#world-development
39 messages · Page 106 of 1
Do you have any recommendations how I could do something like this?
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
that would involve your lighting settings not your shaders
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
do you have like your ambient lighting turned off
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!
glad to be of help
Hey everyone! Just wanted to say hi and excited to get my first test in VR Chat https://gyazo.com/1a712f67f48ae45f824f7d3d1379e86a
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
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.
trying to make textures with assets that are tiny and pixelated
i forgot the setting to make it looks crisp
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.
Thank you!! I will give it a shot!! Is this very CPU intensive? I want to have a number of items with this
Nope
Slick ty!!
One more question if you don't mind --
Is it wise to start out with chairs disabled? I'm worried having the number of chairs in my world will affect performance
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
In this TLX Spring 2021 session, Centauri focuses on how to create simple local and synced AI, and different ways to sync it between multiple players.
Check out other talks from the TLX Spring 2021 event at https://www.youtube.com/playlist?list=PLTgqlzYxsEMxiUvVaqBcD5OL9MpdmkiSH
Learn more about Prefabs TLX at https://tlx.dev
Follow TLX on Tw...
oh thanks for the help ;)
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.
It's literally just the Play() component on the GameObject?? How in the world
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.
And what it looks like after. My spotlights are realtime so they're the only lights that have an effect now.
can you show the settings/inspector view of that light in question?
There's a point light in each room. The settings are the same except for the shadow type.
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.
not every shader can handle lightmaps
make a gameobject, name it "lock" and put a rotation and position contraint on it. then make a door with 2 gameobjects, and use position contraints to try and move the door around, and use the lock gameobject to keep the door in the right place
Thanks for the info! Now how do I make it so it’s interactive? Do I use the vrc_pickup component?
yes
Ok. I’ll play around with it and see what I can do.
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?
This is my console. If I Build & Test everything works just fine.
should be fine, player methods like to error in build segments
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.
uh, did you by any chance use the prefab VRCSDKWorld?
Like place it into my world? No. Am I supposed to?
nah, just checking as sometimes people mistakenly use that instead of VRCWorld and they end up with what you have
do you have any other errors in the console aside from the ones you posted?
check and make sure you only have 1 scene descriptor and pipeline manager in your scene
Any recs for Udon documentation in regards to U#? Like what I can change, triggers/events etc?
honestly, the unity documentation itself
you'll want to check that its exposed to udon, but most commonly used api's should be available
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
under Window > UdonSharp > Class Exposure Tree
lets to check to see if something is exposed to Udon
of course, for vrchat specific things like the vrcplayer api and networking you'll find them at the vrchat docs
Oh my gaw... Thank you. 😭 I went through every object and found a rando pipeline manager on a collider.
uh, next time you can just type "t:PipelineManager" into the search bar above your hierarchy 😅
😭 Great, thanks.
or grab https://github.com/oneVR/VRWorldToolkit which can spot many common issues, including this one
how much would it be for a small world with guns and a few rooms and a working ship or 2
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.
you can send the private link to the world with friends
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?
there is no set time but if u play normally it should be like about 25 hours to New User
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
Btw that is a really good world for someone who is new to vrchat
you must have prior experience yeah?
just go into play mode and back out
ui text renders through everything in the unity editor on first launch until you go into play mode
its just in the unity editor only
ah thank you
Hi thanks for replay.. i'm a new user of vr-chat, and i had just one experience yesterday morning inside it. I created this world open for everyone..and i'd like to share it as son as possible. 🙂
ahh ok, also note that you can only upload worlds privately as a New User, and you need to be User to submit them to community labs which is a process that has them public but they arent official until it determines it
Ohhh that explains our issue. For some reason play mode hard freezes the unity editor so we’ve had to test in Build & Test only lately, so all our text is just stuck rendering over everything in-editor
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 ?
[SDK3] My builder panel doesnt show up. What do I have to do? I'm logged in.
allright thanks, how can submit my world to the community labs?
