlPanel:OnGUI () (at Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanel.cs:200)
UnityEngine.GUIUtility:ProcessEvent (int,intptr)

errant beacon
#

That's just the log for the one error, posting a screenshot of the full console would be helpful o:

#

that error's caused by other errors

worthy horizon
#

+1

mellow sleet
#

Thats the full thing though

errant beacon
#

It's just the full log for that one error, not the contents of your entire console

worthy horizon
#

err generally that fileNotFoundException is because the build script didnt execute or bombed

errant beacon
#

note you can press Printscreen (should be above the Backspace key somewhere) or use the built-in Snipping Tool to take a screenshot, and you can paste it directly into Discord

sullen notch
#

Question, how do i sync two UI's? I made a UI system and copied it to another place in my world, but if i change something on one in game, it isnt apply to the other.

kind leaf
#

Using arrays

sullen notch
#

I dont know what arrays are

kind leaf
bold ibex
#

How do I import a material

#

You cant

#

you can import the textures for the material

#

but there is not really a way to import the material from blender to unity

#

Sorry what I meant is I have a folder of textures for one material how do I combine them

worthy horizon
#

atlas

bold ibex
#

^ you are gonna have to atlas them prior to your model

#

if you plan on having it all fit in one material slot

kind leaf
#

^there are assets that will atlas for you but they are horrible at matching the uv maps. So yeah, you atlas first and then apply it to your models when making the UV map

bold ibex
#

KevBal make a atlasing tutorial for non avatar stuf!!

#

ill like it vrcLike

desert python
#

has anyone used a videoplayer to display a worlds texture as an atlas?

desert python
#

mainly asking since im going to attempt to do that later

bold ibex
#

i have a question im having issus with unity not wanting to work with Vrchats SDk2 and SDK 3 im trying to make another world and this has happen multipul times

kind leaf
bold ibex
#

got a question, I wanted to start mapping some VRChat stuff, and have been working on a map for a few hours. I dislike the way unity does things, and I personally like Blender better. Is there a way I can make my map in Blender and then export to Unity?

green lagoon
#

yes just build your map in blender and Export a fbx

nimble hull
#

that being said that sounds like a pretty difficult pipeline and although i wont push to know more about what creation process works comfortable for you, please make sure you know what you are doing

bold ibex
#

okay, last time i tried to do something like that (i was using the steam version) it didnt export my textures and i wasted 20 hours of time (it was an attempt to export to blender)

nimble hull
#

like for worlds as an example do not ever combine every single thing into a single mesh especially if its a complex world with multiple rooms

bold ibex
#

okay, thanks for the advice

nimble hull
bold ibex
#

no vice versa

#

i was using steam versions of blender, went to export to unity, and it screwed the textures

#

i think i meshed it all together

nimble hull
#

yeah depending on what you do blender wont automatically setup textures for you in unity because were talking about completely different paths to where you store your image files and what not

bold ibex
#

ah, gotcha

#

but it 100% is doable right

#

like

#

i wont waste 30 hours

nimble hull
#

its tedious but ultimately trivial to just set up the materials yourself in unity

#

y e s.

#

of course its doable

bold ibex
#

well like i said its easier to do some things in blender over unity

#

there are cut tools and stuff like that

nimble hull
#

well if were talking about modeling, thats the idea. after all, unity isnt an asset creation tool, its a game engine

bold ibex
#

yeah thats what im talking about

#

pretty much going to be modeling a whole shlew of stuff

nimble hull
#

youre not really supposed to make entire worlds in unity with primitives unless you are insane (or making a roblox obby)

bold ibex
#

ohhh

#

that can explain

#

why

nimble hull
#

yeah

bold ibex
#

t h a n k s

nimble hull
#

0u0

#

yeah youll be fine

#

just replair your materials in unity, use standard shader, and remember to properly set the resolution of your materials and apply crunch compression where necessary

bold ibex
#

oh yeah i guess i need to ask this, is it easy to upscale or downscale things if they are too large?

bold ibex
nimble hull
#

of course

green lagoon
#

like if folks make maps in unity it's more like they've cobbled-together modular map assets they made in blender

nimble hull
bold ibex
#

so like if i wanted a couch, i make it in blender, export to unity and then put it in the map? not make the whole map in unity?

nimble hull
bold ibex
#

PC

worthy horizon
#

probuilder to the rescue

patent arch
#

quick question, if there's documentation could y'all point me towards it for this? just starting on SDK 3.0 for worlds so im learning it now qwp''

if i wanted to have a particle system bind to every player when they spawn and emit when they move, how would i go about that? or is that less of a do-the-thing and more of an udon rabbithole? :o

mystic tulip
#

i need help. all videos show really low quality.

