#world-development
39 messages · Page 98 of 1
the output you dont really need to deal with
it should default
if you want it to repeat indefinitely check the loop box
ffs.. even after deleting the map on the server and uploading fresh "corrupt file record" are you kidding me?
this is cursed
suspect the last error is something to do with the multipart upload system
I'm sure someone already told you this, but you should totally use 2019.4.29f1 instead of 2018.4.20f1 ;P
Might be worth a try since other things aren't working out
This might be a dumb question but would any unity assets from the store work in vrc?
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
thanks
https://docs.google.com/spreadsheets/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml but here is a database of interactive prefabs for vrchat
and it also has helpful editor extensions
This is helpful! Thanks
hope your world stuff goes okay
This is my first day attempting to learn unity and stuff lol
nice
https://steamcommunity.com/sharedfiles/filedetails/?id=2507157026 found this to be a decent little guide on building worlds for the first time
Video version: https://youtube.com/playlist?list=PLPdWkxUSZ65Fp6ICrU7mIq1znAfPwMhNZ
This is the script of a work in progress video tutorial series about how to create your first VRChat World using
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?
VowganVR has a tutorial on mirror quality loops/for loops o: https://www.youtube.com/watch?v=E0D9Z8-HVBI
Having the mirror be off by default can be done by just disabling the gameobject, at the top of the inspector
if your making an SDK 2 world I can help
Been having this problem since i upgraded the project to 2019
It's says corrupted file but i have no idea which one
might want to contact support? o: http://help.vrchat.com/hc/en-us/requests/new
My thing is gone what do I do
would help to tell me more specifically what is gone lol
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
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
also you can press Printscreen (should be above the Backspace key somewhere) and paste that directly into Discord to get a clean screenshot
Sorry I meant the sdk area to test your world and to upload it it’s just not there
yes, that's the build control panel
Oh
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:
No my sdk part was with the inspector area
just to verify, mouse over the VRChat SDK dropdown at the top of Unity, then click Show Control Panel?
It’s not there
Check the console for errors/warnings? should be a button to open that at the top-left of the asset browser
Where
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
And where is reimport
In your asset browser, right click something and hit Reimport All in the menu that pops up
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.
you can use MirrorReflection layer for this purpose
I know but then how would I make that object unseen for all players except the mirror itself?
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
huh okay, I'll try that then!
Hey, does anyone know where I can find those pressable buttons for Udon?
the same ones as in JustBClub
okay, I found that
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
potentially also something in the multipart upload class
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
add component -> mesh collider
thanks
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.
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.
How can I allow jumping in my world?
You will need to add a prefab object called VRCWorld—which can be found in the VRChat examples, if you have added it.
The prefab should have a behavior that shows walk speed, jump height, etc.
My map has the scene descriptor. Can I use that, or do I need the prefab?
Nvm, found everything
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
If you're using SDK3, you might want to look into for loops: https://www.youtube.com/watch?v=E0D9Z8-HVBI
thanks
i performed the experiment to try and determine the cause of the infernal errors
it seems i was able to reliably publish and update the test world until the file size exceeded ~200mb
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"
Where can I find tutorials that aren't super beginner but also not super advanced?
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
Um question why cant i join the world i made
depends on what happens
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
Import https://github.com/oneVR/VRWorldToolkit/releases and see what it's wold debugger says? o:
It might be, I trying for 3rd time and left my PC, only to come back it worked somehow. Tho after that it never worked, just keep failing to upload
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
welcome to my hell
a world with over a year invested into its construction and now I cant even push an update to it
It’s looking good :)))
Added the petals falling and need to work on shaders and stuff
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
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?
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?
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.
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
MirrorReflection is almost what I need except it collides with players
jar I swear you have the most games popular
Not really sure if it's directly possible due to how UI layers work and the limited options with layers that don't block raycasts
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
Wow if that works that is a neat trick. Let me give that a try
Ah it somewhat works but having negative scale has nothing to do with it so possibly ignore that.
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
Should be something like this @rain shadow ?
Yeah though it may not work as well with smaller objects. I was testing with default cubes.
