#world-development
39 messages ยท Page 109 of 1
create a new animator controller in your assets and drag it into the controller slot
then open the animator controller and drag your animation clip into the default layer
are you able to go into play mode?
Thanks; am I doing it right?
Great, will do
if you haven't, i mentioned earlier than you should ctrl+a all your animation keyframes and set it to auto
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.
other wise when it loops the rotation speed isn't consistent
Yeah, it slows and stops at the end of the loop
i had moved the cyanemu folder from assets to a subfolder
moved it back and the error's gone
ah, didn't notice that
yeah that might have done it
some things are sensitive to path changes
guess ill have to live with an unorganized mess of a project folder lol
@dusk sapphire can i DM you a screenshot? it has local paths in it so would rather not post publicly
im getting errors when i go out of play mode
uh, sure? though if you can go into play mode and it works fine I imagine its not big of a deal
im not sure whats going on since i havent had any of these things happen in the previous unity version
apreciate if you could take a quick look wether there is anything you feel should be adressed
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 ๐
has anyone faced this issue before while attempting to upload their world? if so how do i fix this?
check console log for errors, fix them
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?
So the player gets stuck in the switch and has to respawn?
Not in the switch...He freezes in movement. If He respawn He is still freezed in movement. Only turn avaliable
try moving your spawn point up a bit (the y value )
Above 0 i guess yeah? Online where some Infos about under 0
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
if your spawn is 0, maybe try .5 or 1 and see how that works out
so in a mirror the player avatar particles is getting rendered behind the world, how to fix this>?
Is there a unity tool that makes it easy to swap out materials between android/pc builds?
I could duplicate my prefabs and do it that way, but that seems a bit silly
There is multiple auto switchers
You have like BuildHelper and Quest switcher
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 ๐
You have material towards the bottom
ooooh
thanks

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?
Does anyone know what happened to vrcat.club and all the tutorials on there? e.g. https://vrcat.club/threads/world-optimization-2.114/
vrcat.club now points to ask.vrchat.com but I didn't find any of the old tutorials on that site.
It was an unofficial forum, all of the threads there were made by people / users, not by VRChat. That site for a while asked people to move their stuff over to the official forums, of course if people don't do this their tutorials will not be on the official site.
That's very sad. There was good information on there for new people. Thanks for the info!
how can I make a climbable ladder? like one that you just walk into to climb?
grapple and pull system with a short range, or use an invisible stairs*, or teleport on click.
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?
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.
can also look at shader tricks like this but no clue as to if it works or not https://assetstore.unity.com/packages/vfx/shaders/subsurface-scattering-shader-3254 in vrc
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.
if you want to add something simple like a table
is it better to make it in blender or create it in unity
(ik you could look for a table asset, i mean specifically for this case if one is better to do than the other)
any of the above. whatever works for you
okay so its pretty much the same then
i wasnt sure if one was just smarter to do or something
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 ๐
blender is smart but lets say super basic
a 3D cube made in blender vs just a basic 3D cube in unity
i take it theres not much of a difference at all between them
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
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
@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
thanks for the insight guys
also ill take a look thanks!
does anyone actually use occlusion culling in their world? the culling is never good; always culls things that shouldn't be.
yes it's quite important for good performance and you can tweak the settings to make it behave better
i can't get the settings to do right. guess i'll be wasting several hours trying to mess with them...
i don't even use occlusion culling in my games because it never works right
Is it possible to update a world from sdk2 to sdk3 since now sdk2 is no longer maintained
Itโs time to convert your old SDK2 projects to Udon using the new SDK2 Migrator! Available now to $10 and up Patreon subscribers.
CyanTrigger V0.3.3 is also now available to everyone for free.
Check out my Patreon post for more details
https://t.co/87MJRdgmpa
#CyanTrigger #VRChat
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i got it. the free one. do you know how to use it> if so id like some help going through it
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.
aww do you udon to get them to move?
From what i understand, it was impossible to carry over sdk2 to sdk3 without completely rebuilding a new project and making all the triggers by hand. Curious on how Cyan's converter works...
