#world-development

39 messages · Page 110 of 1

bold ibex
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my other world i uploaded when it wasent published let me make it a private world

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no not yet i have to wait a week befor i can put it in labs

bold ibex
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no thats not my world

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was just wondering why it stuck in unlisted

dusk sapphire
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it looks like you havent published it to labs?

bold ibex
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my other world that i couldent publish to labs for a week let me make it a private world

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but not this one

worn elk
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Just curious, but what's the criteria for getting out of Labs status?

I made a world, it's been up for months. Has been pretty popular.

A friend made their world, and it has been up for a fraction of the time, and yet is out of Labs status already.

I don't mind too much since a lot of people in my community already know about it, and go there anyway, but it just struck me as odd.

bold ibex
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100 people faved my world and it got out of labs in 2 days

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dont know if that helps

dusk sapphire
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you published your other map to labs on the 29th

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it hasnt been a week yet

worn elk
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Be been told there is no criteria and it's random and at moderator discretion, but surely "at random" can't be true

bold ibex
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yeee i was just wondering why it said unlisted when the other one wasent when it wasent published

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guess it just is how it is

dusk sapphire
left ravine
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anyone know why as of unity 2019 some of my mesh colliders are noticeably bumpy?

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i have a static mesh instead of terrain in one of my worlds and walking in certain directions there's a certain amount of stairstepping when you go up and down the hills

narrow adder
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anyone's got a good, rain and/or Rainy window TUT? im seeing some but they are from like 5 years ago

kind leaf
spring temple
bold ibex
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Hey is the video player a premade asset and if so is it free or paid?

sudden lily
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Something I've seen in the VRChat home, and a few user-made worlds, is they have big circular portals instead of the oval kind. How do you make those/configure a portal marker to create them?

green ledge
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thank you v much!

verbal hare
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So I'm trying to push my Unity level to VRChat, but it isn't letting me. I tried reimporting the VRChat SDK, I tried reimporting VRWorld Toolkit, both to no avail. This is what it's giving me. Does anyone know what I'm doing wrong?

dusk sapphire
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delete Assets\Standard Assets\Utility\SimpleActivatorMenu.cs

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standard assets has a few scripts that are not compatible with unity 2019

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also, you can't use them in sdk3 anyway

verbal hare
dusk sapphire
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sure

verbal hare
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@dusk sapphireNot sure if you could answer this question as well, but I'm trying to repush my world to VRChat (I deleted Standard Assets), but it's giving me this error...do you happen to know why?

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Like, I'm trying to Build and Test and it isnt letting me

dusk sapphire
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check for other errors in console

verbal hare
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This appears when I clicked on the error posted previously

verbal hare
silent parcel
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hello, I've made a world for VR Cha

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Chat

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It's called Pillow Port

median junco
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trying to just add a simple animator override controller to the default chair example and as soon as the scene starts its set to none, and ingame it doesnt play the animation, any idea?

median junco
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unpacking the prefab fully fixes it? seems kinda weird

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there is no behaviours for states?

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to make the animation take full control

urban epoch
chilly hawk
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How many synced pickup items is too many? vrcVPoorThinking

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(for a non-quest world)

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Oh right - with gravity

kind leaf
chilly hawk
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Fair, fair

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Okay, what about 50 handheld items, all with box colliders? Would that be a performance killer?

kind leaf
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naw, not if you your lighting right and those objects dont do anything over than fall

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high poly, multiple light sources, (active)mirrors, and additional updates would make those impactful

chilly hawk
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I see... now that you mention mirrors, is it worth having more than one in a small map?

kind leaf
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It's up to you just make sure if one is on the other is off

chilly hawk
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Thanks, I'll stick to one then

green lagoon
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good idea to have it toggle to where you have a high-quality mirror and a low-quality mirror

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that way folks with lower-end computers or Quest don't have their framerate die if they want to look at themselves

chilly hawk
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Quest can't handle all the stuff I have anyway, but I'll add that for lower-end PCs

green lagoon
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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

🌸 3D Mo...

▶ Play video
kind leaf
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Quest 2 can handle a lot. Meta I am sure will be slightly better. No reason to build around Quest 1 anymore.

green lagoon
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I have a friend with a quest one but it was a hand-me-down from a quest 2 user

kind leaf
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That was nice of them 🙂

green lagoon
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so ya if I build any worlds for my friends I'll probably have to consider the quest 1

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but probably not the end of the world if I'm just trying to make a chill bedroom

chilly hawk
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If I ever make another map after this one, I may try quest compatibility

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Okay, now the big question. I've got empty space to fill and I'm out of ideas.
(I will be adding proper textures. Dark areas on walls are for posters, photos, etc.)

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(don't worry about the bar area, it's unfinished)

kind leaf
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cards? spin the bottle? dice? just some more used games.

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Where did you get the airhocky? I was building my own but now I am like "why"lol

chilly hawk
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Spin the bottle could work in the upstairs area 🤔

kind leaf
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The bug notice is concerning but worth a look. I took the UI approach like the blackjack prefab.

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On the other side of the button (left is the name of the table, so the right side), I would copy the stable instructions and add it to a canvas so users know what to do to avoid the bug

chilly hawk
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The puck is too slow and it always takes 2 hits to reflect as the first slows it down even more.
I want to replace it with another game, really.

kind leaf
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whatever works, I would dig into the scripts and see if you could improve it. If you did I am sure TES would be happy to know. maybe a later project for you though 🙂 But having a working airhocky would be badass

chilly hawk
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I don't know anything about Udon or Unity script, so I won't be improving the air hockey anytime soon.

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I don't know many free games though, so it's hard to replace it.

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Oh, forgot I found one the other day

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I might have enough now 🤔

nocturne isle
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Added a fire shader, and it works perfectly on PC, but on Quest it dissapears. Normally I would think this is an optimization issue, but strangely it still appears in mirrors, the camera, and even screenshots. Just not in the actual game itself.

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For example, I took a screenshot to show that the fire was not there, but sure enough the fire was there in the image.

kind leaf
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I suspect it's a depth issue. Particles are not my specialty so I would recommend looking up how to change the depth of a particle or trying different fire effects from other sources. I have luck with Epic toon FX.

chilly hawk
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Could you suggest a player limit? I was thinking 30 at most.

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Oh, actually I think I can fit 40

green lagoon
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40 looks like it would be a little cramped in there

chilly hawk
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I have the path to the back room, plus an extra room under the stairs I haven't used yet.

green lagoon
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something I might want to mention is when a room hits the limit you set up it's actually a soft limit that can go above that if like a friend tries to join you so hypothetically you could actually have like 80 people in that space which would be Sardine Can

chilly hawk
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I doubt it will get popular enough for that 😅

green lagoon
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FairPoint just figured I'd let you know

chilly hawk
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Oh, forgot to set up the mirror

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Gotta do that

tulip rampart
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how to make trigger teleports in sdk3 looks like there is no VRC_Trigger packaged with it? never used sdk2 tho so maybe its an old thing that was removed that im not aware of

green lagoon
tulip rampart
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oh thanks ;)

final vessel
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I corrected the issue with the vrchat update that caused alot of the flying worlds aircraft to drop when a player enters. But now I'm having a collision detection problem with the saccflight system. Flying along shooting guns, and you explode. Does anyone know how to fix this?

warm stone
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so im working with audio link in a world im making but the audio link only wants to work with Audio source in the audiolinkimput area and no any video source how do i fix this its driving me insane

kind leaf
narrow adder
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So, I think I'm ready to Furnish and do some interior design. Where do I find models and assets? vrcBlush

median junco
rough abyss
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I'm creating a new world and get error message when import the new SDK(VRCSDK3-WORLD-2021.11.24.16.19_Public), I'm on unity2019.4.31.f1, is there anything I have to upgrade before I use the new SDK?

final vessel
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Thanks, looking now.

