#world-development
39 messages · Page 110 of 1
it looks like you havent published it to labs?
my other world that i couldent publish to labs for a week let me make it a private world
but not this one
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.
Be been told there is no criteria and it's random and at moderator discretion, but surely "at random" can't be true
yeee i was just wondering why it said unlisted when the other one wasent when it wasent published
guess it just is how it is
it's not about the absolute amount of visits you get based on my observations. 1000 visit in a single day is worth a lot more than say 10000 visits over a few months. I imagine the number of people who actually favourite your map based on those first visits weight heavily too, first impression and all.
anyone know why as of unity 2019 some of my mesh colliders are noticeably bumpy?
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
anyone's got a good, rain and/or Rainy window TUT? im seeing some but they are from like 5 years ago
Hey is the video player a premade asset and if so is it free or paid?
SDK3 does include a basic player see VRCPrefabs.com for more. or this link which is the same place https://docs.google.com/spreadsheets/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml# nothing on here is paid.
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?
thank you v much!
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?
delete Assets\Standard Assets\Utility\SimpleActivatorMenu.cs
standard assets has a few scripts that are not compatible with unity 2019
also, you can't use them in sdk3 anyway
So would it be best to delete the entire Standard Asset folder then?
sure
@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?
Like, I'm trying to Build and Test and it isnt letting me
check for other errors in console
This appears when I clicked on the error posted previously
I'm looking here, but it looks like nothing here is relating to the errors I'm getting
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?
unpacking the prefab fully fixes it? seems kinda weird
there is no behaviours for states?
to make the animation take full control
The VRC Station Editor has a known issue where it does not properly "save" changes made if it was the last thing done before you open press Play or Build. The easiest fix is to wiggle something around after doing this, or you can put your inspector in Debug mode and set the values there.
How many synced pickup items is too many? 
(for a non-quest world)
Oh right - with gravity
Another loaded question. The right question would be to say I want this number of pickups, would that be bad for performance 😛
Fair, fair
Okay, what about 50 handheld items, all with box colliders? Would that be a performance killer?
naw, not if you your lighting right and those objects dont do anything over than fall
high poly, multiple light sources, (active)mirrors, and additional updates would make those impactful
I see... now that you mention mirrors, is it worth having more than one in a small map?
It's up to you just make sure if one is on the other is off
Thanks, I'll stick to one then
good idea to have it toggle to where you have a high-quality mirror and a low-quality mirror
that way folks with lower-end computers or Quest don't have their framerate die if they want to look at themselves
Quest can't handle all the stuff I have anyway, but I'll add that for lower-end PCs
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...
Quest 2 can handle a lot. Meta I am sure will be slightly better. No reason to build around Quest 1 anymore.
I have a friend with a quest one but it was a hand-me-down from a quest 2 user
That was nice of them 🙂
so ya if I build any worlds for my friends I'll probably have to consider the quest 1
but probably not the end of the world if I'm just trying to make a chill bedroom
If I ever make another map after this one, I may try quest compatibility
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.)
(don't worry about the bar area, it's unfinished)
cards? spin the bottle? dice? just some more used games.
Where did you get the airhocky? I was building my own but now I am like "why"lol
Spin the bottle could work in the upstairs area 🤔
The physics aren't great though
The bug notice is concerning but worth a look. I took the UI approach like the blackjack prefab.
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
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.
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
I have a working card set. Could move the chess set upstairs and place the cards in the lower room. 🤔
I don't know anything about Udon or Unity script, so I won't be improving the air hockey anytime soon.
I don't know many free games though, so it's hard to replace it.
Oh, forgot I found one the other day
I might have enough now 🤔
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.
For example, I took a screenshot to show that the fire was not there, but sure enough the fire was there in the image.
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.
Could you suggest a player limit? I was thinking 30 at most.
Oh, actually I think I can fit 40
40 looks like it would be a little cramped in there
I have the path to the back room, plus an extra room under the stairs I haven't used yet.
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
I doubt it will get popular enough for that 😅
FairPoint just figured I'd let you know
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
My old video for teleporting players in Udon is crap and outdated, so here we are with a brand new demo on teleporting players in VRChat.
