#world-development

39 messages ยท Page 109 of 1

dusk sapphire
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for future reference, create animations on a gameobject directly through the animation window, it'll automatically make the animator component, animator controller and animation clip for you

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create a new animator controller in your assets and drag it into the controller slot

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then open the animator controller and drag your animation clip into the default layer

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are you able to go into play mode?

dusk sapphire
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yeah thats fine

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try it now

chilly hawk
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Great, will do

dusk sapphire
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if you haven't, i mentioned earlier than you should ctrl+a all your animation keyframes and set it to auto

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this is because the default animation curves are not linear which is not what you want for an animation that's basically a looping spinning object.

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other wise when it loops the rotation speed isn't consistent

chilly hawk
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Yeah, it slows and stops at the end of the loop

dusk sapphire
chilly hawk
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Yep, that fixed it :)

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Thanks a million

gaunt minnow
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moved it back and the error's gone

dusk sapphire
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ah, didn't notice that

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yeah that might have done it

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some things are sensitive to path changes

gaunt minnow
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guess ill have to live with an unorganized mess of a project folder lol

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@dusk sapphire can i DM you a screenshot? it has local paths in it so would rather not post publicly

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im getting errors when i go out of play mode

dusk sapphire
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uh, sure? though if you can go into play mode and it works fine I imagine its not big of a deal

gaunt minnow
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im not sure whats going on since i havent had any of these things happen in the previous unity version

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apreciate if you could take a quick look wether there is anything you feel should be adressed

kind leaf
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When you restructure, if you clear the library (google), any structure issue is typically solved. The problem comes later when you update stuff. Replacement assets go where you moved the old ones, but anything new gets separated and breaks. Also, local paths reveal nothing useful to anyone except the embarrassing names we might give our pc's. c:/users/elitepoo means nothing to anyone even if it was a real pc name ๐Ÿ™‚

stable latch
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has anyone faced this issue before while attempting to upload their world? if so how do i fix this?

ruby jay
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check console log for errors, fix them

bold ibex
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Hey have a strange Problem in my World. Have a switch in the World which is Turning on and off a game object (parent one who has more child objects inside).
This is local.

Now it happens or happens Not that a Player geht's stucked in movement. He only can turn but Not move. Also after respawn. Only rejoin World fix it.
This happens by around 60% chance.

It is also Not clean what conditions lead to this.

Last Thing changed Was adding occlusion to the World.

Anyone have a Clue?

kind leaf
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So the player gets stuck in the switch and has to respawn?

bold ibex
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Not in the switch...He freezes in movement. If He respawn He is still freezed in movement. Only turn avaliable

kind leaf
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try moving your spawn point up a bit (the y value )

bold ibex
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Above 0 i guess yeah? Online where some Infos about under 0

kind leaf
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Yeah, if it is too close to the floor collider you could be having an issue with that. You mentioned the switch to toggle off/on objects, unless that is turning off the floor or part of then that is probably it

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if your spawn is 0, maybe try .5 or 1 and see how that works out

bold ibex
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Try it. And also get the spawn point out of parent class

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Thx. Keep you updated

bold ibex
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@kind leaf has not worked

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you would like to join the world and see it yourself?

cunning nest
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so in a mirror the player avatar particles is getting rendered behind the world, how to fix this>?

bold ibex
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Is there a unity tool that makes it easy to swap out materials between android/pc builds?

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I could duplicate my prefabs and do it that way, but that seems a bit silly

bold ibex
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You have like BuildHelper and Quest switcher

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The Easy Quest Switcher that I have only enables/disables prefabs, which is great but I was wondering if there is something that just switches out materials on existing prefabs ๐Ÿ˜›

bold ibex
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You have material towards the bottom

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ooooh

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thanks

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does anyone know how to move a chair sitting position put the vrcstation componant and a udon stationgraph in my object anyone know how to move the location of the sitting? - Also how do you update your world thats allready published do you just public again like you did in the first place or somthing elts?

bold ibex
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this are the spawn settings i mentioned. and the buttons are in the background

vivid brook
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Anyone know any non udon sharp games for your world

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Regular udon non sharp

woeful hemlock
light carbon
woeful hemlock
random sphinx
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how can I make a climbable ladder? like one that you just walk into to climb?

kind leaf
crystal palm
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is subsurface scattering supported in unity/vrchat shaders or can I achieve this same eevee look in another way? i know you have to bake the lighting but can that include a kind of translucent look like this too?

kind leaf
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Yes, and no. SS is in the HDRP so no you cant use it, but the lighting in the shared image is what anyone using Bakery would expect.

woeful hemlock
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Is there any difference in how VR Chat handles transparency in VR mode? I use SeansWater shader which was recommended in a few places. In desktop mode it looks fine. But in VR the transparent part at the edge of the water heavily mirrors the world above it which looks very odd.

gleaming plover
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if you want to add something simple like a table

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is it better to make it in blender or create it in unity

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(ik you could look for a table asset, i mean specifically for this case if one is better to do than the other)

kind leaf
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any of the above. whatever works for you

gleaming plover
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okay so its pretty much the same then

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i wasnt sure if one was just smarter to do or something

kind leaf
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if you got the skills obviously blender is smart, but an asset might be free and prebuilt is instant so no time lost. So its just that, whatever you want ๐Ÿ™‚

gleaming plover
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blender is smart but lets say super basic

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a 3D cube made in blender vs just a basic 3D cube in unity

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i take it theres not much of a difference at all between them

kind leaf
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between cubes no lol. what you can do yes. blender has all your modeling tools in one place. unity needs you do find other assets like poly brush

green lagoon
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yeah not much of a difference if you're just talking about resizing cubes to make a table but if you wanted to be more complicating to the cube when they would probably be a better choice

random sphinx
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@gleaming plover you might be interested in Unity's probuilder tools, lets you make more complex shapes right inside of Unity without having to get into Blender

gleaming plover
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thanks for the insight guys

gleaming plover
random sphinx
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does anyone actually use occlusion culling in their world? the culling is never good; always culls things that shouldn't be.

gleaming plover
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i have 0 idea what that is

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but i wish i could help LOL

green lagoon
random sphinx
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i don't even use occlusion culling in my games because it never works right

gray sleet
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Is it possible to update a world from sdk2 to sdk3 since now sdk2 is no longer maintained

green lagoon
chilly hawk
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I got these moving yesterday and they have decided they don't want to today >:(

gray sleet
short forum
# gleaming plover is it better to make it in blender or create it in unity

You can get it done with probuilder in unity, but it can add more faces than you need. Blender is the most optimized version while unity is the quickest route. Regardless, do not use the basic shapes in unity, as there is no UV mapping available by default and textures do not apply well. Both probuilder and blender (with UV mapping) works best.

gleaming plover
short forum
chilly hawk
green lagoon
green lagoon
chilly hawk
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Got legacy unchecked.

gray sleet
green lagoon
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yes a free version of CyanTrigger but the converter is currently paywalled as the developer has to eat

gray sleet
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well darn. ;-;

lucid hawk
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Need help with an issue I'm having. A couple of months back I ported a map from another game into VRChat with the help of a friend. Everything was working fine until they released the Unity 2019 update and now you fall straight through the ground on one half of the world. I'm using a mesh collider but for some reason only one side works but on the other it's broken.

green lagoon
# gray sleet well darn. ;-;

the converter will eventually go into the free version and your SDK Two Worlds aren't going to break immediately

gray sleet
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hopefully it will be free before vrchat breaks sdk2 worlds.

dusk sapphire
chilly hawk
dusk sapphire
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top right corner of your inspector

chilly hawk
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All are unchecked

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Empty object (fan blades' parent) is set up like this:

dusk sapphire
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debug view doesn't really help heh

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does it not play in play mode?

chilly hawk
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I'll move the camera over and check

craggy umbra
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Does anyone have a prefab for audio reactive lights? Like the ones in club vrc worlds

chilly hawk
dusk sapphire
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what does it look like when you open your animation window?

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you didn't change the name of the game object did you

chilly hawk
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Haven't renamed anything. I duplicated them yesterday without issue.

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(that's why there's 3, not 1)

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I have spotted an error about 'legacy animations', but I get another error if 'legacy' is checked. It's currently unchecked, like you told me to last time.

dusk sapphire
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whats the error?

chilly hawk
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Hmm... doesn't want to pop up. I'll see if I can make it happen again.