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Sorry, meant that a reply to my original post

kind leaf
kind leaf
rough abyss
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Must be something wrong because when I added vrc_pickup on object it always shows this

drowsy oar
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Huh

rough abyss
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I had several old world project which works fine for me

kind leaf
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did you setup the vrc layers and collision matrix? <- login to the sdk and click the two buttons about it

rough abyss
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no, since I'm creating one part of a big world this time and will export mine as unity package file, I didn't add the world descriptor

kind leaf
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then youll keep getting the layer issue

rough abyss
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I solve the problem by adding world descriptor and setup vrc layers, but I'm going to delete it in the end, will my vrc_pickup components still work when exported to another project?

kind leaf
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yep, once the receiver does the same

sick lava
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Anyone know why my post processing light is not showing in game but its showing in my scene?

kind leaf
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did you set your reference camera up in the scene descriptor?

sick lava
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Yeah I did

kind leaf
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And the camera it links to is the one with your post processing layer

sick lava
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Wait how do I do that? Sorry I'm new to this type of stuff

kind leaf
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Ok so when you setup post processing you added a post processing layer to the main camera correct?

sick lava
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Yeah I have it already on the camera

kind leaf
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Ok if you select VRCWorld and look in the Inspector, you will see "Reference Camera" if it says none you need to drag n drop that camera into the slot that says none. If it has a Camera there, just make sure it is the same camera with your layer. Click the camera in the slot and it will highlight it in your hierarchy.

sick lava
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Ooh TY SM that fixed it

kind leaf
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sweet

bold ibex
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can quest see particals in a world?

coral magnet
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Yes. Though I'd recommend using a particle shader optimized for quest

bold ibex
proper mortar
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anyone can get on desktop to help me test some object sync variable for late joiners, I need to know if it is working or not before I continue

coral magnet
bold ibex
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anyone know how they make that realistic rain pouring and on the windows and the drops?

coral magnet
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Silent had a popular shader for than, on booth and Gitlab I think

kind leaf
bold ibex
amber epoch
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Sorry I am brand new to making worlds and this discord so you probably get asked this a lot but what size should a average room be? Like how to you size everything properly? Is it a pre determined thing or does everyone just kind of eye ball it?

kind leaf
amber epoch
kind leaf
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Ha! Glad you could work out the floor plan. I have been trying to recreate my house for about a year. Just can't get the layout perfect 😛 there always ends up being one wall out of place.

bold ibex
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i cant get this to auto smooth :(

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nvm

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got it

amber epoch
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Oh man I know right. I got lucky and had to module my house for a certification I needed in blueprinting.

amber epoch
proper mortar
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How can I get an Interact() with a button press to trigger globally, and not locally

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wait I might have just figured it out

bold ibex
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i have no clue

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but i fixxed it

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now i have no idea how this SDK works so i need someone to show me that i just need a spawn point and 3 toggles if anyones willing to show me

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i made the world in blender and now its all in unity

proper mortar
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i fixed it, if anyone knows how vrc udon networking works can i get help making the state of an object to sync with late joiners

final vessel
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Having trouble with float script on a plane with water shader. Do you turn off collider and make it a trigger (Seaplane)

tulip rampart
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changing skybox material in udon? i have an array with all my skyboxes and i rotate between them easy but how to apply a material from my current index to skybox material 🤔

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doesnt appear at least to me that udon graph exposes a way to change materials during run time

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nwm found it

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render settings

dreamy holly
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hey guys) is it possible to enter Android world from PC without VR headset?

tulip rampart
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android only? i guess so but i never tried

dreamy holly
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like just to be a watcher

dreamy holly
tulip rampart
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yes

dreamy holly
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is it the right place?

tulip rampart
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yeah just gotta change build settings to either android or windows and if it has the same world id its going to make it crossplatform

dreamy holly
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thanks a lot

tulip rampart
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no problem

manic sonnet
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Can somebody help please; I have an object in my scene that's about 30,000m away from spawn that I can see fine in unity but I cannot see it at all in game.

near escarp
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Camera clipping distance needs to be adjusted, but I can't imagine what you're trying to do that for

manic sonnet
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The skybox I am using doesn't have a moon in it so I made a sphere and put it far away to look like one

pale raptor
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Hi! im pretty new to unity and i found a free room on booth so i took it to edit it for a friend , i cant upload it because of an error but i dont know how i can fix it

near escarp
near escarp
manic sonnet
pale raptor
manic sonnet
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on top of that I added stars using a particle system which twinkle about that also do not show up

pale raptor
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i just got the sdk from the vrc website

nocturne isle
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Anyone know of some good free fire effects that'll work on the Quest? I made a fireplace earlier, but for some reason the fire would only show up in mirrors and cameras, so I need to find something new.

pale raptor
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oh i think it worked.. deleted a file from an asset ^^

bold ibex
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hey does anyone know how to make a cubemap mirror?

pale raptor
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nvm help...

kind leaf
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Did you already upload once before?

pale raptor
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nope its my first time uploading a world

kind leaf
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If you purchased the world it probably has an ID attached. Follow the directions on the screen for removal

pale raptor
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ah im pretty new to unity , i cant find it ^^ is it in the sdk or the world file?

kind leaf
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In the hierarchy usually in VRCWorld

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you can also try just typing VRC_SceneDescriptor in the search bar of the hierarchy

pale raptor
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ah i think something went wrong...

kind leaf
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just type PipelineManager

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everything in your scene turns grey to show you what isnt in your return, dont pay attention to the scene. You are looking for the search

pale raptor
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if i search for pipelinemanager or vrc_scene nothing comes up in the hierarchy ; /

kind leaf
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if you are still in playmode it wont, also make sure you are searching in the hierarchy. You cant build without it so you have it

pale raptor
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do i have to log out of the control panel?

kind leaf
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shouldn't

pale raptor
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oh i think i got it~

kind leaf
pale raptor
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oh okay!

kind leaf
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thats not the hierarchy

pale raptor
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the hierarchy doesnt show it tho even if im not in play mode

kind leaf
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ok, what does your hierarchy look like?

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pro tip you can alt+printscreen to capture just your active window so no need to crop

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then u just ctrl v in discord

pale raptor
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oh thanks haha ^^

kind leaf
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yeah its in play mode

pale raptor
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oh..

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TT

kind leaf
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hit the sideways triangle that is blue

pale raptor
kind leaf
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VRCWorld is 8 from the top and blue

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right click it and choose unpack

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then select it and in the inspector you should see the pipeline manager. if the Blueprint ID is populated click detach

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after that you should be good

pale raptor
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ah thanks i will try it! ^^

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ah i think it worked^^ quick dumb question , how do i get the vrccam out..?

kind leaf
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it goes away after you finish uploading

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its only there for the upload process

pale raptor
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oh okay thank you so much ^^

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i will bother you for the last time ..when i click upload it doesnt do anything after i filled out the informations , do i have to do something else?

kind leaf
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you have to confirm the information is accurate and you have permission by ticking the box at the bottom.

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T

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The first box is for general uploads, the second box is for public

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both get checked when making a public upload

pale raptor
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i want to keep it private for now since i still want to work on the lighting^^

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but doesnt seem to upload

kind leaf
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make sure you don't have errors and that unity isnt paused

pale raptor
kind leaf
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SDK2?

pale raptor
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Hm?

kind leaf
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🤷 The project has a few assets in it that it shouldn't, like the oculus stuff. Also the worldcreation is erroring out which means something else is wrong. I'm afraid I can't walk you through it anymore. I would contact whoever you bought the world from.

pale raptor
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ah okay TT thanks for helping me out tho i really appreciate it!

sterile urchin
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Dose anyone know of a way to make Battle Rope in the world?

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like a rope that I can hold and move about?

kind leaf
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bones. Make the rope in blender

sterile urchin
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you know what I dont know why I did not think of that lol been sat here going berrrrr rope? lamo

thorny zodiac
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SDK2 still working not showing any of my upload

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when its finish uploading and its been upload nothing changes in my world

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i put it in quest

dire fractal
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Yes, it was because I downloaded standard assets lmao

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But even after deleting the folder, the world’s still broken

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Are there files I just missed?

kind leaf
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Share the error list screenshot 🙂

dire fractal
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I can get screenshots in a bit, gimme a sec

dire fractal
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hmm

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this is weird

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I can't find the exact message

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but I remember the message when I was having most of the issues was like

kind leaf
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You know where the console is right? Are there any red icon messages?

dire fractal
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"unable to build because cene-standalonewindows64-worldtest.vrcw missing"

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Yeah I checked the console

kind leaf
dire fractal
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right so here's all the ones showing up

kind leaf
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Assets\SampleScenes\Scripts\ParticlesSceneControls remove it

scenic kraken
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Anyone knows what this "enviroment-broken" tag on my world is supposed to mean?

dire fractal
kind leaf
scenic kraken
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probably the 2nd then

kind leaf
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If you test your world and all checks out just ignore it

scenic kraken
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why does 1 report put such a tag on there?

bold ibex
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so im having a lighting issue it looks normal on pc but on quest the lighting on the player is super bright i have all the lights disabled when i upload the world so dont know how to lower the brightness for quest players?

bold ibex
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yeah

kind leaf
kind leaf
# bold ibex yeah

So assuming you have ZERO realtime lights effecting the environment, your light probes are probably to close to the baked light sources. Move them further way

dire fractal
bold ibex
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its a pretty small room how many light probs do you think i need i have like 5

dire fractal
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was stressing on this so much, can't thank you enough dude

kind leaf
dire fractal
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I'll keep that in mind

kind leaf
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If you are using post processing on the pcvr side remember quest doesnt have it. post processing write over top of the scene not with or in it. So pcvr can end up darker and more crisp and then you arnt aware of how bright the scene actually is. So disabling post processing while setting up your lighting is best.

bold ibex
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How do people create the effect of liquid in a container? For example, the Black Cat has drinks with liquid in it that stays level with the ground.

sullen rose
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I don't know but I really hope its a cool cheat, like the bottle shader from Alyx.

kind leaf
bold ibex
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pog thanks

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im glad its as easy as renaming the .txt to .shader and dragging it into unity

kind leaf
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That works, alternatively instead of downloading as a text document you can set it to all files and it should just become a .shader

bold ibex
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oo okay

heavy whale
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what's the name of these buttons?

kind leaf
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terrain tools? There should be a tooltip when hovered

heavy whale
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i mean i wanna make thing in unity to have these buttons

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and idk their name

kind leaf
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You want to use the button art?

heavy whale
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because toolbars are something else

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well, no, i just wanna copy the button behaviour

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ignoring the sprite.

