#world-development
39 messages · Page 119 of 1
Convex isn't on any mesh collider.
It appears its with all colliders Box and mesh
Looks like this, I can shove my head and body into the cubes and planes
Check here
Also, the probuilder has the problem of not updating the mesh name in the mesh collider after editing the object.
I only used probuilder for curves on a couple object. Other then that its blender and unity.
Seems to be okay from what I can see
So for somereason its only broken in the editor and in Unity using CyanEmu
In VRC it works fine
strange
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.
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
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
ensure the active player also acquired (SetOwner) the gameobject before requesting serialisation
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
that sounds like missing ownership, as i said, you need to own the gameobject if you want to sync its synced variables
So Im checking to see who owns the held object, not the physics object.
i am not sure what setup you have. but if you want to sync a variable marked as synced, you should set the owner via udon first, only the object's network owner can request serialisation successfully, by default that's the instance master
I am doing that
you will need to provide more context
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.
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
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);
}
}
}
okay, where is the code that sets the value that's not syncing?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
was too much code to paste in discord
case 2 completes successfully, but added it in for context. Case 3, gets stuck at non-active-player's waiting for success
@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.
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.
Even if it turns out there will be a lot of polygons. Probably better to use fur shader
Didn't know thats how people did it. Do you have a link to the shader?
Thanks
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?
https://gyazo.com/49c1f51020c584bf889626d2f0819955
How do I even fix this?..
What do you need to fix?
Increase the size of the atlas for baking
What's the atlas?
https://gyazo.com/0567a6db6ccf150c633c32855b657324
I reduced the lightmap size to 128, and it seemed to have worked pretty well
You shouldn't be using 128, because then you end up with a ton of single lightmaps
go with 4 or 2k
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?
2k literally breaks the world. I'll try 1024 but that's as high as I'm going
Breaks the world ? 
World ID needs to be the same
When I had it at 2k before it created multiple light maps that took up 5Mbs.
And by multiple I mean around 20-30
Then your texel count is way too high
and you need to adjust some of your meshes scale on lightmap
Let me feed my dogs and I’ll take a screenshot
Where do i find that? I have the pc one copied so i just need to replace the quest one
World descriptor component on your vrcworld prefab
If you switched the project, the ID shouldn't have changed
wait so i dont need to change the id?
If it wasnt obvious, this is my first world lol
No worries 
After the world id is the same and i private publish it, will it merge with the other one automatically?
Yep 
Alright thanks!
https://gyazo.com/e92b6ddee10da7498a9cafa1f9580d57
Alright, this is what I'm using
its just for a pre-bake though right? its not live lighting?
im new to all this but best luck to you n.n
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
Make sure the pickup's origin is where the object is, and that's not colliding with other things in your world ?
i honestly dont really understand what you mean by this, its a shield and its floating above the ground and the exact grip is on the handle
Is it set to do something on being picked up ?
just to be picked up and nothing else
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>
"
please check all errors (red) in the console, fix the oldest first
the only error in console is the one listed
Trying to build and publish my world but this started happening out of nowhere
https://gyazo.com/e01e4b6421c7dab2f362e6beb1c92b51
This is the console
https://gyazo.com/f8470397cc735840da122cfb971f3c94
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
anyone know any sites that have decent 8 ball pool table prefabs or assets?
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
Are you able to click the button on unity itself on Play mode? (on the GAME tab) On vrchat when you hover over a button do you see it change color ?
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
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
layers are also on default rather than UI, hmm
nevermind got it fixed up now! my eventsystem was disabled and i had no idea lol
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.
heres my full logs
Still got textmeshpro in your project ?
Might want to right click asset and refresh/reimport everything
Ill try
is TextMeshPro required for VRChat worlds?
Unsure, but since you're throwing errors about it, there might be a dependency somewhere in your project
deleted it and tried, now the VRCSDK throws errors, guess its a dependency ill now try to re-import it
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?)
error CS0234: The type or namespace name 'IsValid' does not exist in the namespace 'Utilities' (are you missing an assembly reference?)
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?