I've had some technical problems with my avatar program, but I've swapped to VSeeFace for now and am using my new avatar.
Hope everyone enjoys!
----------------------------------------------------------------...
oh thanks ;)
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?
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
You can try Sacc's discord. It should be on the git or on the booth page
So, I think I'm ready to Furnish and do some interior design. Where do I find models and assets? 
do you by chance now how to override animation controll? ala MMD Dance, cant figure out any way, i just want to enter a chair and have an animation play that takes full control :/
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?
The usual places 🙂
The Asset Store
CGTrader
VRCPrefabs.com
Loads more, Google is quite helpful especially when looking for royalty free game assets.
If you followed the setup guide there should be no errors. Some times faux errors show up on importing but either go away on the next compile or when you press clear. Did you try pressing clear? If it doesn't go away post a screenshot of the errors.
Must be something wrong because when I added vrc_pickup on object it always shows this
Huh
I had several old world project which works fine for me
did you setup the vrc layers and collision matrix? <- login to the sdk and click the two buttons about it
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
then youll keep getting the layer issue
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?
yep, once the receiver does the same
Anyone know why my post processing light is not showing in game but its showing in my scene?
did you set your reference camera up in the scene descriptor?
Yeah I did
And the camera it links to is the one with your post processing layer
Wait how do I do that? Sorry I'm new to this type of stuff
Ok so when you setup post processing you added a post processing layer to the main camera correct?
Yeah I have it already on the camera
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.
Ooh TY SM that fixed it
sweet
can quest see particals in a world?
Yes. Though I'd recommend using a particle shader optimized for quest
any shader ideas and how to get it?
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
They're included in the VRChat SDK
ok
anyone know how they make that realistic rain pouring and on the windows and the drops?
Silent had a popular shader for than, on booth and Gitlab I think
thanks
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?
Use a Capsule or a 2m tall cube as a fake player for scaling. Don't want to scale much smaller than that.
You are amazing mate I wanted to start with a simple recreation of my house. I have the floor plan done just didn't know how tall to make the walls. Thank you
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.
Oh man I know right. I got lucky and had to module my house for a certification I needed in blueprinting.
What did you do?
How can I get an Interact() with a button press to trigger globally, and not locally
wait I might have just figured it out
i have no clue
but i fixxed it
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
i made the world in blender and now its all in unity
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
Having trouble with float script on a plane with water shader. Do you turn off collider and make it a trigger (Seaplane)
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 🤔
doesnt appear at least to me that udon graph exposes a way to change materials during run time
nwm found it
render settings
hey guys) is it possible to enter Android world from PC without VR headset?
android only? i guess so but i never tried
like just to be a watcher
is there a way to make a crossplatform world?
yes
Setting up a cross-platform world or avatar is actually quite straightforward! In short, all you have to do is use a duplicate project to build an Android version of the asset, and upload it to the same content ID as the VRChat PC asset. The client will manage which version it needs to download. If ...
is it the right place?
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
thanks a lot
no problem
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.
Camera clipping distance needs to be adjusted, but I can't imagine what you're trying to do that for
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
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
It could be much closer and people likely wouldn't be able to tell, could also be added to the skybox itself
You got the SDK and Udon sharp up to date ?
I tried bringing it closer but even if I adjust it's size it still doesn't look right
i do have the sdk but i dont know about the udon sharp ^^
on top of that I added stars using a particle system which twinkle about that also do not show up
i just got the sdk from the vrc website
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.
oh i think it worked.. deleted a file from an asset ^^
hey does anyone know how to make a cubemap mirror?
nvm help...
Did you already upload once before?
nope its my first time uploading a world
If you purchased the world it probably has an ID attached. Follow the directions on the screen for removal
ah im pretty new to unity , i cant find it ^^ is it in the sdk or the world file?
