#world-development

39 messages · Page 119 of 1

upper obsidian
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Convex should not be installed everywhere.

tall hound
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It appears its with all colliders Box and mesh

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Looks like this, I can shove my head and body into the cubes and planes

upper obsidian
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Check here

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Also, the probuilder has the problem of not updating the mesh name in the mesh collider after editing the object.

tall hound
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I only used probuilder for curves on a couple object. Other then that its blender and unity.

tall hound
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So for somereason its only broken in the editor and in Unity using CyanEmu

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In VRC it works fine

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strange

lunar vine
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whats the best way to wait for udonsynced variables between object owner and remote player? I am using manual sync with specifically placed RequestSerialization calls.

idle jolt
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What are the best settings for audio sources so that they take up the least amount of space as possible? I have three audio sources in my world for different areas

lunar vine
# ruby jay what are you trying to do?

Trying to sync gamestates, and Im having the active player set a synced variable and its call RequestSerialization and the non-activeplayer wait for that boolean to go true. Its not receiving the true and locking up

ruby jay
lunar vine
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Okay, that's about where its messing up, but I feel like it is receiving it.

Its working when the first player makes their move, but when player 2 tries after it breaks. So clearly the issue is definitely in object ownership. Ill look into it. Thanks

ruby jay
lunar vine
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So Im checking to see who owns the held object, not the physics object.

ruby jay
lunar vine
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I am doing that

ruby jay
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you will need to provide more context

lunar vine
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So Im making bowling. The way im implementing it has a heldball that im reading position and velocity on let-go and a ball that spawns in with better physics using the position and velocity. When you pickup the heldball you gain ownership of all the pins, physics ball and held ball.

ruby jay
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can you show some udon on how you acquire ownership? be aware, ownership does not forward to child objects hence the necessity to set ownership for every single child object

lunar vine
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Its in u#, but

    public override void Interact(){
        if(!Networking.IsOwner(Ball)){
            Networking.SetOwner(Networking.LocalPlayer, Ball);
            Networking.SetOwner(Networking.LocalPlayer, BallWithPhysics);
            for(int i = 0; i < 10; i++){
                Networking.SetOwner(Networking.LocalPlayer, PinParent.transform.GetChild(i).gameObject);
            }
        }
    }
ruby jay
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okay, where is the code that sets the value that's not syncing?

lunar vine
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was too much code to paste in discord

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case 2 completes successfully, but added it in for context. Case 3, gets stuck at non-active-player's waiting for success

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@ruby jay oh my god im a moron. I wasnt changing ownership of the whole prefab. Just the objects in the game. So the object where im changing all these variables wasnt getting changed.

tall hound
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Hey, I was wondering if there's a way to port a Rug I made with hairs into unity? I tried FBX and it didn't port the hair only the image.

upper obsidian
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Even if it turns out there will be a lot of polygons. Probably better to use fur shader

tall hound
upper obsidian
tall hound
little glen
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Hello nice VRC people, does anyone know how i can get a microphone into the world and when close to the mic the voice can be heard in speaker in the world?

idle jolt
upper obsidian
idle jolt
idle jolt
near escarp
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You shouldn't be using 128, because then you end up with a ton of single lightmaps

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go with 4 or 2k

old minnow
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Trying to make a cross-plat world. I posted the pc version (private) and from what i understand i just upload the quest version but i need to replace the world id or something?

idle jolt
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2k literally breaks the world. I'll try 1024 but that's as high as I'm going

near escarp
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Breaks the world ? RuuuThunk

near escarp
idle jolt
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When I had it at 2k before it created multiple light maps that took up 5Mbs.

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And by multiple I mean around 20-30

near escarp
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Then your texel count is way too high

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and you need to adjust some of your meshes scale on lightmap

idle jolt
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Let me feed my dogs and I’ll take a screenshot

old minnow
near escarp
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World descriptor component on your vrcworld prefab

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If you switched the project, the ID shouldn't have changed

old minnow
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wait so i dont need to change the id?

near escarp
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Correct

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Assuming it's the same already

old minnow
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If it wasnt obvious, this is my first world lol

near escarp
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No worries thumbsup

old minnow
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After the world id is the same and i private publish it, will it merge with the other one automatically?

near escarp
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Yep catYes

old minnow
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Alright thanks!

near escarp
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Yes, you shouldn't go above 40 texels

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padding to 8

lucid saffron
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its just for a pre-bake though right? its not live lighting?

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im new to all this but best luck to you n.n

bold ibex
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anyone got any idea why my pick up becomes invisible when i pick it up for a 2nd time and when i drop it it just appears very far away

near escarp
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Make sure the pickup's origin is where the object is, and that's not colliding with other things in your world ?

bold ibex
near escarp
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Is it set to do something on being picked up ?

bold ibex
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just to be picked up and nothing else

static rose
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Yo okay, So im having an issue, and i will describe it all in one go.

Made a new 3D project in Unity (2019.4.31f1)
Imported the World creation package.
Saved & Closed
Reopened and i still dont get the Build panel to show

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

ruby jay
static rose
atomic python
native cobalt
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Anyway to make this sword more accurate when wielding? I think the convex of it which is needed to be able to grab it is too simplistic so when players grab it, it just slides all over the place.
Same with all my other low poly swords too

novel hawk
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anyone know any sites that have decent 8 ball pool table prefabs or assets?

green lagoon
bold ibex
bold ibex
fervent kindle
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anyone else having a issue where setting up UI isn't clickable in vrchat? i get the arrow in-game that it knows its UI but the buttons aren't working

mild spade
fervent kindle
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yeah i can click it in unity itself, but once i upload it to vrchat and go into the world, the button doesn't work

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i have the VRC UI Shape script on the canvas too, kind of at a loss. i downloaded someones UI to test it and it works in vrc, but mine isn't and nothings set up differently

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layers are also on default rather than UI, hmm

fervent kindle
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nevermind got it fixed up now! my eventsystem was disabled and i had no idea lol

jovial bone
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I need help please.

is there ANY way to fix this issue? i accidentally installed an asset thats for unity version 2020 and now the whole project is F**ked...
i removed the asset allready, but we still get the error.

near escarp
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Still got textmeshpro in your project ?

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Might want to right click asset and refresh/reimport everything

jovial bone
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Ill try

jovial bone
near escarp
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Unsure, but since you're throwing errors about it, there might be a dependency somewhere in your project

jovial bone
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deleted it and tried, now the VRCSDK throws errors, guess its a dependency ill now try to re-import it

bold ibex
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how to fix this error?

The type or namespace name 'type/namespace' could not be found (are you missing a using directive or an assembly reference?)

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error CS0234: The type or namespace name 'IsValid' does not exist in the namespace 'Utilities' (are you missing an assembly reference?)

hard pumice
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i neeeeed help with probuilder, i build my world with it and ive been working on it all week and unity crashes and i lost it all and the project was corrupted which then crashed unity every time i opened it, long story short i fixed all that smoke BUT.. when i installed Probuilder back into the project it removed all my currently placed walls so now i have no walls but its all in my hierarchy (the walls) but invisible. is there ANYTHING i can do to get them back?

fervent kindle
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anyone have the issue of your UI gaining collision when applying the VRC UI Shape script to the canvas? not sure how to get around it

edit: testing 0 scale on one of the axis for the canvas first

mild spade
fervent kindle
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ohhh neat, thank you @mild spade gonna try that out

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that did it, thank you! didn't know it was adding a collision on runtime

idle jolt
near escarp
green lagoon
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cool

idle jolt
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Only bad side is 209 objects with overlapping UVs

near escarp
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Unity likes giving this warning often, but it's usually not a issue unless you can see the overlap artifacts

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You can increase the lightmap UVs padding of those objects if you care

bold ibex
near escarp
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Try reverting the editor layout to default

bold ibex
near escarp
bold ibex
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did it but it kick me when i go in and take me home

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@near escarp

near escarp
silent plinth
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alright ive got a fun little one im trying to wrap my head around

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using poi, im trying to make a pulsing emission that goes...down in the floor

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like layered

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but i cant for the life of me, figure it out

tropic cedar
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anyone know a good way to make footstep noises for the characters in the world?

silent plinth
fervent kindle
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i'm putting a mirror on a pickup. when its in its original spot it works until i pick it up, the mirror stops working but it does reflect the UI layer in it. does anyone know a fix for this or are movable mirrors not allowed?

fixed: had to raise it some from the object, after picking it up, it'd cause some clipping

proven cedar
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Is there a way to see file size of world b4 Uploading?