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
the UI shape will automatically add a collider if it doesnt have one already. If you dont want that collider to interact with players (blocking players from walking through it) You can either add a Box Collider manually with the "Is Trigger" checked or change the layer of the canvas to "Walkthrough"
ohhh neat, thank you @mild spade gonna try that out
that did it, thank you! didn't know it was adding a collision on runtime
https://gyazo.com/ece1ba6d17dc4acef9d0e357b270426c
After a long time of optimizing...

cool
Only bad side is 209 objects with overlapping UVs
Unity likes giving this warning often, but it's usually not a issue unless you can see the overlap artifacts
You can increase the lightmap UVs padding of those objects if you care
https://gyazo.com/b2e888b8151dfb2249947bbfffa57bd9 does anyone know y this show
Try reverting the editor layout to default
huh new to vrworld
Most likely another issue entirely then, add this to your project https://github.com/oneVR/VRWorldToolkit/releases
alright ive got a fun little one im trying to wrap my head around
using poi, im trying to make a pulsing emission that goes...down in the floor
like layered
but i cant for the life of me, figure it out
anyone know a good way to make footstep noises for the characters in the world?
figured it out
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
Is there a way to see file size of world b4 Uploading?
Or would you have to upload 1st
already gave my answer, please don't ask multiple times in different channels
same, menu only shows that. No settings sub menu
tried on unity 19, 20 & 21
i fixed it '
Hey uhmm
Havent been active here
But
Can I ask some assistance
Its a mystery map
do not ask if you can ask, just ask, people will help when they see a question they can answer
does anyone know how to make a fading transition?
How to reduce the draw call?
Is der any this party optimisation solution?
*third party
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
Thanks mate I have done it looking for a plug-in to bake meshes
probably better off doing anything related to texture baking in a dedicated 3D app
depending on what you have available, blender should have some basic options for this, or you could try substance painter
M using bakery for that
I have a lot of meshes tho it’s optimise but I think it can be backed
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.
Alight I think I gotta combine meshes to reduce the number of draw-calls I guess
is it possible to manipulate shapekeys for world outside of animations? as my attempt to invoke it isnt alloud
Hey need help
I not sure how the acavate jumping in my world
Can someone help me out
jumping works by default. if it's not working, check that you don't have a hidden collider blocking you.
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.
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?
Looks like console errors
Any more info ?
What can I do to try and fix it?
Difficult to guess without seeing the console errors
These are the only errors that show up. Dunno what they mean.
Might want to google this one specifically, I've not seen it before
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.
This happened.
Lmao yea. 999+ errors
It's the same stuff repeating over and over every second.
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.
What version of unity are you using?
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.
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.
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.
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.
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.
Is udon sharp not just part of the sdk? What do you mean by adding it?
udon sharp is a separate add-on
as regular udon is the visual scripting noodle stuff
I didn't need to add it to my other world...
I guess I just don't do anything complicated that needs it lol
a lot of community prefabs have it as a prerequisite
I'm not using any community prefabs, so I think I'm good.
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
so good to have it installed from the beginning in case you accidentally grab a prefab that uses it
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.
Good to know 👍
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?
portals do not count for that
Ooooh
Even permanent portals?
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
Might as well try it low scale, was just wondering
Ty for info @green lagoon
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
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
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
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.
yes that way you don't have to deal with loading screens
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
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.
and also let's random people in by the portal dumping you into a public instance
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
How do you make world quest friendly
Like I mean PC/quest
World
Can someone please tell me I am stuck on how to do that
Pinge me or DM
The answer please
question do you mean will upload to the Quest or actually optimized as those are two different questions
Setting up a cross-platform world or avatar is actually quite straightforward! In short, all you have to do is use a duplicate project to build an Android version of the asset, and upload it to the same content ID as the VRChat PC asset. The client will manage which version it needs to download. If ...
Creating content for VRChat Quest is a challenge-- you have to create attractive, compelling content all the while keeping the content optimized for a mobile device. These are the same challenges that game developers must deal with while building for mobile. Here, we'll give you some general guideli...
Basically yea cross platform I want everyone to see the world that is quest. Also I don't want to leave anyone out that is a quest user so I making a world for both
easiest way to do that would be make the world with the quest in mind in the first place
what kind of map are you trying to make
Yea I did I just wasn't sure how to activate on unity so both people can see my world
A large Casino/avater world
swap the platform to Android and upload
Then it will only be just quest
I want to make it for both
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
basically the same exact process as uploading a cross-compatible avatar
and have you bake your lighting as that's basically mandatory on the quest and a good idea in general
Not yet still fixing the bugs
you might want to hold off on uploading until you get your lighting baked and probably a bunch more optimization
Yea true
question do you know how to make texture atlases
because that's a good way to cut down on the draw calls
Hello there, i come to you in another time of great need.
