#world-development
39 messages · Page 114 of 1
Hi could someone please help - I am getting these errors and don't know why 😦 https://gyazo.com/21c64f5e0855e2dccd905df7280ff9ac
Failed to update public variable syncController on behaviour ControlsUI (VRC.Udon.UdonBehaviour), exception System.NullReferenceException: Object reference not set to an instance of an object
at UdonSharpEditor.UdonSharpEditorManager.UpdatePublicVariables (System.Collections.Generic.List`1[T] udonBehaviours) [0x0019a] in D:\Unity\Untiy Projects\Club 206\Assets\UdonSharp\Editor\UdonSharpEditorManager.cs:1095
never mind I reinstalled UdonSharp
Im getting these errors anyone know how to fix? [UdonSharp] Assets\QvPen\UdonScript\QvPen_EraserManager.cs(33,39): System.Exception: 'QvPen_Eraser' does not contain a definition for '_Init' [UdonSharp] Assets\QvPen\UdonScript\QvPen_Pen.cs(175,29): System.Exception: 'QvPen_SequentialSync' does not contain a definition for 'pen'
Does anyone know how make a sort of ai that will follow a player and collide with walls?
I know there's some sort of trigger on sdk2 to do it but I'm not sure how to work it
Any tips recommendations for making a 'skyline' or silhouette in the distance? Trying to put something visually interesting in the distance outside this windows
I am not sure if you figured this out, but you have to set Scroll Sensitivity to 0
Got it, thanks!
Is there a good string lights asset out there? Looking for some nice quality stuffs for a world I'm trying to make :3
Prolly should ask in lighting heh
Has anyone else here used Live home 3D to model their worlds? I found this program and have been modeling in it, not sure how it's gonna go but everything seems to be low-poly enough and very intuitive so far...
I haven't tried making it into a vrchat world but yeah you should probably be fine
If this turns out to transfer well into unity, I might have to recommend giving this program a try for any newcomers trying their hand at world-building. I've never used a modeling program that was so intuitive and has such a large library of assets.
anyone else ever run into the build mode not showing anything after installing udon sharp?
tried reimporting and clearing SDK multiple times and making sure everythings updated
nothing shows up in the console logs either
completely blankl
So, i lost my world file when i reset my pc, is there any way i can get it back and continue working on the world i made cause i wanna make some improvments to it
Unfortunately no. No way to get it back from VRChat that isn't against terms of service.
You have errors in your console.
Go to your console
Hit clear to clear errors
Top right corner, only show red errors, hide yellow and info errors
Hit the play mode button to attempt to enter play mode
When it fails, screenshot every red error in your console. All of them.
Clear your errors first
hitting clear does nothing
ok
reimporting UdonSharp fixed it for now
but now i get these errors
Delete these scripts or look for duplicates.
For some reason using CyanEmu I can jump in my editor
but in game it won't let me jump
yes
everything is setup correctly
it works fine in the editor
but all of a sudden VRC is like no jumping allowed
How would I go about messing with the camera using different effects? Like simulating fading(to black or white), brightness of the screen, blurry screen effects, etc. (asking here and in world dev since idk if this is udon related)
Hi, I need help. I want to click 'Build&Test' but when I do that, it just opens the Windows Store with the message 'no results for vrchat' :/
Follow step #3 on this page. You are probably missing the direct path to the vrchat exe file from unity. https://docs.vrchat.com/docs/using-build-test#setting-up-your-settings
Sweet Im happy you could find the issue
hello, ive got an error and it says that multiple scenes loaded this is not supported by vrchat and can cause the world to upload to fail. Anyone know how to fix?
Do you see more than one thick grey boxes in your hierarchy? Like in this photo I have two?
no i dont think so...?
oh wait nvm, yea i did had one and it was the sample scene and now the error is gone, thanks xD
My particle trail restarts before the particle disapears
is there a way to make it continuous until it dies with the particle?
This is my particle settings
💛
Mite be a silly q but do I have to upload a quest world 1st before I up load a pc one ?
Like if I want to world to work with both
I know you got to do it with the models.
you have to upload it for windows and android, order is irrelevant
Thank you so much
My 'Builder' section' is also blank D:
fun.
oh hi same
me: tries to get into vrchat development
vrchat: no 🙂
Trying a reimport.
I've got the project working on another machine but I transferred it to a faster one to lightbake and upload and... I can't upload :|
sdk moment
Check the unity error console
and make sure your in unity 2019.4.31
after clear and play
you in PC build rn?
whats in your project
is it a clean slate
im still on 4.29 
yeah
completely clean
you imported VRCSDK 3 or 2
3
obvs
which one
you can only do one
in a given project
sdk 3
there are 2 diff sdk3
Avatars and Worlds
worlds
only import Sdk3 worlds
if you did both then restart project
only did worlds
what operating system are you on
windows 10
Instance an empty gameobject and add the VRC_Scene descriptor to it as a component
tell me if the build menu isnt blank anymore after that
I think the VRCSDK was just being dumb and not telling you that you need to have a Scene descriptor
which admittedly is confusing when it tells you basically nothing
oh you had the same issue w/o any unity errors?
Yes
Clearing the project library and obj folders and letting it report worked.
try going into play mode and see if the console makes errors
Nothing but I think the library was bugged since migration even with step follow through
Gonna end up prefabbing the hierarchy later probably
oh you migrated 2018 to 2019 ah
Older project yeah
this is so funny i added it and my unity just died
sly, You could try duping the project and in each duplicate delete some different chunk of stuff and see if it works again
your the first person to ever have so much problems with worlds lol congrats for being so unlucky
Exactly what the prefabbing would do, to cull all the extra bloat from migration
i am ready for death
i thought you were a dev bro
read what it says kek
if it says it should have only one
it must mean there are currently more than one
i know
im not stupid
heheh
i'm using the udonexamplescene
i created it and that popped up, however when i delete it it just goes back to being blank
Try clearing you Library and obj folders yoes, you may have a corrupted import
Because Unity~
it worked
how would i be able to get the player bounce off an object like a trampoline? i figured to try the "add force" trigger to a cube however i can't seem to get it affecting the player.