Yeah doesn't work as well with smaller objects
I'm having trouble getting it to work with even normal 1m cubes
Do you think that's too small
Either way yeah my table is not that thick
and the snacks are pretty smol
Oh if you had the tables on the Walkthrough layer that would prevent the weird raycast behavior with the trigger colliders
yea I was thinking the walkthrough layer collides with my pickups but not the player. If only it didn't block raycasts
What layer would you recommend then to do the weird raycast-pass-through trick
So my idea was that using the trigger collider to cause the raycast passthrough bug would possibly work
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
oh interesting. ok
Well thanks for the idea. Looks like it wont work for me or at least what I need it for but that's ok
Rushed testing because I don't have much time right now
Will continue messing around with some other stuff in an hour or so and get back to you if I find anything
@abstract plover So it is possible but I can't find any non-jank methods
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
So it's an unfortunate way of doing it but if you really needed that behavior it is possible
added the texture maps and turned on shadows
No more heroes
can vrchat use HDRP or URP? see a lot of it with 2019
No, VRChat uses the built-in Unity pipeline only afaik
it cannot as doing that would break all of the previous content
^
gotcha
How Do I do the lazer point toggles instead of using cubes
You'd need to make UI buttons: https://www.youtube.com/watch?v=FWU7ckfkUrw (assuming you're using SDK3)
@near escarp I need help figuring out how to make my Ambient Occlusion heavier in substance painter
the scene is supposed to have dramatic contrast and it looks good it just needs to be increased
You can use the generated AO as a texture mask and increase it's strength
I did that for my model
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
it's camera based, where do you not have fog ?
@near escarp i want to add fod to change higher in certian zones sorry didnt know how to discribe t lamo
theres fog but in tiny corrdiors its so small that i hate it
You'd have to use Udon to control the fog parameters
thank you
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
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
its not even normals unity is literally deleting faces from my mesh
WHY
what format are you importing?
and if you spin the camera behind those faces they are still gone?
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.
ill prove it
here
windows 3D viewer, the mesh looks fine
thus, unity must be fucking something up
because its a joke of a program
Try exporting as a Collada .dae instead of FBX? Blender's FBX exporter can be weird sometimes
By having issues with Blender FBX files lmao
200 IQ
don't even remember what the specific issue was but using .dae fixed it o:
I'll carve your name into where the face was missing
lmao
I noticed the DAE file size was bigger. What's the actual difference between dae and fbx?
.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
Both support shapekeys, armatures, vertex colors and etc afaik
im curious if you try to export it as fbx again if it magically works or if its always broken
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
so this other problem im having... All of my normal maps look good except for the normal map for this pillar
when I export it it looks like this:
dafuq
from substance painter
just a little confusing
why the exported map looks different than the one in substancepainter
but my other maps look better
is it just because the pillar doesn't use a smart material?
those are from within unity right?
yeah those are the exported normal maps
Are you using openGL for your substance project ?
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
where do I check
yes as blender also uses opengl format
so would the textures and maps I already exported that look fine change if I were to go back and switch to OpenGL?
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
yes it would probably behave better as OpenGL normal Maps
ok ill try
but looking at your screenshots it looks like there is no normal information on your normal maps from the pillar
yeah there's not
so it's literally not doing anything at the moment except take up video memory
well even switching to openGL it still exports like this
then your problem is you didn't bake any normal detail for it to work with
alright im going to re-bake and retexture it now and see if it persists
hope that goes okay
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
@green lagoon Every time I bake it I just end up with this monochrome normal map
even using low poly mesh as high poly
how is substance painter even going to know what normal map parameters to use
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
but I baked all of these other meshes for other assets in the scene and the maps look complex
so what's different about this pillar?
your substance painter materials probably provided normal map detail to those
that's what I figured
but..
do you re-bake after applying a material?
say I applied a material with normal data, do I then have to rebake?
no you only bake at the beginning of the substance painter project
but every time I bake it gives me the monochrome normal map
yes because you're using the low poly mesh as your base to bake and question what are you painting in substance painter
that is resulting in no normal information when you export
just the pillar
im just adding some materials and painting over it. fill + brush layers
I mean like are you painting just solid colors and not substance materials
no I'm painting materials onto it
can I see a screenshot of your substance painter project with the pillar
see DMs
I forgot to check any of the height/metallic/rough settings in any of my materials.. I feel dumb >.>
its solved though
making programs work together can be fun sometimes lol
I spend 90% of my time trying to solve really simple things and 10% of my time creating
any idea why shading smooth makes it look odd?