#

i'm trying to recreate porter robinson's nurture stage

#

i'm gona make it bigger but it's super crunchy

hollow fjord
#

probably the best place to ask

#

Anyone have a clue what's causing this to happen?

#

The white glow part that is

#

It only happens when baking with GPU, while when I'm baking with my CPU it's fine

#

I used to bake with GPU and didn't have this issue before until I reset the lighting settings and now it happens regardless of what I do

gilded void
languid salmon
#

whats the best way to reduce the file size of bakery lightmaps while still keeping them look nice?

#

should i enable crunch compression on them?

kind leaf
#

no, no crunch compression on lightmaps because it has weird side effects like blurring. If you want to reduce the size than the only option is giving away some quality. Its all in the resolution; a detailed lightmap is going to have a large file size. You cannot have 8k resolution in a 1k file size because it just doesnt work that way.

desert python
languid salmon
#

i just did a bake with bakery, everything turned out really nice, but i got these weird shadows on some of these walls

#

its not happening on all of the walls, only on some

hoary juniper
#

hi the latest sdk3 is broken?

#

when i get to builder window will be empy

#

the project is a fresh one from unity, i just dropped the sdk3 world

desert python
#

have you closed and reopened unity yet?

hoary juniper
#

yes

#

there are these errors on console

#

i tried to load udon example too, same result

desert python
#

try copy and paste that into google. ive never seen that

hoary juniper
#

i retryng with a new project

odd wharf
#

Check and see if you got the newest version

hoary juniper
#

how?

odd wharf
#

Look at the filename of the one you got and the one on the website

#

The version numbers are just dates

hoary juniper
odd wharf
#

Oh ok

#

Try redownloading

hoary juniper
#

yeah i am importing right now again

odd wharf
#

May have just been a bad import or bad download

hoary juniper
#

can you test it too?

odd wharf
#

I'm at school

hoary juniper
#

okie dokie

odd wharf
#

Programs just like to break sometimes

hoary juniper
#

ok import doe

odd wharf
#

It's fine now?

hoary juniper
#

i have to use release or dev one?

odd wharf
#

Wdym?

#

Release

#

I've never used dev

hoary juniper
odd wharf
#

I assume if it's for the games developers or something

hoary juniper
#

now i open example world

#

oh work

odd wharf
#

I've never used that tbh

hoary juniper
odd wharf
#

Click those

#

It does it for you

hoary juniper
#

i think i broken it because i imported the post-thing addon before

#

and messed the project

odd wharf
#

Those always show up

odd wharf
# hoary juniper

Just click the buttons and it'll fix it for you. It always does this

hoary juniper
#

yeah

#

i am building and test

odd wharf
#

Ok

#

Is this your first time?

hoary juniper
#

seem fine now

#

on the world, no i created a sdk2 world but one year ago

#

and use sdk3 avatars

odd wharf
#

Add me and once I'm done with school I'll help

hoary juniper
#

sure 🙂 you are so kindy

odd wharf
#

I like helping

#

That's how I learned. It's easier to learn from people helping then a tutorial

#

Especially for me cause I have some disabilities

hoary juniper
odd wharf
#

Nice

#

I've personally never use the example world

#

But that probably will teach you some things

hoary juniper
#

yeah is usefull

odd wharf
#

I also use some plugins to help with making things

hoary juniper
#

you use sdk3 too?

odd wharf
#

Yes

#

I learned sdk2 but sdk3 is similar

#

So I use it cause it's better

#

But I use a plugin to do triggers easier

hoary juniper
#

you mean like events?

odd wharf
#

I'm gonna go. Gotta get back to doing school things

hoary juniper
#

push a button for light the room ecc

odd wharf
#

Yes

hoary juniper
#

okie ty for the help

#

❤️

desert python
odd wharf
#

I've thought of just making stupid stuff but you are brave lol

#

Sounds cool tho if you get a colorful video

desert python
#

lol. well now that i did it. it kind of allows me to control world music and have animated walls and such

desert python
#

so my plan is to have all of the pick up items in the world be textured by 1 videoplayer. then the world itself, and a skybox videoplayer so the world size should really only be the mesh and lightmap data