Making my first world step by step, can I have a humanoid for scaling my map???
make a default capsule, that's about the size of a VRchat player collider
I've got a UI canvas in the game but the laser pointer seems to stop about twenty cm away from the surface on it. Has anyone else seen this effect?
every time i boot up my test build in unity i get this error
have to build and test, login like 3-4 times even then the likelihood of the test build working is like 8%
Im getting these errors anyone know how to fix? [UdonSharp] Assets\QvPen\UdonScript\QvPen_EraserManager.cs(33,39): System.Exception: 'QvPen_Eraser' does not contain a definition for '_Init' [UdonSharp] Assets\QvPen\UdonScript\QvPen_Pen.cs(175,29): System.Exception: 'QvPen_SequentialSync' does not contain a definition for 'pen'
Any method for displaying an image which gets fetched from a URL? I want to optimize my world as much as possible and reduce potential memory usage.
So the image only gets fetched if the image is revealed, with a trigger. Is there any possible way to fetch an image (not video) from the internet?
having a weird issue trying to make an object able to be picked up - applied VRC Pickup and Sync scripts, but when I pick it up, it leaves the model but picks up the square collider instead?
i made a map and i can't upload it because i don't have new user
I'm having a weird audio source issue. When I test audio sources in-engine via CyanEmu, everything is nicely tuned and works as expected. However, I'm not hearing anything at all when testing via VRChat. These are all spatialized audio sources using the VRC Spatial Audio Source.
What are the settings on the audio source and the VRC spatialized script? Is it set to 3D audio and not 2D?
@mild spade only non-standard thing here that i'm aware of is the use of a volumetric source; the sound is rain hitting a pretty large ceiling so it can't be a point source
If it is a spatialized audio, you need to set the Spatial blend to 3D and not 2D (unless you want it 2D audio, you will need to uncheck the "enable spatialization" on the VRC spatial audio script and leave it 2D)
ah, i'm dumb. that was it. i didn't even realize that had been set as 2D. thanks!
I think 2D is the default starting value when you create an audio source, so many tend to not look into it. Like how Write Defaults are enabled on animations by default and can cause problems on avatars.
Somebody shoulda warned me how miserable it would make my life to import a model from CAD into Unity
lol
what did u export model as
try doing fbx if u can
It was exported to FBX but it was from a CAD software converted via all kind of weird formats and it's so deep into the dev process that it's too late to start over
Unfortunately a lot of the mesh is triangles which means I can't subdivide it but it's creating lighting issues
So I'm having to recreate lots of the parts from scratch, rip
you can convert triangles to quads assuming the topo isnt poop
idk if thats a feature in CAD software but its a thing in Blender
it was awful yeah very janky lol
frick
It's awful lol
There's tons of vertices that are VERY close
for some reason the scale of it is insane
so this wall is like 100 metres in Blender
very frustrating lol\
Yeah it does look like that bc it renders completely flat, but instead it's a wall with a width of like 0.00001% of its height
why is it triangulating like it is
I guess that's how the angles were defined in cad and the conversion made it whack
I'm surprised there's not a way to convert CAD faces to quads
if there is I want to know lol
That would be step one, step two is figuring out the actual geometry of the cubic prism
yes cubic prism
This is what happens when it's stretchedu p
and the reason for that is because
this point
(for example not actually but)
is connected to one that's essentially on a different Z
for... some reason
I've recreated it but it basically required entirely remeshing
I literally spent like six hours last night trying to clean it up and it's one of the least complex objects I've ever tried to model lol
It originally was a DAE that I guess what auto-generated from the CAD website I got this from
so
the other meshes auto corrupted for some reason
in any other formats
this was the only one I could get to actually work
...I realise how bizarre all of this sounds lol
hm
For context I'm recreating Waffle House lol
Tennessee owo but I have family in Florida~
so im trying to learn to create worlds but im unsure how to test the world i have created inside of vrchat what would i do?
Assuming you have the items set up properly in the scene, the "VRChat SDK" menu, accessible from the VRChat SDK option on the toolbar at the top, has build and test modes available! owo
Anyone have experience using substance painter with VRChat?
I'm using designer and painter pretty extensively
regarding CAD, there's basically no way to get a good clean polygon mesh without retopologizing, and much of that has to be done manually. the best you can do with CAD converters like MoI3D is get less triangles by defining minimum angles to tessellate
from there you just have to use that as an armature to remodel on
when going to test a world it doesn’t open vr chat how would I fix this…?
new for me but I’d like to learn and practice
What's the workflow like to bring them into Unity? I am interested but don't want to dump a ton of time
And yeah I discovered that the hard way unfortunately... if I had done that from the beginning it would have been far easier, they provided some form of mesh that must have been generated by the cad program the artist used but I didn't check it in detail until far too late, so I just had to remodel the whole wall. Not a huge deal I spose
Huh I've never seen that, that's odd... is your VRChat.exe located in a weird location?
you don't bring them in directly... you export textures compatible with the standard shader, or whatever shader you're using
no but it’s downloaded through steam
Ah you just bake the textures and normals and bring them in? That sounds convenient
Ah looks like you need to set up the link
👍thx
You're welcome! Hope it works~
pretty much. you paint your textures on in layers, and you can use substance procedurals as part of those layers, then export to any supported shader format (such as PBR Metallic or Diffuse/Specular or whatever)
I'm annoyed that Adobe bought it but it's still the backbone of my whole texturing pipeline
anyone know how to Script a 2 way teleporter for a door that takes you to another room?
whats the best blender version to use while creating maps?
Definitely gonna try to learn it more properly. I've watched some clips on stylised materials, specifically Ghibli stuff, and it looks really fun to work with! I have it free as a student eheh
Are you wanting to use Udon Nodes or U#? It's pretty straightforward, there's some good tutorials for that kind of thing. JetDog Assets may even have it premade
I would recommend 3.0 or even 3.1 Alpha. Latest stable version with the best features is the way to go I'd say
unless your dependent on plug-ins that arent supported and break on the newest versions of Blender but youd immedately know in that case
Hellooooo! I’m working on my very first world right now, just using HomeKit and other free unity assets for now. I have about a bajillion questions but I’ll start with the important ones lol.
