#world-development

39 messages · Page 116 of 1

bold ibex
#

trying to find simple stuff like pillows on the unity store but not much there or not what im looking for

#

iv looked on sketchfab as well, majority need some sort of credit and im not really sure how all that stuff works

misty wave
#

Anyone know why I can't update particle frequency with a UI slider?

#

Events on 'Slider' were removed because one of them targeted a prohibited type

bold ibex
#

do you just make a wall of credits ?

misty wave
#

Generally that's what I would do, ye!

#

Anyone know how I can make an object follow the player??? I want particles just above where the players are

whole edge
#

Sketchfab is fire

#

Just make sure to keep watch for the poly and tri counts, if they’re hella high just throw the model into blender and decimate it a little bit

bold ibex
whole edge
#

If you’re using a ton of models, try to keep the counts lower. If you’re using a couple, you can typically make ‘em a little higher.

bold ibex
#

alright

#

and now this is a long shot but

#

Right now im learning the basics to make worlds, starting off small you know, but my long term goals are making larger, pvp maps with guns for my group. does anyone here have any information on how guns and all that stuff works?

misty wave
bold ibex
#

Open your downloads folder with the assets you download, then in unity, right click on assets and select "open in windows" it will open your assets folder then drag and drop the assets you downloaded into your assets folder and they will upload.

idle jolt
#

Is there a tutorial for the prefab jetdog8003 made where it lets you drive a vehicle? I’m on mobile and I have yet to download it

woeful junco
#

@green lagoon Hi. I was wondering if you know if the Patreon system is integrated into VrChat please? I keep seeing signs that offer extra things if you join their Patreon. Like extra game items and such. Or how that is done? Thanks so much

misty wave
woeful junco
green lagoon
idle jolt
misty wave
tired vale
bold ibex
tired vale
#

Yeah, so far thats sort of what i have done, but it confuses me as the tutorials that i follow dont have a problem using them.

#

Which is why i thought it might be a setup issue or something on my part

misty wave
#

Any idea why my UI canvas wouldn't be letting me click it on a build and test?

idle jolt
# misty wave

Maybe it’s on by default?
I’m not experienced with UI so take this with a grain of salt

misty wave
#

I think it's my fault, I borked the positioning lol

#

Anyone else experiencing difficulty with build and test on VR mode since the new UI update?

tired vale
#

So far it's some skyboxes and a certain sofa which have been giving me trouble. Funny thing with the skyboxes is that some from the package i downloaded will work while others dont.
The skybox was from this set:
https://assetstore.unity.com/packages/2d/textures-materials/sky/allsky-free-10-sky-skybox-set-146014
And the sofa from this:
https://assetstore.unity.com/packages/3d/props/furniture/hq-modern-sofas-pack-52202

Elevate your workflow with the AllSky Free - 10 Sky / Skybox Set asset from rpgwhitelock. Browse more 2D Textures & Materials on the Unity Asset Store.

Elevate your workflow with the HQ Modern Sofas Pack asset from Next Level 3D. Find this & other Furniture options on the Unity Asset Store.

misty wave
#

hmmmm allsky skyboxes are ch o n k y

#

Hope it's okay to share this:

#

In development, on my new world

#

I've created a system that uses particles to create world-scale lightning with random SFX over a random interval

#

It has sound~

idle jolt
#

So I downloaded jetdog's prefabs and imported them. The bad news though is that most of the scripts are missing. Do I need Udon sharp or something?

tawny grove
#

Maybe a dumb question, When I try to switch package version , it loads needed one for a moment and then reupload newest one back. How to fix it? All deleted packages reinstall themselves back right away.

limber panther
#

any you often want to install udon# first, before loading in the asset

bold ibex
#

How do i download the Wander AI script?
I follow the link but i dont see the link to download within the link it takes me to

#

got it

bold ibex
#

can someone help me with mirror problems? the world i have is relatively dark so i added a bit more lighting for avatars but in the mirror avatars still appear like pitch black

#

anyone know a fix for this?

whole edge
#

Mess with the things that the mirror actually reflects - where the mirror says “Everything”, uncheck each item on the list until they appear normal.

#

Might fix it, might not

bold ibex
#

ok i think it did

#

thanks

whole edge
#

No prob. Pretty sure all you need to reflect anyways is Environment, Player and Default. Something like that. Definitely Player and Default

misty wave
#

So I have a world that is incredibly large but mostly empty. It's nearly real scale data, a little beach in front of a huge lake and a mountain in the background. Bakery takes absurdly long to lightmap it. Is there anything I can do to speed up the bake? I get decent performance with real-time but obviously I should avoid it if possible

amber dagger
#

So uh, I need help. I am not a Unity pro. But I have this world I got for VRChat and it requires me to use the 2020 version of editor, but I cannot figure it out, I only just got the pink shit to disappear, but now I don't know how to upload it or anything...

#

I need a pro's help.

misty wave
amber dagger
#

The VR models site...

#

So what do I do?

#

Is there no way to make this world compatible with the 2019 version?

#

So I can upload it?

misty wave
#

https://docs.vrchat.com/docs/current-unity-version
Depending on what your goal is, you can probably import the assets from the 2020 Unity project into a new 2019.4.31f1 project

#

Is it a fully set-up world, or just the models/textures/layout and such?

amber dagger
#

Fully set up

#

I think

#

It's like completely put together. There's no spawn point or anything like that.

misty wave
#

So like the VRChat SDK isn't imported, nothing VRChat specific? Just the map itself? It would be easy to get it into 2019 if that's the case

amber dagger
#

So....what do I do? I'm sorry, I am at a complete loss

idle jolt
#

Does a mesh collider create polys? Should I use box colliders instead for smaller objects?

misty wave
misty wave
idle jolt
#

Gotcha

amber dagger
#

I think I'm dense....

#

Do I create the new empty game object in the 2020 of the current scene project and then export it and then go to 2019? Am I understanding that right?

#

The game object auto goes inside the scene folder, how do I put the folder into the game object?

#

I don't think I'm doing this right.

unkempt valve
#

I added VRCPickup to an object, but its not pickup-able??

gray sleet
#

if anyone knows baking can you help me rq in world lighting?

bold ibex
#

what do u guys use for doorways? i noticed the doorway prefabs and the wall prefabs don't line up properly

misty wave
#

Then copy everything else and put it into the Game Object

#

Drag that down into Assets

#

Also struggling to make this work, but there's some tutorials

misty wave
frigid estuary
#

I know SDK2 wont be supported anymore, but are there some synchronization issues in SDK2 right now? It seems since today the "AlwaysBufferOne" in my world isnt working properly for many people anymore.

humble siren
#

Hello Everyone! New to VRCHAT and Pretty new to VR.
How long do you have to spend in VRChat before you can create worlds and upload them? It just tells me spend more time in VRChat before it lets me. Thanks for any info.

amber dagger
#

Can I just hire somebody to do this for me....QwQ

bold ibex
#

So ... Question. I have troubles with textures. How do I apply them properly when an object comes with multiple textures? Where do I apply them? How do I do it?

mild spade
bold ibex
#

also sorry, i understood what you mean but at the same time have no idea because i have no idea how to begin to do that

mild spade
# bold ibex also sorry, i understood what you mean but at the same time have no idea because...