In the hierarchy usually in VRCWorld
you can also try just typing VRC_SceneDescriptor in the search bar of the hierarchy
ah i think something went wrong...
just type PipelineManager
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
if i search for pipelinemanager or vrc_scene nothing comes up in the hierarchy ; /
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
do i have to log out of the control panel?
shouldn't
oh i think i got it~
thats not the hierarchy
the hierarchy doesnt show it tho even if im not in play mode
ok, what does your hierarchy look like?
pro tip you can alt+printscreen to capture just your active window so no need to crop
then u just ctrl v in discord
yeah its in play mode
hit the sideways triangle that is blue
VRCWorld is 8 from the top and blue
right click it and choose unpack
then select it and in the inspector you should see the pipeline manager. if the Blueprint ID is populated click detach
after that you should be good
ah thanks i will try it! ^^
ah i think it worked^^ quick dumb question , how do i get the vrccam out..?
oh okay thank you so much ^^
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?
you have to confirm the information is accurate and you have permission by ticking the box at the bottom.
T
The first box is for general uploads, the second box is for public
both get checked when making a public upload
i want to keep it private for now since i still want to work on the lighting^^
but doesnt seem to upload
make sure you don't have errors and that unity isnt paused
SDK2?
Hm?
🤷 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.
ah okay TT thanks for helping me out tho i really appreciate it!
Dose anyone know of a way to make Battle Rope in the world?
like a rope that I can hold and move about?
bones. Make the rope in blender
you know what I dont know why I did not think of that lol been sat here going berrrrr rope? lamo
SDK2 still working not showing any of my upload
when its finish uploading and its been upload nothing changes in my world
i put it in quest
Right, so more info on what I said in #udon-general
Yes, it was because I downloaded standard assets lmao
But even after deleting the folder, the world’s still broken
Are there files I just missed?
Share the error list screenshot 🙂
I can get screenshots in a bit, gimme a sec
hmm
this is weird
I can't find the exact message
but I remember the message when I was having most of the issues was like
You know where the console is right? Are there any red icon messages?
"unable to build because cene-standalonewindows64-worldtest.vrcw missing"
Yeah I checked the console
That is an effect not a cause. Should be other errors
right so here's all the ones showing up
Assets\SampleScenes\Scripts\ParticlesSceneControls remove it
Anyone knows what this "enviroment-broken" tag on my world is supposed to mean?
I'll try that
2 things:
- Something in your world is broken, a script, a collider not present allowing the player to fall
- Kids doing what kids do best, false reporting
probably the 2nd then
If you test your world and all checks out just ignore it
why does 1 report put such a tag on there?
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?
are you using light probes?
yeah
It probably wasnt one report with almost 13k visits you probably got a few griefers. Just the worst kind of people that cant create so they attack (that statement only applying if your environment isnt broken of course).
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
I can't believe it worked, you are a legend
its a pretty small room how many light probs do you think i need i have like 5
was stressing on this so much, can't thank you enough dude
any .cs that isnt an udon behavior will do that. Now you know 🙂
I'll keep that in mind
The quantity isnt the issue, how close they are to the lights matters.
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.
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.
I don't know but I really hope its a cool cheat, like the bottle shader from Alyx.
https://pastebin.com/ppbzx7mn
Liquid shader used to act like the object has liquid in it. Can be used for drinks.
by MinionsArt
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
pog thanks
im glad its as easy as renaming the .txt to .shader and dragging it into unity
That works, alternatively instead of downloading as a text document you can set it to all files and it should just become a .shader
oo okay
what's the name of these buttons?
terrain tools? There should be a tooltip when hovered
You want to use the button art?
because toolbars are something else
well, no, i just wanna copy the button behaviour
ignoring the sprite.
since i've seen multiple building add-ons, like worldbuilder with the same buttons
or at least, a painting mode and a ssettings menu
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.
it was just unity question, not udon-related.
cuz these scripts wouldn't be compiled in the world anyways, it was just for easier dev on my side to have some buttons
try #development-advanced or the Unity Discord. Both of those will be more suited for tool development
unity has a dis?
uhuh 🙂 if you google it its the top result
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?
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?
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 ?
how do i create a VRchat world? i need somewhere to keep my avatars XD
https://vrchat.com/home/download read everything under content creation
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?
hmm, it might not be related to the emissive materials, but i'm not sure what it is.
i thought max quest size for worlds was 100mb now
It is if you are using the newest sdk
great so I need to pay to convert from what im told
Pay? Told wrong
Login to the vrc website and follow the directions under content creation
In downloads
you mean SDK3, right? are there multiple versions of SDK3?
for worlds
sorry meant to post that in response to @kind leaf
its telling me to mkae a whole new world
...
oh
so I delete the sdk and then import the new one
wouldnt that break the world and make me need to upload a new one
so just to be clear, as long as I'm using SDK3 I can make quest worlds up to 100mb?
