#world-development

39 messages · Page 106 of 1

frigid estuary
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Is it normal to have nothing on the builder tab in the VRC control panel in SDK3? (I am logged in)

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Also using a VRCWorld prefab to spawn the player.

unkempt mauve
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Do you have any recommendations how I could do something like this?

still prawn
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hey! quickly dropping by to ask if anyone has any good world shaders that they can recommend me, preferably looking for ones that can make dark rooms look pitch black

green lagoon
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that would involve your lighting settings not your shaders

still prawn
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i've already changed the light settings to as dark as they can go, but I can still just barely see the outlines of the area. I want it to be basically pitch black

green lagoon
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do you have like your ambient lighting turned off

still prawn
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actually right as I sent that I just found a perfect shader for it that works well, thank you for dropping in to help though!

green lagoon
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glad to be of help

river creek
misty wave
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Is it possible to detect the rotation of a held object with Udon? Is there an easier way to do this? I want to enable/disable particle system when a glass is inverted

kind leaf
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Yes, get the objects rotation, store it in a variable. Have a bool to check if the object is held. OnPickup set the bool to true. In update if bool is true check the objects current rotation with the stored rotation. If its 45 degrees or more, play particle. OnDrop set the bool to false.

runic epoch
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trying to make textures with assets that are tiny and pixelated

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i forgot the setting to make it looks crisp

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so it's just been enlarged to fit, and now looks low res

stone marsh
# runic epoch so it's just been enlarged to fit, and now looks low res

On the texture import screen in the inspector for the individual textures, disable Streaming Mip Maps and use Crunch Compression with quality set to normal and compressor quality slider set to max.

Streaming mipmaps can be very useful for some situations like texture heavy environments where different res textures are needed to maintain perf. For a small VRC world, not really needed in most cases and most don't know how to properly set it up or leverage it. So just turn it off.

misty wave
misty wave
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One more question if you don't mind --

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Is it wise to start out with chairs disabled? I'm worried having the number of chairs in my world will affect performance

tulip rampart
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how would i go about making a roaming ai into a world what would be the steps in order to achieve this no other functions other than walk around the place

near escarp
# tulip rampart how would i go about making a roaming ai into a world what would be the steps in...
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▶ Play video
tulip rampart
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oh thanks for the help ;)

misty wave
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Where do I find the documentation about like, what actions I can do in Udon? I'm reading through the docs and I can't figure out for the life of me how to toggle a particle playing because when I search it it takes me to a deprecated Wiki page.

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It's literally just the Play() component on the GameObject?? How in the world

candid pumice
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Anyone familiar with ProBuilder? My building mesh is completely being ignored in lightmap generation, and I'm unsure why. Here's what it looks like before baking.

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And what it looks like after. My spotlights are realtime so they're the only lights that have an effect now.

ruby jay
candid pumice
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I figured it out, it was the fact that the material for the walls were set to 'toon' lighting. I had to make it realistic.

ruby jay
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not every shader can handle lightmaps

desert python
unkempt mauve
desert python
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yes

unkempt mauve
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Ok. I’ll play around with it and see what I can do.

candid pumice
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The upload button on the SDK is still doing nothing for me and I upgraded to the latest one. I don't think this looks right anyway? It should be asking me to publish it to labs because I haven't uploaded this world before, right?

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This is my console. If I Build & Test everything works just fine.

ruby jay
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should be fine, player methods like to error in build segments

candid pumice
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I figured, but the upload button just straight up doesn't work. If I remove the player and camera I still get these two errors.

dusk sapphire
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uh, did you by any chance use the prefab VRCSDKWorld?

candid pumice
dusk sapphire
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nah, just checking as sometimes people mistakenly use that instead of VRCWorld and they end up with what you have

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do you have any other errors in the console aside from the ones you posted?

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check and make sure you only have 1 scene descriptor and pipeline manager in your scene

misty wave
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Any recs for Udon documentation in regards to U#? Like what I can change, triggers/events etc?

dusk sapphire
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honestly, the unity documentation itself

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you'll want to check that its exposed to udon, but most commonly used api's should be available

misty wave
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Do I just test until something works? Like I find myself trying to find if I can change some component via Udon and getting no answer

dusk sapphire
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under Window > UdonSharp > Class Exposure Tree
lets to check to see if something is exposed to Udon

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of course, for vrchat specific things like the vrcplayer api and networking you'll find them at the vrchat docs

candid pumice
dusk sapphire
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uh, next time you can just type "t:PipelineManager" into the search bar above your hierarchy 😅

candid pumice
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😭 Great, thanks.

dusk sapphire
final crag
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how much would it be for a small world with guns and a few rooms and a working ship or 2

cursive belfry
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Hey; so I am super new to VRchat world building and I wanted to ask, is there a way to create a world that only a specific list of people can access? Sorry if it is a stupid question, as I said, I am new.

desert python
forest pollen
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hi everyone, i'm new to vr-chat. I have built a world for live events, but when I go to release unity it tells me to wait ... do you know how long it takes? Is there anyone who decides when I can publish a world?

bold ibex
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also make sure you are using a vrchat account or a steam/oculus account merged with a vrchat account; standalone steam/oculus accounts cant upload content and gain trust rank slowly

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Btw that is a really good world for someone who is new to vrchat

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you must have prior experience yeah?

sour scaffold
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How come the text on my world renders through literally everything

dusk sapphire
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just go into play mode and back out

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ui text renders through everything in the unity editor on first launch until you go into play mode

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its just in the unity editor only

sour scaffold
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ah thank you

forest pollen
bold ibex
frosty goblet
narrow adder
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Hi, Im new to Building worlds and I have an issue I was hoping to get help with, Im alot more familiar with blender than unity. I happened to build my world in blender but when I export it to unity and run the test world, nothing has colliders, not even the floor, how would I fix that ?

frigid estuary
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[SDK3] My builder panel doesnt show up. What do I have to do? I'm logged in.

forest pollen
bold ibex
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idk if that even appears for new users but yeah its there

forest pollen
bold ibex
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otherwise just read the popup and read the FAQ

forest pollen
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perfect! thank you very much !

misty wave
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Question that is tangentialy related to VRC but I figure someone here might actually know - any tips for optimising AirLink on Quest 2? I recently got a dedicated 5ghz router to use with it but it still lags severely when anything loads

lofty ocean
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@analog stump hey. One of the beanbag seats in your "Cozy Apartment" map is broken in a way that makes PC players invisible and unreachable to Quest players. Love your maps 👍

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Also the other seat is missing.

next fern
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could someone assist me or tell me how to make a respawn items switch?

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I have snacks in my world and people always put them in hard to reach spots, so I need a respawn button

river musk
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Whats a good fluffy carpet shader

next fern
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or world ver of that

mild spade
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There is a channel specifically for Udon questions. #udon-general you can try asking there. I believe all you have to do is make a Interact that calls a Network event to the owner of those objects to either Respawn the objects or teleport them far below the map to automatically respawn them (only the owner of objects can make changes to synced objects)

zenith solstice
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quick question, i'm new to this, I have a few assets in my editor i'm not using on the vrchat map world itself, should i delete them before building and compiling or does the editor not include them in the file itself (the file runs fine here but i wouldn't want it to be too heavy for players with bad pcs)

mild spade
torpid stratus
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trying to make a quest world with textures that have transparent features

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with standard cutout it works fine but when I do vrchat mobile anything it seems to always do this

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background sprites appear in front when you go to certain angles..

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Is it possible to still upload quest world with basic standard shaders so I can do cutouts

half glacier
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Hello ! I want to create a World on Oculus and I would like , using the SDK, whitelist/blacklist users access.

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Is it possible ?

quick merlin
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Yowza... I did something silly and wrong somewhere. Building and testing my world seems to work just fine. But when I build for windows the VRChatSDK crashes and is no longer accessible in unity (without a restart) and I get a long list of errors in my console. Any help pointing me in the right direction or what to specifically google would be much appreciated.

nova locust
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Ok, I'm so frustrated. Every time I try to launch the test client from Unity, VRC would load for a second, then it would crash. Every time. I tried different projects and all the same. I checked the world debugger and found nothing wrong.

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@kind leaf Do you remember our discussion?

sturdy lynx
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I seem to have a bit of an weird issue with my world,
I will do some testing but thought I'd also post here for some tips.