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since i've seen multiple building add-ons, like worldbuilder with the same buttons

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or at least, a painting mode and a ssettings menu

kind leaf
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those are compiled dlls and other internal programming. You cannot copy the functionality of those buttons, you have to write your own udon behaviors with maybe shader magic.

heavy whale
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it was just unity question, not udon-related.

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cuz these scripts wouldn't be compiled in the world anyways, it was just for easier dev on my side to have some buttons

kind leaf
heavy whale
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unity has a dis?

kind leaf
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uhuh 🙂 if you google it its the top result

thorn latch
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I'm having a weird issue on my world. It seems when you join an instance of the world for the first time, the audio from the AVPro player doesn't play. However, if your reconnect to either that instance, or a new one, the music plays as intended. Does anyone know what could be causing this?

next gazelle
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i found a problem with my world while trying to upload it, the "upload" button simply does nothing. i click it and nothing happens, does someone know how to fix this?

bold ibex
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does anyone know how to make a toggle to make the albedo change color on an object and click it again to change it back ?

jaunty surge
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how do i create a VRchat world? i need somewhere to keep my avatars XD

kind leaf
random sphinx
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i think i'm having a problem with post processing. i suspect that the bloom effect created significant visual distortion around the emissive materials in my scene. so I deleted the post processing components from my scene; however the distortion remains. any advice or suggestions about this?

random sphinx
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hmm, it might not be related to the emissive materials, but i'm not sure what it is.

nocturne crown
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i thought max quest size for worlds was 100mb now

kind leaf
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It is if you are using the newest sdk

nocturne crown
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great so I need to pay to convert from what im told

kind leaf
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Pay? Told wrong

nocturne crown
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hm

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so how to I convert

kind leaf
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Login to the vrc website and follow the directions under content creation

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In downloads

random sphinx
random sphinx
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sorry meant to post that in response to @kind leaf

nocturne crown
kind leaf
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...

nocturne crown
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oh

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so I delete the sdk and then import the new one

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wouldnt that break the world and make me need to upload a new one

random sphinx
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so just to be clear, as long as I'm using SDK3 I can make quest worlds up to 100mb?

golden frost
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Hi! im making a world and the particles are not being reflected in the mirror! im very new to world creation so this may be a easy thing so sorry :p

tardy ridge
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Does anyone know what could be the reason causing this error?

stone marsh
nocturne isle
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The control panel is just... gone. Anyone else had this issue?

near escarp
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You have console errors

nocturne isle
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I have no idea what to do with this information

near escarp
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you're looking only for red messages

stone marsh
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No, you need to go to your actual console tab and inspect all the red stop sign errors

nocturne isle
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There aren't any

stone marsh
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Press clear. Then attempt to enter play mode. Then inspect your errors. Only the red stop sign errors matter

nocturne isle
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Ope, nevermind. Found one.

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Something about missing files and overrides. This only happened when I tried building to Android.

stone marsh
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None of those scripts are supported

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Delete all of the scripts referenced by the errors or just delete the standard assets folder all the scripts referenced are in. Standard Assets isn't needed and as you see, throws errors in 2019.

nocturne isle
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Weird that it let me build it earlier then. Alright, I'll try that.

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Seems to have worked! Nice.

pale raptor
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does someone know any free small world that is SDK3

amber epoch
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@kind leaf Yooo I am new here but want to say you are the champ here. Going out of your way to help everyone. Thank you

nocturne isle
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The lighting on everything seems to flicker on my world. Would this be a shader issue?

golden frost
stone marsh
bold ibex
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Does anyone mind showing me some basics like how to set a spawn point and create toggles I kind of made my world in blender soooo

tardy ridge
pale raptor
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The free ones are sdk2

near escarp
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Spookyghostboo's worlds should be SDK3

pale raptor
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already made a mistake by not looking if they are sdk3 and wasted 5 hours..

pale raptor
tardy ridge
chrome juniper
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my SDK control panel Is gone

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it dissapeared

kind leaf
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Whenever something goes wrong, check the console for errors immediately, if you dont understand them, report on those 🙂

chrome juniper
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alright then thank you

amber epoch
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What is the average light map resolution you would recommend. I want to mostly build my world for quest so I know it is recommended lower for baking but I don't want it to look too bad.

kind leaf
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I bake between 2-4k for everything

stone marsh
# amber epoch What is the average light map resolution you would recommend. I want to mostly b...

There's no one size fits all answer to that as the answer will heavily depend on your meshes and lighting setup. Everyone will have different results at different settings. It's often best to slowly lower the settings until you start to see a visual reduction in quality or stop once it no longer looks good to you. Sometimes you can get away with really low resolution lightmaps with very low settings, other times you may be forced to use a higher res depending on your setup. Start high and work your way lower until you need to stop. This will ensure the lowest file size impact for your specific project as well vs just using someone else's settings.

amber epoch
stone marsh
# amber epoch You are amazing I love this answer. Also is there a better way to resize a prefa...

Few options.
1: click on the FBX in your asset folder and in the inspector there is a scale option. This is the technically best option as it allows you to scale the FBX so that it can maintain the 1:1:1 ratio in the editor which is best but sometimes not necessary.

2: simply select the object in your scene and scale it using the scale tool or by manually changing the size of the scale in the inspector where it gives you an XYZ scale that defaults to 1:1:1. This is the easiest and fastest. E is the key for scale. This may be the best for you as a beginner but 1 is more "technically correct" for other reasons not worth going into.

3: import it into blender and adjust the scale then export it as the size you need.

craggy vigil
#

does anyone know where i can find some beer pumps for free

craggy vigil
#

thanks

stone marsh
# craggy vigil does anyone know where i can find some beer pumps for free

Not free. But very cheap. Works to actually fill glasses with beer using udon. https://booth.pm/en/items/1808463

【内容説明】 VRChatでの使用を想定したワールドギミックになります。 ビールサーバー・瓶ビールからビール状のパーティクルを出し、当システム専用のグラスをPickUp(持った)状態(PickUpしていない状態だと注げません)で口部分をそのパーティクルに触れさせると、グラスの中にビールが注がれます。 注がれたビールはグラスをユーズすることで段階的に飲むことができます。 VRChat内での飲み会や宅飲み等の際に使用していただければ幸いです。 詳細な説明・導入方法に関しましてはこのページに埋め込まれている動画にて説明しています。 【データ内容】

static marsh
#

i would like to learn

#

how to make a world

amber epoch
final rapids
#

Hey, a couple people now have suggested that one of my worlds should become a featured world. Is there any process that I or my world need to go through to have my world featured/spotlit?

golden frost
#

hey yall its me again 😅 . how to i update a already published vrc world?

visual ibex
#

Hello how’s everyone

#

Can any one help me make a world a crypto university world for all that want to learn crypto

craggy vigil
visual ibex
#

I can get other crypto influencers there to teach in other rooms

craggy vigil
#

the ghosts won't like that

visual ibex
#

lol

green lagoon
#

doubt the vrchat staff would like that in addition to the ghosts

craggy vigil
#

are they afraid of ghosts ?

green lagoon
#

the crypto influencers

craggy vigil
#

is there a way to use a shoutcast stream to stream audio into the world do you know

visual ibex
#

Holy I just want to make a world why does it matter who goes there I spend every day teaching people how to navigate crypto on vr chat no one has a problem wanting to learn it’s one world out of how many in vr chat

#

I will have a crypto university mark my words if no one wants to help develop the world I will have it made regardless

#

Funny thing I am one of the first people to use discord you know how easy it is for me to talk to my friend that made discord and have this sever taken down

#

Thanks for the simple help asking how to make a fucking world

crimson pike
#

bro really played the "my dad works for microsoft" card lmao

random sphinx
#

how can I make my pickup objects and animated objects globally synced?

static marsh
#

i cant found progrids

random sphinx
kind leaf
static marsh
#

there is no preview packages

#

supriselying

random sphinx
static marsh
#

i checked there

#

there is no preview packages

#

noone ever believes someone

#

unless they screanshot it

random sphinx
#

screenshots are helpful, yes

static marsh
#

nvm found it

#

now to builld a really cool building

random sphinx
#

can anyone tell me about making global objects? is there a script included with the SDK to do this? if so i can't find it. if not, does anyone have a good tutorial for how to make it?

static marsh
#

how to make windows out of nothing

#

how do you make doors

#

is what i need to know

random sphinx
#

you should look up some tutorials on 3D modeling basics; i also recommend using unity's pro builder tools

static marsh
#

he didnt explain how to make up a door

kind leaf
random sphinx
stone marsh
#

There are settings in the rigidbody that can be adjusted if you wish it to have gravity or not, or if you want it to kinematic or not (move after being dropped)

random sphinx
#

ah i see it now.