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
Does anyone know what could be the reason causing this error?
You need to use a shader that supports disabling blackface culling. You don't see the particles in the mirror because the mirror sees the backface of the particle which is culled.
Ye
The control panel is just... gone. Anyone else had this issue?
You have console errors
I have no idea what to do with this information
you're looking only for red messages
No, you need to go to your actual console tab and inspect all the red stop sign errors
There aren't any
Press clear. Then attempt to enter play mode. Then inspect your errors. Only the red stop sign errors matter
Ope, nevermind. Found one.
Something about missing files and overrides. This only happened when I tried building to Android.
None of those scripts are supported
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.
Weird that it let me build it earlier then. Alright, I'll try that.
Seems to have worked! Nice.
does someone know any free small world that is SDK3
@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
The lighting on everything seems to flicker on my world. Would this be a shader issue?
Ty! Any shaders come to mind with the default vrcsdk mirror?
Poiyomi, Mochi's Uber, Silents shader, uts, XS toon, etc. Just need something that let's you disable culling.
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
There are plenty on Booth.pm, you can take a look
The free ones are sdk2
Spookyghostboo's worlds should be SDK3
already made a mistake by not looking if they are sdk3 and wasted 5 hours..
I will take a look
awwww... are you looking for a world that has all functional scripts? And yes try SpookyGhostBoo, he's worlds are amazing for starting your first world.
Whenever something goes wrong, check the console for errors immediately, if you dont understand them, report on those 🙂
alright then thank you
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.
I bake between 2-4k for everything
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.
You are amazing I love this answer. Also is there a better way to resize a prefab I got a bed But it is literally 10 times bigger then my world.
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.
does anyone know where i can find some beer pumps for free
https://www.cgtrader.com/free-3d-models/architectural/other/bear-pump <-not my spelling error lol 🤷
thanks
Not free. But very cheap. Works to actually fill glasses with beer using udon. https://booth.pm/en/items/1808463
I would check this guy out he covers a lot of the basics and set me on the right foot as a start.
Download Unity - https://docs.vrchat.com/docs/current-unity-version
Download VRCSDK - https://vrchat.com/home/download
https://github.com/CyanLaser/CyanEmu/releases/latest
https://github.com/oneVR/VRWorldToolkit/releases/latest
https://github.com/Varneon/WorldCreatorAssistant
https://ask.vrchat.com/t/world-creator-assistant-automate-vrchat-wor...
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?
thank you so much!
hey yall its me again 😅 . how to i update a already published vrc world?
Hello how’s everyone
Can any one help me make a world a crypto university world for all that want to learn crypto
if i bought this would i be able to make it in to a vrchat world or would it be too big https://assetstore.unity.com/packages/3d/environments/urban/hq-abandoned-school-modular-106665
I can get other crypto influencers there to teach in other rooms
the ghosts won't like that
lol
doubt the vrchat staff would like that in addition to the ghosts
are they afraid of ghosts ?
the crypto influencers
is there a way to use a shoutcast stream to stream audio into the world do you know
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
bro really played the "my dad works for microsoft" card lmao
how can I make my pickup objects and animated objects globally synced?
i cant found progrids
you have to show preview packages to be able to see it
Crypto is not a tos violation. Go for it. There are a few nft worlds
i checked there
there is no preview packages
noone ever believes someone
unless they screanshot it
screenshots are helpful, yes
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?
you should look up some tutorials on 3D modeling basics; i also recommend using unity's pro builder tools
he didnt explain how to make up a door
SDK3 Version Used to sync transform values of a gameObject. It has one option. SDK2 Version Used to sync transform values of a game object as well as animations using animators. Actions available via Triggers RPC's are available via the SendRPC action
i looked at that already but didn't find it very helpful. is that some udon script method? i'm super new to udon
You need to select the object that you want to sync and in the inspector click "Add component" at the very bottom of the inspector, then search for "Sync" and it will show up as vrc object sync
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)
yea, basically. the min requirements are
Rigidbody
VRC Pickup
Collider
ObjectSync
and will the object sync script work for animated objects in the level too?