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.
I got that same error. made it where the button to show the sdk control panel got banished to the shadow realm or something. can't build and test, can't publish.
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.
Thank you!
it did not work
np. I hope there's a fix for this somewhere besides restarting
otherwise i wasted a quarter of my day yesterday
if i can copy non sdk assets from one project to another, it might be saved
trying exporting as a unity package and importing into fresh sdk
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?
check the console for errors. the package probably is missing a dependency and breaking other things down the line.
Is there anyway to just remove the SDK entirely and reimport it fresh?
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.
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||
just remade my entire world on a fresh sdk import and the sdk control panel is gone again
yay
OH MY GOD 😍🤩 thank you so much @upper obsidian
I realised what was wrong with it, I was using the wrong Unity version
Ty for trying to help though @left rain
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.
Do you mean the Visual Studio Editor Package?
QV Pens broke stuff. did some process of elim. gonna make a separate project to see how to get pens to not screw up the sdk
Did you add UdonSharp before you imported QvPens?
given that i don't know what that is, definitely not.
You need to always read dependencies before you add things to your project. This is listed as required on the QvPen page.
right, right. just started learning unity world design yesterday. thx ^~^

are they just a put in the prefab and ur done kinda deal?
is it a good idea to model the place the world is set in in blender?
like you want the world to look like a blender scene?
no
for example i want the world to be set in a house
then model house in blender
import it to unity
so like build the walls and windows in blender
instead in unity itself
thats what pretty much every somewhat sane world creator does
unity is not a modelling software
unity is not a modelling software
unity is not a modelling software
unity is not a modelling software
well i see the thumbnail of the modeling video above so i was like "tf"
thought that it was modeling in unity, or atleast the modeling of a simple house
but thanks
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
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)
ah
then my question has been answered
thanks lads
no worries ^^
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.
Credit where credit's due. It handles basic shapes like a champ😎
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?
The package is called GE Weapons if anyone knows what I’m talking about.
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...
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...
Probuilder ?
Install ProGrids
Tools - ProGrids - ProGrids Window
What are you about?
The camera's field of view needs to be adjusted.
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
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.
😂 good one.
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 😭
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
I'm messing around with the jetdogs prefabs for the car, but all of the scripts are not assigned...
Which scripts go where?
VRChat SDK tab at top of screen > clear cache and playerprefs
i have done that many times i click it and it never does anything
Do u have errors in ur console? U need to fix them first then your option to upload will come back
ok let me try
it honestly just sounds like you don't have u# installed properly.
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.
Thank you. Will do.
it looks like they're using probuilder, which is pretty straightforward to use. I can't watch the video just now but the probuilder docs are here - https://unity-technologies.github.io/procore-legacy-docs/probuilder/probuilder2-gh-pages/
make sure 100% that you're using the correct unity build and that you install UdonSDK before you install U#
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?
Okie
You just put the prefab in the car model, unpack it and center everything. Then just delete the render mesh from all the objects that were in the prefab.
Still getting the same errors. I can't figure out what I did wrong. These assets used to work but they keep saying udonsharp some files missing. Doesn't make sense. U figure they would resolve themselves upon redownload.
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
did you try running just the simple U# demo script that's included before importing these prefabs?
I didn't realize there was a demo script. Is it located with the download?
where exactly are you getting U# from?
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#.
Ok will do
Already throwing an error with just installing the sdk only so far. What version sdk are you using?
dude take it somewhere else
Wow, just because your daddy/mommy didn't love you doesn't mean u get to take it out on me xD
i'm using 2021.11.24.16.19 here, though i'm not using u# on this project
Is there some chat admins in here?
Same. Okay hmm
so all you did was start up a clean project and install the VRCSDK, and you're getting an error? what error?
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
you sound like you need a nap
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.
just block and move on.