1.) When I set up an avatar pedestal, will the picture of the avatar go ahead and pop up if it’s been done correctly, or will it only show in game? I only ask because I’m not sure I’ve done it right. 😅
2.) I have everything in place and uploaded, but when I load into my world in-game I just go through the floor and keep falling over and over. I ran out of time to work on it, but I’m pretty sure the floor has colliders, so I’m not sure what to do ;-;
Any suggestions and tips welcome :D
- Upload and check.
- Check what the collider is and what layer it is on.
Anyone else had the problem that the file "scne-standaloneWindows64-SampleScene.vrcw" does not exist anymore? o.o
hiii can anyone recommend me a videoplayer that would work with dropbox link? I made a world before and the videoplayer their is outdated and doesn't play dropbox video links anymore
any videoplayer should play dropbox still. but id recommened the protv tho
thank youuuu
any tips on how to properly scale worlds? I always make mine too big or slightly too small
if it helps a cube in unity is 1 meter tall
Can anyone who has used the homekit or just done worlds in general lend me a hand for a few little problems I'm having? ;v;
Anyone know why I'd be falling back on my CPU when I have a 3080?
When lightmapping
6 light probe groups, not a giant map
about 20 or so light sources, all baked
how do I make it so VRC_Pickup is synced to all users in the world
I've got everything working except my mirror now
Add a VRC_ObjectSync
on each of the pickupable objects
anybody know how to add music to a world?
I just wanna add a looping song with a on off toggle
Someone pls help, the builder tab is empty and I cant test and upload ;-;
i fall through the ground infinitely when i load into my world
close and reopen unity
@cosmic mural if you need a help or got a question if i can help tell me
quick question, do i need the version of unity that VRchat suggests? or can i use a differnt one from 2019
you have to use the right version or else your project wont upload correctly
alright thanks
heres a link
https://docs.vrchat.com/docs/current-unity-version
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use by VRChat is Unity 2019.4.31f1. Ensure you are using this exact version! ...
and np
So I got this and now It's will not let me test or do any thing anyone know how to fix?
Just found the issue it was the last pack I used. I got rid of it and it works ty for your time.
has anyone encountered this error:
Timeout while updating assemblies:Assets/Udon/Editor/External/VRC.Udon.Graph.dll (Output: C:\Users\micha\AppData\Local\Temp\tmp6f767d29.tmp)
things I have tried:
fresh install of unity
current and previous version of SDK on fresh projects
moved temp file directory to 8tb drive to avoid the possibility of space issues
disabled virus software just in case
no matter what I do it always fails on sdk import
Are there good settings for world audio because most of my audio sources are super quiet
does anyone know how to fix this?
Hello!
I'm currently working with SDK3/Udon to work with music toggles in my world.
I'm having a hard time trying to get it to work.
My goal is to press a button and a song will play and when I click it again it will stop.
Does anyone know how to fix this?
Thank you! <3
Just one music toggle? Or multiple songs? ALso is it a UI button or a simple interact button (highlights and you click)
It's multiple separate songs. It's a simple interaction button.
Sorry about replying late. This will let you do that using just one Audio Source. Put this script on all your buttons. Then drag your music files into each button under "SongFile" If you need more help on Udon, there is a channel for it #udon-general
Did they stop allowing people to publish worlds larger than 100mb to windows standalone? Edit: Solved - solution was to switch to android build and then switch back to Windows Standalone build.
no, that's the quest limit
just an sdk bug
should I reload the sdk?
try to do
Hello Everyone, I had a small urgent question. I saved my world in unity and then moments after it crashed. I also restarted it, but I can't restore the last build. It reset me atleast 5 hours back and was wondering if I could get it back?
In the Unity Editor, open the Services window, and select Collaborate. In the Collaborate window, select Open the history panel to display the Collab History window. Here you can see your Project's change history. Click Go Back To… on the change you would like to revert to
@bold ibex
Yikes... Yeah I don't think I signed into it previously... I'm like a month old into unity so I'm fairly new, awe man; I will definitely keep that in mind though for the future.
Hello, I'm new to creating worlds. I want to build and test but when I click build and test it opens up vrchat just not into a test world. Does anyone know if there is a setting I have to change or what's wrong?
is there a limit on how many ui canvas can be in a scene? Duplicated a canvas and it just doesn't want to work.
There is no limit. Check all the components on it.
Can you explain?
Like what you mean by a test world
I want to make a test for the world I'm creating and in unity theres a build and test button. When I click it it opens vrchat but doesnt load me into the world I want to test out.
Did you add a spawn?
I might not have. Let me try that. I dont know how all this works
Yes please
In the hierarchy, Crete a new game object or something like that lmao. Rename it spawn or something along the lines of that just to make it easy to tell. Click on where you have your vrc scene descriptor and click the drop down arrow for spawn. Drag the object into the spot for spawn and you should be good. Adjust the object in the world for location
Not sure if it’s clear enough
Seems pretty clear lol, I'll try that.
Alright
Does it need to be a specific size?
Just the default should work
Specify the correct path to vrchat and check the console for errors
I will have to start over since I did something wrong and now it says no scene descriptor
I did that and it opens VRCHat
VRChat*
Oh ok. Yeah if it says you don’t have one, just click a floor or something and add component
Thanks, this is so confusing lol
Yeah no problem
I'll try the test now see if it works
👍🏻
Does anyone know how to make chairs work? I got everything good it’s just the actual box that you click. I can’t get that to be the right size. It’s too big
It just sends me errors now saying something bout compiler errors
Oh yeah, just go into the console and clear anything there. On the control panel, just click auto fix for everything. Probably not what you’re supposed to do but that’s what I do lmao
What do you mean console?
Uhh I smart explain it because I’m not on my pc right now. Right below the hierarchy I think
I’m not sure I can’t really remember what it looks like lmao
Found it lol
👍🏻
does anyone know where to find that unity package that when you grab a pickup object and pull your trigger the object sticks even when you walk around it stays on to you?
Hey, does anyone know where I can find skyboxes of cities (tokyo, hong kong, singapore)? I found some on stock photography websites but I don't want to make a subscription just for one photo.