#

so far, i only have the main world mesh as atlasing textures for one mesh is easier than atlasing 17 different meshes

#

however. with that being said : what are good programs/plugins that are good at atlasing stuff?

steel sundial
#

How to enable jumping on your own worlds? on some peoples worlds you can jump and others you cannot. Why is that and how do i change it.

odd wharf
#

The creator has to add a playermod thing

desert python
#

in the scene descriptor. theres a set of settings that determine them

odd wharf
#

By default there is no jumping

toxic fulcrum
#

Am I being dumb, or has the "VRC Url Input Field" script disappeared from the latest SDK? O.o

#

Can't find it for the life of me.

desert python
#

dont put a space

toxic fulcrum
desert python
#

which sdk and version?

toxic fulcrum
#

VRCSDK3-WORLD-2021.08.11.15.16_Public
Unity 2019.4.29f1

#

Top screenshot is from a previous SDK.
This SDK doesn't seem to have that script anymore... which is kinda important for video players.

#

Old SDK has it right there.

#

New SDK, nowhere to be found. 🤔

toxic fulcrum
#

Sorted. In case anyone else runs into this issue... reimport did the trick, as per this:

#

The script is back again. ¦3

jade dune
bold ibex
# jade dune

check your unity error console at the bottom, check for a long red bar with a red error, and click on it to open the unity console and see ALL the errors

jade dune
#

thx

bold ibex
#

we need to see ALL of these red errors in order to begin troubleshooting

jade dune
bold ibex
jade dune
#

2019.4.29f

#

sdk3 2021.08.11.15.16

bold ibex
#

I am not sure, you could manually make sure every gameobject in your scene has only one later ig

#

Too bad it didnt tell WHAT gameobject

jade dune
#

thx

wheat abyss
#

hey guys, im new to making worlds and using the world sdk3. i have a world i uploaded yesterday with a mirror toggle-- but apparentally it doesnt work for desktop users for some reason? only vr users can click the button

#

how do i fix this

kind leaf
south kite
#

I cant search this channel to see if it's already been answered but I'm wondering if dynamic bone scripts work on objects uploaded to worlds

#

works in unity, not ingame so I figure it only works on avatars?

woeful junco
#

Hi. Newbie here. Very new. Could someone please tell me what scripts are allowed? Or is it just Udon and the built in scripts?

green lagoon
#

you can only use udon as far as what will upload

woeful junco
near escarp
green lagoon
woeful junco
#

Thanks to both of you

green lagoon
#

and if you're wondering why the upload caveat you're more than welcome to use custom script to make editor extensions to help out your map building just you can't use it for handling stuff that goes in vrchat

green lagoon
woeful junco
#

Thanks again

green lagoon
#

and if you have any other questions feel free to ask

pale marlin
#

Was the unity version for sdk3 just updated to 2019.4.30f1 right now? And how do I update my world?

green lagoon
#

yes & basically just open the project in the new Unity version

pale marlin
pale marlin
#

Okay so I updated to the newer unity version, and now my video player, which I programmed myself, won’t play any videos. It always returns the error “PlayerError”. It was working with the same programming before I updated to the newer unity version. Is there anything I can do to fix it on my end, or do I literally just have to wait for the vr chat development team to make the unity video player compatible with the newer unity version again?

green lagoon
#

I think that's something on your end as they would have checked to make sure the vrchat video player Works Works before putting out the update

pale marlin
green lagoon
#

well I suppose I could just hop in vrchat and see if all the other video players are okay

pale marlin
#

They might not have updated to the newer unity version yet though

#

They might still be using the older one

kind leaf
#

All the video players not updated would work 🙂 because those are 2018 or 2019.4.29 if that was the case. Make sure you dont have any missing udon behaviors.