#

so this should be all i need for my objects to be global?

stone marsh
#

yea, basically. the min requirements are

Rigidbody
VRC Pickup
Collider
ObjectSync

random sphinx
#

and will the object sync script work for animated objects in the level too?

stone marsh
#

You mean objects being moved via an animation? It should, however, you need to also ensure you are firing the animation for everyone or whatever you're doing.

random sphinx
#

yeah like i have an animated car that drives down the street

stone marsh
#

Honestly, there wouldn't really be a reason to sync that if that's all it does. You would just ensure it triggers to all users at the same time and everyone would see it play out locally, but it would match up because it started at the same time for everyone.

random sphinx
#

what about for people who join at later times?

stone marsh
#

There are ways to handle late joiners, but tbh it's heavily dependent on your setup and how things are being done. Play around and see what works best for ya

random sphinx
#

ok cool i'll see what i can find out. thanks. one other question, how can I make a cutout mirror?

bold ibex
#

Uhm can i have some help all the objects dont seem to have collision wtf

random sphinx
bold ibex
#

how do i add that

#

are they just a component?

#

mesh collider

random sphinx
#

yes they are a component

#

doesn't necessarily have to be a mesh collider, could be a box collider or something else. depends on the object

bold ibex
#

a crap ton of objects

#

anyway i can make the colliders a BITTTT easier too ummmm

#

implement :3

#

this is my first time trying to make actual models

random sphinx
#

search your hierarchy for all the objects of a particular name that you want to put colliders on; select all of those objects; add collider

bold ibex
#

huh

random sphinx
bold ibex
#

ok

#

now im just getting instantly disconnected

#

this is amazxing

stone marsh
#

You can't just add a box collider to everything. If your meshes aren't, well, box shaped, you'll have issues. Objects with complex geometry need a "Mesh Collider" instead. Anything that is perfectly square and doesn't require the player walking inside, can use a box collider (Like boxes lol) balls or rounded objects can use sphere colliders

bold ibex
#

ye

#

dont see why colliders would crash vrchat though

#

its working now

random sphinx
#

using box colliders in place of mesh colliders is a common practice in game development to save on performance. but i am curious if this makes much difference for a VRC world. i'm using box colliders instead of mesh for many, (not all) of my objects

stone marsh
# random sphinx using box colliders in place of mesh colliders is a common practice in game deve...

If your mesh supports a box collider, then yea, you should use one. But only square/rectangular meshes can use box colliders obviously, (outside of doing specific things).

Mesh collider's performance overhead is only from high poly meshes as it performs collision checks on every face. That's why when possible, it's best to use the Convex option as that bakes a lower poly mesh of sorts for use for collision instead of the full high poly mesh so there are less collision checks, but this is simply not needed in many cases, and in some, would just break the usage of the mesh collider as it wraps the entire mesh, ignoring fine detail that the player may have to enter into or through.

The performance overhead is somewhat minimal for most use cases in VRChat (because most people aren't using multiple high poly meshes) and it only has an impact when there are an excessive amount of high poly meshes with physics collisions.

Regardless, for his situation, many of his meshes will most likely need Mesh Colliders just looking at the scene images.

Anything perfectly rectangular can use a box collider however as noted.

bold ibex
#

yehhh

#

i used a bucnh of mesh colliders

#

im just testing stuff

#

button just toggles itself off

#

Lmao

worldly hull
#

can someone help me with my world? I tested it and finalized it and published it all working fine but when i try to join it on an actual client, it just sends me back to my home. without even trying to download the map. it cant be the spawns because they worked when i was play testing

random sphinx
worldly hull
#

yeah

#

here

random sphinx
#

ok so i'm nearly ready to make my world public, but wondering if anyone would be willing to have a look and evaluate it first?

stone marsh
#

That's what Labs is for :3

quick lintel
#

How to make synced animation ?

stone marsh
#

When you submit a world to be public, it enters the Labs process first, where users can test your content before it goes fully live

random sphinx
#

oh. this would be my first public upload. so when users test it, do I get to speak with them? do I receive feedback from them?

stone marsh
#

It can take hours, days, weeks, months or never to get out of Labs. But when you submit a world to Labs, anyone who has the Community Labs section enabled can see your world and go to it.

You don't get any direct feeedback about this outside of going and sitting in a public instance and seeing who comes by and talking to them yourself.

Worlds that don't get any traffic may take longer to exit labs, worlds that are reported also will take longer.

Getting favorites and traffic will get you out labs. Ensuring you have a good description and take a good pic can be very helpful.

random sphinx
#

😢

stone marsh
# random sphinx 😢

Don't be dismayed by Labs. Labs can be a fun and rewarding process.

Many new creators may struggle to get out of labs, but if you keep working on it, improving, building better things, you will eventually get out of labs. Some get lucky right away, really depends.

But the point is, when you do finally get out of labs, it can be a very rewarding thing, like a milestone you can look back on and feel a bit of pride for.

Just hang out in public instance, see who comes by and get their feedback. People who hop labs worlds tend to be more of the long term VRC players and (not always) but are more likely to be able to offer you information.

Good luck

random sphinx
#

thanks

kind leaf
quick lintel
#

Thanks gonna definitely chek it out

silk crow
#

s there a way to change the skybox exposure with a slider on a vrchat level?

nocturne isle
#

How exactly do light probes work? Do I just put one of the spheres in each corner of the room?

nocturne isle
#

Cool, that helped a lot. What I can't tell, though, is what the white spheres are for

kind leaf
#

They are dynamic objects, he is showing you how the light probes work using them.

nocturne isle
#

Oh no, I meant the clump of 3 floating spheres in the middle

kind leaf
#

the gizmo? Its just an indicator showing the probe, and the yellow dots are showing you where the light data comes from

dusky peak
#

Yo Does anyone know how to set up working chairs in Vr chat??

#

Cause see I got these 4 chairs to choose, yet only the final one allows a player to sit on them. However I can't make it transparent so you don't see the chairs in vr like I can the other ones. Anyone know what I am doing wrong?

kind leaf
#

disable the mesh renderer of the demo chair and you will no longer see it

bold ibex
#

how do i remove the screenlighting glitch for quest

#

xD

bold ibex
#

any easy way to find hidden standard shaders

bold ibex
#

how can i locate this shader

#

nvm

#

back to my original question what the hell causes glitcheness and right black eye on quest and dont say shaders ive removed every suspicious shader everythings quest ready

#

if anyone knows solutions to the quest glitching the hell out whenever i turn my head in the world

#

please ping me

#

and dm me the solution

bold ibex
#

still got glitchy eyes when i turn my head in the world

#

what

#

the actual hell

mild spade
#

You are on windows though. Didnt you say you see this on Quest?

bold ibex
#

i have a quest

#

wait

#

did i just

#

ahh i am way too sleep deprived for this

#

this any concern?

mild spade
#

I dont think that link is allowed here :0

kind leaf
#

Read tos

copper cobalt
bold ibex
#

ok

#

so zero error prompts

#

all on quest

#

and now... still glitchy screen whenever i move my head :*

ruby jay
bold ibex
#

thats funny because i have no shaders like that they are all quest shaders... literally.... all of them and its not black right eye atm its just glitchy as hell when i turn my head but its not lagging because the FPS counter says 50-60 FPS

#

and now its just driving me nuts

ruby jay
#

you will have to explain what you experience as glitchy

bold ibex
#

when i turn my head ingame at the edges of the screen everything kind of glitches out like its elongating textures

#

especially if i turn relatively quickly/smoothly

jaunty surge
silent plinth
#

I have bit trouble with some world don't want to work for me and I don't know what to do

bold ibex
stone marsh
#

Oh looks like you changed versions. Didn't see anyone reply to that

unreal leaf
#

build setting is empty and i have the right version of unity and the sdk, as well as a scene descriptor. what could be wrong?

ruby jay
unreal leaf
#

ah gotcha

#

Error: Could not load signature of VRC.SDK3.Components.MultipleDisplayUtilities:GetRelativeMousePositionForDrag due to: Could not load file or assembly 'UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. assembly:UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null type:<unknown type> member:(null) signature:<none>

#

whats that mean

#

i've deleted and reuploaded the sdk a few times too

#

i've googled this cuz i got it earlier and i couldnt find anything

#

gonna attempt an assets -> reimport all. if its the UnityEngine.UI's fault that might be the fix

#

that worked, thankya

ruby jay
#

nice

dreamy holly
#

hi! is there an option to show current time in main menu or in game?
I've created a simple countdown timer but it does not update itself in the world so I need a quick solution haha

#

or maybe there is a quick workaround how to enable simple Unity countdown script to be updated in the actual world for everyone

chilly hawk
#

How can I find what is Quest incompatible? (I'm guessing my video player, but I also have several Udon games)

ruby jay
chilly hawk
#

Ah, maybe I misremembered them both saying "YES" before 🤔

#

I'll give that a shot

#

Looks like switching build targets will take a while 😅

stone marsh
chilly hawk
#

Ah. Guess I'll see if my prefabs are already using supported materials or not.