It looks like those textures are already applied to the couch. If you are not sure, you can click the "Mesh Renderer" on those objects and look for "Materials." The "size" represents how many materials the object uses and which one. At the bottom you can see that my material (which is only 1) is called "SimpleAssets_matte" which uses the Standard shader. That shader supports many "maps" or textures, this is where you place your textures. Albedo is the main map (texture) Metallic is a different texture for metallic effects, Normal is another texture for a different effect and so on... Can you click the couch mesh renderer and send a picture of what it looks like?

unreal leaf
#

how do vehicles usually work in vrchat worlds? like how do you make them move only when someone is sitting in them

bold ibex
bold ibex
mild spade
#

That is because it is the parent object. You have to find it. Maybe one of the "cube00x" has the mesh

mild spade
#

That is just a way to organize the hierarchy. Putting all sofas into an empty object called "sofa" with nothing in it. But the real objects are a child of it.

mild spade
bold ibex
#

@mild spade

#

Why's it greyed out like I can't put the albedo and normal and etc in it

#

@whole edge sorry for the ping. the mirror actually didnt get fixed. the avatar i was using just made me thought it did lmao

mild spade
# bold ibex Why's it greyed out like I can't put the albedo and normal and etc in it

Looks like those materials are attached to the model. You can either extract them or simply create a new material. Right click, create--> Material. You should be able to edit this one. Then just drag the New material into the model Mesh Renderer (under Element 0), or simply drag and drop from the folder into the couch. From there just plug in your textures (maps) into the albedo

chilly flower
#

hello

#

that tiny theatre is the same as that big theatre

#

how do i upscale it to the exact same size as the big one?

bold ibex
chilly flower
#

ok the tiny theatre has certain differences. its a different model modified by me

#

I dont want an exact duplicate

#

@bold ibex

#

i want to make the small one as big as the big one

bold ibex
#

use the "scale" tool and put it ontop of the other one to eyeball it?

#

@mild spade

chilly flower
#

yeahhhhh ugh

#

eyeballing sucks but aight

bold ibex
# chilly flower yeahhhhh ugh

ummm i think i just thought of another way. check the dimensions of the big one in the inspector and just copy those dimensions to the second one

#

like the position, rotation, etc

chilly flower
#

i tried that. i think the scale numbers are relative. that picture i posted is them both at 1

bold ibex
#

my avatar looks fine but in the mirror its all dark like this. anyone know a fix?

#

oh Squall, am i doing this right? how do i know which spots the other textures go? i know normal is always usually that blueish purple color. what about the wood and concrete?

mild spade
#

You Will have to plug in one of the "clothe000" into the albedo until it looks the way you wanted it to look. The Wood and Concrete looks like they belong on another mesh. Right now the "cube.001" is highlighting the bottom of the couch only. I believe you will have to click the objects on the middle (little tables) and apply the wood texture to those. You will have to create a new material for that, but you can use the same material on all your couch meshes.

bold ibex
#

gah, why do they make this shit so confuysing for haha

#

i feel like im not gonna be able to figure it out

mild spade
#

Yes... the creator of the couch made too many objects and materials when it can easily be combined into just one mesh and one material

bold ibex
#

i love you for trying. ill keep at it. should we get married?

mild spade
#

Looks like the wood belongs to the yellow and the concrete belongs to the gray table.

unreal leaf
#

how does one check for input in udon?

mild spade
# unreal leaf how does one check for input in udon?

https://docs.vrchat.com/docs/input-events for example, when they press the "jump" button on their controller, regardless of what controller they are using (or in vr/non vr)

unreal leaf
#

right, but im confused about how these work

#

like, if i want to check for an input in c# i'd go if(Input.GetKeyDown(KeyCode.Space) {do this code}

#

i guess you'd do an override? hmm

bold ibex
#

same story with this bed... i dont freakin understandddddd thoeeee. i wish i could magically understand how to do it

#

so okay, i click on one of the children of the object. then i.... make a new texture then put the texture into the 0 spot then assign one of the textures to the corresponding slots and somehow im supposed to guess what slot they go in... correct? @mild spade

#

im just not getting this

mild spade
bold ibex
#

hmm

mild spade
#

Oh sorry, forgot to send this. Once you find where the object is (will have a little arrow) you click it, then on "materials" select "external material (legacy) then apply

mild spade
bold ibex
#

hmm ok i tried that to 2 different couches and the bed and it did nothing

#

like i just dont understand y the objects cnt just come w the textures and materials already on them this is dumbbb

bold ibex
#

Can anyone help explain to me or show me a good tutorial video on how to apply textures to objects?

chilly flower
#

When someone says “optimised” world

#

Wat do they mean by that exactly

bold ibex
# chilly flower Wat do they mean by that exactly

It can mean two things:

Lossless optimization, which is the reduction of the demands placed on your CPU and GPU without a noticeable decline in the functionality or appearance of a world. An example would be the act of marking certain gameObjects as static so they can be rendered in batches.

Lossy optimization, which accomplishes the above task to a greater degree at the cost of some quality loss. An example would be using crunch compression to massively reduce texture file size in exchange for acceptable quality loss.

amber sail
#

Hey all I just joined the discord. I just got done creating my first world using the homekit template. My upload was went good. I can see my world under "mine" but I does not let me go there on my oculus quest 2. It there a way to convert it? and what did I do wrong when creating it?

upper obsidian
#

Press the button switch to android in the SDK option, and upload again.

#

And also read the documentation on the site, everything is described in detail there. Including about the quest, what of the components can be used and what not.

bold ibex
#

how do i make the SFX feel only in the part inside the circle and not all over the world?

toxic wraith
#

"attach to me" package works when "I build and Test" when I try to publish the world I get this Error ... PLZ HELP!

wild vapor
#

Welp, I've filled up my avatar slots, so I guess it's time to make my avatar world..

south orbit
wary veldt
#

heyo, i need some help making a map. ive never made one and help would be very, very nice.

toxic wraith
south orbit
south orbit
wary veldt
#

i just got told to come here doe

#

alr then

toxic wraith
south orbit
#

so now u know it is the script there is only 1 place to work from, which is the script u gotta figure out what breaks it to me it looks like

toxic wraith
#

but idk how to fix it

south orbit
#

keywords that it is tryin to locate but they might have a name that makes it not able to locate but again

#

when it comes to such scripts it can be so difficult to actually say the error / issue, it is very dependant on the script, like what it is for, who made it, where did u get it and so on

chilly flower
#

If i want to optimize my world, are there people i can go to and be like

#

Do dat

south orbit
south orbit
#

if u want to do it urself and have questions on it there is also the #world-optimization for that

topaz pebble
#

im having issues uploading my world but there are no error logs can someone help

#

i will pay

ruby jay
topaz pebble
#

i've tried for 2 days, literally just attempting to upload world and it's giving no errors but not uploading

#

makes no sense

ruby jay
#

can you show your console? and maybe your scene?

topaz pebble
#

@ruby jay

ruby jay
# topaz pebble

please click the red symbol too or else you filter the messages

upper obsidian
#

So what's the problem with the upload? At what stage is the error?

topaz pebble
#

after it goes through the whole upload process it just crashes

#

and goes back to scene

ruby jay
#

i would also tick warning (yellow)
and then disable clear on play and clear on build
just clear manually
then attempt an upload and show us what the logs says after the failure

this way we can have a one clean take on what happens and evaluate from there

topaz pebble
#

ok i will record process

#

one moment

#

@ruby jay

ruby jay
#

oh, just send the console log

topaz pebble
#

i thought i just did

ruby jay
#

you sent a video file

topaz pebble
#

the video shows exactly what's happening i thought thats what you wanted

#

sorry

#

@ruby jay

ruby jay
#

does the game tab show nothing?

topaz pebble
#

i will show

ruby jay
#

also you sent two screenshots of a different time

topaz pebble
#

because same message

#

i can send new

ruby jay
#

can you try pressing play and see if any error appears?

topaz pebble
#

game tab gets stuck here

#

its already in play

#

but stuck

#

and I tried leaving it here for hours before to see if it was just loading but nope no change

#

@ruby jay

whole edge
#

^^Edit: he deleted his messages responding to me lmao

Not everybody is available 24/7. Most places it’s either early morning or lunch time. There’s also Google and YouTube when people on the server don’t have answers for you.