On the upload screen in upload phase, there will be a
symbol next to a check that talks about uploading to labs
idk if that even appears for new users but yeah its there
nvm, i figured it out
ok,thanks, but unity stop me with this popup before the configuration world
yeah so when you are able to upload look for that
otherwise just read the popup and read the FAQ
perfect! thank you very much !
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
@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 👍
Also the other seat is missing.
could someone assist me or tell me how to make a respawn items switch?
I have snacks in my world and people always put them in hard to reach spots, so I need a respawn button
Whats a good fluffy carpet shader
SDK2? Or udon?
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)
ok, thank you!
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)
When the sdk builds the world it will only use the assets and their dependencies that are in the hierarchy. If you have a car model on your assets folders but you never used it on your world/scene it will ignore it when building.
ah thank you
trying to make a quest world with textures that have transparent features
with standard cutout it works fine but when I do vrchat mobile anything it seems to always do this
background sprites appear in front when you go to certain angles..
Is it possible to still upload quest world with basic standard shaders so I can do cutouts
Hello ! I want to create a World on Oculus and I would like , using the SDK, whitelist/blacklist users access.
Is it possible ?
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.
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.
@kind leaf Do you remember our discussion?
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?
did you take advantage of the increase in quest world size?
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
I did increase the world size by 20 mb on Quest devices from 50 to 70 with this change.
For the Quest devices that crashes, Crashes on both new private instances, Public ones / Joining in on a friend
I meant fresh session as in they had just launched vrchat, rather than had been playing a while
Yeah for the ones that crash, It crashes in both scenarios (Freshly started VRChat / Old session)
the 4gb ram on the quest 1 is very limiting, its highly likely your map is consuming too much ram/vram
So might be related to the extension of the world towards the latest SDK update
I do have almost everything turned off upon joining,
Wonder what makes it crash for some units, not all however
Guess I gotta do a lot more testing to see an exact reason on the crash
just rng i guess, I've experienced the same on my quest 1
takes a few tries to load into the world after crashing
if you have a quest 1 yourself you could check to see if the logs say anything with adb catlog i guess
even if things are turned off, the client still needs to load and uncompress the asset bundle into memory
though, the client does attempt to abort the load if it sees the system running out of memory
but in some cases it runs out after the asset bundle is unpacked and the world is already loaded, and results in a crash
Unfortunately I do not own a quest (Neither 1/2) so can't really do any testing from my side 
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 
Yeah it increased that much mostly due to the extra light bake and I decided to increase the resolution of the skybox
if i had to guess the skybox is the biggest vram cost increase
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
Test 1 completed; Removed the new are completely from the world but kept the lighting data etc active.
That works
So something in the new area causes issues, At least that narrows it down a bit
Will totally try this as well
Thank you
One dumb question
Where did you guys get your 360 panoramas from? For sky boxes obviously
This always happens whenever I try to update the SDK, Is it alright to Accept it?
Yes, generally good to have backups, but this is fine
will we need to update our media players/worlds to take advantage of the new avpro 2.2.1 or the better syncing?
so, I updated the vrc sdk in my world, and now I am getting this:
anyone knows what could be up?
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
ouch
this only affects the unity editor, your videos will still play fine in game
it should be yt-dlp.exe
Pushing this again cuz I'm still having the issue
Is it possible to change gravity?
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
console errors ?
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
Fixing any error will solve your problem 
Well then not sure how to fix it as I have not changed anything but ill look into whats going on somewhere else
It was a simple click needed on the console "Error Pause" was enabled somehow when it shouldnt have been

vrchat should be on source smh
VRSource
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?
No idea?