#

If the workload is too big, I'll stick to PC-only.

#

Okay, just looks like a handful of shaders need changing

#

...I don't know what's compatible and what isn't

#

Found the shader - no idea what I do with it to make it compatible though

#

What I do know is that I need transparency. If that's incompatible, then I can give up immediately.

kind leaf
#

The emy shader should be fine as well

chilly hawk
#

Re-arranging my world and making some expansion plans.
Do you know if the Quest would tolerate 8-12 games at once?

kind leaf
#

Its all about performance, you need to see your scene statistics and profiler. Optimize where you can.

chilly hawk
#

First world, so I'm learning everything as I need to 😅

#

Got 9 unsupported shaders, including the above one

#

I know I can swap a few with their 'lite' variants, but some are for prefab udon games

#

Left is standard lite, right is standard

#

Lite is NOT transparent, even if I set transparency to ZERO

#

Do unsupported shaders default to a supported one when on Quest?

kind leaf
#

no lite does not. Standard is required for transparencies(or another shader which allows them). Most of those work on Quest. Like everything else in life, moderation 😉 The only shader I see on that list that I dont know about is the Merlins emission video shader. I use Stadard-lite on Quest for video.

#

100% of the pool shaders will yell at you, ignore em all. Never had a complaint

chilly hawk
#

I guess the best thing I can do is set it up for PC and see if it works for Quest users or not

kind leaf
#

to be clear, the more heavy shaders you replace with standard-lite the greater the performance difference you will have on Quest. Try to save heavy shaders for only what they are needed on. Walls, floors, ceilings, barstools, anything not glass all can be lite. Prefabs should keep their shaders, the pooltable gets wack looking if you android it up lol

chilly hawk
#

Thanks, I'll do that once I've got this floor plan sorted. Trying to extend it enough for it to be comfortable with 40 players.

bold ibex
#

ok i cant even get a recording of my problem

#

the edges of my screen get elongated and glitchy when turning my head

#

ingame

#

but i cant record it because i cant see the glitch on a casted screen

#

wth is going on

#

how do you make iit so you can jump higher in a world?

ruby jay
idle jolt
#

I'm having problems with two models I downloaded.

The first model works completely fine in Blender, but when I port it over to Unity the texture gets completely scrambled.

The second model has some weird alpha mask on top of the image itself. Even when I try to download the image with just color it still has the mask on it. How do I get rid of it??

#

This is the second problem. The left is with alpha and color. The right is with just color.

#

Does anyone know anything? Anything what so ever?

chilly hawk
#

Looks like a second layer for lighting

#

Don't ask me how to use it though 😅

narrow turtle
#

heya everyone , i try to make my first VRchat world and i can't build&test . this is my error on my console

#

wait ... i think i found it , i need to edit this because my vrchat it's not in this folder

#

yep ... it's that ...

narrow adder
#

are we allowed to share worlds here?

chilly hawk
#

If you want advice or are having issues, this is the right channel

honest scarab
#

how to make mirror doesnt display vrc Menui turned UI off and it still appearing there

cerulean cloud
#

I imported the sdk3 world version into unity that was built for android and loads for errors have come up, is this an issue?

copper cobalt
#

I'm loving the VRC_Station function, I just have the problem of disabling the Hand, Arm and Head Track. The avatar follows the position of my animator controller, but those members refuse. I have Final IK installed. Could someone guide me how to make these members obey the animation?

idle jolt
#

I’m making a Star Wars world where ships will be flying by from out of render distance right past your head. How would I achieve this effect? As in, how far away should I put the ships from the origin?

cobalt smelt
#

Otherwise, there's probably a function to remove it, or edit the channel directly in your image-editing software of choice.

near escarp
#

You can just use crunched DXT1, it removes the alpha

#

in unity

cobalt smelt
#

Do layers have any impact on a scene by default outside of determining collisions? Similarly, is there any issues with changing the default collisions? I'm trying to set up Wolfenstien3D-style moving walls, and figured it'd be best to set them as interactive, and the static world sections as environment, but I don't know if that'll break things, or if disabling collision between the two layers is a bad idea.

#

Even if you could reference me to a relevant documentation page, that'd help, since I couldn't find anything.

near escarp
#

For player collisions no, unless you chose walkthrough

cobalt smelt
#

I guess that is no as in don't change them?

near escarp
#

Environment works fine as well for what you're trying to do thumbsup

#

But they can all be on default

cobalt smelt
#

Ok. So I can change a gameobject's layers, but having just tested it, you can't change the interaction between layers. I was hoping to disable the collision so I could make walls slide through each other. Guess I'll need to find another way to do that.

#

Any ideas for how to do that? Basically, doors that slide out of the way, into a wall. The problem is that both need to have collision with the player, and maintain that while the door is moving.

near escarp
#

i mean, objects can just go wherever they want, as long as they're not physics object, layers are irrelevant

cobalt smelt
#

I had most of them as physics objects, as I figured directly moving them may mess with player collision, but I'll test that and see how bad it is.

near escarp
#

They wouldn't

idle jolt
jovial olive
#

Why world development is so complicated on Linux damn

kind leaf
# jovial olive Why world development is so complicated on Linux damn

lol not a question I'd expect to hear from a linux user 😛 Unity has a linux distro, but when working with vrc content you use prebuilt libraries. Libraries built for Windows. Same reason why you have to use ported software or emulation to play games. I would just setup a virtualbox and build in that.

jovial olive
#

That's what I did but I spent the whole day troubleshooting and I'm tired now

kind leaf
#

reinventing the wheel sucks, you'll find a solution. When you have a perfect setup consider writing a tutorial and submit it to vrcprefabs.com 🙂

jovial olive
#

Thanks man

bold ibex
#

remove the pipeline component

#

and then upload

near escarp
white bison
#

Would all of these have to be joined into 1 mesh for light to properly bake?

kind leaf
#

no

muted kayak
#

so, i wanted to make a new world and i was wondering if sdk3 still has triggers and actions such that sdk2 has?

#

i was just wondering if sdk3 would be better to use in general, even if i dont do any udon scripting

green lagoon
muted kayak
#

oh huh neat

swift falcon
#

Any advice ya'll could offer would be appreciated

sudden lily
#

Can anyone recommend a lightweight cloud asset/pack? I'd like to try and get a traversible cloud layer hanging over my world. Particles definitely don't seem the way to go about this optimization-wise.

white bison
#

Anyone know how to connect these edges at the middle..?

#

got it

unkempt mauve
#

What do I do when the VRCSDK window won't show up? I removed the VRCSDK and readded it and deleted the library, and still won't show up.

formal seal
#

so when im on unity and i go to start a new project the location for it is user and idk what the location is in my files. could anyone help me?

mild spade
unkempt mauve
mild spade
#

Yes That one

unkempt mauve
#

I imported it and that's not working eighter since the VRCSDK isn't working

mild spade
#

What Unity version are you using? What SDK version are you using? Can you show what shows on your Console tab after you enter play mode? ( i assumed you read the guide and error pause is not enabled) Also show the entire console tab, dont crop it.

unkempt mauve
mild spade
#

Did you import the latest udon#?

unkempt mauve
#

It won't let me enter play mode unless the errors are fixed

unkempt mauve
mild spade
#

Are the errors on the very top of the console the same? ( when you scroll up)

unkempt mauve
#

yes. all relating to U#.