#

I have a helpful tip for you - if you’re gonna get angry when people don’t respond asap, take your error code and paste it into Google 😐 good luck brotha

upper obsidian
#

@topaz pebble It seems to me that you yourself see that the problem is with the audio player better, check its settings. Or ask a question to the author of the player.

topaz pebble
#

Even after removing the audio player it still doesn’t work

#

Which leads my to believe that’s not the issue

#

But thanks for your non-help

#

Anyone with actual useful help here?

upper obsidian
#

You haven't even described the problem yet.
Can't upload it up it's not a problem.

whole edge
# topaz pebble Anyone with actual useful help here?

Dude. If you can’t figure out the issue, don’t be angry when others can’t either, especially when they don’t have the scene literally right in front of their face. Chill out and take the negativity somewhere else.

topaz pebble
#

@whole edge again if your not going to help stf

#

stfu

#

respectfully.

#

idk why your still talking

whole edge
#

Again, take that negativity somewhere else or you aren’t gonna get any help lmao

topaz pebble
#

just say you dont know the issue and cant help

whole edge
#

“Respectfully”

topaz pebble
#

whos being negative?

#

lol

whole edge
topaz pebble
#

negative because i want help and theres an idiot texting me ruining the quality of the chat

whole edge
#

Point proven - gonna go to work now, good luck and learn how to use Google brotha.

topaz pebble
#

bye

#

have a blessed day

random sphinx
#

is there a way to adjust a player's move speed in-world?

upper obsidian
#

This does not work?

random sphinx
#

yes but i mean in-game adjustment, not in unity

stone marsh
# random sphinx yes but i mean in-game adjustment, not in unity

You'd target that script with another script or UI listener and change it by sending a new value and updating it. This can be done using just basic UI sliders, buttons, area triggers or anything really. Open the graph and have a look at the variables and the event that triggers them.

random sphinx
#

is it possible to reference the VRCWorld variables in udonsharp?

mighty heron
#

So I've had a world with some ai enemies in it that are synced through object sync.
In the past this worked perfectly, with very little latency in behaviour.
But very recently they react MUCH slower to remote players, sometimes taking literal seconds before their logic updates

#

I've not update the world since it worked fine, and my friends play it regularly. So I don't really know if this was something I did or if the syncing is fucked somehow

#

anyone else had this issue before?

random sphinx
#

i haven't had that exact issue, but i have noticed that object sync leaves much to be desired

mighty heron
#

has this been brought up to the devs before?

#

ngl this kinda makes my world, and anything like it I'm guessing, completely impossible to do proper

random sphinx
#

i have no clue, i'm still fairly new to VRC world building; but yeah it seems like a significant issue to me

ruby jay
#

it is known to the devs, object sync is just bad atm

desert python
#

some weeks, object sync gets super slow, sometimes to the point where it tricks you into thinking you forgot to add object sync

#

and some weeks, its almost perfect

random sphinx
#

i also just learned that objectsync won't sync objects between quest and PC users if your quest and PC builds come from separate Unity projects

#

which makes organization much more difficult for me

mighty heron
#

that's... ridiculous

ruby jay
desert python
#

no, the hierarchies just need to be the same

random sphinx
#

i'm fairly sure they were the same. i even copied the meta files over

desert python
#

however, this mightve changed recently but hierarchy is what should be the same

ruby jay
#

your hierarchy is just likely different, there are many worlds using object sync just with a two project setup

random sphinx
#

i guess it's possible, but i literally just copy and pasted the project and didn't change anything other than the materials

#

maybe i'll try it again sometime and see what happens

ruby jay
#

unity cache got really fast in 2019 anyway, makes two projects not so necessary

upper obsidian
#

In a unity, all objects have their own id, which usually coincides when copying a project, and in this case, synchronization works. In other cases, no.

chilly hawk
#

How many pickup items with gravity can the Quest handle?

#

My Skee-ball tables have 10 spheres each, so I have 30 there alone.

desert python
bold ibex
#

Hello / Good evening

I have a request
I would like to convert my .USDZ to .unitypackage

Thank you in advance

chilly hawk
#

What about the bar? Most are box colliders. All have default mass and drag.

desert python
#

box colliders should be good

#

id say youre fine, i would still make a toggle for them, but at that point, its based on drawcall and mesh optimization stuff at that point

chilly hawk
#

Great, thanks!

bold ibex
#

man this is confusing.. im trying to optimize my world, i started using crunch compression and the world size got bigger- what

#

tried to modify it, and it barely changed

#

what am i doing wrong

bold ibex
#

made everything static.. no change in size..

left rain
#

check the build debugger in VRWorldToolkit

#

each time you run a full build you can get a breakdown of what's taking up space. you might have some unexpected unused textures or meshes included in the build

#

also keep in mind that crunch reduces the download size but does not reduce the in-memory size of your textures, as they are decompressed on load

bold ibex
#

@left rain when i try to build this happens

left rain
#

hmmm.

#

try checking the plugin inspector for VRCCore-Editor.dll and make sure that the platform is set to editor only

bold ibex
#

where can i find the plugin inspector

#

also this popped up

left rain
#

the UV thing isn't a dealbreaker, depends on your baked lighting situation

bold ibex
#

i swapped all my lights to baked, set all objects to static, set everything to crunch compression and my world went up by 2mbs

left rain
#

for the plugin inspector you need to find that DLL file in your project

#

baked lighting will increase file size!

#

the lightmaps have to be stored as actual textures

bold ibex
#

how do i do that

left rain
#

do what? find the file?

left rain
#

that happens automatically when you bake lighting. that's literally what baking lighting is-- you store the lightmaps as textures to be used by your materials

#

the baking process handles all of this for you. but the tradeoff for baking lighting is that you get better performance (because you don't have to use realtime lights for everything or worry about raytracing bounced light at runtime which is crazy expensive) but you have to spend a few MB to store those maps

left rain
#

yeah, check the inspector for that file and make sure it's set to Editor Only

green lagoon
#

one could apply texture compression on some of the textures that aren't the light Maps to get those MB back to budget for the light Maps

bold ibex
#

this is what its set on

left rain
#

you want it to be editor only

bold ibex
#

so uncheck any and check editor?

left rain
#

yes

#

if that doesn't work, you might need to remove and then reinstall the SDK3

bold ibex
#

yeah it didnt work

#

everytime i try to build it just resets itself

left rain
#

what do you mean "resets itself"

bold ibex
#

it just goes back to the original settings

left rain
#

when did this error start happening? did you recently install some other custom package?

hollow swift
#

anyone know a solution to fix this problem i have with my unity, i can't find my control panel to build the world and i have these errors

bold ibex
#

so i dont know for sure

topaz pebble
#

is there a way to bulk crunch compress textures? i have 3,000 textures im trying to compress in order to optomize my world

left rain
#

you should be in 2019.4.31f1

bold ibex
#

im on the correct version

#

whats the safest way for me to remove the sdk because i dont want it to break my world

left rain
#

make a backup

bold ibex
#

ok. im pretty much out of time rn so im going to try this later

left rain
#

the other thing to try is removing any third-party packages you've included. a lot of them can cause problems if they're not properly maintained

bold ibex
#

Alright

topaz pebble
#

is there a way to bulk crunch compress textures? i have 3,000 textures im trying to compress in order to optomize my world

hollow swift
frigid estuary
#

I know SDK2 wont be supported anymore, but are there some synchronization issues (AlwaysBufferOne) in SDK2 right now?

left rain
magic pebble
#

Any fix to this?

left rain
#

create a gameobject and put a VRCSceneDescriptor component on it

hollow swift
#

i can't even get the build world control tab

#

what the fuck have i done

#

why is it broken

gray sleet
#

How do i downgrade unity hub? It said ti update to the latest version but now that version is super buggy and doesnt work

left rain
gray sleet
#

unity hub 3.0 is broken. how do i downgrade

upper obsidian
#

Uninstall 3.0 and install the version that works for you

gray sleet
#

not sure where to download older versions. luckily i had an old inlstaller saved

#

what is this error? ever since i did the 3.0 thingy this has been happening

#

part of the thing is black / blank and im allways getting an error

upper obsidian
#
urban epoch
gray sleet
urban epoch
#

Sometimes different windows will get bugged out and confused, so you'll just have to reset the layout. Nothing in Unity itself is affected by what Hub version you have installed, so there's no connection there.

gray sleet
#

is there an official link to older versions of unity hub?

upper obsidian
#

I threw it off for you already

gray sleet
gray sleet
urban epoch
#

There is no official distribution of legacy Hub versions. What sorts of problems is it having for you?

gray sleet
#

as i sent above. as soon as i downloaded the update. my unity started to break. the black part of the screen and errors

upper obsidian
urban epoch
#

Again, there wouldn't be any connection there.