would you mind showing a edit mode screenshot
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?
okay weird so you don't have any sharp edges like marked on the model
not that I know of nope
Mooncrest just curses all the 3d models they have
it was this box
yeah
Someone told me unity's terrain tool trees can't have baked shadows, is that true?
either cast or receive
Currently the world I've put the most work into, this is just a sneak peak of next update.
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.
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
Next big update, I plan to replace the plane model as it's very basic.
It's from Cities Skylines, where you aren't even really supposed to see the planes upclose.
yeah but you wouldn't want something with a big polygon count on the quest
or having the airplane eat most of your texture budget
True
I use models from games that are usually Xbox 360 era.
One cause I like the style, and two they were very good at optimization
If it does lag on Quest I'll probably add some culling since there is fog to cover it up
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
Yeah
https://gitlab.com/s-ilent/vrc-mirror-proxy-area and you could try this on the quest instead of a 3D mirror
I have my eyes on an airplane model from Fallout New Vegas which is actually where the 2 platforms come from.
I'll look into it, thank you.
and question do you have a quest yourself for testing
Yes. I mainly play on Quest. I just can't test currently cause my parents took it.
oh dear that sucks
But I can kinda guess Quest fps by looking at what half my FPS would be
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
Alrighty
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
Yeah
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)
also I would suggest making it to where your mirror is turned off and you have to push a button to turn it on
I plan to. For now I just plan to have a high or low toggle but later I'll have it off by default
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.
I would do the mirror off by default but for now the map surprisingly doesn't lag much with it on Quest
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
I already do that alot
and have you looked into baking your lighting
but do you have your object set to static so they can get their lighting baked
I'll have to look, I'm currently making sure my little sisters don't break anything.
Support me on Patreon: https://www.patreon.com/spookyghostboo
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you might want to make it where the water isn't included in your baking
as that's going to bloat up the size quite a bit
The water shouldn't be included
It's not set as static
Unless I need to do a different setting
okie dokie then it wouldn't be included in the baked are you doing CPU or GPU baking
idk but uhh it messed up things
you probably need to generate light map uvs for your platforms
How do I do that?
it's at the bottom of the model import settings and you might want to watch that YouTube video I linked
I'll look into it later. The lighting seems to be fine for now.
cool
ha! where did you get the sleep bag? Thats the exact same fallout 4 model. neat
taking bets on the odds that if i press "build and publish" it will actually work today
well system.io.filenotfoundexception means the file does not exist
i'm guessing the build process bombed because of bloom.cs
because the file not found is the temporary asset bundle
Right
How do I fix that?
I dont know where this bloom thing came from
probably was part of an asset pack I downloaded
its a part of standard assets package according to the log
yep I just found it
the swift and easy way to d the script, if you arent using it
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.
not the same thing, you arnt using anything from standard assets
Ah, alrighty. As long as its safe to delete
somehow i dont think that bloom.cs is tied to post processing v2
post processing will be hidden in Packages, no worries with that
safest solution is copy it outside the project
Its in my recycling bin if I need it
I once accidentally'd the entire section of my map
luckily it was in a folder
so I just restored the folder
bruh.gif
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
they are flagged but I cant get them to show
Yep thats a thing. If you go through a middleman they will only ever protect the buyer. Creators always get the short straw.
I'm clicking everything but it wont show them anymore
oh
I'm stupid
it had my search term saved
Same error
The VRChat Trust and Safety system is a new extension of the currently-implemented VRChat Trust system. It is designed to keep users safe from nuisance users using things like screen-space shaders, loud sounds or microphones, visually noisy or malicious particle effects, and other methods that someo...
New User right?
Yes
Today is my RL souse and I's two year anniversary. And this person, a VRChat user, just emptied my bank account.