Anyone heard about that?
vrchat darkrp please
I've been thinking about it for about 10 minutes now and that would be the best shit
I dont even know what that is besides gmod roleplay but thats great
It's got stuff like really basic base building - job system
basically ends up with people sitting in the sewers printing money and cops trying to just murder everyone
I have wasted so many hours of my life playing it
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
VRCWorld prefab is the spawn point by default
Or you can manually add a spawn in the world descriptor component of the VRCWorld object
Spawn can be an empty object, its location in 3D space is where the spawn position will be
ty
i ran into a second problem i uploaded the world and i load into it and it doesn't put me into the world
it just puts me back into my home world
Assuming you have no errors make sure you have a collider under that spawnpoint 🙂
ok
Question - how painful in terms of performance would it be to essentially...
Using Udon, create an "individually addressable LED strip" system - dynamically control 25-200 individual light points with Udon?
I assume the dynamic lights would be... stressful on the system
Would it be any better if they were emissive? Is there any performant way to do this?
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
I’m still having problems now I go to click upload and nothing happens I just get an error at the bottom
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
maybe would be able to replicate that look with the shaders I posted?
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
It's not for the look unfortunately, or else that would be ideal
I'm wanting to simulate some physical stage props I want to program in real life, but I want to visualise them
is the avatar Quest or PC or both? Is your GF Quest or PC? The only thing I can think of that would stop a player from using an avatar is their platform.
world is quest and pc but i am on quest and i am on quest and so is she
her rank is user and mine is known
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.
if your shared avatars say they are both quest and pc then you shouldn't have a problem sharing
It actually does to an extent, visitors cannot use avatar pedestals in private worlds
though if she is a user rank, this shouldn't be an issue
Thats interesting. I wonder why... A visitor would only be in a private world if invited. So I don't comprehend the restriction 😛
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?
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.
ic ty that makes sense.
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
or probuilderize it but judging by the deformations thats not going to go well
I'm still having trouble making my sky box rotate like a suddle rotation
was an fbx with all the objects separate, the conversions of the rotations were just backwards as is typical with blender.
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.
Thanks I'll try it in the morning, I'm mad tired rn so I'm heading to bed see ya
gn and gl
bro i was looking for something like this
i do stage / DJ lighting as a side gig irl and i wanted to do some in vrc ngl
Honestly there's a huge market for it
for pc. AL isnt supported on quest * I guess the market is there for quest as well until they realize its an instant CTD
Is culling a thing in vrcsdk? (Please ping, I am in general chat)
Can you be a bit more specific ?
For a very large world occlusion culling would be needed to maintain proper framerate. Would that be possible?
Yeah of course
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.
Can't wait to see what I can do
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
using Auto Fix doesn't really do anything, message goes away, but it back when I reopen the upload panel
oki nvm i found a work around by splitting it into 2 seperate objects to avoid all the wierd lighting / shading issues
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.
Ready-made video player solution for VRChat w/ Udon. Requires SDK3.0[Udon] (last tested w/ v2021.09.30.16.18) and Udon Sharp [U#] (last tested w/ v0.20.3). Recommend Unity 2019, 2018 works but might have some issues during import (MAKE SURE YOU HAVE THE LATEST U# VERSION). View the README.md file in
hmm
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.
any reason why your newly published world would immediately send you home?
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.
Oh God lol. It's like in old source engine games when you leave the skybox
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.
yes and since its so damn low res + low poly you may just want to do it yourself in Blender
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.
To bake bakery lights, the light component needs deactivated.
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.
I already asked this question a few times and nobody could help
Does anyone know if there is a plugin/addon that automaticaly updates the SDK
bookmark vrcprefabs.com/browse
I gave up
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 ^^
a lil preview of one of the rooms
You got baked lighting ?
working on it XD
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
the world is entirely underwater so it needs to be somewhat more believeable
or maybe you may know an even better way to simulate objects being thrown through water
how many polys would crash someone
my world is for a crappy school project so
i just want it to work
depends but 4 mil for the lowest possible specs i can think of
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
but if you want to get crazy. you would want some friction and bouyancy setup
im on it then
keep in mind that you could also mess with angular drag and mass without event coding
I've dpne that but it still shows the error
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.