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Or would you have to upload 1st

ruby jay
wide thicket
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tried on unity 19, 20 & 21

static rose
jolly flume
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Hey uhmm

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Havent been active here

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But

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Can I ask some assistance

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Its a mystery map

ruby jay
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do not ask if you can ask, just ask, people will help when they see a question they can answer

jolly flume
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I will drop what Im referring too

jolly flume
tropic cedar
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does anyone know how to make a fading transition?

bold ibex
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how do i activate jumping in unity

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for my world

toxic wraith
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How to reduce the draw call?

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Is der any this party optimisation solution?

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*third party

left rain
# toxic wraith How to reduce the draw call?

reduce the number of materials in use through texture atlasing, remove as much transparency/opacity as possible, use GPU instancing, bake lighting and use no more than one or two realtime lights if any

toxic wraith
left rain
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probably better off doing anything related to texture baking in a dedicated 3D app

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depending on what you have available, blender should have some basic options for this, or you could try substance painter

toxic wraith
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I have a lot of meshes tho it’s optimise but I think it can be backed

left rain
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bakery is for baking lighting... you said "baking meshes" so i thought you were talking about baking high resolution meshes down to textures, which you would want to do with a dedicated app.

toxic wraith
hollow cosmos
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is it possible to manipulate shapekeys for world outside of animations? as my attempt to invoke it isnt alloud

bold ibex
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Hey need help

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I not sure how the acavate jumping in my world

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Can someone help me out

left rain
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jumping works by default. if it's not working, check that you don't have a hidden collider blocking you.

icy elk
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Can someone helps me? when I try to publish my world I cannot write click the upload or the check mark on the publishing page.

vestal oriole
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I'm a little confused. It's been a while since I created my one world, but I'm using the same unity version and the same sdk to make a new one, right. And I'm pretty sure the udon behavior script in the attached image is incorrect. It should have stuff about world settings like movement speed and jump height. But it's just the interact script? What's going on?

vestal oriole
near escarp
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Difficult to guess without seeing the console errors

vestal oriole
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These are the only errors that show up. Dunno what they mean.

near escarp
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Might want to google this one specifically, I've not seen it before

stone marsh
# vestal oriole These are the only errors that show up. Dunno what they mean.

Idk how many times I've seen someone say "these are the only errors" but there are actually a ton more. It can be most helpful to ensure the errors you're showing are the ones that are current and matter.

1: hit the clear button in the console to clear out old errors
2: hide info and ⚠️ in the top right corner of the console, so that ONLY the red stop errors are showing
3: attempt to enter play mode by pressing the play button at the top of your editor. When/if it fails->
4: take a screenshot showing the full console, don't select specific errors. Screenshot the entire console so anyone helping can see the error count as well as the errors.

stone marsh
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Lmao yea. 999+ errors

vestal oriole
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It's the same stuff repeating over and over every second.

stone marsh
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You must have made a critical error when adding something or a dependency is broken or missing. The null references are most likely symptoms of empty mono scripts from udon.

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What version of unity are you using?

vestal oriole
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2019.4.29f1. I know it's not technically the most up to date, but it's close. And the version of the sdk I'm using is uh... let me just screenshot that real quick. Again, this worked for my previous world so I dunno why it's messed up this time.

stone marsh
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Probably set things up wrong and in the wrong order. Dependencies must be loaded first.

That said. There is no reason not to update to the current version of unity and the current version of the sdk. It will only take a few min and is required for continued support from what I'm about to go into.

Certain things will eventually require the newest sdk. Things like UdonSharp or other assets update under the assumption that you are fully up to date. If you install an asset that is expecting the newest sdk well, it will break.

Since there is most likely multiple issues in your case, it may be a good idea to do something like

Update unity
Download the newest sdk and UdonSharp
Create a new project
Add the newest sdk
Add the newest UdonSharp
Then you can copy your assets over, just the stuff you need to build the world, like your textures, meshes, etc.
Then copy your scripts or prefabs over.

Alternatively you can attempt to fix your current project. To do that if recommend

1: create a new empty scene.
2: load the new scene. It will ask to save your current, go ahead.
3: once in the new scene. Save
4: open your asset folder using windows explorer
5: delete the udon, vrsdk, UdonSharp and udon examples folders.
6: go back to unity
7: add the newest udon sdk then add the newest UdonSharp
8: save and exit
9: download the current unity version 2019.4.31f1
10: launch the project using2019.4.31
11: once open, reopen your original scene

That will ensure you're on the current sdk, unity, and UdonSharp which will make troubleshooting if issues persist much easier and the process may fix your issue anyways.

vestal oriole
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Updating probably would fix the issues... I think I know why unity doesn't like the sdk. I think This is the previous version of the sdk from when I used the last version of 2018 unity. Maybe.

stone marsh
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Your sdk is legit half a year out of date. I'd either do the upgrade process I outlined, or just make a new project if yours isn't too big to just rebuild.

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That said, you should always load things in this order

New project
Add sdk
Add UdonSharp
Add any additional dependencies listed by any assets you use
Add your shaders u use if any
Then add your assets/prefabs.

vestal oriole
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Is udon sharp not just part of the sdk? What do you mean by adding it?

green lagoon
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udon sharp is a separate add-on

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as regular udon is the visual scripting noodle stuff

vestal oriole
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I didn't need to add it to my other world...

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I guess I just don't do anything complicated that needs it lol

green lagoon
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a lot of community prefabs have it as a prerequisite

vestal oriole
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I'm not using any community prefabs, so I think I'm good.

stone marsh
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I listed it because practically any asset on booth or anything you can download uses it and it's a very common thing people miss, then break their entire project

green lagoon
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so good to have it installed from the beginning in case you accidentally grab a prefab that uses it

stone marsh
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If everything you do is 100% nothing but udon behavior then yea, it's not needed, but if you ever add something that uses it, your project will break exactly as it is now.

vestal oriole
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Good to know 👍

rare flax
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Hey just a quick question, i cant seem to find this answer. On vr chat quest worlds it says try going for a max 50k triangles, do portal drops add to that count and if so how many triangles does a portal produce?

green lagoon
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portals do not count for that

rare flax
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Ooooh

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Even permanent portals?

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Like what if i wanted to setup a sort of chain world, small areas with low triangle count with just a portal to each room

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Might as well try it low scale, was just wondering

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Ty for info @green lagoon

green lagoon
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I would note that 50000 number is rendered at once you could have more than 50,000 in the world if they're not rendering at the same time

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you cannot upload more than one world a week to be publicly listed so I wouldn't recommend using portals to daisy chain disconnected rooms as worlds @rare flax

stone marsh
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Yea. Quest can def handle more. Draw calls are the real killer. As rain said, that's just a good baseline for being rendered at any given time. Using occlusion culling, area triggers, etc will lower what's rendered if you're careful.

But ensuring you keep a close eye on draw calls and ensure you do not use realtime lighting will be your biggest points to watch

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Honestly tho, idk how many people would enjoy hopping worlds to go to different areas. Would be kinda annoying. Just using area triggers so that sections are entirely unloaded, or designing for, and baking culling, would be better overall.

green lagoon
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yes that way you don't have to deal with loading screens

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probably a good thing to learn how to do is how to make texture atlas's so you can cut down on the number of Draw calls

stone marsh
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Loading worlds is opening the possibility for crashing too, plus, the portal won't always go to a dedicated instance depending on when it was last used and by who. Could wind up sperated from friends if you go though at different times and there are various instances active.

green lagoon
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and also let's random people in by the portal dumping you into a public instance

stone marsh
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If the number of portals is high too, it can induce lag on world spawn. And if you disable the portals and activate them using triggers, it can cause people to wind up in different instances even if entered together. So yea. Just not a good idea xP

bold ibex
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How do you make world quest friendly

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Like I mean PC/quest

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World

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Can someone please tell me I am stuck on how to do that

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Pinge me or DM

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The answer please

green lagoon
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question do you mean will upload to the Quest or actually optimized as those are two different questions

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bold ibex
green lagoon
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easiest way to do that would be make the world with the quest in mind in the first place

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what kind of map are you trying to make

bold ibex
bold ibex
green lagoon
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swap the platform to Android and upload

bold ibex
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I want to make it for both

green lagoon
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you upload for PC you swap platform to the Android and then hit the upload button again and it'll be cross compatible because the ID will be the same

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basically the same exact process as uploading a cross-compatible avatar

bold ibex
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O

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Yo your the best

green lagoon
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and have you bake your lighting as that's basically mandatory on the quest and a good idea in general

green lagoon
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you might want to hold off on uploading until you get your lighting baked and probably a bunch more optimization

bold ibex
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Yea true

green lagoon
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question do you know how to make texture atlases

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because that's a good way to cut down on the draw calls

tired vale
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Hello there, i come to you in another time of great need.