True
what errors are you getting when you install SDK? and are you using unity 2019.4.31f1?
stfu
these are the versions of unity, vrcsdk, and usharp i am using
bro, stfu serioously. get a life.
jesus
thank you modds
okay. this is weird. so you are getting this message in a brand new project, just after installing the VRCSDK? not even U# yet?
Don't argue, just ping a mod, block em. and move on xP
correct
only sdsk was installed so far
do you have any other packages imported currently?
You said you are using SDK 2021.11.24.16.19 , but on the screenshot it shows a different one (2021.09,30.16.18)
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
from the vrc website, where you download the sdk
okay weird weirdddddd lemme see here
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
fair fair.
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
i mean, it didn't... you just somehow got yourself an older package
true.
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
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
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
definately. i got a pretty sick world thats pretty much complete tho. i mean. i started vrchat a month ago and already build a world within like 2 weeks of playing. unity sucks ass by the way. its so ridiculous LOL
Yeah
i've been slowly building a world for the better part of a year now. nice work building something workable in two weeks.
Thank you. Maybe 3 weeks ha. But I be working on it all day I'm sure you have more things going on. I'm lucky I can work on it at work too
i don't either. your project is standard rendering pipeline, right? not HDRP, not URP?
Yes
its like its missing files and i dont know how to get them back
ok wait. i thought you were starting with a clean project
oh to still test it out? i can go back to it and try it with the new sdk yes
one step at a time
been a couple of hours since I last uploaded but it was fine for me
ok, thank you
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 🙂
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?
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.
Manually remove SDK from - VRChat Examples ,VRCSDK , Udon , Packages\com.vrchat.vrcsdk3 and install fine.
I can’t find anything that says packages
Thank you I'll try this one!
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
Of course it is saved. If on the door itself, of course, and do not turn it off.
Is there a way to attach objects (from the world) to other users?
Through tracking and сonstraints
Would be amazing if u cud elaborate or maybe show how it works
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.
is there any alternative that u know?
I did not suggest using this, but looking into the scripts and doing it yourself as required. The screenshot shows a simple tracking on udon.
awsome thanks for your help
any one know where i can get/know how to make a join notifier like the after dark arcade
does anyone know if Audiolink works with Quest?
No, it does not
Thank you
I’m trying to get a VRCChair working for a car prefab. For whatever reason the selection is not highlighted and I cannot sit in it. This is what it looks like in Unity. Is there something I’m missing?
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
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?
is it an udon behavior or u# script? you can't attach arbitrary c# behaviors, VRC will not allow them
u# script
Thing is I bought it from the unity asset store
and it came with the script
could be missing an object reference or something? lots of assets are broken, built with old APIs, that sort of thing
no errors or missing scripts. When I press play it works in Unity
Vrchat the fan is standing still
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
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
Do you have a link?
or just do it in udon graph, that way you don't have to mess with u#
Idk how sadly I followed a tutorial for the Udon mirror thing
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
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
Yeah this here is my mirror and while it's there I dont really understand it lol
I followed a Tutorial
yeah. if you've never programmed before it can be a little weird conceptually
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.
Yeah I understand that part
the interact event tells the graph what the trigger for the script is
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 🙂
in a bit. desk is occupied.
I appreciate it thank you
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
why would ones bulilder not even load an empty map?
I have published many worlds before
@left rain I think I did somehting right but this graph rotates my mirror cube idk why
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
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
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 🤣
you could put them all into a graph, maybe? but it would get ugly really quick.
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
ahhh sorry You said "Set" Operation
yes
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
The above picture works
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
I am not sure else how to do it
Just like this.
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.
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
re-read what i wrote about "self" and the transform instance
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
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
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
Ahhh you mean in the inspector when I add my Udon behavior?
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.
oh man thats awesome now I get it
Although I cannot find Speed, Delta time or Multiplication
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
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"
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
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
there are tutorials for this all over youtube; i suggest you watch a few on how to handle the basics
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"
i have no idea, i don't even know what you're making. units should be in degrees per second
a simple ceiling fan
Value of 300 seems okay
I appreciate your patience @left rain
All is working well
Any idea on how to resolve this error?
did you ever test installing U# in a clean project? did that work?
yes. it works in the clean project just fine.
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
okay. so it's these assets you're finding that are broken.
that's the magic of working with third-party stuff.
no no, the assets work in the clean project is what i mean
hang on ill get it loaded up and get some scrnshots
they work fine in the new project idk why usharp is being such a b
cause usharp works fine in the new project
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?