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.
yeah like i have an animated car that drives down the street
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.
what about for people who join at later times?
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
ok cool i'll see what i can find out. thanks. one other question, how can I make a cutout mirror?
Uhm can i have some help all the objects dont seem to have collision wtf
do they have colliders?
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
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
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
huh
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
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
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.
yehhh
i used a bucnh of mesh colliders
im just testing stuff
button just toggles itself off
Lmao
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
i can test it out if you want
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?
That's what Labs is for :3
How to make synced animation ?
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
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?
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.
😢
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
thanks
There is no easy component to attach, animation syncing is done by comparing the animation state with local times and matching. You'll need to script it in Udon. NEET has a prefab on booth you can check out but I do not know if it is plug n play. Translate the description, and try testing it out https://neet-shop.booth.pm/items/3334984
Thanks gonna definitely chek it out
s there a way to change the skybox exposure with a slider on a vrchat level?
How exactly do light probes work? Do I just put one of the spheres in each corner of the room?
Depends on how accurate you want your dynamic light data to be https://www.youtube.com/watch?v=_E0JXOZDTKA
High quality lighting is not performant... Until now! Let's have a look at Light Probes in Unity.
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Cool, that helped a lot. What I can't tell, though, is what the white spheres are for
They are dynamic objects, he is showing you how the light probes work using them.
Oh no, I meant the clump of 3 floating spheres in the middle
the gizmo? Its just an indicator showing the probe, and the yellow dots are showing you where the light data comes from
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?
disable the mesh renderer of the demo chair and you will no longer see it
any easy way to find hidden standard shaders
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
You are on windows though. Didnt you say you see this on Quest?
i have a quest
wait
did i just
ahh i am way too sleep deprived for this
this any concern?
I dont think that link is allowed here :0
Read tos
Sorry
ok
so zero error prompts
all on quest
and now... still glitchy screen whenever i move my head :*
some shaders with grabpass can cause black right eye on quest
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
you will have to explain what you experience as glitchy
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
Where is the Content Creation tab? im not seeing anything
I have bit trouble with some world don't want to work for me and I don't know what to do
Yes. You're using the wrong version of unity. You HAVE to use the one listed in the docs
Oh looks like you changed versions. Didn't see anyone reply to that
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?
check console log for errors (red)
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
nice
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
How can I find what is Quest incompatible? (I'm guessing my video player, but I also have several Udon games)
you must build and upload your world for quest, see the switch build target button for android
Ah, maybe I misremembered them both saying "YES" before 🤔
I'll give that a shot
Looks like switching build targets will take a while 😅
You'll have to change all your materials to quest supported materials as well.
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.
Standard with transparency will work for quest. Just try to minimize your standard shaders. Try standard-lite if you want pbr
The emy shader should be fine as well
Re-arranging my world and making some expansion plans.
Do you know if the Quest would tolerate 8-12 games at once?
Its all about performance, you need to see your scene statistics and profiler. Optimize where you can.
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?
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
I guess the best thing I can do is set it up for PC and see if it works for Quest users or not
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
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.
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?
transparency is very performance intensive for quest, that's why the mobile shaders do not support it
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?
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 ...
are we allowed to share worlds here?
I think finished worlds go in #shameless-self-promotion
If you want advice or are having issues, this is the right channel
how to make mirror doesnt display vrc Menui turned UI off and it still appearing there
I imported the sdk3 world version into unity that was built for android and loads for errors have come up, is this an issue?
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?
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?
I'm not sure what image editing software you have, but the super-lazy way to remove an alpha channel is to save it as a jpeg and then optionally convert it back
Otherwise, there's probably a function to remove it, or edit the channel directly in your image-editing software of choice.
Are you asking how large the render distance is? If so, I think the default is 120, but you can set it manually by creating a reference camera (and setting your VRCWorld object to reference it) and setting the far clipping plane to the distance you want.
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.
For player collisions no, unless you chose walkthrough
I guess that is no as in don't change them?
Environment works fine as well for what you're trying to do 
But they can all be on default
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.
i mean, objects can just go wherever they want, as long as they're not physics object, layers are irrelevant
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.