I had to set the fan blades as children of an empty object, then animate the empty object.
the converter is currently only in the paid version so you might have to convert over your world manually
I don't know the technical details but I do know the tool works as a map converted over completely to sdk3 using it
Got legacy unchecked.
on the page it says there is a free version. hmm but darn
Cyan is like the Udon god
yes a free version of CyanTrigger but the converter is currently paywalled as the developer has to eat
well darn. ;-;
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.
the converter will eventually go into the free version and your SDK Two Worlds aren't going to break immediately
hopefully it will be free before vrchat breaks sdk2 worlds.
did you mark them as static? static objects can't move or animate
I haven't touched them at all since I got them working. Is there a static checkbox?
top right corner of your inspector
I'll move the camera over and check
Does anyone have a prefab for audio reactive lights? Like the ones in club vrc worlds
Not moving in play mode
what does it look like when you open your animation window?
you didn't change the name of the game object did you
Haven't renamed anything. I duplicated them yesterday without issue.
(that's why there's 3, not 1)
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.
whats the error?
Hmm... doesn't want to pop up. I'll see if I can make it happen again.
...they are now spinning again in-game
I do not know why
Hopefully they stay spinning from now on
I have another unrelated issue, which is this:
For a video player. Auto Fix can't resolve it for whatever reason.
Got it to show up by pressing publish.
I'll see if the fans are broken or not when it's uploaded.
Is there a good way to make something slide? As far as I know Physics Materials aren't supported. :o
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?
Any help is appreciated.
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?
youll have to wait 7 days
darn
physics materials are supported, they just dont work on players because logic
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?
updates dont count. If you upload pc the quest version has the sam id so it is an update not a new upload
ah ok, good
Alright, thanks!
im using the video player from the vrchat examples folder
can i make it less painfully bright
in the material, drop a black texture where is asks for it ๐ you can drop any texture really
on the screen child object?
select the screen, the material will be video somthing realtime emissive select it
yes
what would be a good video player for a world? (Asking for a good one in general
im using the example ones
Protv2 if you want lots of features ๐
VRCPrefabs.com/browse or this link which is the same place https://docs.google.com/spreadsheets/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml#
bookmark it, and enjoy the prefab toybox ๐
^ everything in the Udon Prefabs works. sdk2 prefabs are 50/50(due to age) the other tabs all have very helpful stuff.
convo got distracted, did you find out where to insert your screen image?
yea i dropped a material on the tv and it covers the screen i need to find out how to remove it
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
My pickup-ables instantly disappear. What am I doing wrong?
I don't recommend clicking that link
Why did I deadass just open that for no reason
It's just rule 34 lol
But yeah, don't click on it.
It might be falling through the floor. Check to make sure both the floor and the object have colliders on it
Ah, didn't think of object colliders
hi
having annoying issues with unity
UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1[T] alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, ```
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
Where can I report a hacker?
dont put it that far away from spawn ๐ default far distance is 1000, thats far too high for a room. 100 would be fine. Anything beyond 100 is/would be invisible.
moderation reports
Thx
you need to do that with the moderation reports section not here
Sorry
the vrchat Discord moderation staff can't help out with in-game moderation
You can try reimporting the DLLs (VRCSDK>Plugins>Select all R-Click > Reimport) but a fullscreen screenshot with the console errors shown would be helpful.
it is very visible from there, unless i am misunderstanding, i placed it at 0,100,0
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.
To clarify, the world will upload without one with poor render distance configurations and zero post processing support.
ive messed with post processing before so i think i know what you are referring to just dont quite remember how to approach it
select the camera, you will see a near and a far option
in the inspector
set near to .01 and reduce far to the lowest you can live with
then select your scene descriptor (VRCWorld) and in the inspector make sure "reference camera" is that camera
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.
thank you, is there any way to create exceptions? say if i had an object in the background of the scene
@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)
Unity version? Sdk version? Are you on a windows machine? Does it say PC, Mac & Linux Standalone up top?
@kind leaf
Error occurs when clicking Build & Test
SDK version 3
Unity 2019.4.31f1
"alreadyFoundAssemblies," ensure you only have one VRCSDK folder.
You also installed oculus modules
remove that stuff
the only module you should add that is not default is android
nothing needs installed for support on our ends except for the android module. Your development input is scene based only.
still no one has a clue for my problem?
Looks like your question got buried, so just ask again. ๐คท๐ปโโ๏ธ
to update your existing world do you just publish again on windows and android like you did in the start?
If it's the same as avatar publishing, then yes.
@chilly hawk is the discribtrion clear? ๐
Ah, sorry. I don't know much about Unity. I've just been asking a lot of basic questions here recently.
@kind leaf
I think most of my problems were because I downloaded the oculus integration plugin and did the steps associated with that
This is my first time in Unity
This is incredibly frustrating but I apprecaite your help....