After the latest SDK update, SOME (Not all) Quest 1 users have issue loading into my world,
For some of them upon joining their VRChat just closes.

Works great for Quest2, PC.
It's like 50/50 that Some Quest 1 devices work, Some Quest 1 devices crash upon joining.

For those Q1 devices that crash now upon joining, It worked fine for them before the SDK upgrade.

Anything I should check for?

dusk sapphire
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did you take advantage of the increase in quest world size?

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quest 1 only has 4gb ram compared to 6gb on the quest 2, and easily runs out of memory loading into worlds especially if its not a fresh session

sturdy lynx
dusk sapphire
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I meant fresh session as in they had just launched vrchat, rather than had been playing a while

sturdy lynx
dusk sapphire
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the 4gb ram on the quest 1 is very limiting, its highly likely your map is consuming too much ram/vram

sturdy lynx
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Guess I gotta do a lot more testing to see an exact reason on the crash

dusk sapphire
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just rng i guess, I've experienced the same on my quest 1

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takes a few tries to load into the world after crashing

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if you have a quest 1 yourself you could check to see if the logs say anything with adb catlog i guess

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even if things are turned off, the client still needs to load and uncompress the asset bundle into memory

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though, the client does attempt to abort the load if it sees the system running out of memory

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but in some cases it runs out after the asset bundle is unpacked and the world is already loaded, and results in a crash

sturdy lynx
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Any idea what could be the most heavy to make Q1 crash?

The only changes from
Pre SDK to the New SDK is;

One additional room in the world which contains baked light (No realtime), A few light probes, Other than that, Just a few walls vrcThinking

dusk sapphire
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does that just contribute 20mb?

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or did you change texture resolutions etc

sturdy lynx
dusk sapphire
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if i had to guess the skybox is the biggest vram cost increase

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as a sanity check you could upload a test build without a skybox and see if quest 1 can load in without crashing i guess

sturdy lynx
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Test 1 completed; Removed the new are completely from the world but kept the lighting data etc active.

That works

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So something in the new area causes issues, At least that narrows it down a bit

sturdy lynx
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Thank you

eternal bluff
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One dumb question

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Where did you guys get your 360 panoramas from? For sky boxes obviously

kind garden
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can anyone tell me or send me a video of how to make a avatar?

sacred zodiac
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This always happens whenever I try to update the SDK, Is it alright to Accept it?

near escarp
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Yes, generally good to have backups, but this is fine

chilly hinge
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will we need to update our media players/worlds to take advantage of the new avpro 2.2.1 or the better syncing?

frank shadow
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so, I updated the vrc sdk in my world, and now I am getting this:

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anyone knows what could be up?

dusk sapphire
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usharpvideoplayer needs to be updated as vrchat changed the executable path for youtube-dl to youtube-dlp, but otherwise it shouldn't stop you from uploading the world

frank shadow
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ouch

dusk sapphire
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this only affects the unity editor, your videos will still play fine in game

frank shadow
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makes it impossible to test, meh

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ill try to fix it myself I guess

frank shadow
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thanks!

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hmm, no change

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tried to do
"\\VRChat\\VRChat\\Tools\\youtube-dlp.exe";

dusk sapphire
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it should be yt-dlp.exe

frank shadow
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works!

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many thanks!

nova locust
fast python
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Is it possible to change gravity?

quasi lodge
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Im experiencing something I have never experienced, and it is throwing no errors.
When building the world, the New World Creation page opens, and is unresponsive entirely. it is also not pulling the info from the world that is already uploaded as you would expect

near escarp
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console errors ?

quasi lodge
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couple odd Udon esceptions on GetBonePosition, IsUserInVr and get_DisplayName, which is odd because I did not touch anything with udon between last and current build

near escarp
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Fixing any error will solve your problem thumbsup

quasi lodge
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Well then not sure how to fix it as I have not changed anything but ill look into whats going on somewhere else

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It was a simple click needed on the console "Error Pause" was enabled somehow when it shouldnt have been

near escarp
bold ibex
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vrchat should be on source smh

urban epoch
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VRSource

storm dune
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Hello! Is there a way to put a button in a world and have the creator of the world be contacted by the people in the world? Through email or discord?

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No idea?

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Anyone heard about that?

umbral dune
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I've been thinking about it for about 10 minutes now and that would be the best shit

bold ibex
umbral dune
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It's got stuff like really basic base building - job system

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basically ends up with people sitting in the sewers printing money and cops trying to just murder everyone

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I have wasted so many hours of my life playing it

jaunty bridge
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can someone help me out, im a beginner to world creation and im struggling how to set the spawn point in the world could someone help me out

near escarp
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VRCWorld prefab is the spawn point by default

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Or you can manually add a spawn in the world descriptor component of the VRCWorld object

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Spawn can be an empty object, its location in 3D space is where the spawn position will be

jaunty bridge
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it just puts me back into my home world

kind leaf
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Assuming you have no errors make sure you have a collider under that spawnpoint 🙂

jaunty bridge
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ok

misty wave
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Question - how painful in terms of performance would it be to essentially...

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Using Udon, create an "individually addressable LED strip" system - dynamically control 25-200 individual light points with Udon?

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I assume the dynamic lights would be... stressful on the system

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Would it be any better if they were emissive? Is there any performant way to do this?

green lagoon
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and yeah that would be very bad going with 200-point lights as that would basically make your map 200 times more expensive to render

jaunty bridge
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I’m still having problems now I go to click upload and nothing happens I just get an error at the bottom

misty wave
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Yeah it would be intensive ;-; thank you for the link!! I've seen that and def wanna use it but for this I'm hoping to specifically replicate individually addressable LEDs

green lagoon
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maybe would be able to replicate that look with the shaders I posted?

topaz bridge
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made a private avatar world just to store some and for some reason like my gf cant click on them? She is a user and my friend who is a known does not have any problems. I have made no such thing as a white list or did I change the script. Simply just placed the pedestal and place the BPID

misty wave
kind leaf
topaz bridge
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her rank is user and mine is known

kind leaf
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user rank has nothing to do with the ability to use an avatar. Nore does the world platform. Unless vrc changed that recently However, if you are trying to share a Quest avatar with someone on PC they cannot click it. or the opposite. A PC avatar cannot be shared with a Quest user.

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if your shared avatars say they are both quest and pc then you shouldn't have a problem sharing

dusk sapphire
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It actually does to an extent, visitors cannot use avatar pedestals in private worlds

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though if she is a user rank, this shouldn't be an issue

kind leaf
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Thats interesting. I wonder why... A visitor would only be in a private world if invited. So I don't comprehend the restriction 😛

wraith cipher
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I tried to import a FBX from blender. This image is what I got.

any way to duplicate the house around the plane and have it standing vertical and at random rotations from blender?

dusk sapphire
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the same reason visitors cannot upload avatars, part of the idea is to prevent a malicious actor who got banned to quickly make a new account and reupload say a malicious avatar. this prevents them from having say, another account with a private avatar world with those avatars that they can quickly invite the new account to to requip them.

kind leaf
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ic ty that makes sense.

dusk sapphire
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is the house part of the mesh with the plane? if so you're going to have to work on it in blender rather than unity

kind leaf
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or probuilderize it but judging by the deformations thats not going to go well

lunar sonnet
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I'm still having trouble making my sky box rotate like a suddle rotation

kind leaf
kind leaf
# lunar sonnet I'm still having trouble making my sky box rotate like a suddle rotation

setup you scene with a directional light, assign that directional light to the Light Settings as sun. If you are going for optimal, make sure the directional light is set to nothing in the culling. Create a sphere the size of your terrain/scene. drag n drop the light into the sphere and center it. position it to the outside edge. remove the mesh renderer from the sphere . Animate or script the movement of the sphere . This method works with procedural skyboxes.

lunar sonnet
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Thanks I'll try it in the morning, I'm mad tired rn so I'm heading to bed see ya

kind leaf
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gn and gl

halcyon snow
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i do stage / DJ lighting as a side gig irl and i wanted to do some in vrc ngl

misty wave
kind leaf
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for pc. AL isnt supported on quest * I guess the market is there for quest as well until they realize its an instant CTD

royal jay
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Is culling a thing in vrcsdk? (Please ping, I am in general chat)

near escarp
royal jay
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For a very large world occlusion culling would be needed to maintain proper framerate. Would that be possible?

near escarp
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Yeah of course

royal jay
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Huh, Oasis project is back on the vrchat menu

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Thank you

halcyon snow
# misty wave Honestly there's a huge market for it

I did lighting design for 3 years before I moved on to university and I kinda want to some more of it but can't find a theater to hire me out part time so I have not done it since COVID started. But I hopefully do it with this prefab. Go design a small show lol.