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
it just keeps the ice cream there still and the invisable collider moveable
for quest?
my worlds 250k polys would it lag people at that
no
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.
im going off of specs from the iphone 4, it takes loading a 4 mil poligon model before it croaks completely
jez
it would take billions to take out even the most generic pc
idk im not used to using blender yet alone world creation im just nervous about stuff running properly
its good you actually worry about performance!
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
oh ye but then thats a different optimization scope
ic
you will eventually learn how. theres many things to learn that i cant really sum up all that well'
does polygon count or anything in the blender process matter?
material count and zfighting is the usual thing to worry about
oh
im just planning to use a few materials to colour everything
just greens and browns really
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
to do UV mapping stuff youd use Blender or something similar
Is your object set to static by any chance?
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
Here ya go. https://github.com/VRCBilliards/vrcbce
lol i read billboards
Tanhks
still showing thise
thanks for the advice. I was able to solve it with help by changing that Transform values (Scale and Rotation) for the duplicates.
the io error is probably not associated with the billiards asset itself. Is that your only error?
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.
If they don't move, ensure you mark them as static so they can batch since they look like duplicates and I see they aren't marked in that screen.
how do u make a world
either ProBuilder asset (Unity) or learning Blender and then exporting from blender to unity (.fbx)
If you put the VRCWorld prefab into your Unity scene you've technically met minimum requirements.
yeah but you can't do much if you don't have a floor
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.
Average sketchup enjoyer
Yes it's a school project
dope what class for?
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
Thanks ill check it out
Yes
wats da difference between the avpro and the unity vid player?
ew udon graph 
why udon graph be so complicated
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'
Just goes up XD
Actually, you are going down, and respawning, not the map lol
add colliders to your world
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!
glad you fixed it
i recommend https://github.com/CyanLaser/CyanEmu/ for fast testing for simple things within unity without having to build, which can take more and more time
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
you are welcome, sometimes the gizmo can be hard to predict in terms of where you put things in 3d
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
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
Shouldn't really use AO from post processing in VR it's absolutely aids. Always bake your AO into the textures.
Regardless, this is indeed a bug that affects depth effects with the new camera. AO isn't the only thing affected, anything that uses depth is. It seems to layer your view with the cameras view.
Me nor my friends have ever personally had any issues with the AO post processing in VR. It's worked great in my worlds. Doing a quick search brings me to a Reddit post encountering the same issue from last year. I can only assume older code is being reused and tested with this new camera. There was definitely a point between these where nothing was wrong
PP AO has always been broken in VR, it just may not immediately be obvious depending on world setup and if you know what to look for or if testing in VR vs desktop
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
From what I've experienced it's shader-specific. Certain unlit shaders have that ghosting effect. As for things like mirrors, an easy fix I use is scaling a plane directly behind the mirror. It blocks the AO from rendering through. Thank you for the advice though. I'll try baking it
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
Heya fellas, do we know if Shadergraphs work with our version of Unity for VRC?
nope and unlikely to ever work as vrchat uses the built-in pipeline not Universal render pipeline
rollthered has one somewhere
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
Can you show your camera settings in unity
‘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
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?
Just to make sure, By turning off, you mean the Culling check box is checked correct?
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..
Correct, although it appears at somepoint that box was unchecked again. Building now to see if the issue is fixed
The first half does exist, the second part about script importing and such has not to my knowledge though.
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
that's sick
i already do it it works at least now i can test the world with out any error but i can play it
cant*
I will someday use those Stage Lights
I love the disco ball. Usin it in my world. Looks really nice when it casts light on things.
Does it matter where the lock is in the scene?
preferebly somewhere it wont move
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?
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
How do I make a pickup object drop when picked up?
Is there a straightforward way to make a UI slider control a shader's colour or am I gonna be using U#?
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...
If you find an easy way to do it, please post it here as that's something I'd also like to be able to do (or even a light color for that matter)
Note there is a new version coming (currently in testing) that has some nice updates
Take a look at Club Orion
I actually got it going! 😄
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}]
can quest users see post-processing?
nope
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?