Any ideas?
maybe an antivirus preventing unity from generating the asset bundle?
it still says scripts have compile errors, so i'm betting there is more .cs scripts with fault
best advice I can give you is to use Paypal and not have the paypal linked directly to your bank. Can't take something that isnt there and a negative paypal can be deleted. Doesnt help you now but will in the future if that pos didnt ruin the experience for you.
nix sunshafts.cs
tis nixed
looks like its letting me play at least
Waiting to see if I can build properly
the other two shouldnt stop the build
Most of my work comes through fiverr. I am a pro-rated seller because I run a VR design studio that makes VR environments (for VRChat and other platforms). My company has a huge reputation there and it is such a huge source of income.
Noice. CyanEmu is working. Lets see if I can build
Looks like its working
Will report back with results
Thanks for the help!
wish my difficulties were so easily remedied 3_3
If only...
It works!
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
probably would be if i had source access, i already have a really good idea where the problem is
the trick is regardless of your player scale, the hitbox is always the same size
Right. I scaled the house to the rest of my world, and everything else is fine
That
Now its like this
yay asset bundle upload failed
https://www.fiverr.com/support/articles/360010978618?segment=seller this is a fraud chargeback... so work with fiverr and see if they can help.
Build & Test
anyone here have experience with CyanTriggers?
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
Cyan does have a discord and the link should be posted where you got CyanTriggers.
I can't upload my world anymore and it gives me this and essentially gets stuck at the version record part. Any ideas?
Says something about the file being too big
Maybe try saving and relaunching Unity
I have a similar system in my world
can anyone recommend a good text mesh for Unity?
I just got on the bus to school tho
or does the default one work fine
I've used the default one but if I remember right, it always renders on top
yeah not too fond of that
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
there is no z-order buffering in the default text renderer
I mean, the only other time I've used a text thing I just made a texture
Is there a text renderer that does have z-order buffering?
i remember using a shader that does it at one point
Personally I've just used paint(dot)net and then made the text an image
thats what I'm doing in photoshop
Yeah that should work too
blender and text to mesh
That's probably better then what I do but mine was just a simple title when I made a texture
lol keep that font simple. Text to mesh is an easy way to nuke performance. Been there lol
clean mesh > limited dissolve
good to know, never touched it again after the huge poly results.
I'm looking for a dark carpet material is it best to look on unity asset store or google
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
well carpet is like fabric right so fabric textures might do
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
thanks
Also, I don't recommend putting the included height map on the object tbh, I've had issues when trying to do that
thanks for the recommendation
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
my brain dead self forgot how to use textures what shader do I use to add it?
I use standard
Are you in Unity?
yea
Click on the object and it should show the material in the inspector
yup
If the material is grayed out in inspector then you'll need to add your own material.
Yes
I'm brain dead as u see
Normal map should be the weird blue texture
aight done thank you
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
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?
If u don't figure it out, Reimajo has a prefab on his booth page for UDON that does exactly what you're trying to do with his improved stations.
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?
In Unity, my materials show up fine. When I build and test, they show up like this. Any ideas?
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
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
Yeah
guessing no one can help?
I personally have never seen that filetype
I would help but I've never had that issue.
yeah i just went filed a ticked
Have you tried restarting Unity?
3 seperate times
im about to restart my laptop too
I would help you but I'm very much not an expert
thats ok i still apperciate the effort
You sound like you're having the same issue I was having the other day
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!
This is just a good practice in general. Makes things run quicker, especially if your hard drive is slow like mine.
Plus it makes the organizing part of my brain happy
Can i dm you the log?
You can post it here so more people can see it. I truthfully didnt know what to do
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)
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
+1
Thats the full thing though
It's just the full log for that one error, not the contents of your entire console
err generally that fileNotFoundException is because the build script didnt execute or bombed
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
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.
Using arrays
I dont know what arrays are
Best I can do while mobile https://docs.unity3d.com/2020.1/Documentation/ScriptReference/Array.html
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
atlas
^ you are gonna have to atlas them prior to your model
if you plan on having it all fit in one material slot
^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
has anyone used a videoplayer to display a worlds texture as an atlas?
mainly asking since im going to attempt to do that later
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
Unity 2019.4.29f1 (ONLY that version)
Latest SDK 2 or 3 but NEVER both.