When zooming out the texture get weird, how do I fix this, this is also ingame aswell....
you mean like a skyline with buildings etc?
the unity store has alot of great skyboxes, some free some premium I recommend checking that out!
fixed it
nvm I didnt
its probably with the LOD that my textures get blurry
Thank you. I did check the asset store but they're not really what I'm looking for. I saw a few worlds using a night panorama from Hong Kong or tokyo, taken from a drone I think as the pov is quite high up.
cant you make your own? I cant seem to find any good ones :/
its not round but depends on your needs if it may work
I'll have to try, I guess 😛 thanks
Does anyone know if wwise unity integration is supported by the VRChat SDK
these questions can be solved by looking here: https://docs.vrchat.com/docs/whitelisted-world-components
the answer is no
The ability to get geometry from Google Maps into Blender is going to make world creation even more fun tbh
not perfect but would be great for a VRC environment ngl
what is the best way to make these models high res? I added subdivision in blender but then it takes ages to load
dang that looks cool
If you're adding a bunch of geometry it's gonna potentially be slower, what's your end goal with it? :0
that why I ask
I think they look lame as low res
but high res is way slower
these are just cups on a bar as decoration
it would help if you had smooth shading on them
Hi, I'm interested in making a project that supports both quest and PC, in terms of pipeline, is it easier to just make a project that supports android/quest specs and then just duplicate it to build it for windows?
Instead of making a windows build first and then porting it to quest down the line
Thank you!! I like it tooo
Yeah I agree smooth shading is how you'd get the effect you're looking for, those are decent resolution as it is for a prop I'd say
If your world only needs things that are quest compatible in my uninformed opinion that sounds like it'd save time yeah
cool, yeah i'm just kinda lazy so I'll just go full mobile and then down the line I can always add different stuff for PC
too bad about post-processing though
also what the heck this SDK is actually really good so far compared to a lot of other games.
Yeah fair, generally I only use PP for bloom and such so it's not a huge deal to me but I've seen it used really well
Very in depth~!! I want more clear documentation at some point though lol
What things have less documentation? I'm not super deep yet, about to tap into Udon to figure out what its like
would making a sort of dvd player/casette player with preset songs work? like you put in songs by vr hand and it would start playing? I also wanna know how i can make sound more enviormental/like a speaker from afar or close? i wanna try to experiment with these a bit but idk if its even possible..?
https://github.com/Vard-and-Temmie/Udon-Record-player here's somebody implementing that exact thing but using a record player as a aesthetic
oh cool, i might try it out, maybe i can edit it a bit too
can anyone help me with chairs?
I might be able to whats up
So I put down the chairs and I can’t get the hitbox to be smaller without messing up where the player sits
The hitbox is really big
That’s what is automatically there
Yea so if you scale the box collider then the radius will be reduced
when i do that the actual seat just gets misplaced
Hmm that should be happening could you ss it?
I highly recommend using a prefab for Better Chairs
The default Udon chairs are gonna look janky
well i can just hide them 🤷♂️
not sure if this is supposed to go here but i ran into a weird issue
whenever i make a canvas and want to put a button or slider onto it it becomes huge and off proportion
it would be ok because i can always scale them down and match them but whenever i do the writing on the buttons just will not show up
i tried changing font, size, scale and nearly eveyrhting i was aware of how to do but to no avail the text just doesnt show
any help?
sorry for the bad explanation and images
No like, the default chairs will lock you to their position regardless of avatar. Some more advanced chair prefabs will auto scale the chair to your avatar so even if you have a short or a large avatar it looks natural. The default ones don't
My recommendation would be modifying the canvas example in JetDog's prefabs
I will have a look at it right now, thanks
Ye!~ I used those in my map as well, I just dropped the prefab in and it even has code examples to help you figure out how to make the buttons do things. In my memory it requires U# but if you don't already have that it's also a big rec
would anyone be able to tell me why the objectsync component doesn't sync objects between PC and Quest users?
does anyone know how to make a button to toggle 4 chairs on and off?
https://youtu.be/ibDu0dCeUE8 follow this but change it to the chair
With the recent Udon updates, some of the basics have changed, so here's my most basic tutorial redone with the new editor, and not recorded at 2am! If I get enough requests, I'll redo my "Contextual Buttons" video as well, which will give me an excuse to just rename them "Event Buttons" which actually makes sense.
00:00 - Intro
00:20 - Udon Gr...
thanks
Np
so i did it but it only works for one chair, i cant make multiple interact events
Is it better performance wise to make one large building or multiple smaller rooms and use teleporters between rooms??
@versed cargo ? sorry for ping
You can put all the chairs in 1 empty game object and toggle that on and off
Np
oh ok ill try that
Smaller and when not in room the room toggles off
Less mesh to render
it worked! thanks a lot!
Yea np
ahhh yes that makes sense, thanks!
Np
Thank you very much! I solved the issue!!
i clicked upload on the world but its not doing anything. any idea why?
Can you ss you console
^
Sdk2?
Has it been sdk 2 before
One sec
ok
Try importing that and see what the debugger says
Or here just follow what they said here #user-support-old message
Yes
It will ask you when your getting ready to name your world if you want it community labbed
yeah
Anyone know how to make a reset button for pickup objects?
Would anyone know how to make a vrc mirror transparent but still be able to see yourself in it
Is there a way to change the opacity
Are you using Udon?
Yes
You would have to set it up in the udon graph. Similar to this graph for making toggles.
Does anyone have the link to download for that thing that you can test your world without having to load into VRchat Everytime on unity?
Oops. I linked the wrong one. It's cyanemu
Thank you @stone marsh
Glad it helped!!
This is so fun
Getting assets from Google Earth
that looks heccin cool!!!!
Thank you!!! I need to get the lighting better tho lol
U can get assets from Google Earth? That's cool
@stone marsh
When it says open ur VRchat world scene does that mean u have to open VRchat and go to ur world?
And also where is the play button in unity
To test in actual VRchat, you should do build and test in the SDK window of unity~
It's sort of a workaround but it works aha
i mean like using he cyanemu, how do u tst ur world with cyanemu
Is it normal for your inspector to disappear once you have cyanemu?
Just get it back 😂 thats kinda weird
Howwww do I lol
There should be 3 dots next to your project tab on the left there you should be able to add another
yasss thank yo u so much!