green lagoon
#

the video player in my world is working fine and it's a 2018 World

kind leaf
#

^ I like that, needs a TiVo or something for housing the tv controls tho

pale marlin
#

only worlds using the unity 2019.4.30f1 version would have the problem

green lagoon
#

give me a sec to go to one of those

pale marlin
kind leaf
#

Just a thought, update was changed, check to make sure its not set to none

pale marlin
kind leaf
#

The udon Behaviors have an update state, used to be manual or continuous, now they added none as well

pale marlin
#

ahh okay let me see

pale marlin
#

the video player itself is working. it's the video player graph assembly that allows the error text to be displayed on the screen

#

it's just that when playURL is used, it always generates PlayerError

#

even though the urls are all valid

#

wait a moment

#

one of my friends just told me the video player is working for him. I think it must have been my client at the moment or something

#

I'm so sorry for causing all this stress!

green lagoon
#

it's not a biggie glad to know it not something vrchat broke as that's one less thing for the developers to worry about

rough abyss
#

Is there a way to show the same image at all angles so when i put it over someones head no matter how they turn they will see the same image? Maybe I can use particle system or custom shader to achieve that?

kind leaf
#

That would be billboarding

bold ibex
#

This real or glitch?

bold ibex
#

someone might of went a bit funny with inspect element and copypasting :vrcflame: kek unless all those 103 visitors went there in the last few minutes and the game is freaking out calculating heat

sullen notch
#

Question, is there a way to have a UI for a video player that has selectable playlists to choose from? That way I can choose from a list of my common stuff i watch/listen to without having to copy/paste the URL every time?

bold ibex
nocturne crown
#

im going to ask this in two channels because it falls under two categories but, what is a good shader to use for a vrchat world? My world is a lab so its mainly metal material

green lagoon
#

the standard Shader would be fine

#

as you don't have any need for toon shading

nocturne crown
green lagoon
#

that would be determined by like your material parameters

bold ibex
#

if so ur world just to gud

kind leaf
# bold ibex This real or glitch?

Glitch, A private world isnt going to gather heat because it cant be found. Unless you managed to give the link to your private world out to 43m people and they all visited it in 10 seconds.

raw vessel
#

any way to add or change hotkeys for blender's 2.79 gizmo 3D manipulator for TRS so it will act like unity

here is what i want to have when i press some buttons on my keyboard:
E = T-translate
R = R-rotation
T = S-scale

rough abyss
#

How to make the Kill icon(particle system) not get blocked by the avatar?

swift trench
#

There allready is an among us map

#

And it's Bella popular

rough abyss
#

I know, I'm making one with other roles like sheriff/Jackal/Jester and increase maximum player to 20, since there will be no more update to the old among us map

kind leaf
# swift trench There allready is an among us map

That is the wrong attitude for game development. If we all thought that way we would have maybe a handful of games available to us. Imagine a world with one game from each genre only. ugh I couldnt live like that.

swift trench
#

Yeh but 2 of the same game on the same map

#

Imagine TF2 reposted somewhere connected to alt survers

swift trench
#

Implement the improvements to the original games in a port

sturdy lynx
rough abyss
sturdy lynx
#

Does that solve the issue?

rough abyss
#

let me try

#

i set it to 5000 but it still get blocked by the avatar

bold ibex
#

I think you would want the priority to be a low value, but high priority

#

thats typically how priority works in other stuff so i assume its the same here

#

so it being at 5000 is like the lowest priority and the highest value

rough abyss
bold ibex
#

set the value to anything lower than 200

#

I see that render que value alot for materials on avatars so knowing that setting it below that would make it higher priority

rough abyss
#

set it to 100 and it's completely gone

bold ibex
#

really? hmm

rough abyss
sturdy lynx
#

Higher queue = render on top

#

Screenshaders use Queue 9999

rough abyss
#

I think render queue should be the solution but seems that 5000 didn't work out

sturdy lynx
#

Bump up those numbers

#

See if that helps

rough abyss
#

5000 is the max I can get

#

unity auto set to 5000 if I put anything larger than that

median briar
#

@rough abyss Not sure if you've solved this, but I think you might want to use a shader that lets you disable ZWrite.