If you start a clean project and have errors with that setup post your errors.\
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?
yes just build your map in blender and Export a fbx
literally just as rainwolf plush said, build a world as you would in blender and then export to unity
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
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)
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
okay, thanks for the advice
? i dont understand this question. were you creating a world in unity and then exporting to blender?
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
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
its tedious but ultimately trivial to just set up the materials yourself in unity
y e s.
of course its doable
well like i said its easier to do some things in blender over unity
there are cut tools and stuff like that
well if were talking about modeling, thats the idea. after all, unity isnt an asset creation tool, its a game engine
yeah thats what im talking about
pretty much going to be modeling a whole shlew of stuff
youre not really supposed to make entire worlds in unity with primitives unless you are insane (or making a roblox obby)
yeah
t h a n k s
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
oh yeah i guess i need to ask this, is it easy to upscale or downscale things if they are too large?
also wtf is all of that you just said
of course
like if folks make maps in unity it's more like they've cobbled-together modular map assets they made in blender
youll figure it out / learn about it through questions and what not as you go
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?
pretty much. of course it also depends on whether youre building for PC or for quest
PC
yeah pretty much
probuilder to the rescue
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
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
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
First world, pretty proud of it tbh https://twitter.com/Spectral_Owl/status/1438051139493130244
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?
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.
try downloading the video and reuploading its highest quality to a hosting site and play it from there
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
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
have you closed and reopened unity yet?
yes
there are these errors on console
i tried to load udon example too, same result
try copy and paste that into google. ive never seen that
i retryng with a new project
Check and see if you got the newest version
how?
Look at the filename of the one you got and the one on the website
The version numbers are just dates
on vrchat.com... just downloaded it now
yeah i am importing right now again
May have just been a bad import or bad download
can you test it too?
I'm at school
okie dokie
Programs just like to break sometimes
ok import doe
It's fine now?
I assume if it's for the games developers or something
I've never used that tbh
i think i broken it because i imported the post-thing addon before
and messed the project
Those always show up
Just click the buttons and it'll fix it for you. It always does this
seem fine now
on the world, no i created a sdk2 world but one year ago
and use sdk3 avatars
Add me and once I'm done with school I'll help
sure 🙂 you are so kindy
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
Nice
I've personally never use the example world
But that probably will teach you some things
yeah is usefull
I also use some plugins to help with making things
you use sdk3 too?
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
you mean like events?
I'm gonna go. Gotta get back to doing school things
push a button for light the room ecc
Yes
welp. i did it. theres now a world where the textures are governed by the videoplayer lol
I've thought of just making stupid stuff but you are brave lol
Sounds cool tho if you get a colorful video
lol. well now that i did it. it kind of allows me to control world music and have animated walls and such
exactly
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?
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.
The creator has to add a playermod thing
in the scene descriptor. theres a set of settings that determine them
By default there is no jumping
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.
dont put a space
which sdk and version?
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. 🤔
Sorted. In case anyone else runs into this issue... reimport did the trick, as per this:
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.
The script is back again. ¦3
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
thx
we need to see ALL of these red errors in order to begin troubleshooting
...
what version of unity and the sdk?
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
thx
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
A link to Cyans discord can be found at the the bottom of the page. https://github.com/CyanLaser/CyanTrigger
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?
Hi. Newbie here. Very new. Could someone please tell me what scripts are allowed? Or is it just Udon and the built in scripts?
you can only use udon as far as what will upload
Thanks
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 if you don't want to deal with visual scripting there's https://github.com/MerlinVR/UdonSharp
Thanks to both of you
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
Ok. Great
https://docs.google.com/spreadsheets/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml a big spreadsheet full of pre-existing vrchat prefabs and helpful editor extensions
Thanks again
and if you have any other questions feel free to ask
Was the unity version for sdk3 just updated to 2019.4.30f1 right now? And how do I update my world?
yes & basically just open the project in the new Unity version
Ahh okay. Thank you
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?