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...they are now spinning again in-game

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I do not know why

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Hopefully they stay spinning from now on

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I have another unrelated issue, which is this:

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For a video player. Auto Fix can't resolve it for whatever reason.

chilly hawk
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I'll see if the fans are broken or not when it's uploaded.

idle sage
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Is there a good way to make something slide? As far as I know Physics Materials aren't supported. :o

keen lance
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So I accidently published my vrchat world, and I Un-published it, and I want to republish it again,

but I can't because I apparently exceeded the publish limit,

How do I refresh the limit?

Or do I have to wait 7 days to publish again even after I unpublished the world?

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Any help is appreciated.

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Oh and One more thing: If I publish a world and then immediately unpublish it, does that mean have to wait or Is there a way where I can refresh it if i accidently publish?

gleaming plover
keen lance
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darn

kind leaf
random sphinx
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speaking of the 1 upload per week limit, does this count for Quest builds too? meaning, would I be able to upload the PC and Quest versions of my world in the same week?

kind leaf
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updates dont count. If you upload pc the quest version has the sam id so it is an update not a new upload

random sphinx
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ah ok, good

gleaming plover
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im using the video player from the vrchat examples folder

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can i make it less painfully bright

kind leaf
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in the material, drop a black texture where is asks for it ๐Ÿ™‚ you can drop any texture really

gleaming plover
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on the screen child object?

kind leaf
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select the screen, the material will be video somthing realtime emissive select it

gleaming plover
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yeah this right?

kind leaf
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yes

keen lance
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what would be a good video player for a world? (Asking for a good one in general

gleaming plover
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im using the example ones

kind leaf
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Protv2 if you want lots of features ๐Ÿ™‚

keen lance
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ah ok

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what about games and stuff?

kind leaf
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^ everything in the Udon Prefabs works. sdk2 prefabs are 50/50(due to age) the other tabs all have very helpful stuff.

kind leaf
gleaming plover
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yea i dropped a material on the tv and it covers the screen i need to find out how to remove it

kind leaf
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ctrl z undoes changes. If you accidently replaced the screen material then just select the video material again and drag and drop it on the screen for a quick switch back

gleaming plover
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yea i just called in a new one

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thank you for the help kev its workin

chilly hawk
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My pickup-ables instantly disappear. What am I doing wrong?

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I don't recommend clicking that link

meager anvil
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Why did I deadass just open that for no reason

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It's just rule 34 lol

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But yeah, don't click on it.

short forum
chilly hawk
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Ah, didn't think of object colliders

bold ibex
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hi

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having annoying issues with unity

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UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1[T] alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, ```
manic sonnet
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how could I make the outside of a room invisible to players? Im making it so you can teleport to a room but it would be visible from the outside, I would put it far away from spawn but then everything glitches

uncut siren
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Where can I report a hacker?

kind leaf
green lagoon
uncut siren
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Thx

green lagoon
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you need to do that with the moderation reports section not here

uncut siren
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Sorry

green lagoon
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the vrchat Discord moderation staff can't help out with in-game moderation

kind leaf
manic sonnet
kind leaf
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you have to set the reference camera far distance as well. It is by default at 1000. If you don't have a reference camera you need to have one.

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To clarify, the world will upload without one with poor render distance configurations and zero post processing support.

manic sonnet
kind leaf
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select the camera, you will see a near and a far option

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in the inspector

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set near to .01 and reduce far to the lowest you can live with

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then select your scene descriptor (VRCWorld) and in the inspector make sure "reference camera" is that camera

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After that all you have to do is move the other room 1 tick beyond the far distance set in the camera. You are measuring from the closest wall not the center.

manic sonnet
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thank you, is there any way to create exceptions? say if i had an object in the background of the scene

bold ibex
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@kind leaf ArgumentException: The Assembly UnityEditor is referenced by VRCCore-Editor ('Assets/VRCSDK/Plugins/VRCCore-Editor.dll'). But the dll is not allowed to be included or could not be found. UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1[T] alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2[TKey,TValue] cache, UnityEditor.BuildTarget target) (at <a259d3c004024353a2c217da97495055>:0) UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1[T] alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2[TKey,TValue] cache, UnityEditor.BuildTarget target) (at <a259d3c004024353a2c217da97495055>:0) UnityEditor.AssemblyHelper.FindAssembliesReferencedBy (System.String[] paths, System.String[] foldersToSearch, UnityEditor.BuildTarget target) (at <a259d3c004024353a2c217da97495055>:0) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

kind leaf
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Unity version? Sdk version? Are you on a windows machine? Does it say PC, Mac & Linux Standalone up top?

bold ibex
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@kind leaf

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Error occurs when clicking Build & Test

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SDK version 3

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Unity 2019.4.31f1

kind leaf
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"alreadyFoundAssemblies," ensure you only have one VRCSDK folder.

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You also installed oculus modules

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remove that stuff

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the only module you should add that is not default is android

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nothing needs installed for support on our ends except for the android module. Your development input is scene based only.

bold ibex
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still no one has a clue for my problem?

chilly hawk
bold ibex
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to update your existing world do you just publish again on windows and android like you did in the start?

chilly hawk
bold ibex
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@chilly hawk is the discribtrion clear? ๐Ÿ™‚

chilly hawk
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Ah, sorry. I don't know much about Unity. I've just been asking a lot of basic questions here recently.

bold ibex
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@kind leaf

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I think most of my problems were because I downloaded the oculus integration plugin and did the steps associated with that

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This is my first time in Unity

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This is incredibly frustrating but I apprecaite your help....

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I deleted VRCSDK3A

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because it seemed like a duplicate

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honestly... it might be best to just redo this all....

kind leaf
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You only have one VRCSDK left?

bold ibex
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yes

kind leaf
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Backup first(zip): ok, so assuming you got rid of all the oculus stuff, what you can do is save and close. Then navigate to the projects directory and delete the library folder. Then relaunch the project. It will take a bit to load because it is going to rebuild the library. That should resolve the issues of having multiple sdks

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When you open the project again you will be prompted with a blank scene, just load your normal scene

bold ibex
kind leaf
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drag n drop the sdk you downloaded back into the project, should start an import

bold ibex
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should I fully delete the SDk first?

kind leaf
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although not entirely sure how it will handle given the library is currently confused.

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naw

chilly hawk
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Other than vrcprefabs.com and booth.pm, where can I find prefabs? I need more SDK3 games/activities.

kind leaf
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there are some randoms on git that arnt listed on those sources. But those are the main two. could try just googling VRC Udon Game Name but thats not efficient.

bold ibex
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buy from artstation etc.

chilly hawk
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Hmm... I have a broken Chess set to replace and have tried finding Othello and Darts. I guess there's checkers too. A working arcade cabinet would be nice, but I doubt I'll find one. vrcVPoorThinking

bold ibex
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@kind leaf

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i did everything you suggested but the errors still show up

kind leaf
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Yeah might need the rebuild then. follow the docs and dont deviate from the setup https://docs.vrchat.com/docs/setting-up-the-sdk once you have a clean project you can begin importing your old scene assets

kind leaf
chilly hawk
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Unless there's been an update after Aug 31, it should work... but it doesn't. ๐Ÿ˜ฎโ€๐Ÿ’จ

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Deleting and importing it again. Maybe I added it before UdonSharp or something. I dunno.

kind leaf
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seems to be working just fine for me. Its not a single player game so while testing you have to join as white and black

chilly hawk
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I don't get any pieces

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It's resized from 1x1x1 to 0.1x0.1x0.1

kind leaf
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ill rescale and test

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.1 had the same results. Pieces spawned in cyanEmu

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doing a test build now. Make sure you dont have errors

chilly hawk
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I just dragged and dropped this, then resized. I have UdonSharp, but not CyanEmu.

kind leaf
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you need cyanemu to test in unity

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try build and test

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it worked for me there as well

chilly hawk
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I'll test it and check the error log. Pretty sure there's Chess errors.

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Just this error. Got it on some soda cans from a vending machine too.

green lagoon
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those are yellow so they're not deal-breakers

chilly hawk
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Only other error is for an unrelated animation.

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Oh, and this. But also unrelated.

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Perhaps it's an issue with UdonSharp, not the Chess set.

kind leaf
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Rainwolf and I know what you are saying but just so you know, yellow is a warning. white is debug, red is an error.