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
I use that already but bringing my blender stuff into unity is a pain, I need something that makes it easier
There are too many changes because the world is at the beginning of its development and unity messes it up everytime
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.
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.
Good article on audio sources in terms of optimization for performance, especially for quest: https://www.gamedeveloper.com/audio/unity-audio-import-optimisation---getting-more-bam-for-your-ram
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.
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.
Can I do interractable cloth for vrchat? with the cloth component or maybe dynamic bones, will they work with the player?
if you assign a collider to follow the players hand. there are prefabs to help with that
can you send me the prefab please?
It's not about the transofrms, I need it for the components
I tried booth already but I can't speak japanese and there's mostly stuff for avatars
yes
I can't find it at vrcprefabs either
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.
I do the colliders by myself because my world is very complex and stairs without a flat collider are awful
yeah, I have seperate colliders in blender and in unity I disable the mesh renderer and add a mesh colider on the objects
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.
great, thank you
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
The exact same way you uploaded your world. You simply upload it again. Any time you do the upload process the world will be "updated", anyone in an active instance, would just have to rejoin to get the update.
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?
any one have a playing card prefab?
You'd have to just give it a new World ID. Anytime you upload with no World ID Attached, it will go through the new world upload. If a World ID is present, it will update that ID
Is that the blueprint ID thingy?
👍
so how about that playing card prefab any one got one that i could borrow?
Ok so quick question, when i update my world and its cross compatible do i need to update both versions?
yes
Okie, ty!!
If u find one pls let me know bc i need one too!!
yea will do
I have one its just that the reset button doesnt work
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.
I actually need helps with video players too, im having an issue where i cant paste links
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”
i dont know what colour i should do for the middle part of the shrine any ideas.
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?
How do I make a pickup object drop when picked up?
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
do you have a picture of what's wrong with your shadows
and what toon Shader are using in particular
the toon shader shows no shadows or light projection its toon lit
yeah but it doesn't tell me what it's called
toon lit
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
yeah
so not a good choice for a world Shader
you know any good shaders to google?
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
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
https://gitlab.com/s-ilent/SCSS I've also seen this one recommended decently often
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
okay I just keep bringing it up because we're in the world development Channel
I probably use the standard light Shader for worlds on Quest
it made the world super dark when i used that
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
i did it was normal on a diffrent shader then super dark on that one
just do super intensity o somthing
or
what was the other Shader you were you as the standard shaders are the ground truth as far as how the lighting is
think it was just the default one thats set in the world automaticly idk this is my 4th day on unity
materials by default when you generate are the standard Shader
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
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
I wouldn't recommend turning off Lighting on the avatars
and depending on the avatars they might essentially have lighting turned off by themselves
all my avatars are bright as a star
what are you using for your avatars
if they're anime style they may have the lighting literally turned off on themselves so they're going to Fulbright no matter what
okay then that might be something with your lighting
any idea how to stop that
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
do you have any light probes
as you kind of need those if you're doing baked lighting
You can support me on my pateron
https://www.patreon.com/mcphersonsound
This is a longer tutorial than normal and there is a lot to cover so here are time stamps for your convivence.
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 generate lightmap UV
3:28 light probes
5:10 reflection probes
6:00 emissive ...
light probes are not part of the lighting settings tab their objects you place in the world
I recommend giving this video a go
ok
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
so when bake lighting correctly i can delete the lights and it will stay on the objects textures right?
yes but it would be a good idea to keep the lights for next time you want to bake the lighting
yes that would work and hopefully the light probes help
yeah
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.
Does anyone have any good video players that you can use ingame keyboard & to stop & play videos like for youtube for sdk 3?
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
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
Yeah none of mine are causing the issue, it quite literally stopped working out of nowhere. Cant type or add links whatsoever
i used one called wolfe video player (: seem to work just fine
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.