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
I don’t think it can be, because it was working fine with the same programming before the update.
well I suppose I could just hop in vrchat and see if all the other video players are okay
They might not have updated to the newer unity version yet though
They might still be using the older one
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.
the video player in my world is working fine and it's a 2018 World
^ I like that, needs a TiVo or something for housing the tv controls tho
like we said, 2018 worlds would work fine because it's not using the newer unity version
only worlds using the unity 2019.4.30f1 version would have the problem
give me a sec to go to one of those
I just checked, and I don't have any missing udon behaviors
Just a thought, update was changed, check to make sure its not set to none
what's not set to none?
The udon Behaviors have an update state, used to be manual or continuous, now they added none as well
ahh okay let me see
no it's not set to none
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!
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
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?
That would be billboarding
This real or glitch?
Is that your world, or did someone else share that screenshot with you
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
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?
I just took it when I was looking at my worlds
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
ok thanks, ill prob just go in and out of testing it to make sure its not too metallic or too smooth
that would be determined by like your material parameters
is it still that high on heat after refresin the page now
if so ur world just to gud
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.
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
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
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.
Yeh but 2 of the same game on the same map
Imagine TF2 reposted somewhere connected to alt survers
Fair enough
Implement the improvements to the original games in a port
@rough abyss What do you render the shader at?
I'm setting the material Shader to UI/Unlit/Detail, texture set to sprite(2D and Ui) and use that material on a particle system, whose render alignment set to 'view'
I'm thinking of Render Queue
So if you put it on a render queue that is the highest, https://docs.unity3d.com/ScriptReference/Rendering.RenderQueue.html
Does that solve the issue?
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
Sounds really reasonable, I set Render Queue to 1000 and it get blocked by floors/walls, any things around
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
set it to 100 and it's completely gone
really? hmm
I think render queue should be the solution but seems that 5000 didn't work out
@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)
might be something for #udon-general? should def be able to get the OSTime though afaik
ah, that is more of an udon question isn't it... I'll take it over there (and will investigate OSTime) -- thanks
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?
send example url? i have never heard of mixcloud nor is google giving me details
they cover your licensing, so you can legally stream music.
unlike twitch who seems to refuse to adopt such
and people have used this in game?
well in theory. any vrc videoplayer with avpro and untrusted urls should play the link
or maybe there is a backdoor url they are having to use
if not. you may need to get a direct link or legal link
yes - like direct hls
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
I've tried that, but I'm not really seing anything useable exposed
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.
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
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
ok so make sure you're wrapped up before exploring i didnt vet the site but savelink.info exposes the dl.
https://www.mixcloud.com/maxvibes/late-night-chill/
becomes
https://stream4.mixcloud.com/secure/c/m4a/64/2/9/7/5/ed77-859d-45b6-8f47-c9a825d0bf50.m4a?sig=JBcsl3MJd-d8aRtN_ZvFFw
unity doesnt support m4a though
has anyone done a pizza tower world
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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
Try using a cube. I'm pretty sure that's what the skybox is in VRChat
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"
What unity version?
sounds like u got the wrong one in the first place tbh
Someone just dmed me about it but thanks:)
As a noob at world creation, what format should Blender export to for Unity?
fbx
Ok. Thanks.
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Hello, I wanted to ask something and it is that I am creating a world for vrchat but I get this error
no thats perfectly normal
just worry about the red errors
It is not letting me upload or test my map
or something, I don't know, I don't see any red errors
help please
Are you in play mode?
No
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?
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.
No, clear only get rid of pre-errors or errors no longer being created or detected. If you press clear and the error goes away its not an error that would prevent an upload
ah ok
either way, it apparently turns out that my version of unity was somehow off by one day
Hey, super basic question but, how do I fix an infinite falling spawn point?
Add a collider component to your floor object o:
Thank you!
@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.
Could look into making voices louder.
Yeah that's another option
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?
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.
Still no control panel :/
No errors in your console?
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.
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?)
I’ve asked this over in udon channel but does anyone know how to make volumetric clouds work in game?
is there a decent Way to link to your world?
just login to vrchat.com navigate to your world and copy the address.
No, Volumetric anything uses the HD RP, we are limited to faux volumetric. Particles and transparent sprites/textures.
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
Did you import SDK3 first?