Np
does anyone know how to add words on buttons like "toggle mirror"?
is it the interact text?
because that doesnt work
You can use text meshpro just right click and i think its under 3d objects and you should see it there you can put it over the button and there ya go
And you can use it as a button if you add a box collider if it doesn’t already come with one
it just comes as a text thing? do i put that above the button?
because i want it to say what it does when you hover over the button
also my camera is really fast and hard to control
how do i fix that
Click F in the scene
Yea if you want you can edit the text in the inspector
Can you Screenshot
wait also i think i pressed something because now i cant see all the cameras and lights around
like the sprites
Turn on gizmos at the top right
ahh ok thanks
Thats the toggle text when you hover over it in game it will display that text
yeah
i tried and i couldnt see it for some reason
ill try uploading it and checking again
While in game it didn’t display it?
not from what i could recall
I would check if it doesnt you can just add the textmeshpro
i already added the mesh anyway
Oh okay
Lmao all good
Yes?
I imported a prefab of a mid-evil house with an interior, but it has no collision
i tried enabling mesh collider but it doesnt work
Is it all one mesh?
Fun fact: Home Designer program assets are NOT the move
That's a bowl of fruit made of 14,000 triangles
its multiple objects
Those bananas are beautiful
Okay so i would recommend adding a mesh collider to all you want to collide with.
individually?
what does convex do?
Good question i was always told to turn it on because it will fit it correctly
Ill look it up rq one moment
“having an outline or surface curved like the exterior of a circle or sphere.”
So yes fits it correctly
ok also super easy questions, cause im new to unity. whats the hotkey for zooming in and out lol
also I see
Just scroll wheel
im using a touchpad (not by choice) atm... is there another way lol
im on a laptop
im away from home
also everytime i try to exit out of vrc after testing its gotta stop responding and go through this whole "trying to respond" thing before closing
is there.... a quick way to just close it
How do you test your world using cyan emu?
Mesh colliders are very heavy, so if it can be accomplished with cubic/capsule/sphere colliders that's better
By pinching should work
You just click play in unity to test with cyan @bold ibex
Task manager shuts it down fast
when placing an object by another, is there a snapping feature i can enable somwhere?
so that its right up against eachother
Hold shift
thankyou lol
But there is no play in unity button. Where is it located?
At the top you will see them in the middle
Yeah, op middle~
where?
Ohh I see it now!
Skip
They might try looking it up
So i have an object selected in my Hierarchy and i for the life of me cant find it in the actual space lol
i pressed f
and zoomed in
help
lmao
Is it toggled on 😂
you mean like does the eye have a slash through it?
cause no it doesnt lol
is it possible for me to slide it around with hotkeys or something
Do you have the object selected
where in the heck is it
i do
i tried to recreate it
and just start over
but when i hit "create empty"
.....i still dont see where the heck it is lol
This screenshot is right after pressing F
Im lost on what you wanna find 😂
I also tried zooming in after pressing f
i dont see squat
i looked under the floor too -.-
before you ask
The internet is really bad gotta give me a sec 😂
Shhh stop yelling thats loud lmao
It doesnt show if ur on the hand tool
gosh dang it lol
ok ok i have another question
Is there some kind of "snap to 3D grid" feature
That'd make placing stuff with precision wayy easier
Only one i know is holding shift on rotating object
I think Unity has a snap-to-grid feature, but I haven't used it. Always got the calculator out instead.
Is 113,000 tris ok for a quest world?
oh yeah. edit>grid and snap settings
simple enough
my gosh lol i would not have the energy to use a calculator
well i probably would if i had to but im so thankful this is here
so i was lazy and just enabled mesh colliders on this huge palace
or is that what im supposed to do
i dont wanna place individual collision boxes on like everything ;-;
Not sure if this is the channel for finding helpers, but I need someone who uses Bakery to touch-up and re-bake my world.
Someone here baked it before (and did a good job), but they're being unresponsive now.
It's not a big map. Just needs a touch up after swapping a slope for stairs and putting static assets on the walls.
I'd do it myself, but Bakery is incompatible with AMD graphics cards.
is there a way to see what im working with with perfect lighting, despite what light sources are in there
just for editing
Click the light toggle at the top somewhere around the play and pause buttons should be a light bulb
oh yep thats it, thankyou!
Np
Also got these fans that won't turn. Lighting guy converted them to UDON for me:
Cant you just keyframe a animation of them spinning?
That's probably how I did them originally. Was a massive pain though and I got constant console warnings for it.
Didn't like me using 'legacy', but wouldn't work without it or whatever.
Hmmm that’s confusing
It also stopped working for no reason at some point, but when I made a scene duplicate (for testing) it worked in the copy with no changes.
Can't say I like Unity. Fortunately I'm only using it for this map (and previously to make some texture adjustments on an avatar).
I see
Looks like it uses a C# script, which should be fine as I have UdonSharp:```using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
public class FanRotate : UdonSharpBehaviour
{
void Update()
{
transform.Rotate(Vector3.forward, 720f * Time.deltaTime);
}
}```No idea why it won't work for me though.
Let's try this guy here:
Okay, no luck there.
Really frustrating. It worked for the other guy and the entire project was zipped up copied over to me, so it should work identically. But it doesn't.
I haven't touched these when updating the world. All I have done is add static and pickup objects.
Id try asking him again to see whats wrong
Someone here baked it before (and did a good job), but they're being unresponsive now.
First thing I did. Even got through to them today and they said they'd do it. I've messaged them a few times a couple of hours apart and I'm not getting anything. I get the feeling they don't want to do it.
I've been waiting around a week now and I'm getting impatient.
Maybe I'm being unreasonable, but communication needs to work both ways.
Sorry for the mini rant.