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
yeah, making sure you follow the directions is key
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
I have no idea, am noob at unity and building LOL
Wolfe and proTV require Udonsharp to function
I have that
Yes
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
Ye ye
did you happen to notice that the avpro component no longer has the auto sync check box?
yeah well
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 ?
ye
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
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.
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
newest sdk?
VRCSDK3-WORLD-2021.11.08.14.28_Public
oh noes lol, well
how exactly do i adjust that
just del the sdk3 content
and re import ?
i see sweet
sharp wasnt updated with this last sdk so everythign else should be goood
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
yeah, it would only break if we had a major update.
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
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
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
never used it, just read an article about it by unity for this year. worth a check 🙂
u can see here new project with sdk and all the stuff
exactly like as if it was my old / other project
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
here exact same version and everything
yeah well its just like its gone from the package manager in any new project forwardly lol
your list is really small, I have like a 100 packages that show on my end
cus i typed in the search bar in right side ''pro''
;p
ima check mine
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
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.
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
no, it is still a button just with a the text "extrude" instead of an icon. easier to read 😛
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
yeah that works, more like blender
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
Package Manager > Advanced > Show Preview Packages
same, movement in Blender blows chunks
finally lol
why is that even a thing
thanks a bunch
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
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
did vrc support LWRP?
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
There are Quest only worlds that exist just like PC only ones; PC users can't magically join Quest only worlds because they are only built to Android arch
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
I see
vrc only supports the built-in render pipeline.
What method would be best to find and remove unused assets?
need help with importing, am i on the wrong version?
i also have a problem with udon.graph.dll
Anyone know where to find the super fancy beer pong prefab? The one with the different game modes and stuff?
yea you need 2019.4.31
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
thanks man
np
okay, i downgraded unity versions and that seems to have fixed the problem!
once again thank you
yupyup
What would be the best way to simulate grass for a world? I am considering buying a shader that can do it instead of like making flat images of grass that can follow you https://assetstore.unity.com/packages/vfx/shaders/brute-force-grass-shader-192388
I don't mind if it is performance heavy as the world will have very few people in it at one time
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.
is there an up to date video player I can use for vrchat that uses URL?
id want to test it on my poor quest for the hell of it hah
ill upload for quest and send you the private link that way you dont have to waste monies lol. give me a few mins
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
yeah, just not a fan of uploading test content publicly lol. but ill get it up 😉
OOO
converting now but I didnt use a fresh project to test so it might be 45min-ish
dont worry i got time
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?
making an irl rollercoaster in vrchat
if people play it
i am very sorry if you get sick
Ensure that the VRChat Client Path in the VRChat Control Panel actually leads to the VRChat.exe
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
pog
public Cl is Quest DX11 Grass Test (by KevBal)
alright imma turning the quest on
sweet, cant wait to find out, i dont own Quest
this is very sad
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
at least it isnt expensive, considering the other shit we buy lol
proper assets can get real pricy yea
if this works on the quest at all ill be surprised
w at least 15 fps
let us know 🙂
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
Well, the dx11 wasnt a ctd so the method is valid. I bet a shader that supports mobile will have a better shot.
I dont even know how these shaders work at all
r/whoosh for me as well lol. Shaders are magic 😛
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
😛
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
everything was black completely, the sun was the only visible thing
grrrr
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
you can only have one pixel light in quest right? does the grass have an emission map?
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
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?
Scripts will not pass into the build, so the required metal platform script is getting scrubbed. The required script for mobile(metal) platforms.
"BF_MeshExtrusion.cs"
removed
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
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 😛
OHH
Yeah, thats the demo canvas
so if I made the directional light make no shadows, it should work better on mobile
realtime light is always harder with shadows.
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
sounds interesting make sure to give the doc a read over, lots of artifacting and lighting issues + solutions https://www.bruteforcegame.com/brute-force-grass-shader
wil do
Good find though, Ive seen this shader posted a few times and never thought to try one.