Those warnings I do not have but they are not the cause. I would check to make sure everything is referenced

chilly hawk
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No idea what that means ๐Ÿ˜…

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I have this for UdonSharp. Imported, but otherwise untouched. V0.20.3 (latest)

kind leaf
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check every part of the prefab, make sure all this is assigned and nothing is "none"

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if you check the chess set part, there is a reset and generate pools button. you can try that. Make sure to unpack the prefab completely first.

chilly hawk
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Got hit with errors for checking the Chess stuff

kind leaf
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press clear, any errors remaining are problematic

chilly hawk
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Got some just by clicking board

kind leaf
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is your unity in play mode?

chilly hawk
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Nope

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And it really hates me selecting board

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An eternal stream of the same error

kind leaf
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yeah im in Board right now with no issues. Somethings not right with the project. I have no idea what though. If you create a new project with a proper setup, add a floor with a collider and VRCWorld for your spawn/scene descriptor, you can drag n drop the prefab in with no issues and test further and maybe debug your setup better. You can have multiple projects open at once.

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and udonsharp, dont forget that lol

chilly hawk
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I could try deleting and re-adding that first

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Unless there's a risk of it breaking other prefabs

kind leaf
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if you are worried close the scene by opening up a blank or new one. Things dont break until they are read. Also, backup always backup if you are not sure.

bold ibex
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Still no clue?

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XD

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Seems like i am special

chilly hawk
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I redownloaded it from GitHub and it's still broken, so I suspect UdonSharp. I'll backup and try reimporting it.

kind leaf
# bold ibex Still no clue?

if you are talking about me, no I am out of ideas. As long as your colliders are fine and the spawnpoint/scene descriptor (vrcwolrd) isnt in the parent that gets toggled, all should be good. So after that, I am spent on ideas. sry

bold ibex
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Hmm ok half 4 am. Gonna go sleep a bit than :)

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Thx maybe someone Else has a idea too Check it again tomorrow

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Just ping me pls

chilly hawk
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Okay, backed-up and re-downloaded Udon Sharp. If replacing it doesn't fix it, something weird is going on.

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๐Ÿค”

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Should I tick those or not?

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Looks like it won't let me, so no choice

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I think the errors are referring to this being empty

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Yeah, removing that stops the errors

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@kind leafwhat have you got there?

magic wing
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First time trying to create a world and I decided to import complex geometry. Now I'm stuck just floating in air.

chilly hawk
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...unless it's something else and then I have no idea

magic wing
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Only recently got comfortable with avatars, complete noob to worlds. Where would I find the import settings for my mesh?

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ah found it

chilly hawk
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Beat me to it

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I'm also very new

magic wing
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Hey all my materials carried over from blender too

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Sorta- can't edit them and nothing other than the diffuse maps carried over so that's still on the list lol

chilly hawk
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I use Sketchup for my basic structure because Blender scares me

magic wing
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Anyway getting it working is priority

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<- Complete understanding of blender, complete noob to unity

chilly hawk
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I'm terrible with both :P

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You need to extract stuff to edit it

magic wing
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I also know 3dsmax, which I feel like has better hard surface modeling tools but its inefficient compared to blender

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You always have 2-3 extra steps when you want to do anything

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Still falling >_>

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Added colliders

chilly hawk
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Sketchup is the best I can do

magic wing
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Is it because I'm inside a giant mesh? lol

chilly hawk
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Uhhh... add a mesh collider to it? That's the only other thing I've done before

magic wing
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Trying to spawn in the tunnel

chilly hawk
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Also make sure your spawn point is above the ground to you don't spawn below the floor a little bit

magic wing
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so I think its probably screaming with its colliders

chilly hawk
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Are you sure you're spawning ABOVE the floor and not IN the floor?

magic wing
chilly hawk
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Try making it higher, just in case

magic wing
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Mesh Collider:

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Its a costant falling animation

chilly hawk
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Ah, but you're not falling through the floor?

magic wing
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No I'm literally stuck in midair

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Have been entire time, even before mesh collider and generating colliders

chilly hawk
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Try putting the spawn point above the roof and see if you land on it

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Ah

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Your spawn point is way below zero

magic wing
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I think the whole structure is

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Does that matter?

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I'm trying moving it up first

chilly hawk
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If you fall too far, you respawn. I'm guessing you're constantly respawning. Could be wrong as I'm new to this as well.
Try moving everything up so you're above zero

magic wing
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Yup did

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._.

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"oh my god it worked"

chilly hawk
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Odd bot behavior

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Anyway, glad it works

magic wing
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No I said it in all caps

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I need to scale everything down again but this is working!

chilly hawk
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:)

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Got my stupid chess board working in an empty scene too

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So it works if I delete everything else? Looks like I have 2 things that can't share a scene...

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Let's try removing the pool table and the video player...

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...yeah

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It's one of them breaking it

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Bet it is the pool table, because I like it more

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What? My scene duplicate works with everything in it, but the original doesn't? What?

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I hate Unity

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I'm glad it's working now, but I just don't get why

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The only difference should be the scene name

chilly hawk
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That leaves the issue of objects falling through the floor

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The ground it falls through is solid - players can't pass through it

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Maybe the ground needs a rigidbody too or something?

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If someone can ping me a solution, I'd appreciate it

stone marsh
chilly hawk
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Ah

chilly hawk
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Thanks

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Got it working

stone marsh
primal flower
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how should i do to slove this problem๏ผŸ๏ผŸplz help me ๐Ÿ˜ญ thx

bold ibex
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@kind leaf Thanks so much!

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Got it working

kind leaf
# primal flower

I'm guessing this is a gun prefab you found? If so try contacting the developer (they would probably be in this server). If you wrote this script yourself then the error tells you what is wrong and where.

primal flower
royal vessel
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i did something to my world and now i cant move left and right

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i know i reset the camera and deleted a dynamic prefab which wasnt being used

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and now avatars can only move forward and backwards

stone marsh
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Movement speed is forward/back and strafe is side to side. I think strafe defaults to 2

royal vessel
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that wasnt it

stone marsh
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Ensure u aren't using two movement scripts on accident.

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Also check your script. You may have broken the strafe part

royal vessel
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for some reason it REALLY wants this tree here

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if i remove it i lose strafe.... for... some reason

stone marsh
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You have something setup erroneously in your scene.

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Specifically the dynamic prefabs section

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Check to ensure you don't have something spawning a tree and check the tree prefab for movement scripts

royal vessel
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well my world never had this prefab

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its my synthwave world

stone marsh
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Then just delete it

#

If strafe only works with it for some reason, then you have something very erroneous with how your scripts are setup or something. I can't think of any reason why a tree would break strafe unless the prefab has a movement script on it. Or whatever is spawning it, is breaking things

royal vessel
#

weird strafe was showing 0 now and i changed it

stone marsh
#

Indeed...

royal vessel
#

also side note it takes longer than normal for avatars to load in my world despite being optimized and around 8 megs

stone marsh
#

yuishrug I personally don't know how a world would affect avatar loading times and will just leave that up to someone else for input.

#

My guess would be it's just happenstance or confirmation bias.

royal vessel
#

i should note i mean your own avatar to load in. the pedestles load in fine

#

i fixed the strafe tho now my world is 6.77mb

#

shaved 2mb from a dynamic prefab i wasnt using

kind leaf
kind leaf
#

I was in the black screen for about 10 seconds, after seeing the amount of pedestals that's understandable. My avatar loaded instantly (it's quest optimized). I wouldn't worry about avatar load times as it is probably localized and dependent on optimization and inherently isp power(UL/DS speeds and ping). But thats a guess, and it worked great for me ๐Ÿ™‚

royal vessel
#

yeah i tried to make it as quest compayible as possible. maybe its just the amount of pedestles slowing it down for a bit on pc

stone marsh
#

Ah, you have pedestals. Didn't know that. I thought u meant people's avatars load slow

#

Set your pedestals to be on area triggers so they load when someone walks up to it vs loading them all on spawn.

royal vessel
#

yeah your own avi is diamonds for like 20 secs for a bit on loadin

#

i thought about it. i may try doing that but ill need to do some stuff to guide players to the fact its doing that

dusk sapphire
#

its probably just saturating your connection as all those pedestals will be trying to load the avatar thumbnails at the same time

stone marsh
#

Exactly temporal. Grouping them and loading them in via area triggers is the way.

kind leaf
royal vessel
#

maybe ill make 3 groups or so with a sign that goes away on trigger

#

ive done that like in my hyrule field with a mirror arrow that goes away

#

i have the easy triggers from sdk3 toolkit

#

easy to set up

stone marsh
#

People will find them regardless of what you do. But like I said, grouping and using triggers is the way. Area trigger can be fairly large too, so no signs may even be needed. Just walking around will load them in. Just gotta set it up logically to leverage the area triggers

royal vessel
#

yeah

#

getting to be so many peds i think its being weird

kind leaf
#

yep, after the changes are made if you need further testing just ping us

royal vessel
#

also side note that world has over 50k visits so im proud of that

unreal kiln
#

heyhey. small question: vrchat doesnt open when i build and test a world, i tried reinstalling the game, the console is emtpy and a normal build and publish would work without problems

odd wharf
#

Wondering if anyone has made a would based off the album cover for glass beach's first album?