#

Unity Hub is basically a fancy application opener.

past wave
#

does anyone know why i get this message every time i try to import the world sdk3 into a fresh project? it doesnt stop anything but i doubt its good that i see the message in the first place.

upper obsidian
#

sdk changes some project settings, so it is necessary

past wave
#

interesting, alright

#

is that a recent change? cause i dont remember seeing this awhile ago.

upper obsidian
#

in 2017 the unity was already

past wave
#

oh i see

wild vapor
#

what do I need to make an avatar world of avatars in my favourites list?

slow mica
#

been trying out to found out how, but how to make a portal to specific numbered map?For reference i'm trying to get a permant spawn portal of a specific map number

chilly flower
#

is there a way to apply a material to just one face of something, instead of the whole thing

fallen ingot
fallen ingot
languid ibex
#

is there a way of creating an interative button that toggles an object active and inactive for everyone, including late joiners? I'm fairly new to udon and have been struggling for a few (several) hours and haven't been able to decipher the logistics behind making a door vanish for everyone in the world

bold ibex
#

It says my world is too big to upload. How do I fix it?

upper obsidian
languid ibex
#

I figured it out after searching through about four videos, the fancier button prefab I was using was not triggering the udon script to go, so I ended up just putting a box in and calling it a day. Thanks!

chilly flower
#

whats the hotkey to orbit a selected object?

#

i thought it was ctrl

#

but it aint doin it

stone marsh
bold ibex
#

does any one know of any other pens that work in worlds besides qv pens i dont wanna use qv pens

languid ibex
#

does anyone know what the name of that squishy bed/ slime object that squishes when you interact with it is called?

chilly flower
#

is there a way to check how many mb your world will be in vrc

#

without opening vrc

opaque vale
languid ibex
#

turns out it is a shader, just found it.

shadow sapphire
#

Is there a way to disable the avatar preview from loading on a pedestal? I'm working on a menu board that has the pedestals set as images, but whenever the images are loaded (they're hidden inside a submenu and don't render until shown), the avatar previews briefly flash. I've tried setting the placement to a hidden plane but this renders the pedestals inoperable; setting them anywhere except the images with the pedestal component doesn't work at all. I'm currently using a script that disables the previews, but they still briefly appear whenever the game objects are rendered. I'm looking to disable them completely, if at all possible

upper obsidian
#

They can be turned off as objects, and pictures will be loaded only after turning on.

shadow sapphire
#

That's how it's set right now, but the actual avatar preview still shows up when the image is turned on and rendered into the scene

chilly flower
#

Hey so I have a disco ball in a room, but all the light spots from it shine through walls into other rooms

#

Is there a way to fix this?

#

Either to get it to stop at walls, or to adjust the distance it shines?

#

Id rather it stop at walls but ill take what i can get lol

fallen ingot
fallen ingot
random sphinx
#

can anyone recommend a good cloud shader?

chilly flower
#

so

#

This projector projects a beam that moves around

#

i drew arrows to it

#

I noticed that it doesnt have a light gizmo for some reason

#

but theres still some settings it looks like for the properties of the light on the right

#

it shines through walls

#

is there a setting i can change there to get it not to do that?

#

I was playing around with different shaders

#

perhaps one i missed?

inner python
chilly flower
#

@inner pythonThe walls are solid :/

#

Also on another note as well, ik you can rotate a selection, but can you flip it? Like mirror it?

inner python
inner python
#

×-1 I guess is more correct if your initial scale isn't 1

slow mica
#

how does one make a portal to go to a specific instance of a map? i have the world ID and all, but i'm trying to make a permanent portal that goes to one specific instance. (not sure if this is the right thread but it was the closest i could find to my question)

bold ibex
#

How can I turn my mirror to default off?

mild spade
tough gazelle
#

Is it possible to set the instance owner to a set user (world author) when someone joins&leaves? (so it updates frequently)

chilly flower
#

I dont even know what that is

#

or how to make it, stop trying to access it?

#

wat to i do about this

bold ibex
#

Hmmm, so I downloaded vrworldtoolkit and did all of the things it told me to do to reduce world size, so there are no more errors/recommendations coming up. But when I go to upload my world it says it is still too big to upload. What do I do now? 😭

ruby jay
#

have you crunched your textures? there is a mass texture importer

chilly flower
#

See what i drew arrows to

#

Thats the light source

#

But there’s no gizmo

#

As you can see, gizmos is enabled cause the device next to it has one

#

But without a gizmos

#

I dont see soft and hard shader settings

#

Tho there is something there that says shader: standard

#

I tried monkeying with it, but if thats the solution idk wat to do

#

Theres also no intensity and range options as far as i can tell

#

To catch up anyone who’s new, this light is shining through walls

misty wave
#

is there an efficient way to make an object track the local player? I want a particle emitter to follow the local player (rain on them)

cerulean echo
#

@chilly flower what light you selectet the object what you tryng to do you wand to use the emision to light ? Why i see no lights you got selectet only the object

chilly flower
#

if i delete the object the light goes away. im lead to belive the light is made be the object

#

dispite no gizmo

cerulean echo
#

Also is it not better to ask about light in the lighting chanel.

chilly flower
#

wat

#

"it is not better to ask in the lighting channel" ....i have a feeling you mean to be telling me that it is better :3

#

i didnt realize that existed lol

#

but thats nice

cerulean echo
#

I woundering where the lights comming from maybe from the emision

#

@chilly flower where the light comming from ? From the emision?

chilly flower
#

the projector i drew arrows to

#

oh but yes? the emission?

cerulean echo
#

Yes but where the lighting coming from that projector got none light on it i see only the emision but i dont know if the real time emision wen you add more emision it light up but i know on the baked if you make higher the emision it light up

chilly flower
#

the green disc

#

i hate to do this but its 4am and im gonna crash lol. ill @ u tmrw

#

thankyou tho

#

for helping me out

cerulean echo
#

Np maybe wen you on again we can check that pm me then i try maybe i can help you at least i try lol

bold ibex
ruby jay
bold ibex
ruby jay
bold ibex
ruby jay
#

you likely have a ton of unused assets

deft pollen
#

Is there a tool to check world details (e.g. file sizes of textures, meshes etc) ? Or do we still have to check the log file on upload?

#

nvm just found out about VRWorldToolkit

bold ibex
#

only guess is to ask in here, but how do you make textures/materials not have a solid color to it?

#

Anyone able to help me add mirror toggles, been struggling. The button just disappears when I interact with it ;;

mild spade
bold ibex
#

Thank you

cursive turtle
#

Yo I'm new to world creation, I'm wondering if there is a way I can make a microphone object which collects audio around it and amplifies it into speaker objects around the map

#

still haven't been able to figure it out

#

I'm using sdk3

cursive turtle
#

Maybe there is some way to negate the proximity chat (2d audio) somehow

#

just for 1 user

amber sail
#

does anyone stream VRC?

#

shit wrong room

#

my bad

#

can you convert a pc homekit into a quest 2?

hollow swift
#

Guys i want to add a screen into my world that can play livestreams any idea

#

idea

#

s

fleet coral
#

Hi, everyone! I've seen this kind of "shooting range" in many worlds already. Does anyone know if there is a preset for that ? I would like to have one in my world. Thanks in advance !!!! ❤️

bold ibex
#

also does anyone know to safely back up my project?

languid ibex
#

does anyone know how to script, or has a guide to how to script an object reset location button for multiple objects?

upper obsidian
bold ibex
upper obsidian
#

File - exit

bold ibex
#

Ahh thats what you mean alright

#

But how exactly can i back it up?