Oh no problem i can definitely understand where your coming from i would recommend posting this in the #udon-general for better assistance
Thanks, also good idea. I'll also try #world-lighting - maybe someone is up for lighting my stuff
Good luck 👍🏽
hello
So i have this window
I want to delete everything except the frame. well basically I want to put that frame on a blank wall
Am i going about this the right way
if so.... idk how to delete everything but the frame
If you have the fbx of that you can put it in blender and separate the mesh to delete the parts you want
@versed cargo my fans were static 🤦🏻♂️
hey so
in sketchup
i can like draw a rectangle in the middle of the surfact of a plain and paste a texture in it
how do i do that in unity
Unfortunately, Unity is not a modelling program. You can bring over models from sketchup, blender, maya, you name it, but Unity itself does not lend itself well to modelling inside of it. Tools like Probuilder (free) and Umodeller (paid) can accomplish this, but Unity is designed as a game engine rather than a modelling program.
Some do, but that's usually for more basic environments and beginner worlds. The majority of the maps you know were done in Blender, though a few of them may have been done with probuilder.
also, can i stretch an object like a cube, and make the texture repeat rather than stretch?
Again I recommend something like blender to accomplish this, though some shaders act in world space and will display correctly no matter the scaling. If you really want to do your environment building inside of Unity, probuilder can do that repeating texture effect quite easily and is more similar to building in Hammer for Gmod or the likes.
I imported a pack of assets and it came with an example world as well as prefabs and objects all ready to go and make something with..... Could import that in blender?
im downloading probuilder
https://www.youtube.com/watch?v=ofzw6hKhI3k&t=3s a pretty decent introduction video I found to pro Builder
VRChat Discord - https://discord.com/invite/vrchat
Written Guide - https://steamcommunity.com/sharedfiles/filedetails/?id=2507157026
iconoclass.booth.pm
https://ko-fi.com/Iconoclass
https://twitter.com/IconoclassVR
Music: FynestLyk - Noir Et Blanc Vie
0:00 Intro to Probuilder
4:45 Starting to build room
6:00 Edge Loops and Extrusions
11:39 C...
You always could, but that may take a significant amount of time to import them and get the textures right. Everyone's workflow is different, but I personally prefer modelling the framework of the environment in blender, then placing all of my props I have inside of Unity.
very nice looking map
Thanks, it's actually an office environment for work but it was the fastest one I could open both Unity and Blender for.
it does the trick for illustrating
but yeah eventually one would want to learn blender even if they do they're greyboxing in probuilder as there's some stuff that's a heck of a lot faster to do in blender
@urban epoch wait is probuilder an addon to unity or a whole other unity. is it compatable with vr chat stuff
It's a downloadable package from the Unity Package Manager. It just creates geometry, so no scripts will cause issues with VRChat.
where can i find the unity package manager?
Window -> Package Manager
cool
hey and good morgning 🙂 I Got a question.. I have seen recently on a few maps that objects can be grabbed and put on bones of an avatar. Does someone know if there is an premade asset or tutorial for this kind of function?
Attach-To-Me now available at: URL
【出演(敬称略)】
・Kumanomi
・gabttarius
・bd_
【BGM】
https://dova-s.jp/bgm/play13979.html
https://dova-s.jp/bgm/play14663.html
【Demonstration models】
※動画に使用したモデルは同封されません。
※Demonstration models used in the video are not included.
https://booth.pm/ja/items/2002463
https://booth.pm/ja/items/2839302
ohh thank you! 😄
in unity
how do you copy something
and then go somewhere else
and paste it
there
You can duplicate something with Control D, then move it to the scene cameras position with Control Shift F
i found this code online someone made for unity, to add a feature where whatever you have selected will drop on top of the floor underneith it
im not sure what to do with this code though
how do i apply this?
Hey all, i'm trying to figure out how vrc clubs have the door closed until the event starts and the host, or a select number of permissioned players, can open it/access certain areas unavailable to regular visitors, can someone point me in the right direction on how to implement that?
I'm making a destroyed house that I used to live in using floor plans by Walters. What is the recommended polycount to keep this within?
I've heard its 1.4m is the maximum before you should like, seriously rethink.
usually you want to separate your building into areas to utilise occlusion culling
Is there a way to exclude certain objects from the world when it gets built? I'm basically trying to build an avatar and a world together (the character lives in the world) and I'd like to use the world and lighting and everything as a backdrop for the avatars photo. It makes sense to me to build both of these assets together in the same unity scene. Am I on the right track, or is there a better way to do this?
I suppose this answers my question directly, but my bigger question remains... what's a good way to have the character and the world together in Unity, so that I can see and work with them together?
Example?
I'd rather not do teleports.
mark whatever you don't want uploaded as EditorOnly in the object's tags
Oh perfect, thank you! 💜
Hi, I wonder how i can make a AI for VR CHat, Like for a Horror Game a Monster thet runs around and kill Users if they are to near.
Aw, the SDK still doesn't like that, same error 😦
occlusion culling intends to avoid rendering objects you cannot see, for this meshes must be separated (eg submeshes), then you bake occlusion culling
it will take a bit of trying with your scene, i assume
read more here: https://docs.unity3d.com/Manual/OcclusionCulling.html
you may not use both sdks in the same project
I'll have to look into it.
What I'm making is an old home I lived in, for my home world.
Its going to be as accurate as possible excluding super polycounts
well, on the one side, you will have to learn udon and then also understand unity
look into nav mesh https://docs.unity3d.com/Manual/nav-BuildingNavMesh.html
Thanks 
I'm beyond excited for making this
So, to review
I should, once finished with everything
Create a seperate blend file
and separate each room into their own mesh
And setup occlusion planes
that'll hide the furniture in the room if passing a certain wall?
Could I make the walls "occlusion planes" just simplified?
This is the polycount of the shell so far.
that's not really a lot but furniture will surely contribute too
Here is the thing, lul
I'm uh, obsessive over getting those numbers lower
probably too much
doxxed
Well its a model home, meaning, there are over 14k houses like this.
That also means that someone will be able to use this as their VRChat home too and have it work properly. Since it is 1:1 do the inch, that also means they could technically walk around their own house.
rich people would def buy a vr true scale of their mansion
Mansion?
performance wont be an issue for rich people
Its a two floor house that my relatives built after buying the plans from now defunct Jim Walter's Homes
what kind of maps r u going to bake
After I get shit modelled I'll decide how I'll set up the lighting in Unity.
For now though its trial and error.
yes
The exterior is a tricky one though
I'm probably going to pull heightmaps and treemaps from databases of the original location and use Billboards as trees for "front facing" and then a flat tree background for behind the front billboards. You know, simple LOD.