I deleted VRCSDK3A
because it seemed like a duplicate
honestly... it might be best to just redo this all....
You only have one VRCSDK left?
yes
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
When you open the project again you will be prompted with a blank scene, just load your normal scene
I also deleted some VR chat stuff that seemed like duplicates.... is there a way I can verify the VRChat package having all the stuff it needs?
drag n drop the sdk you downloaded back into the project, should start an import
should I fully delete the SDk first?
although not entirely sure how it will handle given the library is currently confused.
naw
Other than vrcprefabs.com and booth.pm, where can I find prefabs? I need more SDK3 games/activities.
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.
buy from artstation etc.
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. 
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
Requirements We're going to need a couple things before we can get started. Current Version of Unity. We strongly recommend using Unity Hub, available on that page.VRChat SDK - See the Choosing your SDK page to see how to choose the correct SDK for your use. Step 0 - Installing Unity Check the Curre...
The cabinet probably wont be found working although why is beyond me. You can easily code a platformer using ui elements and animations. Controls can be done by having the player sit on a station to play while in the station normal movement controls control the arcade game. Also there are shaders at vrcprefabs that can be used with this setup. Keep meaning to do this...
My broken chess set is EmyChess, which should be drag and drop (plus UdonSharp). https://github.com/emymin/EmyChess
Unless there's been an update after Aug 31, it should work... but it doesn't. ๐ฎโ๐จ
Deleting and importing it again. Maybe I added it before UdonSharp or something. I dunno.
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
ill rescale and test
.1 had the same results. Pieces spawned in cyanEmu
doing a test build now. Make sure you dont have errors
I just dragged and dropped this, then resized. I have UdonSharp, but not CyanEmu.
I'll test it and check the error log. Pretty sure there's Chess errors.
Just this error. Got it on some soda cans from a vending machine too.
those are yellow so they're not deal-breakers
Only other error is for an unrelated animation.
Oh, and this. But also unrelated.
Perhaps it's an issue with UdonSharp, not the Chess set.
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
No idea what that means ๐
I have this for UdonSharp. Imported, but otherwise untouched. V0.20.3 (latest)
check every part of the prefab, make sure all this is assigned and nothing is "none"
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.
Got hit with errors for checking the Chess stuff
press clear, any errors remaining are problematic
Got some just by clicking board
is your unity in play mode?
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.
and udonsharp, dont forget that lol
I could try deleting and re-adding that first
Unless there's a risk of it breaking other prefabs
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.
I redownloaded it from GitHub and it's still broken, so I suspect UdonSharp. I'll backup and try reimporting it.
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
Hmm ok half 4 am. Gonna go sleep a bit than :)
Thx maybe someone Else has a idea too Check it again tomorrow
Just ping me pls
Okay, backed-up and re-downloaded Udon Sharp. If replacing it doesn't fix it, something weird is going on.
๐ค
Should I tick those or not?
Looks like it won't let me, so no choice
I think the errors are referring to this being empty
Yeah, removing that stops the errors
@kind leafwhat have you got there?
First time trying to create a world and I decided to import complex geometry. Now I'm stuck just floating in air.
Make sure you checked the 'generate colliders' box
...unless it's something else and then I have no idea
Only recently got comfortable with avatars, complete noob to worlds. Where would I find the import settings for my mesh?
ah found it
Hey all my materials carried over from blender too
Sorta- can't edit them and nothing other than the diffuse maps carried over so that's still on the list lol
I use Sketchup for my basic structure because Blender scares me
Anyway getting it working is priority
<- Complete understanding of blender, complete noob to unity
mm
I also know 3dsmax, which I feel like has better hard surface modeling tools but its inefficient compared to blender
You always have 2-3 extra steps when you want to do anything
Still falling >_>
Added colliders
Sketchup is the best I can do
Is it because I'm inside a giant mesh? lol
Uhhh... add a mesh collider to it? That's the only other thing I've done before
Trying to spawn in the tunnel
Also make sure your spawn point is above the ground to you don't spawn below the floor a little bit
so I think its probably screaming with its colliders
Are you sure you're spawning ABOVE the floor and not IN the floor?
Try making it higher, just in case
Ah, but you're not falling through the floor?
No I'm literally stuck in midair
Have been entire time, even before mesh collider and generating colliders
Try putting the spawn point above the roof and see if you land on it
Ah
Your spawn point is way below zero
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
No I said it in all caps
I need to scale everything down again but this is working!