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My SDK is screwed up, and i cant really find anything specifically VRC related about the error message which i get. I was hoping someone had maybe experienced this before and knew the answer to my struggles.

ionic eagle
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gonna try removing and reinstalling the sdk from my project. might have to redo spawn and mirrors but it's better than starting over, i'll let ya know if it's successful.

ionic eagle
tired vale
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well shit

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thankis for trying on our behalf

ionic eagle
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np. I hope there's a fix for this somewhere besides restarting

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otherwise i wasted a quarter of my day yesterday

ionic eagle
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if i can copy non sdk assets from one project to another, it might be saved

shut lichen
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So i wonder how make path for use physics?

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One just like roller coaster

ionic eagle
keen sentinel
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Does anyone know why when I import a bought package into unity why the SDK just doesn't wanna give me the option to open the menu?

left rain
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check the console for errors. the package probably is missing a dependency and breaking other things down the line.

keen sentinel
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Is there anyway to just remove the SDK entirely and reimport it fresh?

left rain
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delete the entire VRCSDK folder from your project, along with any example files, udon, etc, then re-import. though i'd try to remove the offending packages that broke your project first. usually that's the culprit.

little kiln
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in Unity, when I click and hold the right mouse button, i can move my view around as if I were looking around in first person. does anyone know what the way to do that is in Blender? as long as I've been using it, I honestly don't know, but now that I'm used to doing it in Unity, not being able to in Blender is frustrating. trying to google it but not finding it surprisingly ||but sometimes it's hard to find the right words to search||

ionic eagle
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just remade my entire world on a fresh sdk import and the sdk control panel is gone again

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yay

little kiln
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OH MY GOD 😍🤩 thank you so much @upper obsidian

keen sentinel
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I realised what was wrong with it, I was using the wrong Unity version

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Ty for trying to help though @left rain

viral light
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Hello I have a problem with crating a new Unity Project and importing the VRC-World-SDK.
I used the correct Unity version (Unity 2019.4.31f1), but I'm still getting a bunch of errors when importing it into a completely new and clean Project.

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Do you mean the Visual Studio Editor Package?

ionic eagle
stone marsh
ionic eagle
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given that i don't know what that is, definitely not.

stone marsh
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You need to always read dependencies before you add things to your project. This is listed as required on the QvPen page.

ionic eagle
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right, right. just started learning unity world design yesterday. thx ^~^

stone marsh
ionic eagle
winged wadi
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is it a good idea to model the place the world is set in in blender?

unkempt turtle
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like you want the world to look like a blender scene?

winged wadi
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no

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for example i want the world to be set in a house

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then model house in blender

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import it to unity

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so like build the walls and windows in blender

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instead in unity itself

unkempt turtle
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thats what pretty much every somewhat sane world creator does

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unity is not a modelling software
unity is not a modelling software
unity is not a modelling software
unity is not a modelling software

winged wadi
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well i see the thumbnail of the modeling video above so i was like "tf"

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thought that it was modeling in unity, or atleast the modeling of a simple house

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but thanks

left rain
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there are plugins like probuilder that claim to allow you to "model" simple stuff from within unity but they are a crutch, it's always better to use dedicated 3D software for modeling and uv layout

unkempt turtle
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you can use Sketchup too
or Maya
or 3dsmax
or AutoCAD
or pretty much any program that lets you export as FBX (or any other somewhat normal file format)

winged wadi
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then my question has been answered

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thanks lads

unkempt turtle
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no worries ^^

bold ibex
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I don't know if this is the right place to ask this, but I can't upload to Community Labs and it's been over a week. Plus I had to take down the world because I accidently broke it.
My main question is, does the community labs count when it last was updated before I took it down or when I first uploaded it. The other thought I has was it won't allow me to post anymore until the previous none existing world becomes public.

ionic eagle
idle jolt
#

I’m trying to use some weapon prefabs for a world I’m making but for some reason all of the prefabs are missing scripts. The prefabs are designed for SDK2, but since that’ll be out of date I wanted to use SDK3. If I’m able to get the scripts and the coding inside of them, could I theoretically copy everything and put it into a Udonsharp script?

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The package is called GE Weapons if anyone knows what I’m talking about.

upper obsidian
# idle jolt I’m trying to use some weapon prefabs for a world I’m making but for some reason...

https://youtu.be/n3AuNJW2iAc But not everything will work correctly.
Ideally, only manual alteration.

Update 2021-10-11:
Video is missing an important step: When the video asks to open the Project Settings, also verify that in the "Editor" tab, "Asset Serialization" has the "Mode" set to "Force Text". This needs to be done before removing SDK2!

This tutorial will go over how to use my Migration script to easily convert SDK2 projects into U...

▶ Play video
lethal lagoon
#

Hi ! how to have the small window on the left at 1:30? Thank you
https://youtu.be/ofzw6hKhI3k?list=PLPdWkxUSZ65Fp6ICrU7mIq1znAfPwMhNZ&t=88

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...

▶ Play video
near escarp
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Probuilder ?

lethal lagoon
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@upper obsidian it is already installed

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Ho ! it s me ! no windows actived ! ^^

upper obsidian
bold ibex
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how do i remove world box

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i cant see animations cuz its so small

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???????????

upper obsidian
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What are you about?

bold ibex
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world box

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like this

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its in the way

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@upper obsidian

upper obsidian
north siren
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Is there an easy way to check if two projects have the same heirarchy? The pens in my world don't sync between PC and Quest and it is extremely tedious going through the entire heirarchy for what isnt the same

bold ibex
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can someone help me with this error? it keeps occuring for the pens, the usharptv, and the skeeball machines. I have uninstalled all of the assets numerous times. I made sure I have the upgraded version of the SDK3 (2021), I have uninstalled and reinstlled Udon Sharp numerous times and made sure i have the upgraded version of that as well. All to no avail.

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😂 good one.

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How bout I go fuck ur mom instead?

#

Also, if you don't like people asking questions then leave. That's what this discord is for. Quit crying 😭

tulip merlin
#

does anyone know how to clear cache and playerprefs from vrc world idk why it is happening but for what ever reason it will not let me upload my vrc world

idle jolt
#

I'm messing around with the jetdogs prefabs for the car, but all of the scripts are not assigned...
Which scripts go where?

bold ibex
tulip merlin
#

i have done that many times i click it and it never does anything

bold ibex
tulip merlin
#

ok let me try

bold ibex
left rain
#

you might want to do a little experiment and install it in a clean project, from scratch, right after installing the VRC SDK and the Udon SDK.

sullen dock
left rain
#

make sure 100% that you're using the correct unity build and that you install UdonSDK before you install U#

idle jolt
#

I’m trying to use the jet dog prefab for the cars, but for some reason I can’t assign an object to car station. Is there some sort of tutorial out there for me to use?

upper obsidian
bold ibex
#

It's gotta be udonsharp or something cause it doesn't matter what tv or what pens I try it says it for all of en

left rain
#

did you try running just the simple U# demo script that's included before importing these prefabs?

bold ibex
left rain
#

where exactly are you getting U# from?

bold ibex
left rain
#

okay. scroll down... there's an example script to test with.