#

Just copy the folder?

upper obsidian
#

Anything, 7-zip for example

#

Or just copy the whole thing.

bold ibex
#

Im thinking of copying the folder, putting the original on my HDD and keeping the copied one on my SSD to mess with it

#

Will that work?

upper obsidian
#

Yes, the whole copy is fully functional. It doesn't matter where it is on the disk.

#

You can open it in Unity. Everything will be the same.

bold ibex
#

Alright thanks

round sandal
#

im tryna make a campfire and the issue is that its crackling sound is audible throughout the enire world, i dont want that, i want it to only be audible in an about 2 meter radius and then be completely quiet outside of that, how do?

round sandal
#

even though i set gain to like 10 thousand

stone marsh
round sandal
#

i set far to 2 and didnt change near

#

now i got it working to a point where it plays the sound but still incredibly quietly

#

tried setting far to 5

#

no change

stone marsh
#

Increase near to 1.

round sandal
#

cant see how thatd help my case but sure lemme try

stone marsh
#

It's quiet because you're spatializing it from a single tiny point in space. Increasing the near will increase the range that the audio is heard at full volume before falloff happens.

left rain
#

near/far set the audio falloff radius. you can see the gizmos in the viewport illustrating this

#

if it's too quiet even when you're within the near radius, increase gain

stone marsh
#

The documentation linked already explains this all too

round sandal
left rain
#

then increase gain

stone marsh
# round sandal yeah but i think the "full volume" is whats incredibly low

a far value of 5 is also pretty small. It will fall off to that point so it would be pretty hard to hear anything at all fairly close to the avatar. You most likely want a much further far value. You won't hear the audio out to your far value, it will falloff to being very quiet far before it hits that value.

#

Also, Gain maxes out at 10db. so you can't just "Increase gain"

round sandal
#

its a bit weird but eh ill just fuck around and hopefully get smth good idk

stone marsh
#

These are my personal values I use for avatars. They may not work for you, because it's dependent on the base volume of the .mp3.

left rain
#

gain maxes at 10db for avatars, but does that apply to world audio sources?

bold ibex
#

i tried to test my world but its giving me an error saying something about a scene

#

can someone help?

left rain
#

it's much easier to diagnose errors if you post the error log

bold ibex
#

right sorry

#

sorry its really small

left rain
#

is that the name of your scene?

bold ibex
#

If you’re talking about room rain then yes lmao

#

At least I think

#

Wait no

#

That’s the project name

#

Is the scene in the hierarchy the one you’re talking about?

left rain
#

check the build settings menu and make sure you don't have any scenes in there that no longer exist

bold ibex
#

mine looks different

#

umm

#

how did you get there?

#

mine looks like this

left rain
#

file > build settings

bold ibex
#

i think

#

oh ok

#

yeah theres nothing

#

just click add open scenes?

round sandal
#

sorry to interrupt but if someone would answer rq thatd be awesome, so some world have these lil plushies n stuff that basically act as if they were rigged and they have like jiggle physics or whatever, so how does that happen? dynamic bones?

left rain
#

yes

#

@bold ibex do you have any custom assets or scripts in your world? chances are it's something else upstream that's breaking the build

bold ibex
#

Umm I tried importing a chess board thing. Could that be it?

left rain
#

if it was a unity package with included scripts, it's possible that there's a dependency there you aren't accounting for

bold ibex
#

could be

#

ill try removing it and testing

#

ok that let me get into the world but its bugging out now lmao

#

might be the spawn box

proven cedar
#

im having a issue where some mesh colliders and pick up objects dont work and the pick up objects fall through the floor and the mesh colliders wont stick

scenic kraken
#

Why's there an "avatars-performance" moderation tag on my world when there's no avatars in the world? Are they just fake reports or something?

bold ibex
#

can someone help me? i have a wall on my world where you just go flying right through it. i put up another wall to stop it but you just go between the two walls and get trapped. im also not able to jump. how do i fix that?

left rain
#

if you want to collide against something, you just need to make sure that you have an object with a box collider in it.

bold ibex
#

yeah i have that

left rain
#

you can use mesh colliders, but they're much more expensive. it's better to just place simple box objects, then turn off the mesh renderer components

bold ibex
#

so just an invisible box collider is what youre saying? just turn off the mesh renderer?

left rain
#

yep

#

don't bother trying to use mesh colliders for things unless you have absolutely no other choice

#

simple shapes are much easier on the physics engine

bold ibex
#

yeah i tried that and it sorta helped. theres like tiny spots in the wall where you still clip through like 10% of the time. i can just edit the collider i guess

#

also how do i fix not being able to jump?

left rain
#

i don't know what that's about. it's a built-in behavior.

#

maybe one of your existing objects has a really messed-up collider?

bold ibex
#

huh im not sure. i was able to fix the wall but yeah jumping is a no go

opaque vale
#

hey! making a new world, would it be better to make the room in blender or unity?

languid ibex
#

what would cause a ui button to work just fine in the cyanemu play mode test, but when you click build and test, it does not work? I have a couple ui switches that work just fine, but when adding others using the same setup but different objects, they just don't?

mild spade
left rain
languid ibex
#

a collider blocking the raycast.. hmm.. I'll look into that, thank you

cursive turtle
#

for some reason after importing betteraudio I no longer have the VRChat sdk menu

#

In the drop down it shows 2 things:
utilities
udon graph

cursive turtle
#

There were some errors when importing the better audio

#

Not sure exactly what my next step is

mild spade
cursive turtle
#

There was like 177 errors im posting this post-break

#

Pretty sure it was a problem with the import

mild spade
#

You did import UdonSharp right?

cursive turtle
#

Fucckkk

#

I forgot sharp

#

I have to remove all of my files surrounding the better audio then import shape etc… if I’m correct?

tardy flicker
#

Good afternoon ladies and gentlemen I am underthemeow and iv been trying to make this world be every time I lunch it it gives me this

plucky summit
#

This is going to be super general, but does anyone have a recommended Beginners tutorial outside the official docs? For what it's worth I'm a bit familiar with editors like Unity and UE.

somber spoke
#

best ways to find realistic pc worlds that are 150-1000 mbs?

unreal leaf
#

is there a way to allow a player to rotate in a chair?

#

im trying to make a vehicle which i want to copy the rotation of the player

#

so the player can move is the same way they move themself

plucky summit
# opaque vale let me know if you find any

I've been following along with Spookyghostboo's "Start to finish Chill Room" (https://www.youtube.com/watch?v=HO-P2OqO1ac_) and I am finding it immensely helpful. But two caveats are: A) They go very, very, very fast so you'd best have at least some familiarity with Unity's UI (And some things have changed spots so Googling is required) and B) It's not SDK3, but honestly it's more about constructing and barely touches SDK2 stuff even

opaque vale
#

is that the 2+ hour one

plucky summit
#

Yes.

opaque vale
#

my adhd could never /j

#

I'll check it out tomorrow ty

plucky summit
#

Haha, you joke but honestly I struggle with that stuff too. I have some coping mechanisms in place for long videos, but you can always pause it every 15-20 and take a break!

opaque vale
#

i tend to watch on double speed but 2 hours is so overwhelming

mild urchin
#

Hey I wanna make a stage a speaker so when people are on it people in a certain radius can hear them

atomic patio
#

it took a month of learning^^

opaque vale
#

kk gotcha it looks really nice+

#

!

#

i have this so far after a day of work

atomic patio
#

tyty!
The photos don't show everything ofc, I learned how to do shaders n skyboxes with code n all this other crazy nonsense, tried learning animations for doors opening, etc

opaque vale
#

mines just gonna be basic, not gonna do any animations or anything probably

atomic patio
#

I ended up scrapping animations for the time being, I don't want ONE project to hold me up forever

#

I will absolutely come back to them in the future, though!