:)
Got my stupid chess board working in an empty scene too
So it works if I delete everything else? Looks like I have 2 things that can't share a scene...
Let's try removing the pool table and the video player...
...yeah
It's one of them breaking it
Bet it is the pool table, because I like it more
What? My scene duplicate works with everything in it, but the original doesn't? What?
I hate Unity
I'm glad it's working now, but I just don't get why
The only difference should be the scene name
That leaves the issue of objects falling through the floor
The ground it falls through is solid - players can't pass through it
Maybe the ground needs a rigidbody too or something?
If someone can ping me a solution, I'd appreciate it
Your mesh collider has no mesh assigned.
Ah

@kind leaf Thanks so much!
Got it working
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.
ok๏ผthank you for your help
i did something to my world and now i cant move left and right
i know i reset the camera and deleted a dynamic prefab which wasnt being used
and now avatars can only move forward and backwards
You disabled strafing. On the script used for player movement (if using UDON, it is the script attached to the VRCWorld prefab) or whatever udon script you're using for player movement. Strafing is set to zero
Movement speed is forward/back and strafe is side to side. I think strafe defaults to 2
that wasnt it
Ensure u aren't using two movement scripts on accident.
Also check your script. You may have broken the strafe part
for some reason it REALLY wants this tree here
if i remove it i lose strafe.... for... some reason

You have something setup erroneously in your scene.
See this document https://docs.vrchat.com/docs/vrc_scenedescriptor
Specifically the dynamic prefabs section
Check to ensure you don't have something spawning a tree and check the tree prefab for movement scripts
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
weird strafe was showing 0 now and i changed it
also side note it takes longer than normal for avatars to load in my world despite being optimized and around 8 megs
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.
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
Can you share the link so I can see if the load issue is localized.
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 ๐
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
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.
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
its probably just saturating your connection as all those pedestals will be trying to load the avatar thumbnails at the same time
Exactly temporal. Grouping them and loading them in via area triggers is the way.
you don't need to have a trigger for each, if you group them in rows with one trigger you wont need to tell the visitors much if anything at all about your magic.
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
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
yep, after the changes are made if you need further testing just ping us
also side note that world has over 50k visits so im proud of that
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
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
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 ๐ 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.
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?
vrcprefabs.com there is like 2-3 in the udon tab ๐
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
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.
thanks
is there anyway to create a sound barrier? so that sound won't pass through?
Assuming you're using UDON. https://github.com/Guribo/BetterAudio
thanks
how can i fix this? how can i get it back to normal?
disable grid snapping, the icon below where it says Animator
i found out, thanks!
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)
Eh. I just don't like doing something if someone already did it and much better.
For items you can pickup I recommend using a box collider.
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.
Ah, okay. I'll make a box collider for the stand and hopefully the rock collider is okay as convex.
Does anybody know if Gaia Pro and Gena Pro can be used for making VRchat worlds in Unity?
yeah those would probably work correctly but I'm not sure if that's a good use of cash compared to like buying Bakery
I already bought Bakery, was wondering if anyone gets major benefits from Gaia Pro
most folks aren't trying to make large outdoor Maps
My idea was to create small plots of land quickly.
Didnt really know where to ask this but, does anyone know any good warhammer fantasy rp worlds
My initial thoughts are that given the limitations in the Terrain system, im not sure if this is worth it
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.
also not quite sure one would be building big enough levels to in vrchat to require that much procedural help
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
and I'm not quite sure if quality splatmapping/holes is worth the asking price at the moment
Do you see them being helpful? I'm only a couple months in, so they make it look easy to just set up a small plot of land with some trees.
No, if you are just getting the hang of it try something free
Then I was planning to build custom architecture ontop using blender
or learn to build terrain by yourself
I dont mind the asking price for both atm, they are on sale.
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
lets hear em
I would have to go Google what would be good ones as you already got Bakery
my world is like 80 MB even tho its one room
is it because of the assets i used are just big dl wise?
imho, keep it simple. simple doesnt need to be boring. But simple is easy to learn from. Terrain management is a beast of its own in VRC and for mobile platforms. So having small problems is better that having large ones.
probably
https://github.com/oneVR/VRWorldToolkit this can tell you what's taking up file size
you mind directing me to a good beginner method for sculpting terrain?
honestly I probably start with the the architecture first rather than worry about terrain
I used the built in terrain tool. My first unity project was a mars rts. Architecture was done in Blender. I later upgraded the terrain using nasa heightmaps of mars. Plenty of videos on using real world terrain.