#
using UnityEngine;
using UdonSharp;

public class RotatingCubeBehaviour : UdonSharpBehaviour
{
    private void Update()
    {
        transform.Rotate(Vector3.up, 90f * Time.deltaTime);
    }
}
#

try attaching that behavior to an object and see if it compiles. no fancy extra packages or prefabs, just a clean unity project with VRCSDK, udon, and U#.

bold ibex
#

Ok will do

bold ibex
left rain
#

dude take it somewhere else

bold ibex
#

Wow, just because your daddy/mommy didn't love you doesn't mean u get to take it out on me xD

left rain
bold ibex
#

Is there some chat admins in here?

left rain
#

so all you did was start up a clean project and install the VRCSDK, and you're getting an error? what error?

bold ibex
#

It's like the same person making multiple accounts. That's how mad they are that I'm asking questions. Like grow up

#

Yes lemme send it

left rain
#

you sound like you need a nap

bold ibex
#

You're clearly 12 years old. Go to bed dude.

#

Amen

#

Cool story bro

#

Don't care

#

I like how these admins don't do shit lmao.

left rain
#

just block and move on.

bold ibex
#

True

left rain
#

what errors are you getting when you install SDK? and are you using unity 2019.4.31f1?

bold ibex
#

Sending now hang on

left rain
#

stfu

bold ibex
#

these are the versions of unity, vrcsdk, and usharp i am using

#

bro, stfu serioously. get a life.

#

jesus

#

thank you modds

left rain
#

okay. this is weird. so you are getting this message in a brand new project, just after installing the VRCSDK? not even U# yet?

stone marsh
#

Don't argue, just ping a mod, block em. and move on xP

bold ibex
#

only sdsk was installed so far

left rain
#

do you have any other packages imported currently?

mild spade
bold ibex
#

huh

#

where is there any other sdk version to download other than the one i have? i am using 2021.09.30.16.18

#

i dont think i said i was using the sdk 2021.11.24.16.19

left rain
#

from the vrc website, where you download the sdk

bold ibex
#

okay weird weirdddddd lemme see here

mild spade
# bold ibex Same. Okay hmm

Here you said you were using the same as TOADSTORM that is why it was confusing when I saw a different version on the screenshot

#

Hopefully that fixes the problem you were having all this time

bold ibex
#

jeez i hope so. if so, youre amazing. same w toad

#

omg i bet u that is exactly it

#

how did like my sdk change on itself thats odd asf

left rain
#

i mean, it didn't... you just somehow got yourself an older package

bold ibex
#

true.

mild spade
#

Yes, there are way too many versions of the SDK around the web, it is easy to get the wrong one. It is always better to download the version from the website even if you already downloaded one months ago, for safety

bold ibex
#

it was working at one point so i must have accidently downloaded an older one for some reason

#

okay okay. man, i do really appreciate the help

left rain
#

no worries. this shit is hard to get started with, and you're making it worse on yourself by trying to use all this fancy shit before you understand how it works

bold ibex
left rain
#

¯_(ツ)_/¯

#

unity is weird but so is unreal. they're each better at different things.

bold ibex
#

Yeah

left rain
#

i've been slowly building a world for the better part of a year now. nice work building something workable in two weeks.

bold ibex
bold ibex
#

Yikes.. so it's still happening

#

I don't understand what the heck

left rain
#

i don't either. your project is standard rendering pipeline, right? not HDRP, not URP?

bold ibex
#

its like its missing files and i dont know how to get them back

left rain
#

ok wait. i thought you were starting with a clean project

bold ibex
#

oh to still test it out? i can go back to it and try it with the new sdk yes

left rain
#

one step at a time

magic wyvern
#

been a couple of hours since I last uploaded but it was fine for me

austere star
#

Hello guys, I'm looking for a preferably free wavy water prefab that works under the current vrchat unity version, and looks like the image below. If anyone knows where to get it please let me know and thank you in advance 🙂

idle jolt
#

So I tried to download the latest SDK into a project that had an outdated SDK.
After doing so I have 202 errors and now I can’t even open the sdk window.

#

What the fûck do I do?

upper obsidian
bold ibex
#

It is neither a skybox nor a shader problem. I don't understand why the 3D models disappear in the game.
It is not occlusion.

upper obsidian
idle jolt
austere star
idle jolt
#

Question. If a door is animated to sink into the floor but a little bit sticks up will it still keep its collider?

#

I ask because both sides of the door have a little bump that I want to smoothen

upper obsidian
#

Of course it is saved. If on the door itself, of course, and do not turn it off.

toxic wraith
#

Is there a way to attach objects (from the world) to other users?

upper obsidian
toxic wraith
upper obsidian
#

VRChatのワールドに組み込んで、アクセサリーなどをプレイヤーに追従させることができるアセットです。設定したアクセサリーを手に取ったら、持っているプレイヤーが自分、または他人の任意のボーンにくっ付けさせることができます。 詳しくは導入・操作説明書にご参照ください→https://bdunderscore.github.io/attach-to-me/jp/ ライセンス:MIT ※このアセットは追従ギミックです。スクショ、動画に映っているモデルのほうは同封されません。 ※Udon(SDK3)ワールドのみに対応しています。SDK2ワールドには使えませんのでご注意ください。

#

You can see how it is implemented here.

toxic wraith
upper obsidian
left raven
#

any one know where i can get/know how to make a join notifier like the after dark arcade

cobalt wing
#

does anyone know if Audiolink works with Quest?

stone marsh
cobalt wing
idle jolt
patent salmon
#

i need some help with my world i made
it was working before but now when i load into it wont let me in

#

like what do i do

white pier
#

Hey if anyone can help me I would appreciate it. I have a ceiling fan in my world that has a Fan_Roatation Script. When I press play in Unity I can see that the fan does actually spin but when I upload to VRChat they are just standing still. Any ideas?

left rain
white pier
#

u# script

#

Thing is I bought it from the unity asset store

#

and it came with the script

left rain
#

could be missing an object reference or something? lots of assets are broken, built with old APIs, that sort of thing

white pier
#

no errors or missing scripts. When I press play it works in Unity

#

Vrchat the fan is standing still

left rain
#

if you just want a simple rotation, you could write that behavior yourself... it's literally the example script included in the readme.md on u#'s github

white pier
left rain
#

other things to check would be the synchronization... probably want to set this to local first to make sure everything's good

#

that's a c# script my dude

#

it has to be udon graph or U# or it will not work in VRC

white pier
#

Is it easy to make it U#?

#

Sorry I am new to world making

left rain
#

they provide exactly this

white pier
#

Do you have a link?

left rain
#

or just do it in udon graph, that way you don't have to mess with u#

white pier
#

Idk how sadly I followed a tutorial for the Udon mirror thing

left rain
#

you could ask in the udon channels how to rotate an object at a steady pace. it's a pretty simple graph for beginners

#

the method is still transform.rotate(x,y,z), same as what the script is doing

white pier
#

I apreciate it I am still learning

#

I only made this world yesterday

left rain
#

if you're brand new, u# is going to add an extra layer of complexity you don't need right now

#

use the graph until you can do basic stuff. u# is for more advanced behaviors

white pier
#

Yeah this here is my mirror and while it's there I dont really understand it lol

#

I followed a Tutorial

left rain
#

yeah. if you've never programmed before it can be a little weird conceptually

white pier
#

well yeah I agree a little overwhelming

#

But I want to learn

#

its fun

left rain
#

that graph is just a toggle for the GameObject.setActive() function

#

the negation just says "make this whatever it isn't". 0 becomes 1, 1 becomes 0. basic toggle.

white pier
#

Yeah I understand that part

left rain
#

the interact event tells the graph what the trigger for the script is

white pier
#

do you think you can walk me through a basic rotation for the fans? I'm not looking for handouts, just some guidance so I can learn it you know 🙂

left rain
#

in a bit. desk is occupied.

white pier
#

I appreciate it thank you

patent salmon
#

this world is pissing me off

#

i cant get into it at all

#

at first i thought it was shaders causing it

#

butit wont let me load into it at all

bold ibex
#

why would ones bulilder not even load an empty map?

#

I have published many worlds before

white pier
#

@left rain I think I did somehting right but this graph rotates my mirror cube idk why

left rain
#

both those variables are flagged as public, so you can change them from the inspector.