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Can't wait to see what I can do

frank shadow
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this has been plaguing me for a while now, is there any fix for it or is the message bogus and I can ignore it? This is with USharpVideo

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using Auto Fix doesn't really do anything, message goes away, but it back when I reopen the upload panel

bold ibex
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what on earth is causing this hole

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im just trying to fill vertices

bold ibex
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oki nvm i found a work around by splitting it into 2 seperate objects to avoid all the wierd lighting / shading issues

stone marsh
# frank shadow this has been plaguing me for a while now, is there any fix for it or is the mes...

It's telling you that auto resync is disabled. This is a feature that can be enabled on the script. This resyncs the audio with the video for the player if it becomes desynced in times of large lag. This error may pop up on some players as some players control syncing differently. You can typically ignore this for most use cases if you're using something like usharp player or ProTV or something. You can fix it so the error doesn't show, but it may not actually be ideal for some players and use cases and is more useful for those who are setting up basic players themselves using the included AVPro/Unity player scripts where this resync option exists without having a script to manage things.

you should consider using something newer too, like ProTV (Free on Booth) or Video TXL (Github). ProTV is prob one of the most feature rich and actively developed players. USharp player hasn't been updated in half a year and has seeking issues and some playback issues.

frank shadow
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hmm

silent furnace
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I'm having some issues with proximity with grabbable objects...specifically UI sliders, and objects you can grab that have control buttons on them like a remote. No matter what you set the proximity to, it's way too sensitive, so when a player tries to use another object such as a button near a slider, it will only let you touch the slider (even when proximity is set to ZERO) is this a bug in the SDK? This has only been a problem recently.

marble swallow
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any reason why your newly published world would immediately send you home?

bold ibex
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how many polys can i have without the game being screwey?

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cause 1 tree is 8k polys

silent furnace
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I'm not an expert on it, but high res textures are probably going to have more of an effect in your world on performance than the number of polys. The more textures it has to render the slower it gets.

bold ibex
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this is my first vrchat world

short gulch
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Oh God lol. It's like in old source engine games when you leave the skybox

topaz bridge
# kind leaf if your shared avatars say they are both quest and pc then you shouldn't have a ...

well see their is a problem the world and all the avatars are quest compatibly and I had 2 friends try it, their were both quest and one was know and the other, (my gf) one of them were known and it worked for him and the other my gf was a girl and she had the problem. Also just had one of my pc friends join (desktop) so i could show him my world but he could not click on anything either. I tried on my pc (desktop as well) and I had no issues so idk anymore. I tried to google it but no one has ever had this problem.

graceful meteor
thorn latch
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So when I bake using bakery, the world debugger window still says that I have 73 unbaked lights that will act as realtime lights. I have realtime GI turned off in lighting settings, and everything looks ok in game, so can I just ignore that message? I'm guessing its referring to the Unity light components that I have toggled off.

kind leaf
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To bake bakery lights, the light component needs deactivated.

nova locust
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I’m really frustrated right now. The last few days, I couldn’t run the test client from Unity. Every time it starts to load, it crashes. Here’s the only error logs. I ran the world debugger and found nothing as well.

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I already asked this question a few times and nobody could help

river musk
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Does anyone know if there is a plugin/addon that automaticaly updates the SDK

kind leaf
nova locust
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I gave up

south orbit
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made this world, feel free to check it out let me know what u think (: it is still in development / alpha version, tho i added stuff like mirrors, qvpens, video players, seatings, pool tables, etc . any ideas, suggestions, feedback positive or negative, more than welcome ^^

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a lil preview of one of the rooms

near escarp
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You got baked lighting ?

south orbit
bold ibex
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does anyone know how to make objects wit VRC_Pickup on them fall and follow a trajectory like if the gravity was on the moon

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the world is entirely underwater so it needs to be somewhat more believeable

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or maybe you may know an even better way to simulate objects being thrown through water

bold ibex
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how many polys would crash someone

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my world is for a crappy school project so

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i just want it to work

desert python
desert python
# bold ibex or maybe you may know an even better way to simulate objects being thrown throug...

ive done a lot of stupid physics stuff and i think the best thing you can do is when an object collider is in a water layer. so like “if (collision.gameobject.layer == water)” and when that happens. set gravity to a lower value. but also do a negative addForce equating to inertia. that is the simplest and easy to keep optimized way i can think of for doing water projectory bouyancy

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but if you want to get crazy. you would want some friction and bouyancy setup

bold ibex
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im on it then

desert python
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keep in mind that you could also mess with angular drag and mass without event coding

bold ibex
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wait how do you set gravity lower

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CODING??

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NOO

thorn latch
stone marsh
# bold ibex wait how do you set gravity lower

You can set a volume in the water to adjust the drag of objects that enter it so they fall slower. Drag affects the speed a kinematic object moves. This would leave world gravity alone while giving the illusion of an object falling through a volume of water. Adjusting the gravity of the world will change all pickups and player, but yes, this can be done using UDON (there is world gravity and player mod gravity, first affects everything and all rigidbodies, second only affects player) For a volume to adjust drag, set your pickups to a custom layer and have the volume detect on layer enter and set the drag of the rigidbody and on exit set back to normal.

bold ibex
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Im having a problem with making pick up items i watched several totorials did exactally what they said and it just wont pick up the object but it will pick up the collider in the test world https://gyazo.com/7a69f2a8542ecb428325282f67a29859 any idea what ive done wrong? i uploaded a blend file not fbx and i unpacked all the stuff cause it was locked in the heirarchy help plz

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it just keeps the ice cream there still and the invisable collider moveable

bold ibex
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my worlds 250k polys would it lag people at that

near escarp
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no

stone marsh
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Poly count rarely has a dramatic impact on performance at lower numbers for PC. Draw calls tend to have a larger impact. Focus on reducing draw calls in all areas of your world. A lobby full of avatars can easily be north of a million poly. What kills is excessive draw calls tanking people's frame times.

desert python
# bold ibex for quest?

im going off of specs from the iphone 4, it takes loading a 4 mil poligon model before it croaks completely

bold ibex
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jez

desert python
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it would take billions to take out even the most generic pc

bold ibex
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idk im not used to using blender yet alone world creation im just nervous about stuff running properly

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its good you actually worry about performance!

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i was on a quest 2 for ages i dont care how many pc players tell me to forget them i dont wanna because ultimatley im just a quest 2 player in disguise

desert python
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oh ye but then thats a different optimization scope

bold ibex
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?

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idk im new to world creation

desert python
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ic

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you will eventually learn how. theres many things to learn that i cant really sum up all that well'

bold ibex
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does polygon count or anything in the blender process matter?

desert python
bold ibex
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oh

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im just planning to use a few materials to colour everything

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just greens and browns really

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if you have solid colors, you can make a very low res image with 16x16 cubes of those colors; the UV mapping of the faces u want to be of that color should be scaled down and put over the right colorcube

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to do UV mapping stuff youd use Blender or something similar

mild spade
slate haven
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Hi! Im trying to add a billiard to my world but dont show up the billiard prefab

#

I look for the prefab on internet but the two prefab that i found show the same error something like system.io.error

stone marsh
kind leaf
#

lol i read billboards

slate haven
#

still showing thise

wraith cipher
kind leaf
# slate haven

the io error is probably not associated with the billiards asset itself. Is that your only error?

wraith cipher
# bold ibex

looks good. did you make those assets yourself?

stone marsh
# slate haven still showing thise

If you have errors in your project you need to go to the console tab, clear the errors, and attempt to enter play mode. If it fails to enter play mode, look at the errors in the console again and screenshot ALL of the red stop sign errors. Nothing else matters. If you have no errors and can enter play, just try uploading.