Okay thanks, the big SALE numbers on the asset store have me not wanting to miss out
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
Happy spending. Do note, that sale happens at least 8 times a year.
Good to know, might sit for a while then
ty
Thanks again
it also has a button to apply crunch compression to all of your textures if that's what's taking up space
Is Mesh Baker super useful?
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
thanks!
as it is quite handy to be able to combine objects together and combine their materials
as that means you use less draw calls
says Gaia Pro only works in Unity 2020.3 and onwards
guess I got my answer
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
The only three I think are truly good for VRChat world developers are Amplify Shader Editor, Magic Light Probes and Bakery as that's shit Unity should have in it's engine and is just missing, and its things you'll use in every project. Everything else gets situational.
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.
looking over the page for a Magic Light Probes that does actually look handy
Yup, it greatly improves lighting for dynamic objects and avoids the need for tedious manual placement
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
Exactly, it places probes in smart places, including the boundaries between light and shadow in lightmaps AFAIK
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
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
any more obscure options that you still could find useful?
MLP is super handy
I've used it on both of my public maps
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
buying the two separately would be 70
Mmm, Amplify Impostors I dont recommend if you're just starting out though. If you're short on money just get ASE first.
Thanks this was helpful
so from what it sounds like start with the light probes and the Amplify Shader Editor
if you must spend money right now
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 ๐
Yup guna grab the light probes and the amplify pack. Mega Scatter isnt on sale but looks so useful
I found Bakery easier than Unity lighting, but maybe the Bakery bake times manipulated me into just dealing with the new complexity ๐
Yap as you save a lot of time overall using Bakery
I tried poking at it with a friend and certain things like reflection probes wouldnt work and it was loading broken lightmaps when opening a project.
If Unity 2018 was still a thing id probably say it's mandatory but 2019 cleaned up at least some of it's lightbaking mess.
Also i have a GTX 1060 so I see little performance improvements <:D
there is a button for baking reflection probes with Bakery
I dont remember that working at the time. I might just buy it now and see if I can get it working later though ๐ค
and The Time Savings get a lot more noticeable with projects with lots of different lights in it
or really big Maps
^ the button was questionable in 1.7 but the current version its fine. I just click bake on my reflection probes though.
sigh, I look forward to the day when good SDFGI can be implemented and I can throw lightmappers in the garbage
Unity has a habit of adopting top assets, so they will improve eventually
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)
anyone here good with CyanTriggers? I'm struggling to network an event
I'm sure many people here use CT, but if you join Cyans discord you will get those results faster.
Probably the only public engine I havent tested is Unreal. I had it but it crashed multiple time just trying to load a mod so I never thought to pursue it further. That being said, Unity is the best engine that I have seriously invested time in. There are a lot of clever sus engines. Unity didn't milk me for platform access and C# was easy to learn ๐ I love Unity.
Hahaha, ive used Unreal more before this and while it's not as flexible they do offer you a lot more tools and features from the get go. I've also used Godot a bunch and get the feeling that if Unity doesn't improve it's long-term updates that it will eventually eat it's lunch.
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.
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.
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.
"the company got bought" say no more!
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?
Whats stopping you from using a Mesh Collider?
because it would be really expensive to use the full Fidelity mesh as a mesh Collider as a mesh collider checks per triangle
Besides that, I was going to suggest to use a simplified model <w<
yeah that would work
I wasnt sure if the Quest version of VRChat had any more horrifying surprises in store ๐
It falls through the floor unless I check the convex box. Convex is awful.
Yeah, you should probably create a simplified version of the mesh in Blender to use as a collider
Yeah... I hate blender. And I think it hates me back.
Everyone hates Blender to start with...... and some even afterwards, but it does get better in time. 3D creation software sadly requires complexity
My main map is made with Sketchup. So glad Unity supports it.
hahaaaaaa, thats an interesting choice
Microsoft Maquette is also a good choice for beginners, as you can design in VR and export to Unity
Bad bot, go away
That bot needs some work :/
It hates it when you use multiple of the same letter together, it's done this to me before u _ u
I'll see if I can understand the plugin
Thanks for the plugin link, this will certainly be of use
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...
Short and easy to follow.
for your mountain couldn't you just make an ultra decimated version then use that as your mesh collider?