Yes
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
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
then try bringing in the fancy skee ball shit
I have an idea
I could try to take the missing asset scripts from the new project and drag and drop them into the old projects asset scripts
worth a shot, though the connections might still be broken. i don't know enough about these assets to say.
Assets\USharpVideo\Scripts\USharpVideoPlayer.cs(1557,21): error CS0234: The type or namespace name 'IsValid' does not exist in the namespace 'Utilities' (are you missing an assembly reference?)
didnt do er, however i found the error location. it is right here where i highlighted. do you know how to fix it?
making a world for friends, why is the mirror doing this and how do I fix it?
I dont think a cube mesh should be used for a mirror. You can (and should) use a simple Quad
It seems to me more that due to the fact that there is a default material.
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
you need to trace back to what Utilities is. at the top of the file will be a bunch of import statements saying using Utilities and the like. it's going to be really hard to find the missing reference in notepad... you need to use a real IDE like Visual Studio to debug
Okie downloaded visual studio now
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.
so i know haow to make switches for object but how do i make it so they are by default off
How
just disable the object in the inspector?
and then when i press the button it will turn on?
probably I don't know how your button is constructed
ilyk
worked thanks
cool
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.
Anyone know a good way to add subtitles to a world?
I try to test & build my world but I get these errors and I have no idea how to fix it, anyone any ideas?
Do I need to keep uploading my world on windows and switch to android build to reupload it to make it available for both ?
Was Trying to update my World Today, and my VRChat SDK Login has disappeared. What Happened?
anyone every get stuck switching build targets, more specifically this error
That didn't work for me, however using a dropbox direct link, and putting that link into a bitly link shortener will work for quest, only thing is you have to have mp4 files but dropbox has free accounts
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.
The following is the complete list of scripts usable within worlds. Components that are not in this list will not work. Unity Components WindZoneVideoPlayerTilemapTilemapRendererTerrainTreeSpriteMaskParticleEmitterEllipsoidParticleEmitterMeshParticleEmitterParticleAnimatorParticleRendererWorldPartic...
is there a way to do it in Udon sharp by using slide bar that affects scale?
I think it's possible.
interesting... cud u please share how?
What's the average size for a video player in vrc?
the one in my world is only like .3 - .5 MB
How would you determine size?
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
Well, actually size in measurement for the video player
Through the vrc_pickup , track the coordinates, and change them on the desired object.
yes. you have to rebuild for both platforms. it's best to either maintain two projects in parallel, or to use EasyQuestSwitch so that you can automatically tweak components for each platform
So I can for example upload the map with a water shader for pc and replace it with blue transparent texture for quest and upload it separately ?
yes
there are water shaders that will work okay on quest, though. s-ilent has a nice one
I understand now thank you !
How would you measure a video player in vr?
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.
Does anyone know how to fix this. My control panel isn’t showing up
Likely unity console errors
Is there any way I can fix it. I have a whole world done
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 ?
just disable them in the inspector.
Euhm OH NO. panic attack
i hope has well that it can be fixed
If I uncheck them in the inspector the scripts for the toggle on buttons stop working
Maybe I did something wrong with udon
Got a couple of quick questions myself about submitting to labs as mine is almost done.
- How often can we update a labs world? I have an empty photo wall so early players can have their screenshots on the wall.
- Will the world be instantly joinable by the public, or are they reviewed first?
You can publish one world ID to labs per week.
You can update that world ID as many times as you wish, back to back over and over
Labs IS the review process
Yeah something went wrong somewhere my buttons are disappearing on interaction regardless of the mirror status
Thanks. Can anyone join and be invited to labs worlds like public ones?
yes
Great, everything should work out then. :)
Still gotta make a Quest version, but I'll tackle that when the photo wall is full.
Disable at 2:12
https://youtu.be/zUALbgztU5Y?t=132
If you follow the whole thing correctly it will work
if you put the udon script on the button and you're telling "this object" to disappear, it's going to affect your button. make a variable called something like "Mirror" of type GameObject, make it public, and run SetActive on that component. in the inspector, drag your mirror into the "Mirror" variable slot
the script needs to know what instance of an object it's meant to toggle, and you need to provide that
does anyone know how to fix this. i need help
Thanks I was kind of blind when I did the startup toggle off udon
I'm gonna try to fix it up for some reason one mirror works perfectly
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.
the thing i had a back up but it was corropt as well, and the thing all i did the last time was putting picture in some ui canvas not some 3rd party prefabs. but ill check thanks
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
are you playing on a VRchat account or a steam account? did you link them?