They wouldn't
So if I set an object to be past 120 it would be rendered?
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.
That's what I did but I spent the whole day troubleshooting and I'm tired now
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 🙂
Thanks man
you'll have to reach out to the #vrchat-support for this to be fixed
no
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
https://github.com/CyanLaser/CyanTrigger this tool essentially you lets you use SDK 2 triggers in udon
oh huh neat
Any advice ya'll could offer would be appreciated
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.
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.
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?
Very likely you have errors on your console tab or wrong Unity/SDK versions. Check the 2nd and 3rd pinned message on this channel for a guide on how to fix them.
Are you talking about the VRWorldToolKit?
Yes That one
I imported it and that's not working eighter since the VRCSDK isn't working
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.
I'm using Unity v2019.4.31f1 and theirs nothing in the scene as I'm making a new project.
Did you import the latest udon#?
It won't let me enter play mode unless the errors are fixed
I have before and still didn't work then. I could try it again.
Are the errors on the very top of the console the same? ( when you scroll up)
yes. all relating to U#.
U# is already there in the Assets, and still nothing... 🤷♂️
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#*
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?
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
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. 
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
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?
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.
Is there a unity package for auto fixing errors in a C# script?
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.
i published my world and i still cant go there how long do i have to wait?
you should have access immediately in the mine section.
it just keeps throwing me back to my home world but i see others going there
my other world did this when i first put it up but it like unlocked after an hour but this ones not yet idk
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 !
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.
I have that happen very often
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
yes
so a simple fbx will work for an entire world huh
yup
Does that include things like terrain or should i be doing terrain somewhere else
Proper terrain
But you could make your terrain in Blender too if you wish
Which would you recommend?
and use particle systems to distrubute plants and rocks n stuff
The Unity way is probably easier for the beginner
Which sort of beginner are we talking because I know blender fairly well
Not so much unity for worlds
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
Make sure your spawn actually has a transform to go to, like there is a spawn dropdown in the Scene Descriptor
if it says " none" thats bad
make sure your spawn is dragged into itself
yeah there is when i test the world in test &build works fine
its been like 4 hours since i published
can you have a friend try to join? just to make sure people can actually get into the world
really odd whats going on
yeah one of my friends cant join but says there was like 6 people in the world earlier
want to post the link?
i dont understand cause in testing everything is fine not on vr and on vr
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
yeah no, open it back up in unity and check the toolkit world debugger. I get kicked back to home and my log spits out Exception - Object reference not set to an instance of an object. If the debugger doesnt have anything, and your spawn is correct reupload.
i have not used this debugger befor will it tell me what im missing?
for critical things yes
where is this debugger located in unity i thought iwas in the control panel but im not seeing it
awesome thank you
ok that worked thank you
why does my text suddenly look like this?
it keeps giving me these errors in unity even though I've changed nothing
Sorry to ping but I never solved the issue, I set the reference camera and everything, made the Clipping Planes Near 0.01 and Far 50,000 (the object is at 30,000), yet I still cannot see it in game. I could try adding it to the skybox but that wouldn't help with the particles which animate, that I don't think I can add to the skybox.
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)
Does anyone know how to get the audiolink to work for worlds?
Udon Audiolink to be specific
put the prefab in your world
I did, but I keep getting errors about a namspace not being found
It's not even in the scene yet
try deleting the audiolink folder, restarting unity and then reimporting audiolink
I've tried that too, I don't know why it is doing this
maybe try asking in the audiolink discord?
gamer
how can i fix this
i have tryed deleteing reinporting the vrchat sdk
Can you select this object and show your screen with the inspector shown ?
you have unity console errors
interesting, let me see if that was it
Also make sure that your main camera is set as your reference camera in the vrcworld prefab
yep it is
When did you last update udon sharp ?
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?
never

lol
Does anyone know what causes the player to get kicked back into their home when joining your world?
Usually when the spawn isn't connected in the Scene Descriptor
gimie a second I need to get a picture example
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
weird someone else got this problem since the last vrchat update
maybe its a bug for the VRChat Canny then
canny? Is that some public beta
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
Thanks for the advice! I’ll give an update later if it works .