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
Sweet, planning to upgrade to the latest SDK and current supported Unity version?
Diggin the ceiling texture, also hope the fan moves 🙂
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
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.
I wouldn't be able to use HDRP or URP because VRChat needs the default render pipeline right?
yes, only the built in rp is supported.
different shaders are used for different pipelines
Fan in action
took me a while to find out how to get the shadows to move with the fan
holy- that's nice man
thanks lol
the shadows are amazing
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:
did you check your keyframes/curves for that animation ?
make sure it doesn't loop forever in other states
Closed and Open states have no motion, so the object shouldn't move when in those right?
I'm not really familiar with animations. 🙂
is the surrounding object potentially moving then ?
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. 😄
You know what, I've figured it out! Removing the object from its parent fixed it. Though the parent doesn't move, so I'm not exactly sure why this has any effect at all.
Either way, a fix is a fix. I'll go with it.
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?
Check console for errors
there arent any.
Or do a backup of your project then reinstall the sdk in unity
as i've said, i've already reimported the sdk several times.
close unity and restart, then check for console errors
Anyone working on more pvp or golf worlds? Tried 2 earlier this week and was really fun and well put together
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 😛
I've got a problem with the SDK, this is a fresh install of unity 2019.4.31f1
Any ideas for a fix?
If all you installed was the sdk then press clear. If error remain try reimporting.
So, they are only a problem if they persist after a console clear?
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^
Thank you, this was causing me a lot of worry
For world development, do people purchase assets from the unity store to decorate their worlds?
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/
If they are just .fbx or .obj files yea
okay!
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
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
try https://github.com/CyanLaser/CyanEmu/ in the meantime
ok!
which is better, fbx or obj files?
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.
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.
i added a tiny amogus in the corner
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)
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
is there somewhere to download like, wallpapers or something for walls for building worlds? or skyboxes?
AmbientCG and 3DTextures.me are good
thank u!
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.
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. 😄
yes its when i transfer it did that
Make sure you're using the latest UdonSharp and that you deleted the old version before updating.
okay thx
Looks like maybe you're using a version that was made for Unity 2018.
is it the wrong version ?
Noooo, version of UdonSharp.
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.
Make sure you are using the latest VRCSDK
If you are upgrading from Unity 2018, follow the upgrade instructions https://docs.vrchat.com/v2021.3.2/docs/migrating-from-2018-lts-to-2019-lts pay specia...
ythis version is the good version ?
it does the same :(
can someone help me with this issue nothing i do can fix it
Authentication tab show's you as signed in right?
whats ur unity version and sdk correct ?
anyone know where i can find undon game prefabs? like a pool table and things
oh awesome! thanks!
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?
VRC UI Shape attached to the canvas?
@errant beacon here is what it looks like
would help to post a screenshot of the full console o:
yup
the control panel for vrchat sdk is missing too i can not build test or upload?
@errant beacon ^
Try right-clicking Udonsharp in the asset browser and hitting Reimport, or Reimport All? not sure past that, sorry o:
reimport all now its reloading
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.
@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
And you have 60+ instead of 41... can you show the log from the top, at least the first 20 errors.
does that mean the mirror also has to be in the same plane?
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.
Should i just remove this video player to see if the errors disappear and see if control panel comes bacm
Can you show the beginning of the errors? At least the top 20? The video player is probably not your issue.
Thank Q
I deleted both unity packages i was getting frustrated with the errors so i am just going not to have a video player in my world for now. I did get the control panel to pop back in
I have this new error, after removing both those packages. Signed back into vrchat on the editor and i get this when i got to update the build? Should i detach from pipe line and do it over?