#

U# is already there in the Assets, and still nothing... 🤷‍♂️

mild spade
#

Hm, try removing udonsharp and the asset that uses udonsharp. Reimport the SDK first, then import U#, then the asset that uses U# scripts. When you reimport the SDk check to see if the control panel shows before importing u#*

unkempt mauve
#

ok

#

Ah! I removed U# and the asset using it, and it works now!

#

But I didn't reimport the VRCSDK.

#

Should I still do so?

mild spade
#

oh. Try importing U# and see if you can still access the control panel. If you do, import the asset. If then you cant access it anymore, the asset has some faulty scripts/problems

unkempt mauve
#

ok

#

Yea, I had reused a C# script someone made for a game I wanted to test out compiled with U#.

#

As I'm not a coder myself. vrcTongue

mild spade
#

Oh, does U# do that? I mean convert C# codes to U#. I know Lox9973 made a script that converts Udon to C# but didnt know there was one for the opposite

unkempt mauve
#

Now that you say that, Umm, not sureee. maybe I worded that wrong.. At least I though it does.

#

This is the console after reimporting U#

#

whats a .meta file? Is that not important?

swift falcon
#

Hey fellas, I really need some help. I'm trying to upload a world as a surprise for my girlfriend, as our anniversary is on Tuesday. But when I hit upload in the builder, the "creating file record" process never completes. It won't progress, and I'm not entirely sure while. I'll post the errors I'm getting down below, hopefully it can help narrow down a solution.

unkempt mauve
#

Is there a unity package for auto fixing errors in a C# script?

bold ibex
#

hi

#

how are you

small jungle
# unkempt mauve whats a *.meta* file? Is that not important?

They’re not important if you work alone on the project. They’re useful when working with versioning software such as Git which save an historic of everything done on the project, a bit like Google Doc. This error is probably due to a folder deleted from Windows explorer and not Unity’s. It’s not recommended to do that.

bold ibex
#

i published my world and i still cant go there how long do i have to wait?

kind leaf
#

you should have access immediately in the mine section.

bold ibex
bold ibex
small jungle
#

Importing from Blender is not a smooth process, some Blender materials and shader doesn't translate to a Unity equivalent. When you open your .fbx in the Unity folder, can you see the Blender textures in it ? If that can help, this article seems to give good hint as to how export from Blender https://blenderbasecamp.com/how-to-export-an-fbx-to-unity-from-blender-with-textures/ There might be a bunch of Youtube videos on the subject as well. Good luck !

If you are in the field of game design either as part of a company or as an independent developer then you will likely need…

small jungle
#

Ok. There is a tick for textures but even then it's possible that you end up with a .fbx files with as many materials as the Blender files but appearing all gray in Unity because it didn't convert them.

gloomy storm
#

I'm wanting to start making my own world, a simple house home for myself.

Can I make my house in blender

#

and import it into unity

bold ibex
#

yes

gloomy storm
#

so a simple fbx will work for an entire world huh

bold ibex
#

yup

gloomy storm
#

Does that include things like terrain or should i be doing terrain somewhere else

bold ibex
#

Terrain like as a concept or Unity terrain

#

unity has a specific thing for terrain

gloomy storm
#

Proper terrain

bold ibex
#

But you could make your terrain in Blender too if you wish

gloomy storm
#

Which would you recommend?

bold ibex
#

and use particle systems to distrubute plants and rocks n stuff

#

The Unity way is probably easier for the beginner

gloomy storm
#

Which sort of beginner are we talking because I know blender fairly well

#

Not so much unity for worlds

bold ibex
#

anyone have problems with publishing world cause i cant go to mine it has 100 visits but it throws me back to my home world what do i do?

#

If you are comfortable with Blender particle systems then just use Blender

bold ibex
#

if it says " none" thats bad

#

make sure your spawn is dragged into itself

bold ibex
bold ibex
bold ibex
#

really odd whats going on

#

yeah one of my friends cant join but says there was like 6 people in the world earlier

kind leaf
#

want to post the link?

bold ibex
#

i dont understand cause in testing everything is fine not on vr and on vr

quasi tusk
#

This is something a bit random, but is part of my world. Changed one of my photo to where it adds frost bite once you view the photo towards the edge, since it took place in a snowy theme world

#

This is my VR Ex back from 2019 as well

kind leaf
bold ibex
kind leaf
#

for critical things yes

bold ibex
kind leaf
bold ibex
bold ibex
scenic kraken
#

why does my text suddenly look like this?

#

it keeps giving me these errors in unity even though I've changed nothing

manic sonnet
scenic kraken
#

I tried deleting the unity libary folder to see if that would help and now VRCUrlInputField doesn't show up anymore (all other vrc scripts do)

fervent forge
#

Does anyone know how to get the audiolink to work for worlds?

#

Udon Audiolink to be specific

scenic kraken
#

put the prefab in your world

fervent forge
#

I did, but I keep getting errors about a namspace not being found

#

It's not even in the scene yet

scenic kraken
#

try deleting the audiolink folder, restarting unity and then reimporting audiolink

fervent forge
#

I've tried that too, I don't know why it is doing this

scenic kraken
#

maybe try asking in the audiolink discord?

fervent forge
#

Oh, no links, could you DM me?

#

I didnt know there was a Discord, thank you!

odd wharf
faint geyser
#

how can i fix this
i have tryed deleteing reinporting the vrchat sdk

near escarp
near escarp
near escarp
#

uncheck static

#

it probably gets dynamically occluded

manic sonnet
#

interesting, let me see if that was it

near escarp
#

Also make sure that your main camera is set as your reference camera in the vrcworld prefab

manic sonnet
#

yep it is

faint geyser
manic sonnet
#

Didn't work sadly

#

not sure whats wrong

near escarp
#

move the moon at 10000 and see if it shows up then

#

it might be a unity hard limit

near escarp
manic sonnet
#

I figured it out, it's the skybox

#

removed the skybox and now it is working, don't know why and don't know how im gonna make it work either lol

#

It's not the usual skybox, it is an aurora borealis that animates

#

Is there some sort of layering feature that I can use? Does render queue have anything to do with that?

near escarp
faint geyser
near escarp
faint geyser
#

lol

worldly hull
#

Does anyone know what causes the player to get kicked back into their home when joining your world?

bold ibex
#

gimie a second I need to get a picture example

worldly hull
#

The spawn is attached to the scene descriptor and the scene descriptor is in its own game object , when you try to load the world outside of a testing environment after it’s been published, it doesn’t even attempt to download the world. Instead it sends the player back to their home world instantly

bold ibex
#

weird someone else got this problem since the last vrchat update

#

maybe its a bug for the VRChat Canny then

worldly hull
#

canny? Is that some public beta

bold ibex
#

no its VRChats feedback board for suggestions and bugs

#

id write everything you tried so far, and a screenshot of your spawn as an element under Spawn, in normal mode and during upload phase just to make sure something doesnt dissconnect it during the build for some reason. Normal playmode dont count

#

ive had people fix this problem in the past by making custom spawns, so creating an empty gameobj and adding a scene descriptor to it, idk why it had worked once the VRCWORLD prefab was removed

worldly hull
#

Thanks for the advice! I’ll give an update later if it works .

lyric acorn
#

Is there a raycast UI event of the raycast hover-over of UI button/trigger/sprites/etc? OnPointerEnter doesn't seem to be called

#

if I need to build a raycast manually, what angle does the UI raycast come from, wrist zforward?

kind leaf
#

That is correct, so when you write your own raycast it should come from the player camera forward. Although I forget how to reference it, it's been a while. I dont think camera main works.

pallid bluff
#

Can you test objectsync in offline clients?

tardy wadi
#

HI! I have a world used for a VR talkshow and the Cinemachine camera system is now broken thanks to the new update... when activated player viewport goes crazy.

kind leaf
tardy wadi
tardy wadi
kind leaf
#

trippy, so what is the key supposed to do? Other than inverting your view.

tardy wadi
#

Oh I updated the wrong camera object

kind leaf
#

🙂 sweet. Yeah the vrc cam was set to 100 so all other cameras need to now be 100 to work correctly.

hybrid karma
#

Anybody here use Unity and Blender that can take a day, just one day, to help me understand it better? My creativity is being squandered every day I can't make a new creature or level....

fierce saffron
#

blender alone can take months to learn, and potentially years to master, and unity much of the same. ur best bet would prob be to hit up YouTube

odd wharf
#

Getting one on one with something is rare. I got lucky but just mess with Blender, make simple stuff, make edits to existing things. Just practice.

#

Writing stuff down can also help.

stuck reef
#

Alright, so I’m thinking about making an avatar world, what would be best? Should I make a layout in blender?

odd wharf
#

For something basic you can just make some cubes in Unity with some free textures from polyhaven but if you want to put more effort into it then that is good.