#

the "speed" variable is the degrees per second the object will rotate around the world Y axis

white pier
#

I figured it out I was adding the graph to the mirror graph lol

#

This works

left rain
#

you shouldn't need that "set" operation

#

that's overwriting the game object being targeted by the behavior on every Update step, which is probably going to have a performance hit

white pier
#

alright let me delete it and test

#

didnt realize you have to create a separate graph for each behavior I thought you could just put it all in the same page 🤣

left rain
#

you could put them all into a graph, maybe? but it would get ugly really quick.

white pier
#

Im left with this

#

How do I connect it tho?

left rain
#

get rid of "get gameObject". drag the vent blades from the variables list into the graph

#

then there should be a method to get the transform from the GameObject

white pier
#

ahhh sorry You said "Set" Operation

left rain
#

yes

white pier
left rain
#

you don't need to Set the vent_blades property ever, you just want to fetch that gameobject so you can transform it

#

i'm no expert with udon specifically but you might be able to just wire the Update directly to transform.rotate

white pier
#

The above picture works

left rain
#

i'm sure it does, it's just a little unusual. if you don't notice a perf hit from that script then you're fine

white pier
#

I am not sure else how to do it

left rain
#

when the object you're affecting is "self" and you're manipulating the transform, you don't necessarily have to wire anything to the "instance" input of Transform.Rotate. this is because GameObject.transform is a kind of inherent property.

#

that said, it's usually best if you include a reference to the Transform as a public variable for the function so that it's cached when the scene starts, instead of having to fetch it every frame. won't matter for simple scenes but that performance hit can add up.

white pier
#

Yeah we all love performance in VR lol

#

okay so what you say makes sense to me in terms of the updating every frame

#

but idk what the delta and multiply do?

#

where is the game object in your photo

left rain
#

speed is an arbitrary float-type variable, i have it set to 90. multiplying that by time.deltaTime means that it will slowly rotate over time, 90 degrees per second

#

anytime you want something moving at a steady pace in Unity you typically scale your forces by time.deltaTime to ensure that the timing isn't accidentally changed by changes in FPS or lag or whatever

white pier
#

you lost me man Im sorry 😦

#

If there is no game object in that graph then how does it know what I am trying to rotate

left rain
#

i already explained it to you

#

this is easier to understand if you've dealt with C# in unity before. there are certain things you get for "free" in MonoBehaviors. one of them is gameObject, which is a reference to the GameObject that the behavior is attached to.

#

another is transform, which refers to the Transform associated with the current GameObject.

#

these are listed under the "Inherited Members: Properties" section.

#

Udon is a sort of safe box inside VRChat that is a subset of existing Monobehavior and related functions.

#

the idea is both to create an easy scripting environment for people who can't code, and also to enforce this safe box so that people can't code potentially malicious behaviors.

#

anyways, if i'm just running the function transform.Rotate and i don't pass a specific reference to an object, Udon just says "oh well they probably mean the default transform for this gameObject" (the inherited property i mentioned above) and it will happily rotate

white pier
#

Ahhh you mean in the inspector when I add my Udon behavior?

left rain
#

yeah. the object you put that Udon behavior on is gameObject.

#

so you could slap this same behavior on a bunch of different objects in your scene, and they'd all spin around the world Y axis.

white pier
#

oh man thats awesome now I get it

#

Although I cannot find Speed, Delta time or Multiplication

left rain
#

yeah, this is a confusing part of Udon.

#

Speed in the graph i built is a public variable. I created a new Float-type variable, named it "Speed", and flagged it as "Public" in the little dropdown.

#

Making a variable public means you can see it in the Inspector.

#

so you can set the rotation speed to whatever you want from there. makes it easier to access, and exposes it to other MonoBehaviors if you need to.

#

Time.deltaTime is a property of UnityEngine.Time

white pier
#

Is it ConstFloat?

#

you renamed to Speed

#

?

left rain
#

no. create a new variable with the + button. set the type to float

#

then click the little arrow next to it in the variables window and check "public"

white pier
left rain
#

multiplication is systemfloat.Float.multiplication

#

if you drag from the float output of speed or deltaTime, you should see systemfloat near the top. this is one of my least favorite parts of Udon. it's really hard to do basic operations and the search feature barely works

white pier
#

okay but then it opens a sub menu

#

I am still doing the Float(Speed)

#

when I drag the float I see systemfloat but then I get a new menu

left rain
#

there are tutorials for this all over youtube; i suggest you watch a few on how to handle the basics

white pier
#

I think I got it

#

Yeah it works

#

cant remember what you said about speed?

#

what are realistic numbers to use

#

in the inspector for "speed"

left rain
#

i have no idea, i don't even know what you're making. units should be in degrees per second

white pier
#

a simple ceiling fan

#

Value of 300 seems okay

#

I appreciate your patience @left rain

#

All is working well

bold ibex
#

Any idea on how to resolve this error?

left rain
#

did you ever test installing U# in a clean project? did that work?

bold ibex
#

not in this one for some reason i cant figure it out. i've deleted udon, usharp, and vrcsdk so many times and reinstalled its not working

left rain
#

okay. so it's these assets you're finding that are broken.

#

that's the magic of working with third-party stuff.

bold ibex
#

no no, the assets work in the clean project is what i mean

#

hang on ill get it loaded up and get some scrnshots

bold ibex
#

they work fine in the new project idk why usharp is being such a b

#

cause usharp works fine in the new project

left rain
#

well, when you first imported those assets, you had some dependencies missing, and now some expected connections in those components are cocked up.

#

did you already try removing those custom assets / packages completely from your project, and then re-importing those packages now that you have U# properly installed?

left rain
#

yeah then i have no idea

#

last resort might be to export the parts of your project that do not use these components to a custom package, then import to your clean project

bold ibex
#

I know it. It's so tricky. It's okay. I mean maybe one day I'll figure it out again. I'll just have to use alternative assets until then maybe

left rain
#

then try bringing in the fancy skee ball shit

bold ibex
#

I could try to take the missing asset scripts from the new project and drag and drop them into the old projects asset scripts

left rain
#

worth a shot, though the connections might still be broken. i don't know enough about these assets to say.

bold ibex
still geyser
#

making a world for friends, why is the mirror doing this and how do I fix it?

mild spade
upper obsidian
#

It seems to me more that due to the fact that there is a default material.

still geyser
#

fixed, thanks

#

Also no one can jump, how do I fix that?

analog wyvern
#

anyone got some good world texturing tutorials? mainly in blender? having a hard time getting textures to look as crisp and clean as most worlds

left rain
bold ibex
surreal nebula
#

curious if anyones used this before and knows it works for quest? jinnia link resolver service or "t-ne x0 to" It's apparently what music and chill uses to have the music play on quest using a youtube link.

bold ibex
#

so i know haow to make switches for object but how do i make it so they are by default off

#

How

green lagoon
#

just disable the object in the inspector?

bold ibex
#

and then when i press the button it will turn on?

green lagoon
#

probably I don't know how your button is constructed

bold ibex
#

ilyk

bold ibex
green lagoon
winged wadi
#

Right now i am making a model in blender, i have noticed that textures i use in blender also get exported into the model. Is that recommend? Or is jt better to not use blender textures.

bold ibex
#

dose anyone know were to find the assets for the slideing doors

#

i seen them everywere

tropic cedar
#

Anyone know a good way to add subtitles to a world?

fierce coyote
#

I try to test & build my world but I get these errors and I have no idea how to fix it, anyone any ideas?

fierce schooner
#

Do I need to keep uploading my world on windows and switch to android build to reupload it to make it available for both ?

cunning mist
#

Was Trying to update my World Today, and my VRChat SDK Login has disappeared. What Happened?

versed plover
#

anyone every get stuck switching build targets, more specifically this error

versed plover
toxic wraith
upper obsidian
# toxic wraith How can we create Bounds Control in VRC?

https://docs.vrchat.com/docs/whitelisted-world-components There is a list of components that can be used. Study it, and think about how best to do what you want.

toxic wraith
toxic wraith
unkempt mauve
#

What's the average size for a video player in vrc?

versed plover
unkempt mauve
versed plover
#

i have vrworldtool kit installed so it shows me the mb size of all the things in my world, also have a world with only a cube and the player and its 1MB so kinda just a rough estimate

unkempt mauve
#

Well, actually size in measurement for the video player

upper obsidian
left rain
fierce schooner
left rain
#

yes

#

there are water shaders that will work okay on quest, though. s-ilent has a nice one

fierce schooner
#

I understand now thank you !

unkempt mauve
#

How would you measure a video player in vr?

tropic cedar
#

what's the hard cap vs soft cap player limit? i'm trying to have a hard cap of 4 people in a single world.

bold ibex
#

Does anyone know how to fix this. My control panel isn’t showing up

near escarp
#

Likely unity console errors

bold ibex
#

Is there any way I can fix it. I have a whole world done

fierce schooner
#

Anyone knows how I can turn off mirrors by default ? I'm currently doing it using udon behavior scripts but maybe there is an easier way ?

left rain
#

just disable them in the inspector.

icy elk
#

Euhm OH NO. panic attack

chilly hawk
#

Oh no

#

Hopefully someone more knowledgeable can explain that

icy elk
fierce schooner
#

Maybe I did something wrong with udon

chilly hawk
#

Got a couple of quick questions myself about submitting to labs as mine is almost done.