#

I don't like making stuff if someone already made it

kind leaf
# odd wharf I don't like making stuff if someone already made it

Best bet would be to just look... How many people could have been inspired by the picture posted and got a head start on production while you awaited a reply ruining your chances to make an original ๐Ÿ˜‰ I thought like that too, I then decided that I wouldn't let saturation spoil the enjoyment of making what I want, how I want.

keen lance
#

so I wanted to add a join notification system into my world but I don't know how, or where to find a good one

#

any help?

kind leaf
keen lance
#

Yeah I see a join sound

#

but not a join banner

#

I wanted to add a banner to my world that appears whenever someone joins or leaves, kinda like the dark arcade

kind leaf
#

Yeah I dont think there is a prefab for that. But the setup is the same, instead of playing a sound you just want to toggle an onscreen overlay on and then off after a few seconds.

keen lance
#

thanks

random sphinx
#

is there anyway to create a sound barrier? so that sound won't pass through?

stone marsh
random sphinx
#

thanks

bold ibex
#

how can i fix this? how can i get it back to normal?

near escarp
bold ibex
chilly hawk
#

Why does this fall through the floor if convex (under mesh collider) is unchecked?
(same issue with the stand object below it - the convex mesh is also the wrong shape)

odd wharf
odd wharf
#

Though maybe it falls through because the polycount is too high for it to make a collider

#

I had an issue like that once.

#

Using a mesh collider (even a convex one which is more optimized) is kinda bad for items you can pickup as from my experience it makes the item very laggy on everyone's screen except the person picking it up.

chilly hawk
#

Ah, okay. I'll make a box collider for the stand and hopefully the rock collider is okay as convex.

scarlet moon
#

Does anybody know if Gaia Pro and Gena Pro can be used for making VRchat worlds in Unity?

green lagoon
#

yeah those would probably work correctly but I'm not sure if that's a good use of cash compared to like buying Bakery

scarlet moon
green lagoon
#

most folks aren't trying to make large outdoor Maps

scarlet moon
green lagoon
#

how small are you talkin

#

and still probably wouldn't be worth $140

acoustic wedge
#

Didnt really know where to ask this but, does anyone know any good warhammer fantasy rp worlds

inland cave
#

I think GeNA works, at least the placement aspect of it. Remember that if it needs any runtime scripts to function that it will not work - VRChat will omit them as it prepares the world.

green lagoon
#

also not quite sure one would be building big enough levels to in vrchat to require that much procedural help

kind leaf
#

its only use is quality splatmapping and holes in our case. Also, no scripts need to be attached to the world. The included lighting cycles and weather would surly not work. But the finished terrain would be usuable

green lagoon
#

and I'm not quite sure if quality splatmapping/holes is worth the asking price at the moment

kind leaf
#

agreed

#

gaia 2 is only $50...

scarlet moon
kind leaf
#

No, if you are just getting the hang of it try something free

scarlet moon
#

Then I was planning to build custom architecture ontop using blender

kind leaf
#

or learn to build terrain by yourself

scarlet moon
green lagoon
#

a small plot of land wouldn't take care of long to decorate manually

#

there's definitely probably more useful tools on the unity Marketplace if you have a hole burning in your pocket

green lagoon
#

I would have to go Google what would be good ones as you already got Bakery

gleaming plover
#

my world is like 80 MB even tho its one room

#

is it because of the assets i used are just big dl wise?

kind leaf
green lagoon
scarlet moon
green lagoon
#

honestly I probably start with the the architecture first rather than worry about terrain

kind leaf
scarlet moon
green lagoon
#

and also a lot of maps you potentially would be making Gaia Pro and Gena Pro would literally do nothing helpful for them

#

whereas like every map Bakery would be helpful for

kind leaf
scarlet moon
scarlet moon
#

Thanks again

green lagoon
#

it also has a button to apply crunch compression to all of your textures if that's what's taking up space

scarlet moon
#

Is Mesh Baker super useful?

green lagoon
#

haven't used it personally but it does score more points for being helpful in all of your projects hopefully somebody on here has used it to give more helpful feedback

scarlet moon
#

thanks!

green lagoon
#

as it is quite handy to be able to combine objects together and combine their materials

#

as that means you use less draw calls

scarlet moon
#

guess I got my answer

green lagoon
#

then yeah it wouldn't be of any use for vrchat

#

as that would probably be like 2 years before vrchat is on Unity 2020

inland cave
#

Also while Unity does lots of store sales it's often for much more useless content (asset packs, weird niche scripts), the really good packages only go on sale a few times a year.

green lagoon
#

looking over the page for a Magic Light Probes that does actually look handy

inland cave
#

Yup, it greatly improves lighting for dynamic objects and avoids the need for tedious manual placement

green lagoon
#

and looks like it's a bit smarter than just filled the volume full of light probes

#

or just use a navigation mesh as the light probe generator

inland cave
#

Exactly, it places probes in smart places, including the boundaries between light and shadow in lightmaps AFAIK

green lagoon
#

and question can the maps be uploaded straight after using it as I know like some of those freebie ones you have to remove the light probe Placer scripts or something goes funny

inland cave
#

So i havent used it enough to actually say, from the tests I did with it a while back I dont think you have to though

scarlet moon
bold ibex
#

I've used it on both of my public maps

inland cave
# scarlet moon any more obscure options that you still could find useful?

There's a few, keep in mind that I do 95% of my level design in Blender and use a plugin to export it to Unity which isnt what everyone does:

  • MegaScatter, I use this in replacement of the Terrain scatter or Polybrush tools as it lets me place things like Grass in a distributed and even manner and with whatever objects I want - something Unity is unable to do by default. It is pricey and it only gets rare bug updates though so only buy it if you do outdoor landscapes and know why you need it.

  • Amplify Impostors - Creates basic "billboard" LODs of assets in the scene that still interact with light and get shaded in the scene. This requires specific deployment particularly if you use this with Quest, but it's great for performance and optimization.

#

If you dont own Amplify Shader Editor, they do a bundle that lets you buy both that and Impostors at a discount and im guessing its on sale

green lagoon
#

buying the two separately would be 70

inland cave
#

Mmm, Amplify Impostors I dont recommend if you're just starting out though. If you're short on money just get ASE first.

scarlet moon
#

Thanks this was helpful

green lagoon
#

so from what it sounds like start with the light probes and the Amplify Shader Editor

#

if you must spend money right now

inland cave
#

Yeah, id recommend that too. Bakery seems good but I havent actually bought it yet as it adds a lot of complexity to the lighting system ๐Ÿ™Š

scarlet moon
#

Yup guna grab the light probes and the amplify pack. Mega Scatter isnt on sale but looks so useful

kind leaf
green lagoon
#

Yap as you save a lot of time overall using Bakery

inland cave
green lagoon
#

there is a button for baking reflection probes with Bakery

inland cave
#

I dont remember that working at the time. I might just buy it now and see if I can get it working later though ๐Ÿค”

green lagoon
#

and The Time Savings get a lot more noticeable with projects with lots of different lights in it

#

or really big Maps

kind leaf
#

^ the button was questionable in 1.7 but the current version its fine. I just click bake on my reflection probes though.

inland cave
#

sigh, I look forward to the day when good SDFGI can be implemented and I can throw lightmappers in the garbage

kind leaf
#

Unity has a habit of adopting top assets, so they will improve eventually

inland cave
#

I mean

#

Ive seen their update logs for future Unity versions and they look like a barren wasteland

#

I could be wrong, I havent used Unity for long, I just find myself disappointed by it X)

hexed elm
#

anyone here good with CyanTriggers? I'm struggling to network an event

kind leaf
kind leaf
inland cave
kind leaf
#

I refuse to acknowledge Godot because a lot of GameMaker Studio fans use it as well lol. GMS is one of those sus engines. Charging for seasons and building for different platform? F-that lol.

inland cave
#

I dont know enough about GMS but it's never been for me. Godot Engine is open-source and one of the good open-source projects that care about usability rather than telling their users to just "submit a patch or fork it", and it has a similar appeal of modularity and flexibility that Unity mainly has to differentiate itself from Unreal.

chilly hawk
#

Game Maker got expensive after the release of Studio 1.4. Before GMS2 was made, the company got bought. Because of that, GMS2 has a lot of changes from previous engines.

inland cave
chilly hawk
#

I got GMS2 ages ago when it went on sale. Has some good new features, but I hate some of them. Really overpriced though.