#

--
Does anyone know if it's possible to get the player/server time in the context of an udon graph to compare against 24hrs to determine a toggle? (day/night, for example)

errant beacon
#

might be something for #udon-general? should def be able to get the OSTime though afaik

median briar
#

ah, that is more of an udon question isn't it... I'll take it over there (and will investigate OSTime) -- thanks

hasty heron
#

I know people have used mixcloud as a streaming service into VRC, as it is used by many DJs, but I can't seem to find a video player for VRC that doesn't think mixcloud is an invalid URL. I do have "untrusted urls" checked, so it is not stopping me at that point. most of the players I have tried will play twitch just fine, but I'm trying to switch over to mixcloud because of licensing stuff, and having no luck. Anyone able to suggest a video player that is known to work with mixcloud?

desert python
hasty heron
#

they cover your licensing, so you can legally stream music.

#

unlike twitch who seems to refuse to adopt such

desert python
#

and people have used this in game?

hasty heron
#

I seem to think they have.

#

else I was given incorrect info.

desert python
#

well in theory. any vrc videoplayer with avpro and untrusted urls should play the link

hasty heron
#

or maybe there is a backdoor url they are having to use

desert python
#

if not. you may need to get a direct link or legal link

desert python
#

so what you can do is open this in a browser. open the inspector by right clicking and clicking inspect. then go to the network tab. and refresh the page and see if the raw direct link shows up and try that

hasty heron
#

I've tried that, but I'm not really seing anything useable exposed

kind leaf
#

can the video play mp3? reading over mixcloud, sounds like its nothing more than a broadcasting middle man for obscure/unknown artists. You make your own playlist and stream that which tells me there is nothing really direct to link. If there is a way to stream your spotify to a vrc world then it would be that method.

errant beacon
#

As long as it's a CDN/file hosting website where you can get the video file directly, you could play it in a VRChat video player with untrusted URLs enabled afaik

hasty heron
#

yeah I guess my issue is not being able to expose the direct link to the video. Unlike twitch/youtube that will automatically feed that out

kind leaf
#

unity doesnt support m4a though

fallow mountain
#

has anyone done a pizza tower world

kind leaf
#

like the game?

#

Or the Tower of Pisa made of Pizza 😛

wary birch
#

One message removed from a suspended account.

past monolith
#

I'm working on a world for star gazing and I want a way to switch between the Northern and Southern hemisphere night sky, a sky box of the milky way and maybe a sky box labelling constellations but I don't have a clue how to do that I have tried using an inverted sphere but the textures look distorted when resizing the sphere

odd wharf
cosmic juniper
#

So i'm trying to create a world for the first time and i'm having trouble figuring out how to get to "Show Control Panel"

bold ibex
#

sounds like u got the wrong one in the first place tbh

cosmic juniper
#

Someone just dmed me about it but thanks:)

knotty basalt
#

As a noob at world creation, what format should Blender export to for Unity?

green lagoon
#

fbx

knotty basalt
#

Ok. Thanks.

wary birch
#

One message removed from a suspended account.

final flame
#

Hello, I wanted to ask something and it is that I am creating a world for vrchat but I get this error

bold ibex
#

just worry about the red errors

final flame
#

It is not letting me upload or test my map

#

or something, I don't know, I don't see any red errors

final flame
#

help please

past monolith
#

Are you in play mode?

final flame
#

No

hidden wave
#

After Unity finishes importing the SDK, check the Console window in unity to ensure there are no errors (click clear first). Most errors on initial import are related to running the wrong version of Unity, or other scripts conflicting with the SDK.
Won't this just get rid of the 6 errors in the console that I should be reporting?

kind leaf
# final flame or something, I don't know, I don't see any red errors

install this and see what its debugger gives you. https://github.com/oneVR/VRWorldToolkit
A) There is an issue it will point out.
B) Just installing it will force a re serialization and script refresh which might auto solve your issue.
I am assuming you have the correct Unity version and SDK to match.

GitHub

Unity Editor extension for making VRChat worlds. Contribute to oneVR/VRWorldToolkit development by creating an account on GitHub.

kind leaf
hidden wave
#

ah ok
either way, it apparently turns out that my version of unity was somehow off by one day

terse turtle
#

Hey, super basic question but, how do I fix an infinite falling spawn point?

errant beacon
#

Add a collider component to your floor object o:

terse turtle
#

Thank you!

cunning tide
#

@last condor the player booths are way too spread out and far apart from each other in Better Uno, can't hear anyone on the other side of the room. My feedback is to bring everyone in closer so we can all hear each other very clearly and everyone interacts together more as a result.

last condor
low quest
#

Almost done with my RV world

cunning tide
low quest
#

Now if only I had a map to put it in

#

lol

wispy stream
# wary birch One message removed from a suspended account.