  1. How often can we update a labs world? I have an empty photo wall so early players can have their screenshots on the wall.
  2. Will the world be instantly joinable by the public, or are they reviewed first?
stone marsh
fierce schooner
chilly hawk
stone marsh
#

yes

chilly hawk
#

Great, everything should work out then. :)
Still gotta make a Quest version, but I'll tackle that when the photo wall is full.

chilly hawk
#

If you follow the whole thing correctly it will work

left rain
#

the script needs to know what instance of an object it's meant to toggle, and you need to provide that

icy elk
fierce schooner
fierce schooner
left rain
# icy elk does anyone know how to fix this. i need help

everyone here who runs into problems like this almost always has installed a bunch of third-party hell without first ensuring that they're compatible with SDK3 and that they've first properly installed all the necessary dependencies

#

remove things like pens, skee ball tables, all of that shit. remove it completely, delete all the files associated with them. then see if it compiles.

#

then double check required dependencies. if an asset requires U#, and a lot of interactables do, make sure that's running fine on its own before you try to install anything that requires it

#

in the future, BACK UP YOUR PROJECT before importing any third-party package.

icy elk
stray tinsel
#

im at 35 hours of play time in public world and have made a bunch of friends and been to all kinds of worlds and I still can not upload my builds, where can I check the conditions I need to meet to be able to do so? this is getting absurd at this point

left rain
#

are you playing on a VRchat account or a steam account? did you link them?

stray tinsel
#

i am using only a VRchat account

#

my steam account is not linked to my VRchat one i have never used my steam login in to play because prior to creating anything i read about what i needed to do or not to do and I didnt even use my steam login at all

#

the very first time i logged in through steam i logged right out of that account and into one i made on their site and have been using only that

left rain
#

just making sure. that's the most obvious culprit. i'm at like 85 hrs and still flagged as "new user" which is a real downer

stray tinsel
#

i cant even get new user

#

just wanna upload the dam thing ive worked my ass off on

#

"You've been using our application for a while, and we'd like to welcome you to VRChat's custom content creation system! You can create worlds and avatars and import them in to Unity to share with others."

#

wtf lol i literally just got this email

#

Unity says I still cant tho wtf

silent plinth
#

might take the servers a little moment to recognise you are eligible

stray tinsel
#

reloggin in unity worked

#

ugh thank god

silent plinth
#

happy creating

stray tinsel
#

thank you!!!!!!

surreal nebula
versed plover
icy elk
stray tinsel
#

dam id be so mad

fierce schooner
#

Any known way to make a curved mirror ?

limber panther
fierce schooner
#

I was curious if anyone ever made it xD

#

Thanks

north siren
#

before any baked lighting my world was 32mb but after baking my lighting the file size when up to 370mb. I can see there are tons of lightmaps each taking up 16mb. I baked using bakery with texels per unit set at 20, which isnt particularly high. My scene is not very big. (side note, why does my baking take nearly two hours for texel size 20 with a GTX 1080?) How can I reduce my worlds file size without sacraficing bake quality?

fierce schooner
#

Is it possible to use bloom on post processing for quest users as well ?

fierce schooner
#

Rip

#

Thanks for the info

#

Is there anything that could make lights less flat for them ?

analog wyvern
#

how many triangles should i aim for to have per item/the world as a whole? I wanna make high quality while also keeping frames high tho

green lagoon
#

draw calls are a important thing to worry about when trying to optimize worlds

frigid estuary
#

[SDK3] materials that have transparency have like a dithering effect to them. is there a way to switch this off?

upper obsidian
sullen turret
#

Does motion blur work for VR mode? If it does, does it look good?

green lagoon
#

you cannot use motion blur in VR

sullen turret
#

Not surprised. Also, is there a way to get ambient occlusion looking nice on VRchat? The Quest shader's aren't affected by it, so it's kinda strange looking

left rain
#

bake lighting to get AO, there's generally options to include this in the bake

tropic cedar
#

Anyone know how to make subtitles?

stone marsh
daring horizon
#

hoping someone can help ? .. i have created a world and tested it all works fine apart from .. when i move my head side to side the mountains in the background disappear and also my clouds in the sky

fierce schooner
#

Does anyone knows how I can sync sliding doors for all users in my world ?

cerulean echo
#

@daring horizon is the world big? and ar yor clouds far away?

rich pilot
#

When I attempt to enable post processing lighting using the vrworld toolkit plugin, it asks me to create a scene descriptor since it is missing, in order to enable it, but I can't seem to add one anywhere, and when I force it to enable anyway, it doesn't look right. How can I add a scene descriptor? I am using SDK3.

daring horizon
south orbit
#

these torches

#

they somehow cause a black flickering to happen every 2-3 sec

#

any ideas ?

#

what i need to change on them, i read something about its because of something called NaN on something somewhere but i doubt is the case since when i deactivate the torches the black flickering stops ofc .

unkempt turtle
south orbit
unkempt turtle
#

there is a light source included too

#

the fire itself is particles, the orange light is an actual realtime light source

unkempt turtle
#

is there a light component added too?

south orbit
#

is this what im looking for ?

#

no there is not

#

tho i found this within the particle thingie

#

under here

#

not sure if that is the source u mean ?

unkempt turtle
#

thats even worse

south orbit
#

even worse ? lol

unkempt turtle
#

disable that, add a simple point light and bake it

south orbit
#

i just want it to not flicker every 15sec or whenever

unkempt turtle
#

shits gonna tank your performance more than anything

south orbit
#

i see so deactivate that, just attach a point light, bake the light, alright appreciate it ^^

#

success what a neat lil fix / trick / lag saver etc, thx a bunch

rich pilot
#

Why can I not build and test my world? It claims I need a vrcscenedescriptor, but I can't add one. SDK3.

desert python
rich pilot
#

I already have that.

#

It still will not let me build and test.

desert python
#

try again

rich pilot
#

Tried it countless times. Even restarted Unity.

#

Just loads and then stops.

desert python
#

send screenshot

rich pilot
#

Of? It's just a Unity screen. There is nothing to show. No errors, no popups. It simply won't build.

desert python
#

is something pluged in? how do you know its the scene dewcriptor?

rich pilot
#

That is what it's telling me lol. "A VRCSceneDescriptor is required to build a world", then closes back to normal screens.

desert python
#

does a vrchat window open?

rich pilot
#

No, it doesn't build.

desert python
#

you must have errors

rich pilot
#

Hm, not seeing any. It's a spanking new fresh project with SDK3 and that's all.

desert python
#

its 2019.4.31?

rich pilot
#

Yes it is. I got it directly from the vrchat page.

desert python
#

try builf and publish

rich pilot
#

Doesn't work either.

desert python
#

check console

#

are you pausing it while its building?

rich pilot
#

No I'm not.

#

I tried both just now, no change.

desert python
#

whwt does console say

desert python
#

you have it on “clear on play”

#

and build

#

please turn those off and try one more time

left rain
#

can you show us the inspector with the VRCSceneDescriptor component?

desert python
rich pilot
#

Yes.

desert python
#

thats... odd

#

if you hit the play button, does it let you go into playmode?

rich pilot
#

Yeah I can do playmode.