#

Now then, on to my latest issue because I suck at Unity.

#

Box collider is not ideal and I can't use the mesh collider. What can I do?

inland cave
#

Whats stopping you from using a Mesh Collider?

green lagoon
#

because it would be really expensive to use the full Fidelity mesh as a mesh Collider as a mesh collider checks per triangle

inland cave
green lagoon
#

yeah that would work

inland cave
#

I wasnt sure if the Quest version of VRChat had any more horrifying surprises in store ๐Ÿ˜‚

chilly hawk
#

It falls through the floor unless I check the convex box. Convex is awful.

inland cave
#

Yeah, you should probably create a simplified version of the mesh in Blender to use as a collider

chilly hawk
#

Yeah... I hate blender. And I think it hates me back.

inland cave
#

Everyone hates Blender to start with...... and some even afterwards, but it does get better in time. 3D creation software sadly requires complexity

chilly hawk
#

My main map is made with Sketchup. So glad Unity supports it.

inland cave
#

hahaaaaaa, thats an interesting choice

green lagoon
inland cave
#

Microsoft Maquette is also a good choice for beginners, as you can design in VR and export to Unity

kind leaf
#

Bad bot, go away

chilly hawk
#

That bot needs some work :/

inland cave
#

It hates it when you use multiple of the same letter together, it's done this to me before u _ u

chilly hawk
#

I'll see if I can understand the plugin

inland cave
#

Thanks for the plugin link, this will certainly be of use

chilly hawk
#

Error adding package. vrcVPoorThinking

#

I fail at step one.

winter lynx
#

Is there anyone that could possibly help me create a world?

chilly hawk
# winter lynx Is there anyone that could possibly help me create a world?

In this tutorial I will show you how to get started with making your own VRChat world with the new VRChat SDK3 and the Udon programming system!

High-Quality and Low-Quality Mirror Tutorial: https://youtu.be/zUALbgztU5Y

Timestamps:

  • Intro 00:00
  • Download Unity and the VRChat SDK 00:38
  • Make a Unity project 01:23
  • Add a floor 01:56
  • Add the...
โ–ถ Play video
#

Short and easy to follow.

winter lynx
#

O thanks

#

Ok

chilly hawk
#

Now I've just gotta find out why that package isn't adding

hexed elm
#

for your mountain couldn't you just make an ultra decimated version then use that as your mesh collider?

#

@chilly hawk

green lagoon
#

I guess that would depend on if you want the player to climb on the mountains

chilly hawk
#

It's a rock :P

hexed elm
#

rock*

#

if you can get it imported into blender or whatver you can use their decimation modifier to make a simplified, yet similar mesh

chilly hawk
#

If it's really easy, I don't mind opening the accursed Blender

hexed elm
#

yeah its quite easy

#

i can show you

#

import the relevant format to blender

#

once your thing is in blender go to the Modifiers wrench

#

hit decimate

#

lower the ratio to the point you deem acceptable

green lagoon
#

that could probably be even lower as it's just a collision mesh

hexed elm
#

then export it with these settings

#

if ur using fbx that is

chilly hawk
#

Seems to be an fbx model

hexed elm
#

yeah once you got it, you know how to set it as the mesh collider right?

#

you gotta like, expand it while its in your uh assets folder

#

and there's a mesh filter in there

chilly hawk
#

Can't even get Blender to open it right now

hexed elm
#

use 2.79b

#

it isnt as difficult as 2.8

bold ibex
#

Ill show ye how to do it in new blender

near escarp
#

Don't use 2.79 please

bold ibex
#

^

green lagoon
#

any new tutorials for blender stuff is going to be 2.8 +

bold ibex
#

2.8 is hard if you were super used to the old ways

hexed elm
#

yeah using the new one is better in the long run, yea

#

but if u want something quick and dirty and if ur pc is taking a dump with 2.8

#

this is a fast way

bold ibex
#

Oi get used to the new one before it becomes much more different than it already is

#

issa gunna hurt

near escarp
#

No, 2.8 isn't even hard, it takes a day to get adjusted

bold ibex
hexed elm
#

but yeah if u need help setting the mesh in the mesh filter let me know

#

its pretty easy

chilly hawk
#

Blender won't open. Command Prompt pops up for a second and then nothing.

hexed elm
#

yeah idk, reinstall it maybe?

#

clean registry with ccleaner?

#

clear appdata local

chilly hawk
#

Perhaps incompatible with 2.93? Or maybe needs to be run as admin

hexed elm
#

i mean ur on windows right

chilly hawk
#

Win10 LTSC

hexed elm
#

yeah all i can suggest is uninstalling -blender, cleaning registry with ccleaner, and checking your appdata local for any stray blender folders

#

then restarting and re-installing

#

it should work

chilly hawk
#

I'll try running Unity as admin first. Could be a security thing.

#

Or not

#

Unless it just doesn't like this particular model

#

Screw it. If I can get the package from earlier to install then it won't matter.

#

But there's no installer package thing for it

hexed elm
#

shoot man wish i could help

green lagoon
#

the link on how you're supposed to installer

inland cave
#

It's weird that it wants git, huh

chilly hawk
#

Looks like it doesn't come pre-installed in Win10 LTSC

#

I'll see if it works after going through the lengthy installer

#

So I installed some stuff I didn't want and it still doesn't work

green lagoon
#

might suggest going back to see if you can get blender to work?

#

maybe try downloading it off of steam https://store.steampowered.com/app/365670/Blender/

Blender is a free and open source 3D creation suite. It supports the entirety of the 3D pipelineโ€”modeling, rigging, animation, simulation, rendering, compositing and motion tracking, and video editing. Advanced users employ Blenderโ€™s API for Python scripting to customize the application and write specialized tools; often these are included in Bl...

Recommendations

142

โ–ถ Play video
chilly hawk
#

Blender works, but I can't open it with Unity

green lagoon
#

you don't need to have both of them open at the same time

chilly hawk
#

All I have for it is a unitypackage file. I can open it with 7zip, but it's just full of asset files - no fbx ones.

green lagoon
#

that's because you need to open the unity package first in unity and then locate the fbx

#

but from the looks of it that should have already happened if you have The Rock

chilly hawk
#

I'm so dumb

#

open in explorer

#

Nevermind, it still won't open

green lagoon
#

that's because you need to use the import fbx button in blender

#

you can only double-click open blender files with blender any other model format needs to go with the the importers inside blender

chilly hawk
#

Got it

green lagoon
#

and then whack it with the decimate modifier

chilly hawk
#

...where's that?

green lagoon
chilly hawk
#

What's a good face count for VRC?

green lagoon
#

basically as low as you can go

#

as mesh colliders check per triangle

chilly hawk
#

I can get it down to 36

green lagoon
#

that'll work

#

the pedestal would be fine as a box Collider

chilly hawk
#

Might not stand up properly though

#

Guess I'll just have to see how it looks in-game

green lagoon
#

that's probably not the end of the world Collision wise

kind leaf
#

it will look like shit, you dont decimate for a collider for the looks. In the Mesh collider you are asked for a mesh, just assign it the decimated monster

green lagoon
#

and also make sure to export as a new fbx The Rock

chilly hawk
#

Right, so I just export that ugly rock as a differently-named .fbx

chilly hawk
#

Uhh... how do I use set it as the mesh? Just adding it to my assets isn't enough

green lagoon
#

basically you put the ugly rock where your regular rock is put a mesh collider on the ugly Rock and then disable rendering of the ugly Rock

late skiff
#

im completely new to building worlds, so i followed the instructions on the vrchat website and got a project set up
i imported the world sdk and this showed up

green lagoon
#

what version of unity are you using

late skiff
green lagoon
#

okay then you should just be able to click go ahead

late skiff
#

ok tyty

chilly hawk
#

What do I do, step-by-step?