I have the same problem. From VRChat SDK option, i can only see "Utilities" -> "Re-compile all program sources", "Clear Cache and PlayerPrefs" and "Udon Graph", but not the control panel.
I tried deleting all VRC-things from Registry Editor, as some website suggested, but it didn't fix it either.
Any ideas for this?

kind leaf
#

Unity 2019.4.30f1/latest sdk, no CP? Right click VRCSDK folder in the programs asset folder and select re-import. Still No CP? Restart Unity.

wispy stream
#

Still no control panel :/

kind leaf
#

No errors in your console?

wispy stream
#

Only from videoplayer, and one "Error: Could not load signature of VRC.SDK3.Components.MultipleDisplayUtilities:GetRelativeMousePositionForDrag due to: Could not load file or assembly 'UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. assembly:UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null type:<unknown type> member:(null) signature:<none>"

I'm new with unity so I don't understand this.

silent adder
#

Does anyone know if SDK3 videoplayers are still able to make render textures that aren't Clamp?

#

even tho I change it, it'll be kinda forced into Clamp

#

It appears as Mirror in there, the shader works, but the texture as soon as it's a rendered texture from the videoplayer, becomes Clamp

#

It can be noticed to be actual Clamp, not Repeat, here. The shader works with any other texture, but the video output becomes Clamp for whatever reason

#

(Yes, the video in that case is being projected into the screenspace)

#

(additionally, am I posting this on the correct channel for something like this?)

neon schooner
#

I’ve asked this over in udon channel but does anyone know how to make volumetric clouds work in game?

lone frost
#

is there a decent Way to link to your world?

kind leaf
kind leaf
rain reef
#

hi im new to create worlds i wanted to put udon and try to place mirror but when i import UdonSharp_v0.20.3 i got a lot 🛑 red ! on my console ... anyone can help ? :3

odd wharf
#

It's just a prefab with the VRChat SDK

rain reef
#

i know but i try to import Lura'sSwitch_ver2.01(SDK3)_2019 ( button and mirror ) for better look

#

and nothing work ^^'

odd wharf
#

Did you import the VRChat SDK first?

rain reef
#

yea

odd wharf
#

And then UdonSharp?

rain reef
#

when i import udon sharp error everywhere

odd wharf
#

Did import anything else other than the SDK?

rain reef
#

i think u need to see the project 👉 👈 and i import sk3 first and anything else

#

i already post the project on public labs and all work but when i put the package for udon red error

odd wharf
#

Yes but after SDK3 you then imported UdonSharp?

rain reef
#

not directly

odd wharf
#

If something requires UdonSharp, you need to import UdonSharp before it

rain reef
#

i try to import first before the lura button and same problem

odd wharf
#

I've personally never used Lura Button so I don't know if that could maybe be the issue

rain reef
#

i got some issues with light and i understand nothing i change the skybox and i just don't get shadow like the first skybox

odd wharf
#

Did you make sure to click the generate lighting button?

rain reef
#

in unity there is multiple button and i never see this one ... in my memory ...

#

this ?

odd wharf
#

Yes

#

Don't do auto generate tho

#

Just click Generate Lighting

rain reef
#

the light is too powerfull xD

odd wharf
#

Turn down the settings

#

I gotta go

rain reef
#

thanks i try to fix this :3

wary birch
#

One message removed from a suspended account.

wary birch
#

One message removed from a suspended account.

errant beacon
#

yw! c:

sullen notch
#

Question, if i publish a world to Quest, does that publish both for quest and PC? Or do i have to have to then switch back to publish for PC?

desert python
#

you have to switch back and update the pc version

sullen notch
#

I see. Just wanted to make sure vrcTupCheers Thanks!

steel sundial
#

Does Vrchat Support depth of field?

#

When i try to use it i get two Blurry Vertical lines on my hmd on my world, they go away when i disable it

#

This is all post processing btw

errant beacon
#

Depth of field in VR is a vv bad idea for stuff like that specifically lol

#

it can also get pretty sickening - you should also avoid postprocessing Ambient Occlusion

steel sundial
#

Any idea on the vertical lines tho?