#

Also do you have Usharp Installed? I can see part of your asset folder in that screen but don't see Usharp. Ensure you have all the needed prerequisites for the assets you're using and that they are added in correct order.

stone marsh
rugged rock
#

how do u make a world

wraith cipher
urban epoch
#

If you put the VRCWorld prefab into your Unity scene you've technically met minimum requirements.

green lagoon
#

yeah but you can't do much if you don't have a floor

urban epoch
#

True, that is also a literal requirement I believe now, so if you put just like anything in there like a box or plane you've done it.

eternal bluff
#

Average sketchup enjoyer

bold ibex
wraith cipher
bold ibex
#

It's for a btec project

#

We got to choose our own art stuff to work I wanted to do something in VrChat because I thought it would be a funny excuse to put a headset on a teachers head

subtle relic
#

wats da difference between the avpro and the unity vid player?

#

ew udon graph Flunched

#

why udon graph be so complicated

vale sinew
#

So, I'm working on a world build, and when I went in to test it, the build is flying into the air over and over. This was not what I was intending. Could anyone tell me why it did that and what I can do to stop it from flying.

#

Current floor plan I'm still working on it

#

What it's doing, and it keeps getting faster the longer I stay in the 'test build'

vale sinew
#

Just goes up XD

mild spade
#

Actually, you are going down, and respawning, not the map lol

ruby jay
#

add colliders to your world

vale sinew
#

ohhhhhh

#

Soo, add a collider to my floor?

#

That was strange, it didn't show having to make a collider for the floor in the video guide

#

Ohhhh

#

There is a box collider on the object, it just didn't follow the size of the object!

#

Thank you!

ruby jay
#

glad you fixed it

vale sinew
#

No I'm still falling...

#

maybe I put my spawn outside the build

#

Ahh I did!

#

Somehow my spawn ended up under the build

#

Thank you for the link as well

ruby jay
#

you are welcome, sometimes the gizmo can be hard to predict in terms of where you put things in 3d

bold ibex
#

I'm not sure where else to put this so I'll leave it here for now, and I apologize if this has already been mentioned. The new camera doesn't take very kindly to AO in Unity's Post Processing Stack. Prior to this update, the AO would appear just fine in photos. Now, whether camera focus is on or off, the AO is completely misplaced

tight forge
#

hello

#

I have an issue where walking irl doesn't translate well to the ingame map

#

I made a model of my room and, even though blender and unity are both set to meters, and the room measurements are correct

#

moving irl doesn't move me the same distance in game

#

I tried resizing the map, but even when it looked extremely small, it still wasn't enough

#

I still couldn't get close to the walls before getting to the ones ingame

stone marsh
bold ibex
stone marsh
#

The camera issue most likely stems from a bug with the current camera however, but that's speculation as depth effects are indeed broken with current cam

#

AO will render over objects, mirrors, players, etc

#

Give a ghosting effect. It really shouldn't be used

#

Baking AO into textures is the way to go for performance and visuals

#

Would also solve your issue entirely

bold ibex
stone marsh
#

Most likely because those shaders aren't writing to depth so it can't draw AO.

#

Really lots of reasons not to use PP AO. Good luck

nimble cedar
#

Heya fellas, do we know if Shadergraphs work with our version of Unity for VRC?

green lagoon
#

nope and unlikely to ever work as vrchat uses the built-in pipeline not Universal render pipeline

nimble cedar
#

Well shoot

#

Anybody know of a lava shader around?

desert python
#

rollthered has one somewhere

thorn latch
#

Anyone have any good resources for learning Udon? Like is there a wiki for it or some kind of in depth documentation

#

Nevermind, I'm blind apparently

near escarp
#

Can you show your camera settings in unity

lyric acorn
#

‘Clear flags’ setting on camera element , change to skybox or color, you can use the example scene in the sdk for an example of what it uses

thorn latch
#

So on Udon my mirror has stuff flicker in and out of existence, despite my turning off the mirror occlusion in the settings. Anyone know why it may be doing this?

stone marsh
#

Just to make sure, By turning off, you mean the Culling check box is checked correct?

stray forge
#

I had an idea for a world but I don't know if it already exists. A rave/party venue with a shitton of different effects and features, stuff like lasers and fog and all of that but also a bunch of stuff that could only be done virtually. Performers could import custom scripts that would allow them to work with the world in the form of visualizers, scripted sequences, and other stuff of that sort. If this is already a thing please direct me to it, if not I'm thinking of getting a team together to work on this..

thorn latch
thorn latch
stone marsh
#

Nigh clubs with DMX lighting support, well, DMX lighting via livestream or video feeds to host events.

#

A few also have a system that allows you to copy a DJ into every instance using shaders so the DJ's movement is synced across all instances

stray forge
#

that's sick

slate haven
#

cant*

bold ibex
stone marsh
#

I love the disco ball. Usin it in my world. Looks really nice when it casts light on things.

unkempt mauve
desert python
#

preferebly somewhere it wont move

misty wave
#

Anyone know why the video player can't play youtube videos in CyanEmu? Is there a way around it? I know that's "how it works" but -- why? because YouTube DL isn't available or smth?

sturdy ether
#

How does one build a world to respond to avatar colliders?
this can also include particles with send collision message
nvm found in udon questions
#udon-general message

unkempt mauve
#

How do I make a pickup object drop when picked up?

misty wave
#

Is there a straightforward way to make a UI slider control a shader's colour or am I gonna be using U#?

silent furnace
#

I am running into an issue with pickup objects, where the proximity settings in the SDK appear to be getting ignored. I have it set to .035, and the object (a slider knob) is still way too sensitive, and prevents use of other buttons next to it. I also have an audiolink controller, and the handle is causing the same issue, so you can't use the controls unless you are hanging on to the thing. Has anyone else had this problem? It's only started since the last SDK update...

silent furnace
silent furnace
kind leaf
# misty wave Is there a straightforward way to make a UI slider control a shader's colour or ...

The behavior you are looking for is SetColor if that doesn't popup in the search when using udon then yes, U# is your option. Material.SetColor(string name, Color value). So .Material.Setcolor("_Color",Sildier.Value); although you are also going to need to use HSV to define the color via the slider or create a list so if the slider.value = a number, that number = a color [if (slider.Value == 1 ){Color = color.red}]

wild knoll
#

can quest users see post-processing?

near escarp
wild knoll
#

nice

#

dont have to worry then xD

stable crater
#

is there an addon for blender/unity that makes world crewation in blender fast/easy to test in unity/vrchat, I have a quite big world with many things that have to be setup like colliders, for unreal engine you can name the object in blender a collider and then a collider gets applied to it in unreal, is there something similar I can do with blender/unity with or without addons?

ruby jay
#

but what you refer to i don't really know anything like that

#

if you add colliders to an fbx in unity and you update the fbx, they will remain if the hierarchy stays the same

stable crater
#

There are too many changes because the world is at the beginning of its development and unity messes it up everytime

kind leaf
#

Software does as it is told. Unity and Blender are backwards so you have to export with that in mind. There are plenty of documents and videos that will show/tell you the proper way to export to Unity while keeping the desired transforms.

torpid holly
#

Two questions for all y'all: #1: Do most of you first develop your world for windows, publish, then when everything works right, clone it and convert to Android and start optimizing? #2: Where can i find learn what the audio limitations are for worlds? I'm specifically interested in layering multiple sound sources and synchronizing them, wondering how timing survives in VRC.

dusk sapphire
#

to answer your first question, If I know I was going to make something cross-platform, I'd take it into account when building the world, rather than just optimizing it for quest after the fact.

kind leaf
#

Thats how I started doing it after the first couple. Just having to press Switch and then reupload is a huge time saver. And Switching platforms speeds up after the first switch, takes a few seconds after the initial switch.

stable crater
#

Can I do interractable cloth for vrchat? with the cloth component or maybe dynamic bones, will they work with the player?

kind leaf
#

if you assign a collider to follow the players hand. there are prefabs to help with that

stable crater
stable crater
kind leaf
#

the components? like the colliders?

stable crater
#

I tried booth already but I can't speak japanese and there's mostly stuff for avatars

stable crater
stable crater
kind leaf
#

when you import the import settings have a toggle to autogenerate colliders. Make sure you are going through the import process and not just drag n dropping. But the meshes can all be assigned colliders with ease already, simple geometry gets a box colliders, complex gets a mesh.