#

Nvm I guess that video didn't work.

desert python
#

does it build and just unbuild/leaves playmode?

left rain
#

the mp4 works, it just won't preview.

#

@rich pilot i get that screen every single time i build... that's normal and doesn't imply that there's anything wrong with the world. the weird part is that it isn't launching the VRchat executable.

#

make sure under Settings that the vrchat client path is correctly set.

desert python
#

if that doesnt work, try build and publishing and going to the world on your “mine” tab

rich pilot
#

Oh, my gosh. That was the issue. The path was set to something completely incorrect. It wasn't even a drive letter I use.

#

Not sure why it set it to that. Jeez. Thank you both so much for the troubleshooting and support.

left rain
#

🌈

bold ibex
#

Just a question. So I have a interactable button that toggles the bgm to my world. Is there a way to make that same button cycle from one bgm to another to off?

#

So if I click the button it goes

#

Bgm 1 > bgm 2 > off

#

And back to bgm 1 after

#

Or is it one event per button?

south orbit
#

u should be able to do that tho im not sure how exactly as i only have toggles for turn on / off entirely

#

which could work in a way that u have example bgm1 on by default, bgm2 off by default to same toggle so it will swap in between on click, the only issue again is turning them off, that would require seperate one(or not neccesarily but is out of my knowledge sry)

bold ibex
#

Yeah that’s what I was thinking, swapping but not turning off. Alright well thanks for your help, I’ll wait and see if anyone has another answer to if it’s possible or not

mild spade
bold ibex
#

Ok I see. Yeah if you don’t mind that would be awesome

#

Does this work if I ever want to add more bgms in the future? Just do the same thing but make it to 4?

mild spade
#

It is possible, it will just require a bit more of logic.

left rain
#

you'd need to learn a bit about arrays/lists and for-each loops. you'd create an AudioSource[] array variable on your UdonBehavior, populate it with all your BGMs, and then each time the button is clicked you'd loop over each element of the array. you'd have a stored "index" variable that increments each time you click the button, and resets back to zero if the value becomes higher than the length of the array-1.

you'd then iterate over each element of your AudioSource[] array and set the volume or active state to zero if the array index != the index variable, or one if it does.

bold ibex
#

I think I understand lmao

mild spade
bold ibex
#

Oh wow there’s a lot lmao. I’ll see if I can get it to work

#

Thanks for helping me again for like the 10th time lmao

zealous heart
#

If ones computer had no issue with lots of assets in unity, is it possible to put world development and avatar development in the same project or would that break things

desert python
zealous heart
#

Laziness

desert python
#

thats cheating. but ye no, dont mix them, im 99% sure they will fight each other

#

but you can try

faint geyser
#

hey how do i make voice go far
or how do i make a mic that make the player near the mic go over the whole world

cerulean echo
#

@daring horizon i think is yor camera distance is to low the defeuld distance of players camera is 1000 if yor world or yor clouds ar more then the half or parts of the map you cant see also with the clounds its why the camera distance is to low you need to add a reference camera in yor vrcworld and make on the camera the far more but dont over do it only what you need so check how far you need

flint hearth
#

even if I put a world in VRChat, can I update it with any item at any time?

#

or do i have to wait a week?

daring horizon
cerulean echo
#

you need to add the camera like a reference camera in the vrcworld prefab

#

@daring horizon like this you need to add the camera to the reference camera in the vrc scene descriptor so it add it on the player if you not add it ther it not change eny think

daring horizon
cerulean echo
#

@daring horizon np

left rain
jolly gazelle
#

Does anyone know how to use the lowpass filter effect? I'm trying to get that muffled sound effect.

left rain
#

it should just work. assign the lowpass to the same gameobject as the audio source component and set a fairly low value for the frequency, like <2000

jolly gazelle
left rain
#

are you testing in unity or in vrc?

sullen turret
left rain
#

yes

#

SSAO will break peoples' brains in VR

jolly gazelle
left rain
#

you have a VRC spatial audio source component connected?

jolly gazelle
#

Yes. It does have the spatial component.

#

Was I supposed to remove that first?

left rain
#

no, you definitely want that there. i'm just trying to think of what steps you might have missed. i'm using a lowpass filter in my world with no issues.

small lark
#

hello i have a 3 questions

#

1.how to do lifting things

#

2.how not to penetrate a thing

#

3.how to make a map in pc and quest?

#

plz help

jolly gazelle
left rain
jolly gazelle
# left rain

Thank you! Can this be used on any audio source, like from a streaming system?

left rain
#

i'm not sure. haven't dealt with streaming audio just yet

sleek swift
#

hey yall, i think i screwed up my entire world cause im pretty sure thats not suppose to happen. does anyone know whats wrong and or how to fix it? i've put in my newest world SDK and it didn't fix it either.

chilly hawk
#

Is there a way to get VRCCam to show post processing?

sleek swift
#

me? not sure i can

chilly hawk
#

Ah, sorry, it's not to do with your question 😅

#

Just trying to make my world icon nice before uploading to Labs

sleek swift
#

im not sure it can show post processing, it really depends on if it show up when you press the play button

chilly hawk
#

Doesn't by default, but I was wondering if there's a setting or component for it

sleek swift
#

if i delete the SDK from the project and put it back in will that break everything or fix it or just make the entire project implode?

left rain
#

it's probably not the SDK causing the problem. it's probably something else you've imported. check the error log.

sleek swift
#

i deleted a thing, and now i can finally access the control panel

sleek swift
trim patio
#

hey y'all -- any tips for a world that crashes to the default home world when loading in? it works well in the test build

chilly hawk
#

Spotted my mirror settings got set to 'everything' :/
I only need these for a high quality mirror, right?

#

That should show players, the world and pickup items

chilly hawk
#

I was wrong, I now have invisible pool tables in the mirror 🤦🏻‍♂️

bold ibex
#

@left rain so no tvs that I put in my world will work. I tired 3-4 diff kinds. It says it's an udon behavior error. If I open up the error in the visual studio complier would you be able to translate it?

left rain
bold ibex
bold ibex
#

Anyone know a fix as to why any tv I import will not work? I have tried Wolfe tv, usharp video, and the vrcexamples prefab tv

chilly hawk
#

My world is finished and on Labs! But I've noticed it is super quiet. Is there a go-to video for making music players?

faint geyser
#

hey how do i make voice go far
or how do i make a mic that make the player near the mic go over the whole world

upper obsidian
faint geyser
#

i have tryed going thro that

stone marsh
bold ibex
#

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

#

have been having lots of problems coming back to my project and the vr chat sdk window only displaying 2 things not a utility build option

bold ibex
#

ill show In a sec if I can fix my issue

chilly hawk
#

Thanks :)

bold ibex
#

in publishing under the window I remember a box tick that selects the vvc cam then move in scene and go back

chilly hawk
#

Got the camera

bold ibex
#

👍🏽

quiet oak
#

Does anyone know of a fix for this bug? Unity crashes every time I try to update this world 🤔

chilly hawk
vestal oriole
#

I have an object that can be picked up, but when it gets thrown off the edge of the map it doesn't respawn. I'd like it to respawn right where it started. How do I do that?

chilly hawk
#

You also set respawn height in VRCWorld, which I assume affects pickups as well as players

vestal oriole
#

Huh, I guess making the object global rather than local is what allows it to respawn. Curious.

unkempt mauve
#

How do I export a project from Unity into Blender? Is this possible?

chilly hawk
toxic wraith
#

how to make a game object toggle when two Objects collide?

jaunty jay
#

Can't enter info on upload world. I can with other project. Just this one. What could be the problem?

#

btw I can test it just fine

bold ibex
#

sdk has bad issues mods please fix it

#

have been working all night and the sdk re appears appears with no addition to a blank unity/ this is with the current sdk from the website. I am stumped

cunning mist
#

Does Anyone know where I can Find Props for making my World more Full and less Empty?

small lark
#

hello i have a 3 questions

1.how to do lifting things

2.how not to penetrate a thing

3.how to make a map in pc and quest?

plz help

bold ibex
# small lark hello i have a 3 questions 1.how to do lifting things 2.how not to penetrate a...
  1. I don't know
  2. Click on object you don't want to penetrate, click add component in the inspector panel, click physics, click mesh collider
  3. https://docs.vrchat.com/docs/setting-up-unity-for-creating-quest-content
#

How can I fix these errors please?

tropic cedar
#

Does anyone know how to make subtitles for a vrchat world?

south orbit
tropic cedar
#

there's a way to do it with a screen overlay right?

south orbit
# bold ibex How can I fix these errors please?