@chilly hawk
I guess that would depend on if you want the player to climb on the mountains
It's a rock :P
rock*
if you can get it imported into blender or whatver you can use their decimation modifier to make a simplified, yet similar mesh
If it's really easy, I don't mind opening the accursed Blender
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
that could probably be even lower as it's just a collision mesh
Seems to be an fbx model
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
Can't even get Blender to open it right now
Ill show ye how to do it in new blender
Don't use 2.79 please
^
any new tutorials for blender stuff is going to be 2.8 +
2.8 is hard if you were super used to the old ways
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
Oi get used to the new one before it becomes much more different than it already is
issa gunna hurt
No, 2.8 isn't even hard, it takes a day to get adjusted

but yeah if u need help setting the mesh in the mesh filter let me know
its pretty easy
Blender won't open. Command Prompt pops up for a second and then nothing.
Perhaps incompatible with 2.93? Or maybe needs to be run as admin
i mean ur on windows right
Win10 LTSC
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
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
shoot man wish i could help
the link on how you're supposed to installer
Tried that, but I get an error
It's weird that it wants git, huh
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
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 pipelineโmodeling, rigging, animation, simulation, rendering, compositing and motion tracking, and video editing. Advanced users employ Blenderโs API for Python scripting to customize the application and write specialized tools; often these are included in Bl...
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Blender works, but I can't open it with Unity
you don't need to have both of them open at the same time
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.
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
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
Got it
and then whack it with the decimate modifier
...where's that?
the blue wrench icon when you have the object selected
What's a good face count for VRC?
I can get it down to 36
that's probably not the end of the world Collision wise
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
and also make sure to export as a new fbx The Rock
Right, so I just export that ugly rock as a differently-named .fbx
Uhh... how do I use set it as the mesh? Just adding it to my assets isn't enough
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
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
what version of unity are you using
2019.4.31f1
okay then you should just be able to click go ahead
ok tyty
What do I do, step-by-step?
Am I supposed to replace it in the directory, not in Unity?
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
I can't drop it here, if that's what you're saying
you need to click the little arrow to expose the mesh
so you drag the whites that says Cube 1
it should
most video game Collision meshes are simplified like that or just stacking a bunch of Cubes together
...it's still falling through the floor
does the floor have collision and why does it have a rigid body
does the pedestal also have a rigidbody modifier
Yeah, both are set up the same way
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
okay but still not the end of the world if it looks a little silly if you flip it upside down
The original mesh collider worked with convex ticked, but it makes a strange shape that's hard to select
<convex>
you can use 2 box colliders
Yeah, I'll try that
and still would be cheaper than your mesh Collider
I guess VRC doesn't like high-poly meshes and ignores them
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
Not that big. This is it next to bar stools.
https://youtu.be/LMpMd7hl7mE
How do I recreate this? I'm bad at particles
Just messing around with a simple warpdrive-like effect.
Get Ultimate VFX: https://assetstore.unity.com/packages/vfx/particles/ultimate-vfx-26701?_aid=1100l3rZp.
Twitter: https://twitter.com/TheMirzaBeig/.
then honestly just the one box collider will probably be fine
most people aren't going to be scrutinizing pick up objects that much as far as their Collision
yes sorry for sending you on a wild-goose chase with the mesh Collider but at least now you know how to make low poly mesh colliders for other stuff
like those bar stools could probably just be a box Collider
Gotta make them usable, actually ๐ค
or if for some reason it's really important for you to stick a object in between under the bar stool https://i.gyazo.com/d153f83d6340de2dd4fafc418a23ef01.png
but I would say for most of the time just a box collider woodwork
if you are to make it to where you can sit on the bar stool you would need some sort of Collider
you can remove that
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
I downloaded pro builder and progrid from Unity How do I open it?
Tools?
How do I make a particle stop right before it hits an object? I donโt want it to go through it
Enable collision on the particle and set it to 3d space. Might have to tweak the settings a bit but thats the basically it.
Alright I got that
But now I donโt know how to create a tunnelโฆ
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??
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.
I want it to be a specific style
Do you know what the hyper jump effect looks like? Itโs like blue swirling smoke with a bright light at the end of the tunnel
Unity doesn't allow 2 mesh colliders to collide with each other unless one of them is convex. calculations for collisions between objects get more expensive the more edges they have. Its also why its highly recommended to avoid using mesh colliders where possible.
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)
do you have a mirror
How do we keep sound contained only within one room, like a very hard limit to keep sound from passing through an object?