#

some things you typically dont ant to have colliders, like stairs. Stair colliders are shit, no one likes a bouncy cam. For stairs you have to get creative and make a ramp and hide the renderer.

stable crater
#

I do the colliders by myself because my world is very complex and stairs without a flat collider are awful

stable crater
kind leaf
#

VRCPrefabs.com/Browse : SoccerBox(modify the script slightly, change the knee bones to hand bones), Attach-To_Me, stuff like that is what you are looking for for interactions. You can look at those scripts if you need something specific and can't find it.

peak flicker
#

How might I update my world? I just uploaded my first world and noticed that an object was clipping a bit and I've fixed it but I'm not sure how to update the world itself. In the docs on world creation, it says that I have to "Just push an update" and it will do it automatically, but I'm not sure how to "push an update" exactly

stone marsh
peak flicker
#

Oh so it won't upload as a second world?

#

Uploading a second world would be done through another Unity project then, I assume, is that right?

left raven
#

any one have a playing card prefab?

stone marsh
peak flicker
#

Is that the blueprint ID thingy?

stone marsh
peak flicker
#

Ohhhhhh, sicc!

#

Thank you for the help! :)

left raven
#

so how about that playing card prefab any one got one that i could borrow?

marble swallow
#

Ok so quick question, when i update my world and its cross compatible do i need to update both versions?

near escarp
#

yes

marble swallow
#

Okie, ty!!

marble swallow
left raven
#

yea will do

marble swallow
#

I have one its just that the reset button doesnt work

thorn latch
#

Has anyone else had issues with occlusion Culling causing weird visual bugs or VR Players? On my world, in certain places, the Occluder mesh disappears despite only being marked as an Occluder.

marble swallow
#

I actually need helps with video players too, im having an issue where i cant paste links

slate haven
#

Hi im trying to make like a “song list” or kind of music player for my world does anybody know how to i already know how to put music but dont know how to “managed it”

bold ibex
#

i dont know what colour i should do for the middle part of the shrine any ideas.

lime pasture
#

I am having an issue with MongoError: E11000 duplicate key error collection: vrchat.World index:_id_deup key: _ How do i resolve this issue?

#

Also my new world is not showing up in mine tab in vrchat but its plublished, would this error cause it not to show up?

unkempt mauve
#

How do I make a pickup object drop when picked up?

bold ibex
#

does anyone have any good world shaders for good shadows cause this toon shaders not good and no idea what to google cause its just called shader and shader means everything

green lagoon
#

do you have a picture of what's wrong with your shadows

#

and what toon Shader are using in particular

bold ibex
#

the toon shader shows no shadows or light projection its toon lit

green lagoon
#

yeah but it doesn't tell me what it's called

bold ibex
#

toon lit

green lagoon
#

as there is a great multitude of toon shaders

#

yeah that's not supposed to have shadows on it vrchat toon lit

#

as it's intended for like mobile class avatars

bold ibex
#

yeah

green lagoon
#

so not a good choice for a world Shader

bold ibex
#

you know any good shaders to google?

green lagoon
#

I suppose you could try the Poiyomi Toon Shader but honestly I've hardly seen anyone use a toon Shader on a world

#

not even any of the Japanese user base

bold ibex
#

im not spcificly wanting to use a toon shader just trying to find one that dosent look bad

#

and i dont know what to google to find that

green lagoon
bold ibex
#

thank you

#

these work with quest?

green lagoon
#

not on avatars

#

as you can only use the provided shaders on Quest avatars

#

and I probably wouldn't recommend either of them on World's especially not Quest

bold ibex
#

no for quest world

#

im makign a quest world

green lagoon
#

okay I just keep bringing it up because we're in the world development Channel

bold ibex
#

yeah im making a world

#

for quest

green lagoon
#

I probably use the standard light Shader for worlds on Quest

bold ibex
#

it made the world super dark when i used that

green lagoon
#

that's because you need to set up your lighting

#

and probably a bad idea to try to patch that by using a toon Shader

bold ibex
#

i did it was normal on a diffrent shader then super dark on that one

#

just do super intensity o somthing

#

or

green lagoon
#

what was the other Shader you were you as the standard shaders are the ground truth as far as how the lighting is

bold ibex
#

think it was just the default one thats set in the world automaticly idk this is my 4th day on unity

green lagoon
#

materials by default when you generate are the standard Shader

bold ibex
#

yeah that one

#

the lighting looked good on that

green lagoon
#

yes as that's the material the lighting system is setup for whereas various random shaders which might intentionally break the lighting for their aesthetic purposes

bold ibex
#

o one more question do you know how to make the lighting not effect the player in vr chat i unchecked player and player local in teh layers on each light and still the avatars super bright

green lagoon
#

I wouldn't recommend turning off Lighting on the avatars

#

and depending on the avatars they might essentially have lighting turned off by themselves

bold ibex
#

all my avatars are bright as a star

green lagoon
#

what are you using for your avatars

bold ibex
#

just others avatars

#

not mine

green lagoon
#

if they're anime style they may have the lighting literally turned off on themselves so they're going to Fulbright no matter what

bold ibex
#

in other worlds there normal

#

mine super bright

green lagoon
#

okay then that might be something with your lighting

bold ibex
#

any idea how to stop that

green lagoon
#

as I don't have any screenshots of your lighting setup I have no clue what's wrong and I also have no clue what those avatars are using for their shaders

green lagoon
#

do you have any light probes

#

as you kind of need those if you're doing baked lighting

green lagoon
#

light probes are not part of the lighting settings tab their objects you place in the world

#

I recommend giving this video a go

bold ibex
#

ok

green lagoon
#

basically at the moment you have the lighting baked to the world but not the avatars as they sample the lighting off of the light probes

#

as light Maps tell the surfaces how the be light up but not the air where the avatars are

bold ibex
#

so when bake lighting correctly i can delete the lights and it will stay on the objects textures right?

green lagoon
#

yes but it would be a good idea to keep the lights for next time you want to bake the lighting

bold ibex
#

yeah

#

id just hide them

#

thank you for the help

green lagoon
#

yes that would work and hopefully the light probes help

bold ibex
#

ok cool

#

o should i switch all my lights to baked mode?

green lagoon
#

yeah

south orbit
#

Hi is a bit specific question related to unity more in a general than world creation tho i use it for world creation but maybe someone knows..

  • So i am making a new 3.0 world with 2019x verison everythings good imported all things i need,
    i usually work with Probuilder + ProGrids however i cannot seem to find Pro Grids anymore for some reason not sure why
#

its like gone from the registry itself somehow ?

#
  • what is odd is that i have another world with exact same import and 3.0 tho is another project already partially built, and it has grids in it and able to find it from the package manager.
lime pasture
#

Does anyone have any good video players that you can use ingame keyboard & to stop & play videos like for youtube for sdk 3?

topaz basin
#

Idk. Maybe ProTV. But for some reasons it does not work for me. I am working on a world right now. The video player were working in my world. And suddenly it is not working anymore. I can't type a URL. I've tried so many video players. So strange

topaz basin
# marble swallow Same here!!

Really? I don't got the latest version of sdk world. 1 version older, but it still worked. Same with UdonSharp. I don't think that any of my assets are causing that problem. It's so strange

marble swallow
#

Yeah none of mine are causing the issue, it quite literally stopped working out of nowhere. Cant type or add links whatsoever

south orbit
#

i used one called wolfe video player (: seem to work just fine

kind leaf
#

Any player with a vrc url input component is going to accept keyboard input, and any prefabed video player is going to have play and pause. ^ Wolfe is my choice as well.

marble swallow
#

I tried that one but it always gives me an error and breaks everything in my scene

#

And it never allows me to build to test it

kind leaf
#

yeah, making sure you follow the directions is key

south orbit
#

sounds rather like something is wrong with ur scene rather than the component then ? i mean

#

i simply just import it, drag it into my scene, place it where i want, and it works

marble swallow
#

I have no idea, am noob at unity and building LOL

kind leaf
#

Wolfe and proTV require Udonsharp to function

marble swallow
#

I have that

south orbit
#

ah yeah that is true, udonsharp is required ofcourse

#

so are u using sdk 3.0 ?

marble swallow
#

Yes

south orbit
#

so my suggestion is u can try, make a new project, 2019 version then import 3.0 worlds and udonsharp, then wolfe player

#

test that world, use vrcworld for spawn

#

if it works, u know its not the wolfe player, tho again it shouldnt be i mean i literally published a world 1-2 days ago with it

marble swallow
#

Ye ye

kind leaf
south orbit
#

i had a friend who reminded me that rly tho i cant rmber which one of them i used actually lol

#

oh u mean automatic resync ?

kind leaf
#

ye

south orbit
#

well i dont even have that checked in my world, i have it open in my project tab right now