'' empty udon behavior found on ... '' which means u have a udon script behavior on these objects that has no functions what so ever, to fix that u would have to remove the empty udon behaviors on the objects .

south orbit
#

the animation can basicly do that, u place the animation and the player go to the spot or whatever

bold ibex
south orbit
#

if u mean like bound to screen as in a ui overlay kinda thingie, yes it is possible, how im not too sure, i do have this on my surf world tho like, i have timer, velocity etc as ui overlay

south orbit
# bold ibex Okay how do I remove the empty udon behavior and make it work?

u have to click on the object and find the udon behavior that is empty and remove the script or component, how u make it work tho is a whole other question as several things from i have no idea what these objects are for, why they have udon, what their udon functions are supposed to be and so on so i cant answer u on that .

small lark
#

.how to do lifting things

#

plz help

long swan
#

is there anyway to get SDK2 or do I have to use SDK3 now?

bold ibex
south orbit
south orbit
south orbit
#

if it breaks ur object or what not, then u might wanna put more information in towards what is the object, why perhaps it has empty udon behaviors, maybe screenshot the whole object's component parts etc .

bold ibex
#

It says the empty behavior is on the udonsync player

south orbit
#

yeah is what i said 2-3 times xD which is the whole error

bold ibex
#

I just been trying to fix this for like 5 days now is all and can't get it

south orbit
#

its very simple

#

u click the object, in right side ur screen, u have components to it from mesh collider to whatever

#

somewhere in that list is udon behavior script components

#

somewhere in one of them it might have multiple it might not, is empty behaviors, which means inside of the udon script if u double click it on the right it has no behavior what so ever

#

which looks like

#
  • need to open my unity :p ..
#

this is the component u looking for

#

it needs a program and a udon code to work otherwise it is marked as empty behavior

#

which causes the error

#

this is a udon graph

#

this is no udon graph

#

which is probably the issue with urs

#

u have this on ur objects which causes it to have 'empty udon behavior' either this or else they arent even written to be udon graphs or dont even have a graph / program of udon to run on

#

here i put it on a directional light just to show u but u wanna look for the UdonSyncPlayer in ur case

bold ibex
#

What would I put in the fields to make it not empty? Would I put the TV for program source and then put like udon behavior

#

Thank you bte

#

Btw

south orbit
#

if u are trying to make a tv u might wanna make a udon script that interacts towards such as turning off / on, volume up down, etc etc, but that is some way way complex udon stuff already so im wondering

#

why would u even go into that if u barely know what udon is :p no offense, but i mean like

bold ibex
#

Well you see, no tvs that I import are working. I've tried 3-4 diff kinds. I've tried so many things to try to get them working but to no avail

south orbit
#

there is alot of free prefabs of video players out there with already written udons

south orbit
bold ibex
#

I'll retry the Wolfe player. But with the Wolfe player it'll play a song if I put the url for it In in unity but after that when I got to put any song in in VRchat it won't play or go to it

south orbit
south orbit
bold ibex
#

Yeah. When I put YouTube songs in in VRchat they won't play on the Wolfe for some reason

south orbit
#

let me go test right now just to make sure, but should still be working just fine, the only issue i could see for that would be youtube tryina bring it down but i doubt they reached the point of video players in vrchat yet

#

tho they did take down all discord music bots

#

so that might be why, tho i go test real quick sec

bold ibex
#

It's happening with my TV's, my pens, and my skeeball. It's like it's an error with udonsharp but I've tried uninstalling and reinstalling it and the sdk

south orbit
#

works just fine for me

bold ibex
#

I've scoured the internet and can't find a fix ive tried all the recommendations including updating certificates and updating the YouTube.dll

south orbit
#

if it happens with all ur udon stuff then obviously ye u must have corrupted something or imported something in a weird way or be outdated on some stuff etc

bold ibex
#

Yes it works for me in other words but not in my world so I know something be messed up

south orbit
#

as much as it sucks, try make a new project, re import all in right order, make sure u start with udonsharp before the udon objects

#

see if it works that way

#

cus it clearly sounds like something got messed up during the time

bold ibex
south orbit
#

otherwise why would it work for me all this time, i have 40+ updates pushed on this world and it didnt broke a single time

bold ibex
#

It used to work for me

south orbit
#

this what i use

bold ibex
#

I made a new scene as well and imported everything from my old scene and still wouldn't work and got errors

#

Lemme see if that's the one I got

#

What version of unity u using too?

south orbit
#

for sdk 3.0

#

and i use

bold ibex
#

Okay I got all the same

south orbit
#

so to conclusions...

bold ibex
#

Gah I just wish I could figure it out. I think it is missing scripts and the scripts won't replace themselves

south orbit
#
  1. u either corrupted or something messed up during the importing process and it is missing files or similar which broke it all
  2. it might be the case that some udon things break the rest, it can happen in rare cases .
#

yeah it deffiantly is, hence why i recommend wolfe video player which works just fine

bold ibex
#

I'll retry wolfe

south orbit
#

dont do anything to it like

#

dont adjust any scripts or udon behavior

bold ibex
#

It's still happening with pens and skeeball however but mostly care about the tv

south orbit
#

if it ask u to auto fix something with audio with wolfe

#

then just do that, but nothing else

bold ibex
#

Kk

south orbit
#

if it happens with any udon items

#

then again it is 90% probably corrupted or missing udonsharp files etc

#

some like that

#

which makes it useless to work on because

#

then it wont matter what u import forwardly it be broken obviously

#

i have it all working in my world

#

from pens to pool tables, water u can collide and react with, chess tables

#

mirrors, buttons, rain, lights

#

video players

#

all is working

#

i personally wouldnt bother working on a world where if every udon stuff is broken, trying to put more udon into it would be a time waste

#

cus again u know its the essential that are broken, not specificly the invidual udon objects

bold ibex
#

If only there's a way to copy everything except the corrupted or missing files to a new project

#

True but I've come so far on this world.

south orbit
#

u could remove all udon stuff, all the imported things u know

#

and then duplicate the project, re import

#

so u have backup ofc

bold ibex
#

So the main errors I get are 1. CS0618: 'udonbehavior reliable is obsolete use syncmethod instead

  1. Error CS0234: the type or namespace name 'isvalid' does not exist in the namespace 'utilities' (are you missing an assembly reference?)

  2. Empty udonbehaviour found on ______

  3. And then a bunch of missing scripts for example: [udonsharp] assets/udon/examples/utilities/worldaudiosettings.cs(13,4): system.exception: user type world audio settings could not be found

bold ibex
south orbit
#

as said make sure to duplicate ur project so that u always have a backup to go back to

bold ibex
#

Right I do I do

stable tulip
#

What I would do is make a new project, import new vrcsdk and then importing assets from your project except the old vrcsdk, udon to new one. Then you find your world scene and you open it

rich pilot
#

https://gyazo.com/d8e5cb044f9e1d3a58c6a87069d9b923
https://gyazo.com/2b4eb405e277251a945532bcfbc47845

Can someone help me out here.. I do NOT understand the measurement system Unity uses. I know that it's in meters, so I use an inch to meters converter.. however it's still SO FAR OFF. The cylinder here is supposed to be an example of a 5"5 person, and the rectangle on the bottom is supposed to be 10.875 feet long. How is it, that said rectangle is nearly the same length as the cylinder? Something is not right here.

unkempt turtle
#

use a cube
the cylinder is not a 1x1x1 object when scaled to 1 1 1

#

scale the cube up to 1.83 (for a 6'0 person) or whatever fits you best. the cylinder and capsule both are not optimal for measurement

rich pilot
#

Oh- thank you. I never knew they had different scaling. So much better with the cube. Appreciate it! ❤️

unkempt turtle
#

no worries ^^

old minnow
#

Why can't i access the package manager?