#

My first world was made with mostly cubes

#

(actually I thought to make collision for meshes you had to make invisible cubes LMAO)

hybrid karma
# fierce saffron blender alone can take months to learn, and potentially years to master, and uni...

You say that but if I had one person to dedicate just one day, I could indefinitely learn it almost immediately. I can't follow those tutorials because I end up getting problems that nobody else seems to get like when I first opened Unity, it loaded me into a Miscellaneous File, not Assembly.... After that got resolved, it was one thing after another so I swore off of tutorials for the simple fact that I can't ask questions or troubleshoot....

#

After I learn it, I would love to teach people to do it. I often join lobbies and ask if they know how and they say I'd like to learn it and I just damn near cry because I wanna teach them but sadly the universe hates me and won't let me learn this chit myself....

fierce saffron
#

in that case i would recomend paying for tutoring or taking a course, trust me, you cant learn both unity and blender in one day, its just not a thing

nocturne isle
#

I'm assuming that if I bake the lighting again it'll automatically redo the old bakes, right? Just wanna make sure I don't double-bake or something.

kind leaf
nocturne isle
#

How do I do that?

kind leaf
#

the arrow beside the button you click to bake

nocturne isle
#

Ight, cool.

#

So it'll remove all the previous baking?

kind leaf
#

yep, press the arrow and it will reveal an option to clear baked data

nocturne isle
#

For some reason it won't let me build and test anymore. I can fully build it, just not test.

#

Huh, restarted and it works now

cerulean torrent
#

anyone ever run into this issue? Authentication, content manager and settings tab all show what they are supposed to but builder is blank. when i look at my VRCWorld prefab it shows a different unity version. will that mess with it ? i'm assuming it will, i've tried changing it but nothing happens and i'm at a complete loss after trying to update my world's SDK
~ Also i get 0 errors in the console
i am using the correct unity aswell as newest SDK

obsidian bay
cerulean torrent
#

THANK YOU

glass ridge
#

imma assume no, but can i use probuilder to make worlds?

cerulean torrent
#

it also makes building 1000x times easier

bold ibex
#

Because you FORCED us to use 3.0SDK for everything especially worlds. im at the PART where i need to do TOGGLES and i literally need to have coding skills to do this shit like seriously this is stupid. like this is first attempt at using 3.0 sdk for worlds and i hate it why cant it just be like 2.0 where i just click toggle boom done

glass ridge
nocturne isle
#

So... something really weird has happened. I imported something from the Unity store, it caused errors, so I deleted it. However, all of the errors are still here and refuse to go away, even if I reset the program. Anyone have any idea what could possibly be happening?

bold ibex
nocturne isle
#

What do you mean? Is my world just completely screwed?

bold ibex
#

idk lol

#

just sdk 3 is stupid

#

like you literally need a brain

#

i was like fuck yeah this gonna be easy then i get to toggles n im like FFS

nocturne isle
#

I have no idea what the fuck is happening, but it seems to be something with Unity's own files, which is incredibly concerning.

ruby jay
cerulean torrent
#

So i had my bloom working before.. it seemed to work in unity so it looks like everything is fine but it does not work in game at all. anyone ever run into an issue like this? i change all my neon lighting to the water layer aswell as the camera i'm actually kinda stumped ??

ruby jay
cerulean torrent
nocturne isle
cerulean torrent
ruby jay
nocturne isle
#

Something to do with "library", which I can't seem to locate.

subtle crystal
#

Currently working on a big project focusing on Liminal space ie the backrooms (but I'm only using unity to make the world no blender vrcCatWat )

sullen rose
#

Is this the version that starts as a padded room? I poked a backrooms map earlier today in the labs that was that.

bold ibex
#

hi one question how can you get into the Vrchat world building program ?

desert python
bold ibex
#

it says that

elfin verge
mild spade
rich crescent
#

hi, so im new to making worlds and i got this error thing. i have no idea what file im supposed to find

mild spade
rich crescent
#

oki hold on

#

maybe this has better quality to read idk

mild spade
#

The problem is with the "SimpleLightProbePlacer" script.

rich crescent
#

aaaaah

#

thank u

#

how do i fix that heh

mild spade
#

Do you use that unity tool?

#

If not you can just delete the entire asset from your project. If you do, you can try to reimport it from the asset store.

rich crescent
#

i tried following a tutorial so i think i have it yeh

#

:LL

#

i deleted it yolo

#

omg it works

#

holy shit thank u so much

#

its been bothering me since yesterday

mild spade
#

Oh. Np. Usually the "xxx does not exist" error means there is another error giving you that error, so you have to fix the other errors first.

rich crescent
#

aaaah

#

the more u know

#

and thank u again!!

#

btw, my lights sometimes like turn off randomly until i click a clear cash thing, do u know if theres any easy fix for that? or if theres a common thing that does it?

mild spade
#

Hmm im not really sure. On Unity? Or Vrchat? I know that if you have way too many realtime lights they flicker or turn off randomly, but your problem might be different. Sorry

rich crescent
#

unity

#

i have all my lights on baked

#

however i dont really understand how baked lights work

desert python
#

have you hit the “generate lightmaps” button yet?

rich crescent
#

thought so but ill get back to all of that once ive figured out if this works or naw

hasty copper
#

Ok... brand new user here (who's been slowly trying to learn unity), and I've attempted to start building a world via Unity Editor and the SDK this morning... and I immediately get this error when loading in the world...

#

Suggestions on sorting it out?

manic stump
#

I have seen worlds where players can enter something and be smaller than the other users. An example is a world where players can enter a snow globe in a room. The people inside the snow globe are smaller than everyone else in the room and they can see each other too. Would anyone know how this is done?

manic stump
near escarp
#

If you've lost your files there's sadly nothing we can do

kind leaf
manic sonnet
#

I wont ping you this time, Ruuubick. The way I solved the issue of the moon and stars not showing was simply changing the camera's Near clipping from 0.01 to 0.3 lol

muted panther
#

my room was bare bones enough to be 3d scannable

#

and soon it will be a VRChat world.

bold ibex
nocturne isle
#

Does anyone know what version of Cinemachine VRChat uses? I had to remove it, but now it seems like I need it back.

desert python
nocturne isle
#

Would reimporting the SDK mess up anything?
Edit: Nevermind, got it all fixed

muted panther
#

using scanect

gentle willow
#

this is sus

#

ima leave

bold ibex
bold ibex
#

im making pickupable items and im having a problem you can pick them up but when you run in to them the collider is there how do you make it so you can just walk through it with no collider

mild spade
delicate grove
#

is it posible to have a camera in a world render to the desktop window like the stream camera?

nocturne isle
#

I'm making a pickupable item as well, but for some reason it disappears every time I load the world.

stone marsh
nocturne isle
#

Oh yeah, I didn't add a collider, duh

muted panther
nocturne isle
#

If I set the grip to the object itself, can it pretty much be grabbed anywhere?

chrome juniper
coral magnet
stone marsh
#

What shader are you using?

You could probably just have used the Standard Shader.

Looks like a shadow pass/Zwrite issue.

Standard supports lighting and can of course have a texture on it as well.

chrome juniper
stone marsh
#

Your post isn't making much sense to me.

But the standard shader has a spot for you to place a texture and supports "shading" You can also use Poiyomi Toon if you need really advanced control over how your shading/lighting is handled on the material itself.

The model on the left in your image looks like it has no textures and is just a new standard material which defaults to a grayish color.

coral magnet
stone marsh
#

Ah, you meant normal map. You kept saying textures, I was assuming you had actual textures to apply to it. Not just a normal map and nothing else

#

You can directly set the color of the unity standard material by changing the Albedo color

#

Since everything is separated into material groups, there's really no reason to use vertex colors since you can just apply the colors directly on the material. Blender materials don't get brought over, but can be replicated in unity. The shader you're using doesn't work because it doesn't support normal maps, nor does it have a shadow pass like I mentioned which is why it's not writing to depth.

#

Problem is what though?

#

I have no reference to the look you're going for. only technical knowledge of the system you're using.

Everything that changed red, because you changed the material to red, is red because it all uses the same material, you have many materials on that object

#

Considering it's taken from a game, it's actually against the rules/tos so no..

kind leaf
#

9. No discussion of/links to hacks, modifications, rips, or piracy for VRChat or any other game.

stone marsh
#

Since you're taking it from a game, I doubt you have the license to use it, so yea.

#

That said, you should just try using Poiyomi Toon if you need Vertex color support

#

Fair, regardless, try using Poi Toon since it supports vertex colors.

#

The shader you're using simply doesn't have a shadow pass or support for normals. Poi Toon does.

#

It would be best to just edit it in blender so your material groups are correct then you could just apply any shader but yea

#

Like any other shader, Just make a new material, then set it up how you want. You need to manually enable Vertex Colors and set the Use Vertex Color sliders to 1 or whatever you need.