#

Am I supposed to replace it in the directory, not in Unity?

green lagoon
#

you click the little arrow to expose the mesh of The the Collision Rock

#

and then you drag that into the slot that says mesh on the mesh Collider

chilly hawk
#

I can't drop it here, if that's what you're saying

green lagoon
chilly hawk
#

THAT arrow

#

Completely missed it

green lagoon
#

so you drag the whites that says Cube 1

chilly hawk
#

Yeah, I did that

#

Hopefully it works in-game properly with the simple mesh ๐Ÿ˜…

green lagoon
#

it should

#

most video game Collision meshes are simplified like that or just stacking a bunch of Cubes together

chilly hawk
#

...it's still falling through the floor

green lagoon
#

does the floor have collision and why does it have a rigid body

chilly hawk
#

It's a pickup item

#

The base has a box collider and doesn't go through the floor

green lagoon
#

does the pedestal also have a rigidbody modifier

chilly hawk
#

Yeah, both are set up the same way

green lagoon
#

question how big is the rock as you might be able to just use a box collider on it

#

as I doubt folks are going to be up in arms if it looks a little silly if it's upside down

chilly hawk
#

One of the first things I tried earlier

#

Not a great fit

green lagoon
#

okay but still not the end of the world if it looks a little silly if you flip it upside down

chilly hawk
#

The original mesh collider worked with convex ticked, but it makes a strange shape that's hard to select

chilly hawk
#

<convex>

green lagoon
#

you can use 2 box colliders

chilly hawk
#

Yeah, I'll try that

green lagoon
#

and still would be cheaper than your mesh Collider

chilly hawk
#

I guess VRC doesn't like high-poly meshes and ignores them

green lagoon
#

honestly I have no clue as I haven't really used anything but geometric primitive colliders for pick up objects

#

sorry for not suggesting the two cubes earlier I was under the impression you were dealing with a bigger Rock that was static geometry

chilly hawk
#

Not that big. This is it next to bar stools.

idle jolt
green lagoon
chilly hawk
#

Guess I'll do that then

#

I've wasted too much time on this rock

green lagoon
#

most people aren't going to be scrutinizing pick up objects that much as far as their Collision

green lagoon
chilly hawk
#

Thanks for the help and patience

#

And I have a new skill if I need it :)

green lagoon
#

like those bar stools could probably just be a box Collider

chilly hawk
#

Gotta make them usable, actually ๐Ÿค”

green lagoon
#

but I would say for most of the time just a box collider woodwork

chilly hawk
#

Nah, I'll just use 1 box

#

If I add one at all

green lagoon
#

if you are to make it to where you can sit on the bar stool you would need some sort of Collider

chilly hawk
#

Fortunately there's an example chair

#

Not sure why the barstools have an animator

green lagoon
#

you can remove that

chilly hawk
#

Got it to work thanks to the example

#

Just gotta work out how I face the right direction

#

Unless I'm expected to rotate the object, I can't see a way to change the direction

#

...that worked

charred canopy
#

I downloaded pro builder and progrid from Unity How do I open it?

kind leaf
#

Tools?

idle jolt
#

How do I make a particle stop right before it hits an object? I donโ€™t want it to go through it

kind leaf
#

Enable collision on the particle and set it to 3d space. Might have to tweak the settings a bit but thats the basically it.

idle jolt
#

Alright I got that
But now I donโ€™t know how to create a tunnelโ€ฆ
Basically I want to recreate the hyperspace jump from Star Wars. I think I can do the beginning and end, but I have no idea how to do the tunnel in the middle. Help??

kind leaf
#

I did it by setting up my particles in a cylinder in front of the view and added a cylinder collider to the front view. This broke up the stars and created a warp tube.

idle jolt
#

I want it to be a specific style
Do you know what the hyper jump effect looks like? Itโ€™s like blue swirling smoke with a bright light at the end of the tunnel

dusk sapphire
chilly hawk
#

Ah, that's why

#

Need some feedback. What games and features are popular? Not sure if anyone plays Beer Pong, for example.
I currently have a pool table, video player, card decks, chess set and pencil set. There's also a bar area, which will have pickup items.
Edit: forgot the working vending machine.

#

(darts has been suggested, but I couldn't find a free prefab before)

green lagoon
#

do you have a mirror

scenic plaza
#

How do we keep sound contained only within one room, like a very hard limit to keep sound from passing through an object?

chilly hawk
bold ibex
#

so i uploaded a 2nd world and it wont let me go there i havent published it i have to wait a week but i cant go there it just throws meback ito my home world do i have to publish it to go to my own world? in vr chat it just says unlisted

green lagoon
random sphinx
#

is it possible to have water with real-time reflections? probably too demanding on the GPU, right?

green lagoon
#

yes that's quite expensive doing real-time reflections and most of the time a reflection probe is good enough

random sphinx
#

ok, kinda figured. maybe one day...

green lagoon
#

most people are not going to notice the lack of avatars in your water reflections

random sphinx
#

yeah, but I do lol

green lagoon
#

yes but people would much prefer a good frame rate

dusk sapphire
#

be a rebel and put vrc_mirror on your water

#

please don't

random sphinx
#

lol

dusk sapphire
#

there are other water shaders that use a grab pass to emulate screen space reflection

green lagoon
#

yeah that would be very bad

dusk sapphire
#

not the most performant but better than a mirror

random sphinx
#

i think i'll just have to settle for the reflection probe for now

green lagoon
#

yes that would be best for everyone framerate

woeful thicket
#

well temporal I removed envirospawn and now my builder works...

dusk sapphire
#

lol

woeful thicket
#

if you want I can DM you the unity store link for that so it can be added to the list of "problem" assets or whatever

dusk sapphire
#

nah its fine

woeful thicket
#

rgr doger

dusk sapphire
#

I really hate how unity sometimes doesn't show errors in the console for problematic assets for some reason

woeful thicket
#

thanks for the help Temporal ^w^

#

I do actually now have a newish question... how do you stop backface culling with toon shaders and such?

dusk sapphire
#

Depending on the shader they might have an option for it

woeful thicket
#

any recomendations for a shader?

dusk sapphire
#

generally, people use standard or pbr equivalents for world building

woeful thicket
#

ok

chilly hawk
#

Hey everyone, can you think of something I can add to make this room less empty?
I can rotate the pool table 90 degrees to make space.

dusk sapphire
#

potted plants

green lagoon
#

a more interesting floor than a solid red color

#

maybe some posters on the wall

chilly hawk
#

I'll be adding proper textures later, as well as posters and photos on the walls :)

#

Hmm... actually, if I rotate the pool table, then I can add a few things to the left wall

#

I think I got something good

#

What about this area? I was originally thinking of putting a piano in the bottom left area, but I'd prefer something interactive.
The tables (which will be circular) both have a card deck on them. I could make the areas enclosed to make the room less empty.

green lagoon
#

people have made interactive pianos on vrchat

chilly hawk
#

...is that so ๐Ÿคจ

#

Time to have a look

#

Found one :)

nocturne isle
#

I'm trying to get into world development, but I can't seem to figure out how to edit the VRC_SceneDescriptor. Anyone know what I'm supposed to do?

green lagoon
#

what are you trying to edit about it?

nocturne isle
#

I need to add the spawn point

green lagoon
#
dusk sapphire
#

^ i'd just use the vrcworld prefab that has everything set up for you, and it uses itself as the spawn point so place it where you want spawn to be

nocturne isle
green lagoon
#

you don't need to access the scene descriptor to add the spawn point

nocturne isle
#

How do I do it then? It doesn't say.

chilly hawk
#

Actually, is it a good idea to place the spawn point a little above the ground, not exactly on it?

dusk sapphire
#

the scene descriptor is on the vrcworld object, and its already all set up for you already

#

just place vrcworld where you want your spawn point to be and you're done

nocturne isle
#

Oh, sweet! That was dumb of me. Thanks!

dusk sapphire
#

just keep in mind the player collider is 2m (I think it was made smaller in a recent patch?) so you'll want sufficient floor to ceiling height

chilly hawk
#

Thankfully my ceilings are safely above that

green lagoon
#

but are your doors higher than 2 m

chilly hawk
#

Yeah, my lowest point is 2.2m

#

And I can get through without issue in-game

green lagoon
#

cool

chilly hawk
#

2.2m is 7.2ft, so I should be good :)

#

Oh yeah, how many pickup items is too many?