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?
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.
Can you test objectsync in offline clients?
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.
try setting the camera depth to 100
Sadly no dice
If anyone has any feedback I would appreciate it... I cant reach the guy that made the camera for me and i need to get this fixed before my next stream.
trippy, so what is the key supposed to do? Other than inverting your view.
Oh I updated the wrong camera object
That got it
🙂 sweet. Yeah the vrc cam was set to 100 so all other cameras need to now be 100 to work correctly.
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....
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
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.
Alright, so I’m thinking about making an avatar world, what would be best? Should I make a layout in blender?
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)
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....
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
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.
usually, sometimes unity has its moments tho. You can always be sure and clear baked data first.
How do I do that?
the arrow beside the button you click to bake
yep, press the arrow and it will reveal an option to clear baked data
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
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
Navigate to Assets/VRCSDK/Plugins,
select/mark all the DLL's (CTRL+A), right click, reimport
THANK YOU
imma assume no, but can i use probuilder to make worlds?
yes you can
it also makes building 1000x times easier
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
aww less gooo
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?
to fix this problem you vote for 2.0 sdk to come back
What do you mean? Is my world just completely screwed?
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
I have no idea what the fuck is happening, but it seems to be something with Unity's own files, which is incredibly concerning.
right click the VRCSDK folder in your project and select reimport
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 ??
look at https://github.com/oneVR/VRWorldToolkit it can check and set up post-processing properly for you, identifying problemstoo
alright i'll give that a shot
Doesn't seem to have done anything
That worked, i had no idea you could set up post-processing with VRWorldToolkit lool. thank you! :D
what other errors are there? try to reimport the udon folder
yay, glad it works
Already tried reimporting Udon. Most of the errors look like something along the lines of this:
Something to do with "library", which I can't seem to locate.
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
)
Is this the version that starts as a padded room? I poked a backrooms map earlier today in the labs that was that.
Interesting
hi one question how can you get into the Vrchat world building program ?
download vrcworld sdk from website, download and set up unity 2019.4.31f1. make new project, add sdk, add plane into scene, add vrcworld prefab into scene, open vrcsdk panel, and hit build and publish
the camera is messing up how do i fix it?
https://i.gyazo.com/85c1c2d6e1ed40c39e57ba783b319ec6.mp4
Try pressing "f" to focus the object to the center of the view
hi, so im new to making worlds and i got this error thing. i have no idea what file im supposed to find
What other errors do you have? (Try not to crop the console tab when you take screenshot, show the entire console tab)
The problem is with the "SimpleLightProbePlacer" script.
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.
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
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.
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?
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
unity
i have all my lights on baked
however i dont really understand how baked lights work
have you hit the “generate lightmaps” button yet?
thought so but ill get back to all of that once ive figured out if this works or naw
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?
yes
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?
Teleportation and cameras
Thanks, I'll give it a try ^_^
If you've lost your files there's sadly nothing we can do
When the sdk breaks you don't have one error, you have many. Also, when you first import assets sometimes Unity will print false errors. Press clear on the console window and you should be good. If an error(s) remain let us know.
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
my room was bare bones enough to be 3d scannable
and soon it will be a VRChat world.
what application did you use to do it?
Does anyone know what version of Cinemachine VRChat uses? I had to remove it, but now it seems like I need it back.
should be able to reimport the sdk to get it back
Would reimporting the SDK mess up anything?
Edit: Nevermind, got it all fixed
its uhh an xbox 360 kinect
using scanect
oo i will have to look into it then thank ye
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
Change the layer where the collider is to "PickUp" Pickup layer does not collides with the player, but it does collides with the world so it can still stand on a table for example (if it has gravity and it is not kinematic)
is it posible to have a camera in a world render to the desktop window like the stream camera?
I'm making a pickupable item as well, but for some reason it disappears every time I load the world.
If gravity is enabled on the rigidbody of the pickup, but you have no collider, or your collider is set it IsTrigger, it will fall through the world.
Oh yeah, I didn't add a collider, duh
also if you need a key for the 200 dollar license for it I got one
If I set the grip to the object itself, can it pretty much be grabbed anywhere?
but how do I report on it?
You're in the right place! 😄 Report 'em here, is what kev meant.