#

If you have any Q's about specific sections in Poi, there's a small (?) icon on the section, clicking that will open a tutorial video.

#

Poi also has a discord if you have any Q's directly related to the shader it's a good place to ask for help. But it's prob the most used shader in VRChat. Just gives you more control over your final look than other shaders. There's some others that may also work for you, but poi is just a good go to.

#

Hope you enjoy Poi, It's actually a really powerful shader.

You could probably change your shading in the lighting tab to "realistic" as well, it defaults to a toon effect which doesn't seem what you want

#

Setting both to "realistic" might be better for u but just play with things until you get the look you want.

round arrow
stone marsh
#

yea, you can increase the brightness on the model itself too in the material lighting tab (min brightness) or by adding a matcap.

But yea, you'll need to setup your scene lighting and bake your lighting ideally.

you can change the strength of shadows on the poi material as well. Just gotta mess around in the lighting tab on the material. Have fun with it and def look up some videos on baking lighting.

You'll want to add a reflection probe n stuff to your scene too so you can pickup environment/sky reflections onto your materials as well.

nocturne isle
#

My pickup-able items work great for the most part, though for some reason the ones with mesh colliders vibrate a bit. Any idea why this is?

chrome juniper
stone marsh
# chrome juniper is this what i'm suppose to do?

yea that works. So it's pointing you directly to the thing that's having an issue.

The script "ParticleSceneControls" is having an issue. It's located in your asset folder in a folder called "SampleScenes" in a sub folder called "scripts"

It seems to want the Standard Pack, which has issues in our version of unity.

You most likely imported this with something.

I'd recommend simply deleting it. Once it's deleted, you should gain access to the VRChat build tab again after unity compiles everything again.

chrome juniper
#

ok then i'll try that out

chrome juniper
stone marsh
#

Some particle systems n things from the unity store often use special scripts that simply are not supported for what we do, and in your case, may have come from the standard asset pack, which isn't supported in our version of unity. I can only speculate where you acquired it from, but it's not needed.

#

yea, looks like it came from Standard Asset pack. Def not needed. It may have been included in a prefab you added or a project you acquired that contained old assets from 2018. Can only really speculate past that.

chrome juniper
#

ouh I see

chrome juniper
#

it works fine now

stone marsh
full sinew
#

what is the best way to create a collider for a complex mesh

#

i tried to create some mesh colliders but they aren't working am I getting any settings wrong? (bare in mind this is an imported obj)

stone marsh
# full sinew

You only should have one mesh collider per object. In your screenshot, you have a single gameobject with a ton of different mesh colliders with different meshes set to each collider.

full sinew
#

how do i apply it to all of them?

stone marsh
#

You can mass select items by using Shift click or click n drag, then add component, mesh collider

#

The mesh collider needs to have the mesh for whatever object it's applied, also placed in the "mesh" slot in the mesh collider. You can see in your screenshot you have things like TNT, Sheep, etc. Example

If you have a wall and it's named Wall01, you'd click on Wall01, and add a mesh collider. Then in the "Mesh" box on the mesh collider, you'd add the same exact mesh that Wall01 has in it's Mesh Renderer

full sinew
stone marsh
silent plinth
#

probably a fairly common one here, but im importing a large unity project and i believe the previous user was using pro-builder to construct the map, ive tried importing pro-builder first then their package and after but the objects all just go invisible or have no mesh data

#

is there any fixes im unaware of for this?

stone marsh
silent plinth
#

this is a map made by another creator from a community im working with now, they just sent me what they had to make some lighting adjustments and such, i dont believe it was ripped as its for their club, there is a scene to load it all but they didnt seem to know what was required

#

or at least i wasnt informed, it seems like an older project too as its using 2.0

stone marsh
#

Cursed.

Regardless. If the meshes loose the associated mesh, you can just re add the mesh to the mesh renderer. If you have

Object01 that is invisible, click the object, in the inspector, under the mesh renderer, click the mesh box and select the Object01 mesh and it should become visible.

Sdk2 shouldn't really be used anymore. It was probably made using a different version of unity and a different version of probuilder. The person who made it should know this, which is one reason why I asked if it was ripped.

silent plinth
#

yeah i assumed it was using an older version of unity when i saw the 2.0.

im not sure if this matters at all but when i import the package without using any pro-builder the mesh is all there

#

but the moment its imported it just disappears without a trace

#

and even if the mesh renderer knows what mesh its using, there is no data for it

#

remains at 0 verts

stone marsh
#

I mean. Then don't import it. If you're just editing lighting there's no need. Probably was made using a different version of pro builder and unity. Too tired to speculate further. Good luck

Make sure it has a material on it too other than the pro builder material

But yea. If you're not actually building it, just don't import pro builder at all, or ask the person who made it what version of everything you need to be using.

silent plinth
#

well the lighting was the basics of the edits i will be doing further changes, i appreciate the help regardless, if i encounter any further issues ill try some of the neat tricks or find the older version

uneven trail
#

What do you all do for Grass and or Trees? I assume you don't model it and paste it everywhere. Looking for some assistance in that area.

uneven trail
#

Am I able to add scripts to my world/shaders? Or does it all have to be specific things?

bold ibex
#

anyone have a link to a quest media player that can play youtube it exists ive seen it one i can put in my world?

short forum
#

And to answer your previous question, use unitys terrain editor and you can paint grass/trees so long as you got the models for them.

earnest yarrow
#

Hello. Newbie here, uploading first world. Didn't work - I kept falling through the floor on the test build. So I made a new scene with nothing but a floor from the sample kit, and attached it to the VRCWorld Element 0, but I still fall.

earnest yarrow
#

screenshot

short forum
earnest yarrow
#

I don't even see the world, just the loading screen flashing

short forum
#

Well for your falling through the world, you have to use a collider for the floor, or youll fall through it

#

And you dont have to do a build and upload, you can just use build and test and it will run locally on your machine.

earnest yarrow
#

The floor already has a mesh collider, and I even added a box collider for good measure

#

I did do a build and test

short forum
#

Is the physics for the models set to the default layer?

earnest yarrow
#

Yes

short forum
#

Build and test will not upload on your account. You have to close out of the player and do another build and test.

#

Is the physics matrix properly imported?

earnest yarrow
#

Now you have lost me

short forum
#

When you first went into the console, it should of said that vrc physics had to be imported

earnest yarrow
#

I imported everything it suggested

short forum
#

Have any build errors?

earnest yarrow
#

No. It's nothing but a VRC floor.

#

When you say close out of the player..I have to close out of it when I'm falling anyway..does that not count as closing out?

short forum
#

Where is your vrcworld prefab located at?

earnest yarrow
#

0,0,0

#

I even tried the VRC sample scene but I don't even see the environment as I'm falling..it doesn't even get that far

honest scarab
#

anyone know wut layers the vrc hud like menu and stuff be on to can toggle it off in mirror

honest scarab
#

i dun think it that cuz it still appear when it off

short forum
short forum
earnest yarrow
#

It's like I'm not even getting into the world to fall, I should be able to see the skybox at least..

uneven trail
short forum
stable crater
#

does someone know a good system to make animals walk around in vrchat (cats) or fishes in water?

short forum
honest scarab
#

but are they supposed to be off i dunno really their importance

short forum
honest scarab
#

so turning them off in mirror does it have any bad effect on optimization?

honest scarab
#

aah oki ty

earnest yarrow
idle jolt
#

Does anyone know where to find good Star Wars themed sky boxes?

gleaming garnet
idle jolt
#

I meant actual planets…

gleaming garnet
idle jolt
#

On the planet. Like a sky.

uneven trail
cerulean echo
#

@earnest yarrow the floor object is the floor you useng for yor floor right? if so its logical tha you falling down you useng yor floor for the spawn you spawning in to yor floor.or you use the vrcworld for yor spawn or you make an empty object and make that yor spawn point and do it over the floor so you spawn on the floor so you dont fall down

short forum
#

And yes super easy. Just click on the tree symbol in the inspector, click new, put the prefab in there, then hit done. Then you will literally just paint them on the terrain

subtle crystal
#

Does anyone know how to remove nameplates for your world?

hazy pebble
#

idk if that's allowed by TOS, but if it is: one way of doing it is to have an udon script to follow people's heads with a cube, and put a nameplate hiding shader on that cube. Or apply the shader to the entire world, but that's probably bad for performance and likely has side effects.

#

@subtle crystal

#

,

I'm having a problem with a pickupable mirror. It's dimensions get distorted as I move it around.
I've had this issue before, I don't really know how it happens or how to fix it?

narrow adder
#

Quick question for world builders, Unity or Blender? They both have pros and cons, but I was hoping to hear from more experienced individuals