https://www.unrealengine.com/marketplace/en-US/product/cartoon-water-shader/questions i need a material for a waterfall i really like this one but it says unreal engine so im presuming its not gonna work in unity
yeah definitely not going to work in unity
looking for a car prefab for sdk2
I can not figure out this new issue i can not update my world now grr
would not recommend making any world's in SDK 2 as it's deprecated
udon kinda hard to code and shiiiittttt
https://github.com/CyanLaser/CyanTrigger this lets you code using SDK 2 triggers in udon
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
I would not recommend it as they'll eventually remove the ability to upload SDK Two Worlds
At least when you do move on, if you primary cyantriggers you still have the ability to use sharp or udon. Growth will come 🙂
so that's literally shooting your project in the foot
Im sorry what
so, i gotta start praying that i can learn how to code
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
and folks have made SDK3 cars were all you have to do is drag the cars into the the scene
so you are saying
i can not update my world, i keep getting this
ooh
is there a way to remove all vrc sdk2 stuff
in a unity project
fkin crawler link lol
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.
what do you mean by that
I only use one ID but how would i check to see if i have to pipelines?
By looking with your eyes.
The ID that is attached HAS to have been an ID from your account. It can't be an ID from someone else, or one that came with a model, asset, or anything like that. You can only have one active scene and one active world ID. If you added any prefabs with an ID it needs to be removed.
the first link i posted was a crawler link, i edited with the original link 😛
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.
Does it matter that i have two Scenes in the assets folder?
Even though i am logged in when i go to build an publish it says that i am not logged in after the screen pops up
Do tell if you ever find a good water shader that looks similar to that and satisfies your requirements!
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
@stone marsh The only thing im able to do is build & test my world i can not build & publish
So i just got this error when i imported the udonsharp video player https://gyazo.com/376a74a64a5e5f4d394b7a3b1999445c anyone know how to fix this?
What is Debugging? Debugging is how you learn about what's going on under the hood in the VRChat client and your world. It's a key skill to develop for programming in general, and for building your worlds. VRChat Logs When you use the VRChat client, it saves logs about things that happen like worlds...
Also this is popping up for all of my video players https://gyazo.com/735425bd6a3b4179798529eee3fbebe0
I even added them to a new scene
you're missing the files for it
Where would i find the files?
idk, which prefab did you use ?
USharp Video
Did you reimport it ?
Yes
I meant this console.
Need help pls ☹️☹️☹️
What world is this in? looks like a panel for some prefab like a pool table or some chat asset.
It's waaaaaay too pixelated to actually read any of the pic.
pretty sure it's the pool table
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
I've always wanted to ask, is the video in "we need to talk about vrchat" available online anywhere? I see your profile banner but dunno how much u had to do with it overall
That video is unlisted, I just did some voiceover for it
Ah gotcha. Honestly the best thing I've found in VRC in a long time. Brilliant. Your voicing fits perfect.
How does ocean waves simulation with Fast Fourier transform work?
Source code:
https://github.com/gasgiant/FFT-Ocean
Music:
https://soundcloud.com/igor_vaiman
Catlike Coding on Gerstner waves:
https://catlikecoding.com/unity/tutorials/flow/waves/
3Blue1Brown on Euler's formula:
https://www.youtube.com/watch?v=v0YEaeIClKY
3Blue1Brown on Four...
Is there any way I could get something like this to work in the game?
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
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
yeah im thinking of moving the audio to like, a speaker that i put in the middle of the room instead
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
hey I downloaded 3DTextures.me stuff, but they come with multiple images and I can't get the desired effect from creating materials.
im trying to make a glass ceiling and have it be somewhat transparent...
there are several ways u can apply a texture to material, one of them is clicking the material and put on the main mask as the texture u want it to be, another way which i prefer doing is that
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 .
- to make transparent materials, u must take use of the shader within the material, u can use standard shader for that even, tho there is rendering mode that says '' opaque '' usually u wanna change that to '' transparent '' and not remain it opaque, beside of that u can inside the color configuration also drag down / up the transparency
example here i made a purple glass material
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...
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
feel free to (: and glad to hear it worked out
i feel tho the frame should been metallic not transparent :p
but it surely looks good on those squares ye (:
im not sure how to do that, f
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
ahhh