#

And it looks great for 1 day's worth, got everything blocked out :3c

opaque vale
#

tbh i think rn the most time consuming is bringing in all the assets and making sure they're the right scale

atomic patio
#

My biggest failure in my map is the file size

#

One of the rooms, in its' entirety, is one model, unoptimized because I had started with it, not paying attention

#

mf is 40% of my filesize alone when loading the map

tardy flicker
#

I not really sure what I’m doing lol

covert hornet
#

A interesting things iv noticed, I have a water shader that only operates under deferred not forward rendering and sometimes it works then sometimes it doesn't without reuploading the world

#

If i remember correctly vrchat only works with forward rendering?

minor summit
#

Heyho :3 I Need help again.. i Think VRChat had changed something on the Bone system already. I Got a few objects like collars on my world that are attach able to avatars... two days ago every thing worked fine - since yesterday the avatars can pushed away with these objects and if you attach them they just fly random though the world. Also the billiard table got now an collider that wasn´t there before. anyone know how to fix these issues?

unkempt turtle
tardy flicker
#

im useing unity 2019.4.31f1 and the sdk is the new one on the site, vrcsdk3-world-2021

#

it's kinda weird that i can go into the world on test but when i public it, i go into the world and vrchat gives me a big sign that says something went Wong @unkempt turtle

unkempt turtle
tardy flicker
#

I made most of the world out of blocks and cubes and free stuff I got off the store like(sky blocks, floor color, wall color) I also put pics of my friends

unkempt turtle
#

a proper screenshot would be better ngl

#

win + shift + s

tardy flicker
#

thats crazy idk i could do that LOL

#

im not going to lie iv been working on this for along time lol i suck at it

unkempt turtle
#

how much space do you have on your C drive?

tardy flicker
#

700gb of free space

deep hamlet
hollow swift
#

to get the new user tag do i have to be active in vrchat or can i afk

hollow swift
#

does vrc+ allow you to upload

desert python
bold ibex
#

reimported the SDK, tried another thing and i still keep getting this error everytime i try to build

#

cant find any info online about this

#

just dead end unanswered versions of this

#

this is what it looks like before i build

#

then this is what it looks like after i try to build and it fails

silent rain
#

Hello guys, I come seeking your knowledge.

I'm trying to port my map to quest, does anyone have a good guide or resourced on doing so?
Also is my quest version a different unity project (copied and pasted) which I then modify leaving the PC version seperate?

bold ibex
#

when i upload my world, im able to send it to both pc and quest by switching the build target

#

im not really sure if that's what you're asking about but i figured i'd say it anyways

silent rain
#

Thanks, but does your world have the same graphics on both platforms is the PC version and quest version made separate when you change build target?

upper obsidian
bold ibex
#

when you switch the build it target, it does some changes to match the platform automatically i believe

#

i have no issues switching back and forth between windows and android support

silent rain
#

I'll have to take a look, I figure I'm gonna have to do it manually because the PC version is like 300mb and full of high poly models haha.

Thank you!

upper obsidian
bold ibex
#

not sure if i actually helped but you're welcome anyways

bold ibex
#

things just keep breaking and there is little to no information on fixes

#

makes me want to just give up

upper obsidian
silent rain
bold ibex
#

i literally cant build

#

every little thing i try to do to fix it just gives me the same error

#

im trying to build so i can find out what needs to be optimized

#

but it just wont work

#

i reimported sdk, didnt work, i deleted sdk and brought it back, didnt work, i try to select editor only, didnt work and it just resets itself. i search the issue online and get 3 relevant results all of which are just asking the same question im asking and not getting a solution

#

im stuck

#

my world is unoptimized and it has a very large download size and all i want to do is fix that but i cant get past the first step of doing a build and seeing the report to get started

#

its very frustrating

upper obsidian
#

VRWorldToolkit Helps to some extent.

bold ibex
#

this size for my small world on pc

bold ibex
upper obsidian
#

It is difficult, of course, to give some advice without seeing a unity in front of you.

silent rain
#

Just read through the guide was very useful, one question it didn't cover if anyone knows though.

How do I test the content on my quest? I obviously can't just build a local version like I can for PC, so do I just have to update it publicly unfinished to run on my quest to test it?

upper obsidian
#

Absolutely the same, but without the novr option, and with the quest connected.

silent rain
#

I see thank you

bold ibex
#

nothing is working

#

im so done

wispy cloud
# bold ibex nothing is working

If your console has errors you won't be able to build or it won't build correctly. How exactly is it just "not working", is it saying it's uploading but nothing's changing in game, is it failing in the middle of the upload, refusing to let you upload at all, etc...?

bold ibex
#

after 8 seconds of the build process it fails

#

and gives me this

#

@wispy cloud

#

some error involving the VRCCore editor

wispy cloud
#

Just to check, are you using the newest SDK and the correct version of unity (2019.4.31f1)?

bold ibex
#

yes, i just completely redownloaded the sdk 5min ago and put it in

wispy cloud
#

Alright, Are those your only 3 errors or are there more

bold ibex
#

those are the only 3

upper obsidian
# bold ibex

If you believe what it says, it says that VRCCore-Editor.dll is already in the project.

bold ibex
upper obsidian
#

Open the project in Explorer, search for VRCCore-Editor.dll
If there are two such files, of course, nothing will work.

bold ibex
#

how can i do that

wispy cloud
#

You can right click on it and "Open in explorer"

#

it'll take you to the folder that contains it

bold ibex
#

is this what you meant?

wispy cloud
#

yes

#

and it seems that there is only one in there so that's not it

#

Unfortunatly I'm not entirely sure how to fix this problem myself and searching the discord doesn't seem to give an answer to the problem either. The only thing I can suggest for the hell of it at this point in my knowledge is to reimport the sdk manually. I would close the project, navigate to the asset files, completely remove the VRCSDK and Udon folders and meta files, make sure there's no trace of it left, open the project and then import the SDK again.

This is probably a bad idea since you've uploaded the world before but it's a good chance of fixing it. Make sure to back up the project if you're going to try it but otherwise I see no other solution.

bold ibex
#

so to make sure i am getting the right files

#

these ones?

wispy cloud
#

Just the Udon VRChat Examples VRCSDK and VRWorldToolkit since it relies on the sdk anyways. Then make sure you're only deleting the meta files with the same names as those

#

Definitely don't want to get rid of your scenes or materials

bold ibex
#

How can I make pens global so other players can see each other's drawings

upper obsidian
# bold ibex

I made a copy of the file and I get the same error. One of the assets might already have a SDK, which the author of the asset moved to another place for convenience. You need to manually search for all the duplicates

bold ibex
#

so i need to search in the explorer for dupes?

#

this is what i see rn

upper obsidian
#

But, nevertheless, this file alone did not prevent me from uploading the project. Make sure this option is not enabled.

bold ibex
#

under plugins

#

this is what im trying to do right here btw for extra clarifcatrion

bold ibex
# bold ibex

as for this one here, is there anything i need to delete from it

grizzled crater
#

I've been wanting to add a panel with buttons so each player changes their own movement speed, only tutorial I've found, I think is outdated? Because when looking for things in the udon graph I can't seem to find the same ones as the tutorial, any ideas or anyone with a tutorial at hand on how to do that?

craggy hull
#

How to add music into world sdk2

stone marsh
# craggy hull How to add music into world sdk2

Aside from the obligatory "sdk2 shouldn't be used anymore"

You just add a audio source component to your world and insert a .mp3 into it. You can also use a video player such as hangout player or AVPro to play music from Dropbox, GDrive, YouTube or VRCDN, but the stuff for sdk2 is no longer actively being developed and the players are getting dated.

craggy hull
#

Well thanks for not being another average sdk3 fan, tend to like sdk2

stone marsh
#

I mean you really shouldn't be using it, and audio is bugged for quest users so they might not be able to control world volume anymore for sdk2.

craggy hull
#

Why not?

stone marsh
#

Because it's deprecated so issues will come up that will not be fixed anymore

craggy hull
#

So far it's been fine for me

#

I'ma keep using it tho, thanks for the help

stone marsh
craggy hull
#

Interesting

stone marsh
#

No worries. You can do as you please. It's just.... Kinda shooting yourself in the foot. But good luck :3

bold ibex
#

@upper obsidian i made a brand new project, brought in the sdk and toolkit and did a test to see if i could do build

#

exact same issue

#

with nothing else in the project

#

there HAS to be some kind of settings issue here

#

its a little reassuring to know that this isnt just happening to my main world so its unlikely i broke something

silent rain
#

thanks for you guys help earlier @bold ibex @upper obsidian . Got my map on quest and didn't even take long to do!