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
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
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
might take the servers a little moment to recognise you are eligible
happy creating
thank you!!!!!!
Alright ty, had a friend test for me and said it just gave out a pink color.
yeah same thing happened to me, i went through like 2 days of troubleshooting so if you have problems just reach out
i was stuck as a new user for almost 400h of game and i still don't know why
dam id be so mad
Any known way to make a curved mirror ?
You need a curved mirror model, and a shader to reflect it. Main problem's the shader
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?
Is it possible to use bloom on post processing for quest users as well ?
no
Rip
Thanks for the info
Is there anything that could make lights less flat for them ?
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
https://docs.unity3d.com/Manual/class-LODGroup.html But you still need to strive to reduce the polygons.
draw calls are a important thing to worry about when trying to optimize worlds
[SDK3] materials that have transparency have like a dithering effect to them. is there a way to switch this off?
It all depends on the shader you are using on the material.
Does motion blur work for VR mode? If it does, does it look good?
you cannot use motion blur in VR
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
bake lighting to get AO, there's generally options to include this in the bake
Anyone know how to make subtitles?
Do *NOT use post processing for AO, Motion blur, or DOF.
Quest shaders don't work for it because they most all don't write to depth. Any shader that doesn't write to depth won't work. Those effects all cause various absolutely cursed issues in VR and shouldn't be used.
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
Does anyone knows how I can sync sliding doors for all users in my world ?
@daring horizon is the world big? and ar yor clouds far away?
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.
the world is fairly big yes and the clouds are in the distance
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 .
bake em
these arent light sources tho but particle animations
there is a light source included too
the fire itself is particles, the orange light is an actual realtime light source
the light is particles too
is there a light component added too?
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 ?
thats even worse
even worse ? lol
disable that, add a simple point light and bake it
i just want it to not flicker every 15sec or whenever
shits gonna tank your performance more than anything
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
Why can I not build and test my world? It claims I need a vrcscenedescriptor, but I can't add one. SDK3.
go to project tab, go to search bar, search “vrcworld” and drag the prefab as labeled into your scene. that is your scene descriptor
try again
send screenshot
Of? It's just a Unity screen. There is nothing to show. No errors, no popups. It simply won't build.
is something pluged in? how do you know its the scene dewcriptor?
That is what it's telling me lol. "A VRCSceneDescriptor is required to build a world", then closes back to normal screens.
does a vrchat window open?
No, it doesn't build.
you must have errors
Hm, not seeing any. It's a spanking new fresh project with SDK3 and that's all.
its 2019.4.31?
Yes it is. I got it directly from the vrchat page.
try builf and publish
Doesn't work either.
whwt does console say
you have it on “clear on play”
and build
please turn those off and try one more time
can you show us the inspector with the VRCSceneDescriptor component?
you tried building?
Yes.
does it build and just unbuild/leaves playmode?
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.
if that doesnt work, try build and publishing and going to the world on your “mine” tab
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.
🌈
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?
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)
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
It is possible and there are many different ways of doing it. With udon I would do it with an Int. Each time you press the button the Int adds one and depending on the Int value, it will do different actions. (when int = 1 play song 1, int =2 play song 2, Int=3 turn all off and reset int to 0) I could make a quick Udon graph to show you visually what i mean
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?
It is possible, it will just require a bit more of logic.
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.
I think I understand lmao
Oh ok cool
This will allow you to set as many songs as you want, and when it reaches the last song it will stop and start over. Make sure you set the Int "counter" to -1 as default. you then increase the "Musics" array size to any amount of music you have, the code will take care of all the rest
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
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
why would you combine 2 seperated ways to create content?
Laziness
thats cheating. but ye no, dont mix them, im 99% sure they will fight each other
but you can try
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
@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
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?
sorry I didn't understand that fully but.. from what I understood ... I changed the main camera clipping planes far from 1000 to 2000 and this made no difference
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
thank you so much ! didnt have a clue lol
@daring horizon np
new content you can only upload once a week. you can update existing content as much as you want
Does anyone know how to use the lowpass filter effect? I'm trying to get that muffled sound effect.