Also you don't need Udon to place a mirror
It's just a prefab with the VRChat SDK
thanks.
i know but i try to import Lura'sSwitch_ver2.01(SDK3)_2019 ( button and mirror ) for better look
and nothing work ^^'
Did you import the VRChat SDK first?
yea
And then UdonSharp?
when i import udon sharp error everywhere
Did import anything else other than the SDK?
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
Yes but after SDK3 you then imported UdonSharp?
not directly
If something requires UdonSharp, you need to import UdonSharp before it
i try to import first before the lura button and same problem
I've personally never used Lura Button so I don't know if that could maybe be the issue
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
Did you make sure to click the generate lighting button?
in unity there is multiple button and i never see this one ... in my memory ...
this ?
the light is too powerfull xD
thanks i try to fix this :3
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yw! c:
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?
you have to switch back and update the pc version
I see. Just wanted to make sure
Thanks!
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
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
Issues with rendering that effect in VR
the solution is to just not use that unfortunately lol, DoF doesn't work well in VR
Ok, i've used it in the past and didn't have this issue before but oh well
delete SimpleActivatorMenu.cs
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
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
gl 🙂
Yee
Looking for a spin the bottle table, and beer pong table tbat can be set up for udon
everything you need can be found here 🙂 https://docs.google.com/spreadsheets/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml#
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 😛
Do you know of any good options? I’m trying to add something at least that can be flown through
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
Are cubemaps seamless?
yep, just use a fog particle effect, make it white and reduce its size while keeping its particle density. should give you realish clouds.
They can be yeah, but it depends on how the individual cubemap is set up
Going to export one from space engine so I hope its seamless
can i get some help with teleportation?
it wont allow me to wire the game object to get position and get rotation.
GetPosition needs a transform instance. You can get the transform from the game object
Question: how I make a avatar piedistal usable by only certain people?
I dont believe thats really possible but I might be wrong
you check for local player's display name and if it equals what you have setup as authorized then allow interaction
I think players have uuud too
on interact > is name (string)? if yes > change avatar
might be something for #udon-general though c:
udon peoples would know
Example this
As you can see it have Id
Usr_blabla
Checking name is useless
the fuck it is, i check names for access
well ask in #udon-general maybe someone has something overly complicated to use instead 🙂
That script is a start :)
Does anyone know what this issue means or know how to fix it? This is the first time I have ever seen this before.
The one you have selected and the one above it are indicators of other errors, and the remaining 2 errors are telling you exactly whats wrong
I am not sure how to make those scripts have permission to write though
The top two I know what they are, the bottom two are the ones I'm confused on
Gotcha
One message removed from a suspended account.
There are prefabs for it, If you want to create your own you can look into particle system videos and create rain from that
Leviant has a GPU particle rain prefab on his Patreon for the $25 tier.
Or follow a youtube tutorial since they all use the same standard assets.
Not GPU particles lol xP
You are aware that to get from cpu to gpu is a toggle and a shader right? 😉
You're misunderstanding what GPU particles are
Also misunderstanding GPU instancing >.>
Then your statement doesn't make any sense....
The premises of the GPU Particle system has always been rooted in GPU instancing, you can download a git for free.
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
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
im trying to make a trigger for my mirror off a tutorial but game activate isn't popping up in udon
just a basic local toggle. nothing special. Can be used with any gameobject.
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.
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im using the sdk3 but i JUST found a youtube tutorial .. thank ya
if you're on sdk3 then you don't need standard assets, its for sdk2 only
where is logs/packages-upgrade.log?
not sure about upgrade maybe try just the package manager log.
this link explains how to get to each available unity log on each OS platform https://docs.unity3d.com/2019.3/Documentation/Manual/LogFiles.html
hey wait, how and where is the world spawn
cause whenever i launch it i just fall through the world
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
i see, how could i make a basic music toggle on undon btw?
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
Guys, while creating a world, what affects the shaders on avatars? My avatars seem to look horrible only in my world
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
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 🙂
if you're referring to the environment lighting settings under the lighting tab you can access them via Udon under RenderSettings
https://docs.unity3d.com/ScriptReference/RenderSettings.html
kinda curious what the original tags were 😛
They are still there
what is this?
what world is it?