Thats later's problems though.
Eh, not entirely.
The outside will definitely either be an update or just visual.
I'll only be making the outside for what is visible.
from inside ye
So i have been working on my world without issue.. then last night I open unity.. and the VRC SDK Control panel is no where to be found and objects in the game are kicking out errors. have you guys seen this before?
one day all is fine.. next day.. the vrc control panel is gone and errors are creeping out
Do these seem optimized to you?
Or do you think I should push it further and get that poly count down
create a LOD Group so the polygons decrease as the player walks further away from the object
btw polygons don't cause a huge hit on performance, it is usually draw calls that hurt performance the most
LOD 0 is the main object LOD 1 is slightly more optimized, and LOD 2 is even more so, then culled means the object doesn't exist
Thank you so much for showing me LOD in Unity.
It'll help so much.
I'm not used to "modern rendering" in a gameplay sense.
VRChat only supports the legacy or built in render pipeline, it doesn't support HDRP or URP rendering
i would not bother with LODs in most cases
instead you can bake polygons from a high res to a low res model
either way, i would not bother if your mesh is not even hitting 10k
especially true with larger objects like couches, LOD groups are more useful for when you need to render many objects at once for instance grasses and trees
How would I set the scale accurate to VRChat's avatar in blender
You should've seen the original.
LMAO
Thats after I retopo'd it.
How tall is an avatar in cubes in unity?
@open thicket
an avatar's default collider is the size of a unity capsule mesh
a cube is 1 meter
I could use a little help if anyone would know a fix to this. I keep running into this when clicking upload on my world " NullReferenceException: Object reference not set to an instance of an objectVRCSDK2.RuntimeWorldCreation.Start () (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:82) " From what I have found, it seems as if the script for the Content NSFW toggle is missing but I am not 100% sure that is it. I've tried redownloading the SDK and it still seems to be missing so I am a bit unsure on what to do.
@fierce haven There is little information about the error.
It's high time to remove sdk2 and install sdk3
See thats the thing, this is with the sdk3. It was a fresh sdk3 install with nothing more added yet outside of some cubes.
I believe I just found a fix for it, although its very strange and I'm not sure how to really replicate it. I made a fresh install with nothing but the same sdk and copied it all over and it somehow fixed it. Not sure why my other fresh install after the error first happened didn't work
- so i seen quite few in regards to spherical walking / walking sideways on walls etc etc similarities like that tho i cannot find any tutorials, scripts or anything towards it that works properly / towards vrchat but i really would love to figure out how to either make it from scratch or use a open free source, i saw maps in vrc before having this feature where u can walk into a path and suddenly u stand sideways on the walls or etc etc which can create some trippy illusions / effects in form of people standing sideways or upside down.
- anyways i hope anyone here might know any about it or where i can get started with this myself ? i would personally love to build a map with this being the main feature tho not being able to find any or knowing how to build such makes it difficult to create the map :p .
- the issue with alot of tutorials i found is that they use scripts bound to a player which seems to be kinda impossible doing so in a vrc world, atleast i can add scripts to the vrcworld spawn but i highly doubt they apply towards the invidual player / remains on the player rather than just on the spawn itself .
I cannot for the life of me figure out why these are two different shades lol
Im new at this
pls help
Any light in the world ?
Hello, how do I properly make my world quest compatible? Do I just convert my project to android, change shaders to mobile/optimize it and upload it on the same world?
That's pretty much it !
Make sure the hierarchy is identical however, or that will cause issues
Ok, thanks
The audio in my world is super quiet and I can't figure out why. All of the audio is set to a volume of 1
In editor, it's perfectly fine
You're probably hitting the compressor, which means your audio is actually too loud and is being reduced a lot
Try 0.5
Just reducing it by half for now to see if the audio is still very quiet, then try 0.25, etc
It might differ per audio source with the audio file inherent db volume
Will do 👍
not sure if this question belongs here or in udon but i done all of my udon correctly but the buttons/slider/url are un-interactabe, i cannot click or use them
You set your colliders to IsTrigger ?
i checked and no they arent on IsTrigger, are the supposed to be?
sorry, im new to all this
I thought it might be something to do with this but i doubt it?
They do 
Are you watching any tutorial ?
Vowgan/Momothemonster have some great ones for beginners
I hope i'm not wrong though 
does it matter if it is a box or mesh collider?
only one way to find out!
The collider type shouldn't matter
the output of this camera is on a render texture, but i still see the UI and microphone icons. any ideas why?
no, sorry. I am sadly only a beginner :((
per chance, do i need to add an VRC ui shape (script) to all of the buttons?
the moment I added that to the canvas it made the buttons interactable
Since you're making a canvas based thing i'm not sure actually, which makes me realize that it wouldn't need to be set to IsTrigger in the first place either
#udon-general is where the smart people are 
No worries, I just wish I had answers for you 
you helped immensely already and im heccin grateful for that!
In unity
If you have two different projects with the same assets from the same directories
could you copy something to your clipboard in one project and paste in another?
Yea that should work if it was a prefab
So, I went to gizmos and pressed the lil light bulb, but i still dont see the light source icons
make sure the 3d icon slider isnt too low or high
if its enabled, it will be a little brighter shade of grey than when its off, in dark mode on U 2019.4.31
idk how it looks on light mode
i mean if the Gizmos button is enabled
So im looking at this prefab
I really want to just use those stairs at the top there
without the rest of this whole thing
how do I isolate it
I have probuilder if that helps
Is it a single mesh ?
Anyone here have experience with AudioLink?
I get this error on the Udon Behavior component
@near escarpIt seems to be yeah. When I click it the whole thing highlights
Then you'd have to export it to blender and edit the mesh yourself
how do I export it?
you can take the FBX in the assets folder
and import that into blender
edit the mesh of the object and remove everything you don't need, then export from blender and pull it back into Unity
Hey yall! New to world building, I was wondering, is there a way to like raise the "killing floor" in a world I dont know what it's called really, but like the plane that which like if someone hits they are then set to respawn X_X
well it keep the textures on it?