#

Admittedly it's not very pretty now but hey atleast it's there haha

bold ibex
#

Fair enough now lets hope my problem can be solved

tropic cedar
#

I need some help. I'm trying to have an interactive button teleport me somewhere using a udon script. The interaction works with vr (as it was a prefab from online), but I can't seem to get a udon behavior to work with teleporting the player after pressing. Can someone help?

wispy cloud
# bold ibex this is what im trying to do right here btw for extra clarifcatrion

Why exactly are you trying to build it like that? If you need to test how stuff will function in-game, you'll either need to use CyanEmu or from the SDK panel use the Build & Test option. If you need to see if stuff is working like music playing correctly then you can simply hit the big play button at the top of the viewport window

bold ibex
#

Then going off that information you can find that materials and assets and modify them

wispy cloud
#

The VRWorldToolkit that you imported does that, but it pulls information when you use the Build and Test option in the SDK panel, not from Unity itself

bold ibex
#

Alright that makese sense. I stopped using build and test because it had always sent me to a weird corrupted version of my world where all the walls and floors were pink

wispy cloud
#

That means that you have a shader issue somewhere for some reason on upload

#

There's a lot that can be wrong there depending if it's the quest version or not too

bold ibex
#

Alright and may i ask when it comes to shaders

#

Iv been using legacy shader diffuse which is apparently an old depreciated method, is there a proper way to use shaders?

wispy cloud
#

That depends, is this the quest version of the world or the PC version?

bold ibex
#

Well, both i guess because i switch between build targets when i want to upload

wispy cloud
#

For PC if you don't need any special effects shaders just use Standard. If you're using Quest it's ideal to use anything in the VRChat/Mobile section but I'm not familiar with them off the top of my head.

bold ibex
wispy cloud
#

what's the textures being used in it

#

ex: diffuse, normal, metallic, etc...

bold ibex
#

okay is that the proper one though?

wispy cloud
#

Not really. Standard is the new version of that and probably looks better too.

wispy cloud
bold ibex
#

my world is meant for both quest and pc

#

should i be doing different projects for each version?

bold ibex
wispy cloud
#

Standard (Standard) there is the right one.

And I get that, no you don't need a new project but when you make your world for quest you have to switch your build target or whatever and when you do that you're able to change things that'll only change stuff for the quest version. The quest version has to be more optimized than the PC version. So when you switch it to build for quest (android), using the Standard Lite (VRChat/Mobile/Standard Lite) will help out performance somewhat.

bold ibex
#

alright

#

so hopefully switching to standard this pink issue will go away

bold ibex
wispy cloud
#

It might there's no telling with that but shouldn't be using legacy shaders anyways ideally

There should be a window you can pop up that I believe says build report on it and it'll contain all the stuff that was bundled into your world

#

from the VRWorld Toolkit button at the top somewhere

bold ibex
#

alright lemme check

wispy cloud
#

The reason I say it might is because there's so many things that it could be but it's for sure a shader issue somewhere

bold ibex
#

well godo news

#

good*

#

all nearly fixed

#

just gotta check that area

#

the weird part is

#

thats an asset there

#

not a textured floor

#

nvm

#

i think ifound the issue

#

testing

#

LOL

#

2 of me

#

@wispy cloud

wispy cloud
#

World Debugger and then the tab with the info on it is there

tropic cedar
#

Looking to use a box OnPlayerTriggerEnter trigger to play a sound, then after a set amount of time, teleport the player to the next area. Anyone know a good way to do that?

#

I'm thinking using Animators to set the delay, but I can't think of how to automate the next teleport

wispy cloud
#

No need, graph or U#?

tropic cedar
#

graph, U# teleport from an interactive button is taken care of (thank god)

#

this is my setup for a triggering door at the beginning of the level.

bold ibex
#

damn that adds up

#

so its the textures of the assets

wispy cloud
#

Start crunch compressing, clicking on texture will take you to it in the assets window

bold ibex
#

what should the crunch quality be?

wispy cloud
#

Default 50 is fine. If not you can push it up

wispy cloud
tropic cedar
#

wow, thank you so much!

#

i was thinking of doing a delay with animator, and basically moving the trigger with an animator to activate the exit parameters.

tropic cedar
wispy cloud
#

By calling that custom event at the bottom

#

The custom event isn't triggered until the delay in seconds is up. So in this case if you set the delay to be 5 seconds, the player enters the trigger, the sound plays immediately, and then 5 seconds later that custom event is called which teleports the player

tropic cedar
#

cool! that's exactly what im looking for thank you!

bold ibex
#

@wispy cloud thanks so much man its been soooo many hours just tryign to figure this out and now its all coming together and working finalllllly

#

iv done a few textures already and its dropped a ton of mb!

wispy cloud
#

Glad to hear. Crunch compression is pretty much essential with a lot of textures if they're all separate and over 1024x1024. Huge savings in file size with that alone

bold ibex
#

can someone give me a link to a good chess board prefab?

green lagoon
bold ibex
wary token
#

Hey so is there a way to get video files working in a world using the video player component still? My builds are not playing the video, but in editor it works.

#

This used to be as simple as putting it in, now its broken?

bold ibex
#

does anyone have a better chair prefab they know of?

bold ibex
#

Or just any that’s better than the default?

cyan pike
#

having chairs disabled by default then toggled on later chair script doesnt turn on with them

wary token
#

Its only playing the first frame of the video in game after using a different file?

cyan pike
#

i have chairs disabled on load i have button to toggle chairs back on but the vrc_station script doesnt work when i do that

bold ibex
#

oh youre asking for help. got it

#

sorry

#

did you do the udon graph and everything?

cyan pike
#

its the prefab sdk gives u

bold ibex
#

like the chairs?

cyan pike
#

yea

bold ibex
#

yeah you have to do something with the udon graph

#

im not sure if you did that yet

cyan pike
#

eh not going to worry about it than

versed glade
#

sorry 2 interrupt but has anyone experienced an issue with invisible portal markers? i used to be able to see the collider when using the move tool but now i cant. the game object is active

#

shouldnt be an sdk issue bcus i just updated sdk and unity and started a fresh project

wispy cloud
cyan pike
#

i have the chairs under a parent gameobject which i toggle on/off

bold ibex
#

can someone tell me how to make a toggle for music?

#

i have this but it just makes the button disappear

left rain
# bold ibex

if the audiosource component exists on the button itself, separate it. you want to pass a reference to a separate object if you're going to use SetActive, since that will disable the whole object and not just a component of it.

bold ibex
#

the audio source is just near the button

#

how do i do that?

mild spade
tropic cedar
bold ibex
#

?

wispy cloud
#

In the top left of that image I show the parameters, make sure to copy those as well. You need to store the player you want to teleport if you want it to be delayed. The player you want to teleport is the one that enters the trigger. You wouldn't need to store it if you were teleporting them instantly, but because you're delaying the teleport, you need to tell the code which player to teleport. So you store the player that enters the trigger, so that you can teleport them later.

mild spade
# bold ibex sorry im not sure what that means

Check the script itself on the button. (Udon behaviour) there will be a place called "AudioSource" you need to plug the audio source there, so the script has a reference to the audio source gameobject. Make sure it is there and not empty, will say something like (none , self) if it is empty

tropic cedar
#

nvm

wispy cloud
#

Click and drag it from the Variables list into the graph, and before you release hold control

tropic cedar
#

Ok, and is the audio source object deactivated and will activate upon the play node, or is it the audio source that is activated on the play node?

surreal nebula
#

upload keeps failing, possibly from slow internet. Anyway to get it to upload without failing

bold ibex
#

I accidentally got rid of the inspector lmao. How do I get it back?