I was thinking of putting one in each of the 3 areas
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
the bottom wall in the middle would work pretty well for a mirror I would suggest also having the mirrors be toggleable and also having a low-quality and high-quality version
Good idea, I'll set that up.
is it possible to have water with real-time reflections? probably too demanding on the GPU, right?
yes that's quite expensive doing real-time reflections and most of the time a reflection probe is good enough
ok, kinda figured. maybe one day...
most people are not going to notice the lack of avatars in your water reflections
yeah, but I do lol
yes but people would much prefer a good frame rate
lol
there are other water shaders that use a grab pass to emulate screen space reflection
yeah that would be very bad
not the most performant but better than a mirror
i think i'll just have to settle for the reflection probe for now
yes that would be best for everyone framerate
well temporal I removed envirospawn and now my builder works...
lol
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
nah its fine
rgr doger
I really hate how unity sometimes doesn't show errors in the console for problematic assets for some reason
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?
Depending on the shader they might have an option for it
any recomendations for a shader?
generally, people use standard or pbr equivalents for world building
ok
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.
potted plants
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.
people have made interactive pianos on vrchat
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?
what are you trying to edit about it?
I need to add the spawn point
SDK3 An example of how to use VRC_SceneDescriptor to define a VRChat World. Found in VRChat examples > Prefabs > World. SDK2 An example of how to use VRC_SceneDescriptor, found in Assets > VRCSDK > Prefabs > World for SDK2 projects and Assets > VRChat examples > Prefabs > Wor...
^ 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
Those are the instructions I've seen, but they don't actually say how to access the scene descriptor in the first place.
you don't need to access the scene descriptor to add the spawn point
How do I do it then? It doesn't say.
Actually, is it a good idea to place the spawn point a little above the ground, not exactly on it?
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
Oh, sweet! That was dumb of me. Thanks!
I usually do this just in case I fumble it and have it inside the ground collider, doesn't hurt but I doubt it makes any real difference
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
Thankfully my ceilings are safely above that
but are your doors higher than 2 m
cool
2.2m is 7.2ft, so I should be good :)
Oh yeah, how many pickup items is too many?
Assuming all are synced
btw if you haven't go grab https://github.com/CyanLaser/CyanEmu that lets you test your world in editor, really useful
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?
Thanks, I've been meaning to do that
@dusk sapphire double thanks, as it's saving me loads of time
basically grab everything from like the vrchat prefabs must have section https://docs.google.com/spreadsheets/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml
that's related to Worlds
are they teleporting to the same transform as the master? the whole avatar being pushed into a corner while your camera looks like its having an out of body experience tends to happen when you get teleported into a collider and the collision pushes the avatar out but your view point is still in the wall
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?
Already got these two. What do I need the others for? ๐ค
vrworldtoolkit spots a lot of common issues with worlds and has quick auto fixes for them
There are 10 random spawn points but they are getting teleported out of the room, which has solid walls. So you're saying they get stuck in the wall colliders?
easy Quest switch makes it more easy to handle Quest builds
Adding that ASAP
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
Don't think I'll need that one
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
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
maybe? I don't use teleports much. you might get better luck in #udon-general
just based on my observations on what causes what you experienced
Thanks ^-^ your answer was more helpful than everything I got in #udon-general
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
avatars have a 2 m tall Collider
so just spawn a cube and make it scale on the height 2
can also just spawn a capsule as it's 2m tall
oh that would definitely be easier
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
Are the scale measurements automatically in meters?
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
I have returned at a better time to continue this idea
like typical shorty Nanachi height or typical like average human height
Nanachi height.
Ima just use a capsule
might be a good idea to also have like a average height anime girl in your testing
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
that works
so for reference how tall is like nanachi so Njjeppson can have a second capsule that shorty height
course a nanachi is also the size of a unity cube so whatever works
Nanachi's are typically 1m tall or about 3'
that also works having a cube and a capsule
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
like if you dealing with tables it's good to know where the height would be if someone sitting down
exactly
tesseract ๐ง
especially if you're not used to meters to just eyeball it
The ultimate measurement device
Gotta get that 5-cube next 
How do I add in seats and mirrors and stuff?
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
๐ธ 3D Mo...
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
Either set the path in the SDK Settings tab or run the Install.exe inside the VRChat installation folder
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.
Rollthered makes a nice free fire shader u can snag on his discord. https://www.vrcarena.com/assets/q29kXH4zylxl4ywMMQ7K
Ooh, nice
Now just to figure out how to actually apply it to a fireplace instead of a person.