#

and it works fine without

#

i even have a video playing on load in

kind leaf
#

yeah its broken. I think vrc did a ninja patch on the avpro without telling us in the last sdk release. I always leave mine off as well.

south orbit
#

oh actually i do have it checked im dum, im checking the prefab itself and not from the scene lol

#

but i see yeh i manually checked it

kind leaf
#

newest sdk?

south orbit
#

should be

kind leaf
#

VRCSDK3-WORLD-2021.11.08.14.28_Public

south orbit
#

oh noes lol, well

#

how exactly do i adjust that

#

just del the sdk3 content

#

and re import ?

kind leaf
#

no

#

just import the new over top

south orbit
#

i see sweet

kind leaf
#

sharp wasnt updated with this last sdk so everythign else should be goood

south orbit
#

i check quite often i felt i checked recently too so appreciate it

#

thats wild cus i was using that version for alot of udonsharp stuff

#

like qvpens, pool tables, video player

#

all worked lol

kind leaf
#

yeah, it would only break if we had a major update.

south orbit
#

i see yeah, well appreciate it tho rather safe than sry and up to date for sure, maybe it also explains my earlier issue which i cant see to get a respond on anywhere lol

#

or well maybe it dont :p but ye

#

basicly i cant locate my progrids in new projects i make

kind leaf
#

You made sure to import progrids into that project right? Its not a default asset so it needs reimported to each project.

#

If you downloaded it before you can find it in the MyAssets tab of the package manager or on the Assetstore

south orbit
#

well progrids isnt rly imported l ike that

#

yeah well normally its built in the package manger unity registry

#

and it shows on my previous worlds, but if i make a new it does not

kind leaf
#

never used it, just read an article about it by unity for this year. worth a check 🙂

south orbit
#

u can see here new project with sdk and all the stuff

#

exactly like as if it was my old / other project

kind leaf
#

The packet Manager is going to get really freaky and behave oddly. New versions of Unity integrating it further so I expect. I already cant click "my assets" from the asset store tab, I have to click my assets from the package manager lol

south orbit
#

here exact same version and everything

#

yeah well its just like its gone from the package manager in any new project forwardly lol

kind leaf
#

your list is really small, I have like a 100 packages that show on my end

south orbit
#

cus i typed in the search bar in right side ''pro''

kind leaf
#

oh lol

#

duh

south orbit
#

;p

kind leaf
#

ima check mine

south orbit
#

i love progrids and probuilder, but using probuilder without progrids is kinda meh since u cant use specific meassurements kinda when extruding and such

#

i mean u prob can in some way or form that i dont know but ye progrids makes it very simple and easy on that point aswell as on / off and so on

kind leaf
#

If you switch to text instead of icons you can use the + button to put in exact measurements well in the form of unity units. And i just use V to snap.

south orbit
#

yeah but how do u extrude tho

#

do u do it by text ?

#

i use my mouse to drag it out, and thats where it becomes handy

#

cus progrids a llows me to toggle on / off in specific numbers how much i wanna extrude out or not by 1-10 drags etc

kind leaf
#

no, it is still a button just with a the text "extrude" instead of an icon. easier to read 😛

south orbit
#

and if off then i just drag it without like steps

#

yeah i dont use a button to extrude tho :p

#

i use shift and mouse

#

i pick a side like this example

#

hold shift and drag in blue arrow

#

and i extrude it out like that

kind leaf
#

yeah that works, more like blender

south orbit
#

yeah people often say why am i not using blender but i hate the camera stuff in that :p so i basicly do all my blender stuff in unity lol

kind leaf
#

Package Manager > Advanced > Show Preview Packages

#

same, movement in Blender blows chunks

south orbit
#

why is that even a thing

#

thanks a bunch

kind leaf
#

it's not officially stable enough to be a full feature. It will make it to the normal registry in time. A minor persistent bug could be why it is still there. ProGrids was created as a small tool for the Snaps Assets

south orbit
#

i mean i did this beforehand but its like such a small step its so easy to forget

#

ah i see yeah makes sense then

rough abyss
#

did vrc support LWRP?

long jewel
#

Is there quest exclusive worlds that PC players can't join? Or can they still join those worlds that just have "quest" in the corner

bold ibex
#

Although if there was some weird emulator thingy a computer could probably handle it to access Android/Quest worlds but that isnt a thing officially at least for VRC

long jewel
#

I see

kind leaf
atomic patio
#

What method would be best to find and remove unused assets?

gentle cove
#

need help with importing, am i on the wrong version?

#

i also have a problem with udon.graph.dll

pearl scarab
#

Anyone know where to find the super fancy beer pong prefab? The one with the different game modes and stuff?

bold ibex
#

VRCSDK breaks in other versions it wasn't built for

#

even if you use a new VRCSDK, it will break in older previously supported VRC Unity LTS(s) and vice versa

gentle cove
bold ibex
#

np

gentle cove
#

okay, i downgraded unity versions and that seems to have fixed the problem!

#

once again thank you

bold ibex
#

yupyup

#

I don't mind if it is performance heavy as the world will have very few people in it at one time

kind leaf
#

This is the DirectX 11 Grass Shader functioning in vrc. Doubt it works on android though.

#

quality could be improved, I just used the prefab in the package to see if it even worked in vrc.

quasi tusk
#

is there an up to date video player I can use for vrchat that uses URL?

bold ibex
kind leaf
#

ill upload for quest and send you the private link that way you dont have to waste monies lol. give me a few mins

bold ibex
#

oh perfect

#

wait how would I join a private link on standalone quest

#

do u have the ability to make a publish to community labs

kind leaf
#

yeah, just not a fan of uploading test content publicly lol. but ill get it up 😉

bold ibex
#

OOO

kind leaf
#

converting now but I didnt use a fresh project to test so it might be 45min-ish

bold ibex
#

dont worry i got time

split parcel
#

i dont know if im supposed to ask a question like this here, but here i go: Whenever I try to test my vrc world, it does not not open vrchat, but opens a window that says i need an app to open a vrchat link, how can i fix this?

gentle cove
#

making an irl rollercoaster in vrchat

#

if people play it

i am very sorry if you get sick

quasi tusk
#

its fine, got over my motion sickness from the amusement park in 2018 lol

#

mostly

bold ibex
#

also whatever prompts it gives you, go through them and say "yes" "ok" or the equvalents of

#

for um the windows that says I need an app to open a vrchat link

#

also if you coul send a screencap of this prompt it would help more

split parcel
#

AH, thank you!

#

It worked

bold ibex
#

pog

kind leaf
bold ibex
#

alright imma turning the quest on

kind leaf
#

sweet, cant wait to find out, i dont own Quest

bold ibex
#

its hell

#

its just the green terrain, and it lags you out super bad

kind leaf
#

lol

#

alright, pulling that shit down

bold ibex
#

this is very sad

kind leaf
#

the brute force one says its mobile friendly, but i dont have that to test, plus it would be 7 days until i could test publicly

bold ibex
#

i wanted to buy it anyway sooo

#

ill just uh grab that

kind leaf
#

at least it isnt expensive, considering the other shit we buy lol

bold ibex
#

proper assets can get real pricy yea

#

if this works on the quest at all ill be surprised

#

w at least 15 fps

kind leaf
#

let us know 🙂

bold ibex
#

reading the reviews and it seems like it supports mobile as of v1.6 but idk where to find the actual logs lol

#

i knowthere is a website I found it last time

kind leaf
#

Well, the dx11 wasnt a ctd so the method is valid. I bet a shader that supports mobile will have a better shot.

bold ibex
#

I dont even know how these shaders work at all

kind leaf
#

r/whoosh for me as well lol. Shaders are magic 😛

bold ibex
#

anything to alieviate cpu load

#

thats what they do right

#

oml why did I import literally everything but the bruteforce shader and THEN convert the project to android

#

silly vrchat with its false alarms

#

I cant imagine what may go wrong

kind leaf
#

😛

bold ibex
#

it uploaded...

#

the one that didn't support it didn't work

#

I just realised there was another scene file named "02MacMobileShowcase"

#

i have to try that and hope it works

bold ibex
kind leaf
#

grrrr

bold ibex
#

holy shit it works but its scuffed

#

everything is dark, no color variation with the grass, and the normal dirt floor was also green

#

good news is that the grass does waver and stuff like its real grass in the wind

kind leaf
#

you can only have one pixel light in quest right? does the grass have an emission map?

bold ibex
#

I dont even know

#

what is a pixel light

kind leaf
#

your realtime light, you'ed want to bake the lighting for a real world, but how is the grass going to get lit if it moves?