#

also i got the music toggle to work

#

thanks a lot! @mild spade

mild spade
bold ibex
#

ahh there we go

#

thanks!

#

now i have a problem with the video player im using lmao

#

it wont let me click anything

#

i think im using the usharp video player

tropic cedar
#

@wispy cloud ok, it doesn't seem to work. I've put in the variables for the udon behavior, but it doesn't teleport.

wispy cloud
#

What does your graph look like and what does it look like with the object selected in the inspector window

tropic cedar
#

Wait, i think i missed a line between the trigger enter and setting the playertoteleport

mild spade
# bold ibex ahh there we go

Do you see the little arrow when pointing to the UI buttons? If not make sure the buttons are not inside a wall or collider (sorry about that sticker thing im not sure what happened lol)

bold ibex
#

no theyre not there

#

lmao its all good

#

let me see if its in a wall

#

ok it was just in a wall lmao

#

its fixed now

tropic cedar
#

Is there a way to have a sound play depending on if someone sees an object? i'm trying to make a gag where a voice hides an object, and acts all cocky, then the player turns around and sees the oobject, and the voice says "dammit..."

wispy cloud
#

using MeshRenderer.IsVisible I believe.

misty wave
#

Question for anyone that may know

#

I have an asset I'd like to sell that relies on a material using Poiyomi shader and CyanTrigger

#

If someone were to buy it, they would simply import Poiyomi and Cyan first, then import mine, and it would all work right?

tropic cedar
#

does anyone know how to fix this? i'm looking to make a trigger throughout the hall, but not the tiny room. If i make two triggers, one for the bottom one, and one for the left, the action that's assigned to the trigger happens twice...

mild spade
tropic cedar
dreamy walrus
#

Hi all! I'm working on a program that produces generative auto-reactive visuals. I'm interested in being able to create a world where these visuals are displayed. The program is written in Rust and renders using OpenGL (or similar, depending on the platform). What are my options for displaying its output in a VRChat world?

upper obsidian
#

None.
There are shaders. There is udon sharp, there is direct 11.
Other platforms are not connected.

dreamy walrus
#

Gotcha, too bad. Thanks for the info!

chilly flower
#

hey super simple question

#

my view in unity is tilted

#

how do i untilt it lol

#

ello

upper obsidian
chilly flower
#

the view is tilted

#

view in the editor

#

or anybody? lol

#

if you know how to untilt the view

wet pewter
#

hey! making my first world here and trying to figure out how to make ladders where when you walk up to them people just walk up it? idk what to do

tidal ridge
#

That should just happen…

#

Model your ladder. Make sure it has a mesh collider component on it if it’s an imported model, or a series of box-colliders on it if you made it directly in unity.

#

As long as it has a slight angle to it, people will be able to climb up just walking into it.

wet pewter
#

ahhh! I just made it straight up

toxic laurel
#

anyone know any good Chalk Board (Or pens that only write when touching an object) prefabs out there?

latent vector
#

anyone know where i can get those flower pens?

cobalt barn
#

how do i get started making a world?

upper obsidian
covert hornet
#

Mmm, other then getting a quest, is there any way to launch vrc in quest mode (whilst using a pc) to look at a quest version of a world?

green lagoon
#

nope

chilly hawk
#

Quest compatibility.
Other than getting the size under 50MB, using baked lighting and using Quest shaders (also minimal use of transparent ones), what is essential?

cerulean echo
#

You mean under 100

chilly hawk
#

I've been told I need atlas textures with the following info:

you need to unwrap the entire thing, UV Map it properly, redo all the texturing in blender, then bake it all

chilly hawk
# cerulean echo You mean under 100

VRChat docs say 50MB:

You should be aiming for a maximum of 30-40 MB. You cannot upload or access worlds that exceed 50MB in size after build-time compression for VRChat Quest.

cerulean echo
#

Thay max to 100 or thay change it again?

#

Would be weard

chilly hawk
#

The page is almost 2 years old 🤷🏻‍♂️

cerulean echo
#

I remeber last year thay changet maybe it not telling it ther why thay not update it

chilly hawk
#

No idea. I'm sure someone here can clarify.

cerulean echo
#

Found it announcements 9.11.2021 it say max 100

#

Under improvements

tardy flicker
#

idk

#

my world just wont run lol nomatter what i do 😦

magic pebble
#

when I press build and test it send me back to my homeworld,\

upper obsidian
#

check the console, there is a lot of useful information

tardy flicker
#

when i lunch in publish it says something went wong

tardy flicker
upper obsidian
#

Before switching to android, you need to install an add-on

magic pebble
#

witch one?

#

and how do I install it?

upper obsidian
#

UnitySetup-Android-Support-for-Editor-2019.4.31f1

magic pebble
upper obsidian
#

no

tawdry gorge
#

Ay short question which unity version do I need for the sdk I am so confused ._.

upper obsidian
magic pebble
#

where?

upper obsidian
magic pebble
#

ah-

upper obsidian
magic pebble
#

now it wants windows apparently

upper obsidian
#

By clicking the button there, you need to download, install the addon and restart the unity.

magic pebble
#

ah

upper obsidian
#

Then in SDK it will be possible to switch

gentle island
#

do you need dyanmic bones if you want something to move in the world??

magic pebble
#

Now what?

upper obsidian
#

Everywhere you need to install mobile shaders that go to SDK, well, or read the documentation, what else is possible.

magic pebble
#

for the shaders?

upper obsidian
#

Android needs mobile shaders on all materials

#

Some are already included in the SDK kit.

cobalt barn
#

how do i make my world quest compatible?

magic pebble
#

where do i install the mobiel shaders?

upper obsidian
#

already installed

magic pebble
#

where do i get them set?

upper obsidian
#

On all materials

upper obsidian
cobalt barn
upper obsidian
cobalt barn
#

thanks

upper obsidian
#

Look for the rest on the Internet, but maybe not everything will work.

round sandal
#

hey so polybrush (prefab scattering tool specifically) is refusing to work properly?

#

like i can scatter prefabs on literally any mesh EXCEPT the ground where yknow, the grass would actually be

magic pebble
#

so all the errors are gone with the mobile shaders but I can't test it

round sandal
#

screenshot of the terrain

#

the error it gives me is Look rotation viewing vector is zero UnityEngine.GUIUtility:ProcessEvent (int,intptr)

#

yes, i did try looking it up, but all the answers were "if your script is having this error, then..." but its not my script having it, its a built in unity package

#

if i put the word "polybrush" in quotations when searching it either gave me irrelevant results or japanese ones (which i dont speak)

#

and heres proof that i can scatter it on a different mesh and having it produce no errors whatsoever

magic pebble
#

just not letting me

round sandal
upper obsidian
#

@round sandal Polybrush basically works well only with primitives, no need to expect miracles from it.

round sandal
#

i was told it can scatter prefabs on a terrain, and thats exactly what im asking it to do

magic pebble
#

just takes me to my home world

round sandal
#

switching target to windows?

magic pebble
#

Its set to windows yea

round sandal
#

screenshot?

magic pebble
#

when I press build and test just loads me into my home world

#

nothing i can really screen shot

upper obsidian
round sandal
#

yeah i mean thats a bruh moment and a half

round sandal
magic pebble
#

wait so just takes you to your home world, how do you load into your world?

round sandal
magic pebble
#

ight