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.
Alright, cool. I had pretty much no idea how shaders worked, so that explanation is super helpful!
Sounds like it should work great
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
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 ๐ฆ
No, you can drop portals to private worlds and have portals in world to private worlds. Are you able to use any portal? Ensure you have no mods installed.
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.
Not really the right thread
yes i am able to upload world with portal that shows up visually but it does not work, like i walk into it and i collide with it :p mods u mean 3rd party scripts?
Yes. Modifications to the game. If you installed anything, can you use any portal at all?
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.
no i cant use someone eases portal s well and no i dont have 3rd party scripts
else's *
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
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.
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
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?
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
i will check my orientation again, thanks for you help โค๏ธ
how do i fix this?
i have like more than 20 items with overlapping UVs and i'm not sure why?
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.
yup
and how do i do that?
Haha if you don't know how to unwrap a mesh's UVs, then it's probably already too much!
The warning is proooobably fiiiiine ๐คทโโ๏ธ
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.
but every furniture in my scene has that problem
i might as well learn how to unwrap them
but idk how to do that
overlapping lightmap uvs generate incorrect lighting, so yea, you really want to avoid that
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.
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.
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click on the model in the asset explorer in unity -> import settings -> generate lightmap UV
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
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
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
they do, theyre just extremely extremely slow and requires the videoplayer to compensate for a 30+ second prepare time
(assuming you ment yt playlists)
Crashes everytime I load the project with a video url with the old one
Interesting, I got video errors on pro and wolfe, but I havent tried since unity 2018. Didnt see a change.
protv should since feburary, but its just sooooooo slow at figuring itself out, that the videoplayer fires the โerrorโ 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
ic, ill have to look into it. thanks for letting me know
but they do work tho
help...
take screenshot of console tab
You made sure to import UdonSharp right?
โ๐ป do kevbals thing first actually
Make sure you are using the latest VRCSDK
If you are upgrading from Unity 2018, follow the upgrade instructions https://docs.vrchat.com/v2021.3.2/docs/migrating-from-2018-lts-to-2019-lts pay specia...
me?
ye
ouh on it
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 ๐ Quite a few people miss the UdonSharp part.
gotcha
how does one open this in unity
its a gumroad world but cant get ahold of creater for tutorial ;-;
thank ya kindly sir
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?
i've started to make a pub but i can't find any good wood textures does anyone have reccomendations
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.
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.
ok thx
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..
You cannot use c# scripts in VRC. You have to rewrite the spline in Udon or any other Udon compiler such as UdonSharp, CyanTriggers...
ah ic, thankyou for the answer!
... 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
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 ;-;
uhm anyone know of any waterfall shaders / materials
Is there anyway to add a questing system to my world?
you know, like missions
or challenges
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.
ok
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.
guys how come when i go to the builder in the SDK there are literally no options
and yes iv re imported the sdk
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).
anyone know of a post prossessing bloom quest shader? and where to get it
you cannot use post-processing on the quest
trail point lights along your source you want bloomed and bake
Did you try again
yup
2019.4.31f1
yes
my world,
no,m
i just opened it today and it
just did that
My fix for project corruption is simple:
- Close Unity
- Make a backup(zip)
- In the original, delete the library folder.
- start unity back up. It will reimport everything. Your screen will be blank. You need to load your normal scene.
- 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
when you delete the library it doesnt ruin your work, everything you imported is still there. Assuming you delete it with unity closed. fyi
is there anyway to make it look like bloom for quest?
any suggestions for ways to add moving clouds to a world?
Looking to commission a world for a VRChat Group, DM for inquiries!
hello, i want to create a map for vrchat, anyone knows a good tutorial?
Anyone have a tutorial for how to create a clickable link to a website in-world?
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.
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...
Can't be done
vrchat doesn't permitted for security reasons
oh ok.
like you could make a button that takes you straight to a website full of viruses
QR codes are an option tho
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?)
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
delete what?
Assets\Standard Assets\Effects\ImageEffects\Scripts\ColorCorrectionCurves.cs
thank you that worked
hey i uploaded my world yesterday and i cannot even make a private world and i cant publish for a week when i go in vr chat it just says unlisted do i just have to wait to just publish it?
what trust rank are you?
known
whats your world?
its unlisted it wont show up if you search it
but i did make a world 3 days ago
world id?
the room name is daddy's home
your world is just still in labs