#

light probes or emissions, and i dont see anything about emissions

bold ibex
#

there are 2 directional lights

#

1 is active 1 is inactive

#

i should try seeing what the PC version is like, I actually don't know if maybe its just breaking because VRChat

#

that would explain me not ever seeing this ingame but my friend said he thinks he saw this before in VRChat

#

It does use scripts, I thought you couldn't use scripts that aren't whitelisted by VRChat; the VRChat Control Panel would stop you right?

kind leaf
#

Scripts will not pass into the build, so the required metal platform script is getting scrubbed. The required script for mobile(metal) platforms.

bold ibex
#

oh mobile is metal

#

ok

#

also it works on PC fine I was so scared it wasnt

kind leaf
#

"BF_MeshExtrusion.cs"

bold ibex
#

yea i saw that one

#

what do you mean by scrubbed

kind leaf
#

removed

bold ibex
#

this seems functional ingame so idk what that scripts purpose was

#

thankfullty it wasnt essential

#

I have a very annoying overlay on my screen too, probably a Canvas I have to delete if I remember right

kind leaf
#

if you manage to get the lighting right... I think the green ground might just be the shadow strength being too high, the shadow is green 😛

bold ibex
#

OHH

kind leaf
#

Yeah, thats the demo canvas

bold ibex
#

so if I made the directional light make no shadows, it should work better on mobile

kind leaf
#

realtime light is always harder with shadows.

bold ibex
#

so interesting, turning off shadows makes the scene significantly darker but i can make it back to normal by cranking up the light intensity

#

oor wait tf

#

I clicked onto another gameobject and it got super bright again

kind leaf
bold ibex
#

wil do

kind leaf
#

Good find though, Ive seen this shader posted a few times and never thought to try one.

quasi tusk
#

This is a world I'm currently making, very simple just a room, nothing professional. I don't have any knowledge in unity, just doing it for fun since 2018. Only thing I'm good at is adding shaders to materials

kind leaf
#

Sweet, planning to upgrade to the latest SDK and current supported Unity version?

#

Diggin the ceiling texture, also hope the fan moves 🙂

quasi tusk
#

Im still worried about most of the shaders or textures changing back to default after switching, so im sticking to 2018 for now. rest of my content is in 2019 version. I think it happened after switching out of 2017 a while back

kind leaf
#

That wont happen with this switch, but if you follow the guide you should be safe. First two steps in the guide are making a backup and reading the guide completely before starting 🙂 As long as you make a backup nothing can go wrong.

bold ibex
#

I wouldn't be able to use HDRP or URP because VRChat needs the default render pipeline right?

kind leaf
#

yes, only the built in rp is supported.

#

different shaders are used for different pipelines

quasi tusk
quasi tusk
rocky siren
quasi tusk
#

thanks lol

rocky siren
#

the shadows are amazing

idle sage
#

I'm having an issue with an animator, it seems like the object is moving slightly when it 'should' be idle, I'm a little stumped to be honest. 😄
About 30 seconds ago this was aligned perfectly, but now it's slid over to the side a bit:

#

Animator looks like so:

#

(Oops, accidentally marked the image as a spoiler)

#

When it's sliding, it's in the 'Closed' state.

#

(Waiting for the 'OpenDoor' condition to be true to transition to TrainDoorOpen)

#

Here's the train door object with Animator as well:

near escarp
#

did you check your keyframes/curves for that animation ?

#

make sure it doesn't loop forever in other states

idle sage
#

I'm not really familiar with animations. 🙂

near escarp
#

is the surrounding object potentially moving then ?

idle sage
#

Any object in contact with it, is static.

#

However, terrain is moving.

#

Maybe I'll try making its parent the world and see if that differs in some way.

#

Here's a short video of the issue, it became offset by as much as you see at the start of the video whilst I was opening up OBS, then you can see it slowlyyyyy floating away too. 🙂

#

Probably just something dumb I've done, I hope. 😄

idle sage
pure kraken
#

My builder won't show up. I've restarted unity and reimported the sdk several times

#

not sure what to do from here

#

@near escarp do you have any clue?

sturdy lynx
#

Check console for errors

pure kraken
#

there arent any.

sturdy lynx
#

Or do a backup of your project then reinstall the sdk in unity

pure kraken
#

as i've said, i've already reimported the sdk several times.

near escarp
#

close unity and restart, then check for console errors

hollow merlin
#

Anyone working on more pvp or golf worlds? Tried 2 earlier this week and was really fun and well put together

kind leaf
#

PVP or Golf.... Now I am just imagining you chasing people down with golf clubs.

#

How about a combination of both. Dodgeball style. Half the players on the field, the other half shooting balls at them 😛

hazy rivet
#

I've got a problem with the SDK, this is a fresh install of unity 2019.4.31f1

#

Any ideas for a fix?

kind leaf
#

If all you installed was the sdk then press clear. If error remain try reimporting.

hazy rivet
#

So, they are only a problem if they persist after a console clear?

kind leaf
#

yep, a lot of false reports are generated on importing. If you press clear and they go away there usually isnt anything to worry about

#

It's because one script gets imported before its dependencies^

hazy rivet
#

Thank you, this was causing me a lot of worry

neat ravine
#

For world development, do people purchase assets from the unity store to decorate their worlds?

bold ibex
# neat ravine For world development, do people purchase assets from the unity store to decorat...

Its one of the places but there are many other 3d moddeling websites that have a much larger wider catalog; see this VERY convienent list https://www.viar360.com/where-to-find-3d-models-to-use-in-your-vr-experience/

For educators looking for 3D models to create their VR training experiences, hunting down the perfect models can be a hassle.

neat ravine
#

and they can be imported into unity?

#

(sorry im really new to this)

bold ibex
#

If they are just .fbx or .obj files yea

neat ravine
#

okay!

bold ibex
#

if they just give you like 3dsmax or blend files then you need to open it in that first and then export as fbx

#

most of the time its already in .obj or .fbx

#

Blender is a good beginner 3d moddeling application if you want to further modify the models you get

#

free

neat ravine
#

yeah i downloaded it to try making my own world

#

but im new so i can't uhhh publish anything yet? which is fine bc it's not gonna be done any time soon anyways lol

#

it won't let me test it though argh

neat ravine
#

ok!

neat ravine
#

which is better, fbx or obj files?

kind leaf
#

depends on what you are importing. OBJ is a simple format which only stores geometry so you need a .mtl file included with texture/material information.

harsh wagon
#

I want to have snow particles in a world I'm making, but I'm not sure what effect they'll have on performance. Right now I have a particle system with ~4000 particles, and a total of ~6000 particles in the whole world.

#

On my setup it runs just fine, but my PC is pretty good so I don't know if it's just me.

neat ravine
#

ehehheHEHEH i got my video player working

#

also i'll go with fbx then

neat ravine
#

i added a tiny amogus in the corner

acoustic pollen
#

Hello i'm trying to use a World i've found on booth (this one: https://booth.pm/en/items/2367184 ) but i can't launch it on test. It open VRchat, load and send me back to my VRchat home.
If you want to know, i've import it in Unity, opened the scene then put the SDK (as the description in the booth said)

A basic avatar world I modeled and designed.There are NO avatars included in this project. This is a completed world created on Unity version 2018.4.20f1. The Unity Package includes the entire world, along with the vrcsdk. Open the package completely in the up to date unity version that is

#

I don't know a lot of things about VRchat world that's why i wanted a world that's ready to use to upload avatar

neat ravine
#

is there somewhere to download like, wallpapers or something for walls for building worlds? or skyboxes?

neat ravine
#

thank u!

cold island
#

dont know where to ask this, but anyone know where to find that one game world where you climbed up a garbage hill, and like garbage was flying at you, and u had to avoid it so u didnt get hit.

green lagoon
opal sigil
#

can somoene help me ?

#

i dont know what the problem :'(

idle sage
#

What settings for VRC Pickup would I use to prevent it having velocity on drop?

#

I'm assuming it's one of the Momentum Transfer Methods?