Oh my gosh
Ok so it said wall_1 is broken, or something. Then it said, would you like to fix it? I didnt really get what it meant but i hit yes
It made all my walls pink!!
How do I undo that...
I tried going to here
It's not really working...
Control z
nope doesnt work
Oh yea no clue then lol btw it looks really good 👍🏽
what gave you an error?
the VRCSDK?
send me an image of your inspector so I can see the material values
it looks like you put a normal map in your Albedo slot
You have a normal map texture in you albedo which is where your regular texture would go like the color. You can see it at the top of the material its blue
Normal maps are for better texturing adding a sense of realistic or whatever and usually look like that
when i make it any other color when i click away and come back its red again
well its actually not
ill explain
you gotta show me where i have a texture in there cause to me it just looks like i have a color in there
but the color is hovering over the pure white area
however whats odd is even if i move the color slider on the rainbow ring to a different color, and try to make the wall green or something, it still just becomes red
@versed cargo
oh i just noticed where it says normal map
what type of map should it be?
Yes the normal map is right but the albedo click that and delete it out
oh aight
Ya
ok done, but now it looks like a solid color rather than the cement it used to.... im assuming the texture is squished super small? idk how to inlarge it tho
Can you Screenshot
basically
I want it to look exactly the way it comes, naturally
sending
slow internet
does anyone know how to put textures on items that come with textures? i dont get it.
There may be other wall textures. Just look for the one that doesnt look blue lol
that bmp i sent tho was the raw texture lol. its already they way i want it to be
its grey and nice and was perfect before it bugged
Right click in the small empty area near your textures select create and then material. There you should be able to put the texture in the material and assign it to the object
wow this image is taking a long time
You could try removing the color from it and making it a non normal map that way its not going to change colors but idk how to do that for a bmp
okay will try this rn will let you know
Okay
i have to do every texture one by one assign it to a material?
grrrr originally all i did was import this texture from a pack on the assets store, and apply it. I hadnt modified anything and liked it.... is there really no way to just restore it to all default settings
Yes basically
What is broken??
okay. also how do i assign it? i know i drag it somewhere into the material thing
Yea put the texture in the albedo and id name them so you dont get confused
Well after you had me switch from albedo it wasnt pink anymore, which was nice. but the texture now has a much more pure color rather than looking.. like cement. I assume the texture is squished. But honestly im kinda ignorent
Its because you dont have a albedo texture in thats why you gotta tind the other wall texture
i wanted to send two pics to compare the raw texture to how its appearing cause tbh its kinda hard to describe exactly what its doing
will do. also, when its one whole object from sketch fab, i drag a material onto it and it goes onto the whole object instead of one single spot. i unpacked the prefab but theres no children to select each piece individually
why i gotta wat
"tind"?
oh find
so ur saying just abondon this texture? The raw image file still looks perfect, and also i dont really have another one this came in a pack with everything else and its just perfect
That usually means its all one mesh so it inly needs one material for all
it was working ;-;
Idk keep the normal map but the albedo is the reason it doesnt look correct.
thats odd. do u see the screenshot how it has each material for different pieces?
One sec my internet is slow lol
okay.
also a bunch of these are blue now
not that they actually look blue in the 3d space
Im lost whats messed up
Did you happen to put a regular texture in and it asked fix now because it wasnt a normal map
i dont think thats what it said
but i couldnt really comprehend what it said
im sorry
theres multiple materials for this kitchen cabinet. theres a material for the stove, material for microwave, material for cabinets. when i put a material onto the kitchen set it makes the whole object one material. it doesnt have all the materials into one where i can just drag it on and they go in their spots. does this make sense to you?
All good thats a possibility that it fixed itself into the normal map. You can try and import the textures again through your files to see if you can find the regular texture
Try clicking on the kitchen set and see if it has multiple materials in it
it doesnt. its just one big piece
what if i re-imported the pack
Then it’s possible that the person who made it forgot to separate the mesh so you could try doing that in blender
That could work aswell
Lmaoo
hm yknow
after re-importing and everything was fixed
it looks like the texture is back in the albedo spot
but i mean its working
im kinda confused about what albedo is for
Have you ever made a avatar?
i have not
Hey Maxery, may i ask you something else :3 I just booted it up in vrc, and its laggy. Tho i booted it up identically earlier, like with the 3d space exactly the same, and it was fine
Why might it be lagging?
Did you add anything after the last time you booted it up
nupe
just the texture stuff we did
thatd be weird if it lagged for that tho
oh welp
not lagging now
Oh nvm then lol
Hoping someone can help me please, I have a problem where if I have people fall into the water here, they have to respawn to get back up, does anyone know how to add a respawn floor so if they go into the water they auto respawn? https://www.screencast.com/t/M3xfDeRbNXhA
When doing a local test on your unity world, can you invite others to join you? on vrc?
Its the world is friend plus maybe
Ill try looking into it and see if i can find a way
It may take a bit tho
Its all good, I know there is a ton of worlds that have a like "if you fall to far, you just respawn" kinda thing, so I figured there has to be way to do it, and I mean if you leave the water on the side of the world I have you eventually will respawn, Just need a way to bring it up lol
or I guess being everything down? lol
Looking to commission a world creator can someone dm if they are open for commissions
What are the most up to date video players?
On booth theres one that works pretty well but not for quest sadly
anybody use kurotori udon karts before?
Does anybody know?
I answered lol
If the world is uploaded to your vrc account you can inv friends
They just cant join you without the inv
But does it have to be published?
no
:O
yayyyy
Okie another question :3 I been making this world i have no idea if theres a memory limit for pc users
there's not, but that doesn't mean you should make the world super big
aim for around 100mb if you can
at least that's my philosophy
im making a palace with an amusement park backyard :3
in a japanese garden
...so it might be kind big
ok
i dont have much of a sense of scale
like intuitively
how do i check how much memory itll take for vr?
when you upload your world it show the size
this will help too
https://github.com/oneVR/VRWorldToolkit/releases
it's a debugger
Heyo! Anyone have any idea why the builder section of the SDK doesnt work for me in the collab but it works perfectly fine for my friend?
I have no errors in the console either.
On top of that, the same unity version and sdk works perfectly fine off collab in my own private projects.
Thanks for any help! :D