#

like maybe if its affecting the ui Layer?

errant beacon
#

Issues with rendering that effect in VR

#

the solution is to just not use that unfortunately lol, DoF doesn't work well in VR

steel sundial
#

Ok, i've used it in the past and didn't have this issue before but oh well

kind leaf
#

delete SimpleActivatorMenu.cs

kind leaf
#

well one problem solved anyway. try restarting Unity

#

So what version of Unity and what version of the SDK3 are you using.

#

30f1 is for the latest

#

unity 2019.4.30f1 is the only one that will work with the latest sdk

vernal marten
#

I have decided to finally make a world!
I am baffled nobody has made the entire world from Okami in VrChat yet, so that's what I'm doing

kind leaf
#

gl 🙂

vernal marten
#

Yee

kind leaf
#

yes

#

yeah we switched to 30 on the 15th.

dim veldt
#

Looking for a spin the bottle table, and beer pong table tbat can be set up for udon

kind leaf
#

damn that is odd, seemed to solve it above. Ied try re-importing the sdk now that the unity version is correct by right clicking the vrcsdk folder and selecting re-import. If that doesnt work i dunno, maybe install the toolkit and see if it sees anything in the debugger https://github.com/oneVR/VRWorldToolkit

#

re-importing the sdk as I described should actually ensure all those are actually there. Whats the top of the error list look like?

#

lol sweet, was just about to tell you to send it to me 😛

neon schooner
errant beacon
#

Either add polygons to the underside of the stall facing in that has the same texture as the top, or use a double-sided shader

#

That model only has faces facing outwards on the roof, so you're looking at the backfaces of the roof, which aren't rendered

#

at least afaik, that model looks like it has no faces facing inwards on the roof

#

Either add faces facing inwards in Blender, or use a shader that supports double-sided textures

#

double-sided shaders can def be unoptimized though
not sure of any specific ones unfortunately, sorry o:

#

I know the Unity particle shader supports double-sided rendering, but that probably shouldn't be used on that stall lol

surreal nebula
#

Are cubemaps seamless?

kind leaf
errant beacon
surreal nebula
#

Going to export one from space engine so I hope its seamless

merry imp
#

can i get some help with teleportation?
it wont allow me to wire the game object to get position and get rotation.

mild spade
#

GetPosition needs a transform instance. You can get the transform from the game object

hoary juniper
#

Question: how I make a avatar piedistal usable by only certain people?

bold ibex
#

I dont believe thats really possible but I might be wrong

hoary juniper
#

I see some avatar that are "reserved"

#

And you are unable to interact with these

kind leaf
#

you check for local player's display name and if it equals what you have setup as authorized then allow interaction

hoary juniper
#

I think players have uuud too

errant beacon
#

on interact > is name (string)? if yes > change avatar

bold ibex
#

udon peoples would know

hoary juniper
#

Example this

#

As you can see it have Id

#

Usr_blabla

#

Checking name is useless

kind leaf
#

the fuck it is, i check names for access

hoary juniper
#

Kevbal like Minecraft uuid

#

So if he change name he will still have access

kind leaf
#

well ask in #udon-general maybe someone has something overly complicated to use instead 🙂

hoary juniper
#

That script is a start :)

barren ice
#

Does anyone know what this issue means or know how to fix it? This is the first time I have ever seen this before.

bold ibex
#

I am not sure how to make those scripts have permission to write though

barren ice
#

The top two I know what they are, the bottom two are the ones I'm confused on

bold ibex
#

Oh then fix the top 2 and the other 2 will go away

#

they are caused by OTHER errors

barren ice
#

Gotcha

wary birch
#

One message removed from a suspended account.

sturdy lynx
stone marsh
#

Leviant has a GPU particle rain prefab on his Patreon for the $25 tier.

kind leaf
#

Or follow a youtube tutorial since they all use the same standard assets.

stone marsh
#

Not GPU particles lol xP

kind leaf
#

You are aware that to get from cpu to gpu is a toggle and a shader right? 😉

stone marsh
#

You're misunderstanding what GPU particles are

#

Also misunderstanding GPU instancing >.>

#

Then your statement doesn't make any sense....

kind leaf
#

The premises of the GPU Particle system has always been rooted in GPU instancing, you can download a git for free.

dusk sapphire
#

when people refer to gpu particles they usually mean a shader that handles rendering all the particles itself, and doesn't use unity's particle system at all

stone marsh
#

indeed. GPU particles typically rely on a CRT/Camera or less commonly, a GrabPass.