#

The names of them aren't very descriptive though. 😄

opal sigil
#

yes its when i transfer it did that

idle sage
opal sigil
#

okay thx

idle sage
#

Looks like maybe you're using a version that was made for Unity 2018.

opal sigil
#

is it the wrong version ?

idle sage
#

Noooo, version of UdonSharp.

opal sigil
#

oh okay

#

so i del udonsharp and re add it ?

#

it wont break everything ?

idle sage
#

Backup the project first. 😄

#

But yeah, delete UdonSharp folder, install latest one.

#

Worth making sure you're on the latest SDK3 as well if you've updated from 2018.

opal sigil
#

ythis version is the good version ?

idle sage
#

Looks fine yeah.

#

Just make sure you delete your existing UdonSharp folder first.

opal sigil
#

it does the same :(

quick geyser
#

can someone help me with this issue nothing i do can fix it

idle sage
quick geyser
#

yes it does

#

i guess there was another world update thing

opal sigil
#

whats ur unity version and sdk correct ?

wild knoll
#

anyone know where i can find undon game prefabs? like a pool table and things

near escarp
wild knoll
#

oh awesome! thanks!

chrome juniper
#

I tried to make a mirror toggle with UI and it works fine in cyanemu's playmode but when i build and test it,it's not working anymore. Help?

kind leaf
#

VRC UI Shape attached to the canvas?

lime pasture
#

@errant beacon here is what it looks like

errant beacon
#

would help to post a screenshot of the full console o:

lime pasture
#

do you need close up?

chrome juniper
lime pasture
#

the control panel for vrchat sdk is missing too i can not build test or upload?

#

@errant beacon ^

errant beacon
#

Try right-clicking Udonsharp in the asset browser and hitting Reimport, or Reimport All? not sure past that, sorry o:

lime pasture
#

reimport all now its reloading

kind leaf
# chrome juniper yup

make sure the UI elements are sharing the same plane of existence. They function in a 2d world so if you pull a button away from the canvas it will break. Make sure all elements are within the bounds of the canvas as well. And if the layer is on UI change it to default or Walkthrough.

lime pasture
#

@errant beacon Its all reimported now, its back up but still do not have access to the control panel from the VRChat SDK. As for the errors its now in purple

kind leaf
#

And you have 60+ instead of 41... can you show the log from the top, at least the first 20 errors.

chrome juniper
kind leaf
#

no just the ui elements have to be within the canvas

#

like a flat piece of paper. you can move them up, down, left or right but never away from the paper

#

If all that checks out then the only thing left is to verify that the ui elements are not being blocked by a collider. You can click through colliders in unity, you cannot in vrc.

lime pasture
#

Should i just remove this video player to see if the errors disappear and see if control panel comes bacm

kind leaf
lime pasture
lime pasture
bold ibex
green lagoon
#

yeah definitely not going to work in unity

vast spoke
#

looking for a car prefab for sdk2

lime pasture
#

I can not figure out this new issue i can not update my world now grr

green lagoon
#

would not recommend making any world's in SDK 2 as it's deprecated

vast spoke
#

udon kinda hard to code and shiiiittttt

green lagoon
kind leaf
#

learning magical nonsense tends to be harder at first. Coding (visual or script) is at least backed in reality. Instead of a minefield of dropdowns and triggers

vast spoke
#

i tried udon once and i panicked i might try it out sometime

#

for now, sdk2 is for me

green lagoon
#

I would not recommend it as they'll eventually remove the ability to upload SDK Two Worlds

kind leaf
#

At least when you do move on, if you primary cyantriggers you still have the ability to use sharp or udon. Growth will come 🙂

green lagoon
#

so that's literally shooting your project in the foot

vast spoke
#

so, i gotta start praying that i can learn how to code

kind leaf
#

CYanTriggers is similar to sdk2 setup. takes care of the coding for you. just click n drag like before

#

BUT just like with sdk2, you dont have to code shit in udon either if you dont want to. there are plenty of prebuilt prefabs like the ones you already use

#

just make sure you have the requirements met and drag n drop

green lagoon
#

and folks have made SDK3 cars were all you have to do is drag the cars into the the scene

vast spoke
#

so you are saying

lime pasture
#

i can not update my world, i keep getting this

vast spoke
#

ooh

vast spoke
#

in a unity project

kind leaf
#

fkin crawler link lol

stone marsh
# lime pasture i can not update my world, i keep getting this

You have 3 options:

1: sign into the account associated with the ID in the blueprint.

2: detached the ID in your pipeline manager blueprint so it's blank

3: check everything in your project to make sure you don't have two pipeline managers with different IDs.

vast spoke
lime pasture
stone marsh
kind leaf
vast spoke
#

aj

#

ah

#

well is this the editor file?

kind leaf
# vast spoke well is this the editor file?

I dunno nost, best to read over the link I posted, and see what cyan says. I have never cleaned out an sdk. Cyans migration tool might be easier. Read it over and if you need help try their discord.

lime pasture
lime pasture
bold ibex
#

Ok how can i get a ban system in my world? cause i have a few toxic indeviduals who are being toxic as fuck i wanna get them out of my community

lime pasture
#

@stone marsh The only thing im able to do is build & test my world i can not build & publish

marble swallow
unkempt mauve
#

How do I add the debug console in my world?

#

Is it a prefab?

near escarp
#
marble swallow
#

I even added them to a new scene

near escarp
#

you're missing the files for it

marble swallow
#

Where would i find the files?

near escarp
#

idk, which prefab did you use ?

marble swallow
#

USharp Video

near escarp
#

Did you reimport it ?

marble swallow
#

Yes

unkempt mauve
slate haven
#

Need help pls ☹️☹️☹️

stone marsh
#

It's waaaaaay too pixelated to actually read any of the pic.

near escarp
#

pretty sure it's the pool table

stone marsh
#

That's honestly what I was thinking. Really looks like the UI from Harry's pool table. I think the UI panel was updated for the Community Billiards so idk

stone marsh
near escarp
#

That video is unlisted, I just did some voiceover for it

stone marsh
neat ravine
#

damn why are these skyboxes taking so long to import

#

unity is practically frozen

manic sonnet
#

Is there any way I could get something like this to work in the game?

neat ravine
#

hey is there a way to control audio like... i have a wall here but I don't want the audio to go through the wall

#

like this

#

is there a way to completely flatten it somehow?

#

since i have the screen 'mounted' on the back of the wall

chilly grove
#

You could place a trigger volume behind the wall that mutes the audio while inside it

#

Or place a volume in the area where you only want the audio to be heard

neat ravine
#

yeah im thinking of moving the audio to like, a speaker that i put in the middle of the room instead

neat ravine
#

hoogh im having trouble figuring out how to convert textures to materials

#

the file i downloaded came with multiple layers and i don't know how to apply them. im looking at youtube tutorials but they're not really answering my questions

neat ravine
#

im trying to make a glass ceiling and have it be somewhat transparent...

south orbit
#

so u pull out a 3D cube or create one, then u just mark the cube, drag the texture on the cube and it will automatically create a material version of it in materials folder

#
  • a little reminder, when u make a specific material out of a specific texture like that, it will consider the material the main material which means that anything u apply this material to will have its configuration, in other words, if u want several of the same materials with same texture but different configuration, make duplicates of the same material, by doing method 1 i explained above, in that way u wont mess 1 material which u might accidently applied to different things and though it was only counting for the thing rather than the material .
south orbit
#

example here i made a purple glass material

neat ravine
#

ooh okay!

#

i found another tutorial and it turns out the images are all named like "occlusion" "height" etc

#

the detail i added ended up being super dark though...

south orbit
#

here is a typical glass shader i made

#

looks like this, pretty transparent

#

inside the color wheel u wanna drop it to 190

#

that is the transparency i was talking about

neat ravine
#

ohhh okay

#

omg you saved me it looks PERFECT

#

can i show?

south orbit
#

feel free to (: and glad to hear it worked out

neat ravine
#

thanks so much!!!!

south orbit
#

i feel tho the frame should been metallic not transparent :p

#

but it surely looks good on those squares ye (:

neat ravine
#

im not sure how to do that, f

south orbit
#

the only way u can do so is if they are 2 seperate objects or if u made the object entirely from scratch in probuilder

#

since that lets u choose layers / sides of an object to texture / materialize them, if this isnt the case then

neat ravine
#

ahhh

south orbit
#

and if its 1 object in total, then yeh prob wont be possible

#

another reason i like ProBuilder alot and can like recommend it