#

Assuming all are synced

dusk sapphire
buoyant owl
#

Hello everyone. I'm making this world where (it's simple I know) I need to move players from one room to another when the master presses a button. So mass teleport. The way I do it is to sync a var with a certain value and as soon as each client gets that value, they call a local method and teleport. So, the master teleports fine but everyone else gets stuck in the same room, pushed to a corner but their cameras gets teleported! I have no idea whats going on! Has anyone ever seen such thing?

chilly hawk
#

@dusk sapphire double thanks, as it's saving me loads of time

dusk sapphire
green lagoon
#

that's related to Worlds

dusk sapphire
sudden lily
#

I've seen some worlds that have big circular portals instead of the oval kind, how do you designate a portal marker to render that way?

chilly hawk
#

Already got these two. What do I need the others for? ๐Ÿค”

dusk sapphire
#

vrworldtoolkit spots a lot of common issues with worlds and has quick auto fixes for them

buoyant owl
green lagoon
#

easy Quest switch makes it more easy to handle Quest builds

green lagoon
#

World creator assistant is basically just a extension that makes it easier to download all the rest of them and keep them up-to-date

#

so not quite as necessary but still quite handy when you're starting a project

chilly hawk
green lagoon
#

fair if you're not planning any Quest build myself I have to consider Quest builds as I have a lot of friends with Quest

chilly hawk
#

If I make another map I might add quest support, but this map has too many things in it.

#

I have 4 interactive games so far, plus a video player

#

And I want to add another game and a piano

dusk sapphire
buoyant owl
nocturne isle
#

When building the world, how do I know how big the player will be in the scene? I don't want my world to be too huge or too small

green lagoon
#

avatars have a 2 m tall Collider

#

so just spawn a cube and make it scale on the height 2

stone marsh
#

can also just spawn a capsule as it's 2m tall

green lagoon
#

oh that would definitely be easier

stone marsh
#

Cubes are cooler tho xP

#

I personally use a 2m tall hypercube

green lagoon
#

and you could also probably import some actual avatars to get like a Vibe reference as far as like how tall your tables should be

nocturne isle
#

Are the scale measurements automatically in meters?

stone marsh
#

That's actually what I do jokes aside, I have a Nanachi that is set to typical height that I bring into the scene to verify my sizing on things. Capsule is just nice to confirm a player will fit under something (tho the collision height was slightly lowered recently so a player can actually walk under a 2m tall collider now iirc)

#

Unity scaling is odd. Asuming you're scaling for the project is unchanged and is set to 1, then 1 unity unit is 1meter (not really, it's kinda odd how units actually work, but this is generally accepted)

#

In the case of what we do, and most of the assets we use, as long as you don't change the scaling for your project. it should be 1unit to 1meter

wicked umbra
#

I have returned at a better time to continue this idea

green lagoon
stone marsh
#

Nanachi height.

nocturne isle
#

Ima just use a capsule

green lagoon
stone marsh
#

capsule can confirm scaling easily, but a model like a nanachi (for me) is useful because so often people are smol and if you need to place something at head height or hand height it can be nice reference

#

Normal human is just two nanachi's stacked xP

#

I just dupe it and slide it up lol

green lagoon
#

that works

#

so for reference how tall is like nanachi so Njjeppson can have a second capsule that shorty height

stone marsh
#

course a nanachi is also the size of a unity cube so whatever works

#

Nanachi's are typically 1m tall or about 3'

green lagoon
#

that also works having a cube and a capsule

stone marsh
#

pretty much

#

The model is only nice when placing things head or specific body height or for attaching things to a model, etc.

#

a capsule on it's side is also 1m

green lagoon
#

like if you dealing with tables it's good to know where the height would be if someone sitting down

stone marsh
#

exactly

chilly hawk
green lagoon
#

especially if you're not used to meters to just eyeball it

stone marsh
chilly hawk
#

Gotta get that 5-cube next vrcVPoorThinking

nocturne isle
#

How do I add in seats and mirrors and stuff?

green lagoon
#

In this tutorial I will show you how to add a high-quality and low-quality mirror with toggles to your VRChat world with the new VRChat SDK3 and the Udon programming system!

Timestamps:

  • Intro 00:00
  • Set up scene and mirrors 01:16
  • Add mirror toggles 02:24
  • Programming with Udon 03:20
  • Interaction text 05:27
  • Test in VRChat 05:52

๐ŸŒธ 3D Mo...

โ–ถ Play video
small relic
#

when i press build and test. This shows to me, I don't know if it's a computer settings problem or it's from Unity

random owl
#

Either set the path in the SDK Settings tab or run the Install.exe inside the VRChat installation folder

nocturne isle
#

Anyone know where I could find fire that wouldn't make VR Chat yell at me? Wanna make a fireplace, but can't seem to find anything with compatible shaders.

nocturne isle
#

Ooh, nice

#

Now just to figure out how to actually apply it to a fireplace instead of a person.

stone marsh
# nocturne isle Now just to figure out how to actually apply it to a fireplace instead of a pers...

I assumed your fireplace was a 3D model. You'd want to apply it to the wood in the fireplace as a second material. You can increase the material count on a mesh in the mesh renderer settings. If the fireplace is all one material, you may have to toss it into blender to create a new material group for the wood.

You could also just place the shader on a quad, capsule, or sphere and place those inside the fireplace where fire would emit or be, hiding it inside of the wood or behind it, whatever looks natural.

nocturne isle
#

Alright, cool. I had pretty much no idea how shaders worked, so that explanation is super helpful!

#

Sounds like it should work great

stone marsh
#

No idea if it's the look you'll want but it's a good fire shader. There may be some others on booth but I'm not home to search. Good luck

toxic wraith
#

do we need to upload our world via lab for it have a working portal? my portal is showing up but it does not teleport ๐Ÿ˜ฆ

stone marsh
tardy ridge
#

vrcTupCry Not quite understand why people come to my world and crash everyone... It's not even popular, I mean... there's just so many better options with popularity. I was just about to make a new friend and he just came and crashed the entire instance... so sad.

stone marsh
#

Not really the right thread

toxic wraith
stone marsh
#

Yes. Modifications to the game. If you installed anything, can you use any portal at all?

tardy ridge
# stone marsh Not really the right thread

vrcTupCry I'm just curious if there's any good way to prevent crasher crashing the world? It's not just performance crash, I think he's sending the "Interact()" event to all udon behaviours.

toxic wraith
#

else's *

stone marsh
#

A common mod prevents you from using portals which is why I asked.

#

You need to kinda look at the center tho. If you're not looking right at it, it won't work

stone marsh
# tardy ridge <:vrcTupCry:826890325313454100> I'm just curious if there's any good way to prev...

There's ways to kinda protect things, like using underscores before anything that's called over the Network. _interact() there's scripts that you can use for some mild protection like Reimajo's admin tool on booth, and if you record anyone acting toxic or malicious submit a report. There really isn't too much that can be realistically done, you can certainly take easy steps to not make it easy for them, but there's a limit to what can be done.

tardy ridge
#

Ahhh not particularly looking for a protection tool, it's too late to kick/ban someone at that point when the world is already broken. And by the underscore, I'm using override for the Interact() event though, will it still work if I add an underscore in the front? (nvm, it's not gonna work. )

#

I did report him, but doubt it's gonna do much, he can create as many accounts and login through as many different IP by vpn. I've been extremely friendly and nice to everyone I met, not sure why he's targeting my world... hmm

bold ibex
#

anyone know how to edit lights after a light bake cause i cant see what the change is for my lights anymore anyway to disable light maps so i can see what there doing?

idle jolt
#

Trying to do a hyperspace tunnel effect. Think I nailed it?
I'm trying to get the outer walls to become invisible so I can look inside from afar but I don't know how

toxic wraith
chrome juniper
#

how do i fix this?

#

i have like more than 20 items with overlapping UVs and i'm not sure why?

coral magnet
#

Have you checked the option 'Generate Lightmap UVs'?

#

Even then, I often see this message too, despite there being to actual overlap

#

The ideal solution would be to unwrap the lightmaps yourself, but that's a lot of effort.

coral magnet
#

The warning is proooobably fiiiiine ๐Ÿคทโ€โ™€๏ธ

kind leaf
#

If the overlap isnt extreme it usually just results in longer bake times. Sometimes you end up with artifacts. Only way to find out is to bake and see what it looks like.

chrome juniper
#

but every furniture in my scene has that problem

#

i might as well learn how to unwrap them

#

but idk how to do that

ruby jay
#

overlapping lightmap uvs generate incorrect lighting, so yea, you really want to avoid that

chrome juniper
#

can someone teach me how to unwrap the lightmaps or like show me a video or something? i have no idea how to do that.

kind leaf
# chrome juniper can someone teach me how to unwrap the lightmaps or like show me a video or some...

https://www.youtube.com/watch?v=XeBUfMKKZDo there are plenty of videos on youtube.