#

GPU instancing is done on meshes, and can only be used on particle systems that use a mesh

#

One uses Camera/CRT with a custom shader, the other uses the unity particle system

#

GPU Particles are typically much more performant, especially for something like rain, where you want to generate a large amount of particles, and also frees up CPU resources which tend to be more valuable for other logic. Thus why I made the suggestion. It's an asset that's not going to be setup by a normal user following a tutorial as that requires learning how to write shaders, and it results in higher quality rain with less overhead typically. No fanboy sale persuasions, just sharing knowledge of a well made asset that anyone is free to decide if they want or not. cheers

royal onyx
#

im trying to make a trigger for my mirror off a tutorial but game activate isn't popping up in udon

kind leaf
#

just a basic local toggle. nothing special. Can be used with any gameobject.

dusk sapphire
#

delete that script in the error

#

unity never updated standard assets for unity 2019 so theres 1 or 2 scripts in there thats not compatible with unity 2019

#

but its safe to delete the script in question as its not used by any prefab to my knowledge

#

author mentions this in the booth page

SDK 2 version
* If an error occurs in the Standard Assets script in Unity 2019, please refer to the following and delete the corresponding script.
https://twitter.com/394VR/status/1423483850454298625
https://www.sbcr.jp/support/48965/
Specifically, delete ForcedReset.cs and SimpleActivatorMenu.cs in Assets / Standard Assets / Utility. 

(translated)

graceful quiver
#

im using the sdk3 but i JUST found a youtube tutorial .. thank ya

dusk sapphire
#

if you're on sdk3 then you don't need standard assets, its for sdk2 only

royal onyx
#

where is logs/packages-upgrade.log?

kind leaf
royal onyx
#

cause whenever i launch it i just fall through the world

kind leaf
#

The scene descriptor contains your spawn definition, usually set as the object the scene descriptor is attached to. But if you followed a tutorial some of them are weird with their setup.

#

Find the scene descriptor in your hierarchy (it is a component) and if the spawn says its itself then just verify that it is above the ground level and your ground has a collider

royal onyx
kind leaf
#

I dont work with graphs only in U#/C# the few graphs I have written for tutorial purposes wont help. you can try this video its only 10 months old so it should be accurate. https://www.youtube.com/watch?v=GNzx5-OZo3c

pastel beacon
#

Guys, while creating a world, what affects the shaders on avatars? My avatars seem to look horrible only in my world

kind leaf
#

Light probes 🙂

pastel beacon
#

Hmmm that changed nothing other than made the shadows that were already there disappear

#

Static objects now don't even cast shadows

#

And it still doesn't change how bad the avatars look

kind leaf
# pastel beacon And it still doesn't change how bad the avatars look

sounds like you have compound issues. Light probes are how you make dynamic objects receive an appropriate amount of light from a baked scene so if probes are not fixing your issue its not that you dont need probes, its something else. If you try lighting players with realtime light you are going to see polarizing effects depending on the players angle.

#

so unity has a neat function that matches the suns position on a procedural skybox with the light source provided in the light settings. So if you create a sphere large enough to surround your build and place a light source top center facing down, disable the mesh renderer for the sphere and rotate it, the sun moves. If the sun rotated under the build it becomes night time. This can be automated with a simple rotation script/graph.

#

^ you end up with perfect smooth transitioning day/night cycles fully automated.

#

Using an animation? I know mine only worked when scripted. This wont work if you have baked lighting btw.

#

Baked lighting requires some UdonSharp as I don't think Udon can handle Lightmap switches. The baked method means you need to create a lightmap for each time of the day and setup a loop to rotate through them.

#

So you have a single directional light and it is also setup as the sun source in the light settings correct? If you script the light to move it gets finicky, I scripted the sphere to move and the light was a child of the sphere.

#

Also need to make sure the sphere is rotating in a manor that would simulate a sun set sun rise and not moving about. Should beable to test that in unity. After that I am all out of suggestions 🙂

dusk sapphire
kind leaf
#

kinda curious what the original tags were 😛

sturdy lynx
desert python
#

what is this?

sturdy lynx
#

Only people that had the world in FAV can go in it.

#

Nobody else can

desert python
#

what world is it?