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.
ok then like i said before,the sdk control panel is gone and i don't know how to fix stuff on my console but that's just probably my fault.
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.
Hmmm well like you said, the console is probably the place to look for what went wrong. Otherwise it's difficult to help
indeed. Hit clear in the console. Then attempt to enter play mode, when it fails, screenshot ALL of the red stop sign errors and share it here. none of the other errors or warnings matter, only the red stop sign errors. You most likely have a script issue in your project or are missing dependencies for a script/asset.
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..
9. No discussion of/links to hacks, modifications, rips, or piracy for VRChat or any other game.
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.
hi looking for a world maker or 2 to help with remaking a old vrchat game Steel ‘N‘ Gold we have a discord for people who would like to help or even beta test it at the moment we have got working guns and remade the map (missing some shaders)
https://vrchat.com/home/launch?worldId=wrld_3dd924e6-1a04-4785-b34e-82c04b0ea36b
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.
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?
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.
ok then i'll try that out
Does that mean I should delete the ParticleSceneControl's script?
Yes, delete the script that it is referenced in the error "ParticleSceneControls.cs"
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.
ouh I see
Thanks a bunch
it works fine now

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)
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.
how do i apply it to all of them?
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
seems to work when i added them all in one thanks a bunch
Yea, it should always autofill the "mesh" slot on the mesh collider but sometimes it doesn't. Nice. Be sure to delete all the old ones you had in that screenshot. Glad it worked out.
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?
Did you buy this from somewhere? Seems odd there wouldn't be dependencies listed, or that there wouldn't be a scene file or prefabs setup. Unless it was ripped.
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
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.
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
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.
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
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.
Am I able to add scripts to my world/shaders? Or does it all have to be specific things?
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?
You cannot use custom monobehavior scripts. You have to use udon for scripting.
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.
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.
Models? Or images?
screenshot
Grass is usually painted using a 2d texture while the trees are painted with models
I don't even see the world, just the loading screen flashing
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.
The floor already has a mesh collider, and I even added a box collider for good measure
I did do a build and test
Is the physics for the models set to the default layer?
Yes
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?
Now you have lost me
When you first went into the console, it should of said that vrc physics had to be imported
I imported everything it suggested
Have any build errors?
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?
Where is your vrcworld prefab located at?
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
anyone know wut layers the vrc hud like menu and stuff be on to can toggle it off in mirror
Should be the UI layer
i dun think it that cuz it still appear when it off
Let me see what the inspector for the plane looks like
For a HQ mirror, i turn off UI and playerlocal i believe. Send me that list and ill tell you exactly what i turn off
I tried a cube but that didn't work either.
It's like I'm not even getting into the world to fall, I should be able to see the skybox at least..
So VRC is fine using Unity Terrain editor? I was looking at a tool that's a grass shader ( Generates Grass basically and what not ) I assume it won't work?
Shaders are... a bit different. It might work or not. But yes, i use the terrain editor all the time, just using the default shaders with unity though
does someone know a good system to make animals walk around in vrchat (cats) or fishes in water?
At this point i am unsure, besides making sure that your vrcsdk is up to date, reimporting it, creating a new project, ect.
i had local off as well but it stopped appearing once turned off reversed layers
but are they supposed to be off i dunno really their importance
It helps a tad for performance and it just doesnt render those layers in a mirror. Some are unused or not visible but can still be rendered by the mirror.
No it helps
aah oki ty
Yes I already did all those things before asking for help, thanks anyway
Does anyone know where to find good Star Wars themed sky boxes?
@idle jolt https://assetstore.unity.com/packages/3d/environments/sci-fi/real-stars-skybox-lite-116333
I meant actual planets…
https://assetstore.unity.com/packages/2d/textures-materials/sky/earth-planets-skyboxes-53752 @idle jolt
On the planet. Like a sky.
Is it possible to use a model with the grass ( Terrain editor )?
@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
Also is it easy to do?
Yes you can. Just put it in as a tree paint instead of grass detail. But grass details are more optimized
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
Does anyone know how to remove nameplates for your world?
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?
Quick question for world builders, Unity or Blender? They both have pros and cons, but I was hoping to hear from more experienced individuals