Blender chair tutorial continues! In this part we discuss what UV unwrapping is, why it's needed and how to unwrap several types of objects.

Join the free newsletter to get a Blender Keyboard Shortcut PDF: https://mailchi.mp/ef5b15a32043/subscribe-to-the-newsletter


Follow me:

Twitter: https://t...

โ–ถ Play video
unkempt turtle
quasi tusk
#

Im still a bit sad the fact that the stars I tried to make on my custom sun projection doesnt work when it runs in VRChat, and instead shows a plain heat waves traveling towards the edge of the projector. I also have next to no experience with unity, only stuff I played around with lol

#

been working on this sun for the past few months, mostly tweaking the shaders on it. I dont know how to do animations so using transparent cutout to try and make extra flares

#

Im also just doing this for fun

#

Im also sad I cant implement youtube videos to my world for simple chill music

kind leaf
#

any video player at vrcprefabs.com will play youtube links if you have the allow untrusted urls enabled. Unless you use quest, then you have to do a little work.

#

playlist links do not work on any player

quasi tusk
#

Im still a bit unfamiliar with the new stuff being used, so may take a bit, thank you for letting me know though, Ill get to it

desert python
#

(assuming you ment yt playlists)

quasi tusk
#

Crashes everytime I load the project with a video url with the old one

kind leaf
desert python
#

protv should since feburary, but its just sooooooo slow at figuring itself out, that the videoplayer fires the โ€œerrorโ€ events before its loaded, if you give it a bit more time or make the buffer time bigger,

#

icr what actually makes ytplaylists soooo slow

kind leaf
#

ic, ill have to look into it. thanks for letting me know

desert python
#

but they do work tho

chrome juniper
#

help...

desert python
kind leaf
#

You made sure to import UdonSharp right?

desert python
#

โ˜๐Ÿป do kevbals thing first actually

kind leaf
chrome juniper
kind leaf
#

ye

chrome juniper
#

ouh on it

kind leaf
#

Got to be careful when downloading from sources that arnt in your native language. Make sure to use a browser with translate so you can see the requirements ๐Ÿ™‚ Quite a few people miss the UdonSharp part.

chrome juniper
#

gotcha

unreal skiff
#

how does one open this in unity

#

its a gumroad world but cant get ahold of creater for tutorial ;-;

kind leaf
#

Glad you specified. Open the unity hub

#

Click add

#

Navigate to that folder

unreal skiff
#

thank ya kindly sir

cloud niche
#

I'm trying to migrate my sdk2 world to sdk3 since they're asking to migrate it to sdk 3 but i can not find any documentation on how to migrate from sdk2 to sdk3 with worlds. only the avatars and updating a world that already is sdk3. it says "don't use sdk2 and sdk3 simultaneously" but they don't mention how to avoid that either.
How do I migrate my SDK2 world to SDK3?

craggy vigil
#

i've started to make a pub but i can't find any good wood textures does anyone have reccomendations

bold ibex
#

If I wanted to create a world that ignores all vrchat rules, where you can use naked avatars, insult yourself and be toxic (but you have to be 18+). Users inside who read the rules that you are free, can they break the rules of VRChat or are the rules I establish within my world of no importance to VRChat and you could be banned? <@&397642795457970181>

#

Obviously whoever enters that world is aware of the danger, with an incoming warning to accept the rules of the world, before entering it.

orchid stone
#

You as a user cannot create an area that ignores the rules established by the platform itself.
The world doesn't matter, the privacy of the instance does not matter. If you break the rules, you can be banned for it.

bold ibex
#

ok thx

frank hound
#

Hey, anyone happen to know how to fix this? I'm making a world and used a spline to make ships sail around automatically on their own. It works great in unity, but when I build the world to test it,.. they just sit there..

kind leaf
frank hound
#

ah ic, thankyou for the answer!

kind leaf
#

... You know you can scale your textures in the material right? The higher the initial resolution the better the scale.

#

Not that the scaler is destructive anyway, I have never seen bluring

opal grotto
#

Im having this problem with a new world i just made and i cant figure it out for the life of me. It does build and test just fine and also uploaded to my account but when i go to load in to it, it loads and then immediately sends me back to my home world. Im using the newest version of the sdk and unity and have no custom shaders. I really cant figure this out ;-;

bold ibex
#

uhm anyone know of any waterfall shaders / materials

keen lance
#

Is there anyway to add a questing system to my world?

#

you know, like missions

#

or challenges

kind leaf
#

Yep, Using Udon see #udon-general for specifics but quests dont need to be networked so a simple local only script in your scene containing all the variables will do just fine. Real easy setup. Only gets complex when you make your npc's and their quests complex.

keen lance
#

ok

kind leaf
# bold ibex uhm anyone know of any waterfall shaders / materials

Not that I am aware of (for VRC anyway), but a traditional waterfall is an animated texture with particle effects added. So you could use any moving water shader on vrcprefabs.com on a plane sloping down and add a mist particle effect to the bottom and thin mist along the length. Using a shader for the animation is probably more efficient but you can also animate in Udon/U# if you need a rapid flow. Plenty of VRC compatible C# tutorials on animated water/waterfalls.

spice dove
#

guys how come when i go to the builder in the SDK there are literally no options

#

and yes iv re imported the sdk

kind leaf
#

Errors in your console? The red ones

#

Grey also scares me, everyone uses dark mode. Make sure you are using unity 2019 as well (31).

bold ibex
#

anyone know of a post prossessing bloom quest shader? and where to get it

green lagoon
#

you cannot use post-processing on the quest

kind leaf
#

trail point lights along your source you want bloomed and bake

vast spoke
#

i went to open my world on unity and

#

there is no way to fix this

kind leaf
#

Did you try again

vast spoke
#

yup

#

2019.4.31f1

#

yes

#

my world,

#

no,m

#

i just opened it today and it

#

just did that

kind leaf
#

My fix for project corruption is simple:

  1. Close Unity
  2. Make a backup(zip)
  3. In the original, delete the library folder.
  4. start unity back up. It will reimport everything. Your screen will be blank. You need to load your normal scene.
  5. If something goes wrong, look at that, you made a backup. Use the backup going forward for further diagnosis and treatment.
#

In rare situations I have had to create a new project and just imported the asset folder from the bad one

vast spoke
#

ill just restart, most assets i have on it are seperate models

#

alright

kind leaf
#

when you delete the library it doesnt ruin your work, everything you imported is still there. Assuming you delete it with unity closed. fyi

bold ibex
random sphinx
#

any suggestions for ways to add moving clouds to a world?

abstract fern
#

Looking to commission a world for a VRChat Group, DM for inquiries!

green ledge
#

hello, i want to create a map for vrchat, anyone knows a good tutorial?

random sphinx
#

Anyone have a tutorial for how to create a clickable link to a website in-world?

nova beacon
#

Anyone willing to collab on creating a Murder gamemode world?

Been having fun in VRC Murder and wanted to experiment more with Unity. Felt like one could build up on the classic game mode and make it over all more interesting.

kind leaf
# green ledge hello, i want to create a map for vrchat, anyone knows a good tutorial?

In this tutorial I will show you how to get started with making your own VRChat world with the new VRChat SDK3 and the Udon programming system!

High-Quality and Low-Quality Mirror Tutorial: https://youtu.be/zUALbgztU5Y

Timestamps:

  • Intro 00:00
  • Download Unity and the VRChat SDK 00:38
  • Make a Unity project 01:23
  • Add a floor 01:56
  • Add the...
โ–ถ Play video
green lagoon
#

vrchat doesn't permitted for security reasons

random sphinx
#

oh ok.

green lagoon
#

like you could make a button that takes you straight to a website full of viruses

kind leaf
#

QR codes are an option tho

bold ibex
#

getting this error i uploaded my world befor was fine now this random error Assets\Standard Assets\Effects\ImageEffects\Scripts\ColorCorrectionCurves.cs(8,42): error CS0246: The type or namespace name 'PostEffectsBase' could not be found (are you missing a using directive or an assembly reference?)

dusk sapphire
#

delete it, you can't use standard assets in sdk3 projects anyway, and there are a few scripts in standard assets that cause issues in unity 2019

dusk sapphire
#

Assets\Standard Assets\Effects\ImageEffects\Scripts\ColorCorrectionCurves.cs

bold ibex
dusk sapphire
#

what trust rank are you?

bold ibex
dusk sapphire
#

whats your world?

bold ibex
bold ibex
dusk sapphire
#

world id?

bold ibex
#

the room name is daddy's home

dusk sapphire
#

your world is just still in labs