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
ok, thanks
I tried that, but it doesn't seem to have any effect on the audio at all.
are you testing in unity or in vrc?
So is my only option for AO baking lightmaps?
vrc
you have a VRC spatial audio source component connected?
Yes. I think so. Let me double check, but I think the answer is yes.
Yes. It does have the spatial component.
Was I supposed to remove that first?
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.
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
Can you show me a screen pic of your settings? Maybe that would help me. It could be something small that I'm missing.
Thank you! Can this be used on any audio source, like from a streaming system?
i'm not sure. haven't dealt with streaming audio just yet
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.
Is there a way to get VRCCam to show post processing?
me? not sure i can
Ah, sorry, it's not to do with your question 😅
Just trying to make my world icon nice before uploading to Labs
im not sure it can show post processing, it really depends on if it show up when you press the play button
Doesn't by default, but I was wondering if there's a setting or component for it
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?
it's probably not the SDK causing the problem. it's probably something else you've imported. check the error log.
i deleted a thing, and now i can finally access the control panel
you wonderful human being i'm am thankful for your common sense
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
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
I was wrong, I now have invisible pool tables in the mirror 🤦🏻♂️
@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?
uhhh probably not? i don't know anything about the component you're having trouble with
Oh okay haha no worries just thought I'd check ☺️
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
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?
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
Players have two sources of audio: the voice coming through their microphone, and sounds attached to their Avatar. With Udon, you can change how a Player hears other players' voices and avatar sounds. For example, this graph makes it easier to hear another specific Player, boosting their audio by 5 ...
i have tryed going thro that
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
you need to use the vvcr cam this is what it is for
ill show In a sec if I can fix my issue
Thanks :)
in publishing under the window I remember a box tick that selects the vvc cam then move in scene and go back
Got the camera
👍🏽
Does anyone know of a fix for this bug? Unity crashes every time I try to update this world 🤔
No idea what to do with it to add postprocessing though 🤔
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?
Mine are set up like this and they respawn (or at least they did when I last checked)
You also set respawn height in VRCWorld, which I assume affects pickups as well as players
Huh, I guess making the object global rather than local is what allows it to respawn. Curious.
How do I export a project from Unity into Blender? Is this possible?
Looks like I found the answer online by myself:
Add an audio source to an empty game object, drag your audio into it, then check "play on awake" and "loop". Make Udon graph that disables the game object with audio source to turn it off. Can be toggled back on with same graph.
how to make a game object toggle when two Objects collide?
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
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
Does Anyone know where I can Find Props for making my World more Full and less Empty?
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
- I don't know
- Click on object you don't want to penetrate, click add component in the inspector panel, click physics, click mesh collider
- https://docs.vrchat.com/docs/setting-up-unity-for-creating-quest-content
Setting up Unity to create Quest content is actually pretty straightforward. This image covers it pretty well: If you're starting a brand new project, this won't take long at all. However, if you're converting a Windows platform project to an Android platform project, you will have to convert your a...
How can I fix these errors please?
Does anyone know how to make subtitles for a vrchat world?
i doubt there's anything fancy for that out there, tho there might be like a script that can do the job or not but beside of that my suggestion would be to make an animation with all the subtitles timed towards whatever u want to be subtitled then place the animation at the desired location
there's a way to do it with a screen overlay right?
'' 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 .
im not sure what u mean by that, screen overlay ? u want it to be bound to no matter where u walk or u want it at specific location
the animation can basicly do that, u place the animation and the player go to the spot or whatever
Okay how do I remove the empty udon behavior and make it work?
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
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 .
is there anyway to get SDK2 or do I have to use SDK3 now?
Thank you for the help although I'm afraid this doesn't help me much sadly
what do u mean how to do lifting things, u want to be able to interact and pickup objects etc ? thats called Rigidbodies and colliders
i think its still available on the website ? not sure, atleast for 2.0 avatars i know it is, with worlds not sure tho u should be able to convert a world from 2.0 to 3.0 by just making a duplicate, remove the vrcsdk and re-import a 3.0, ofc make a backup before doing so
well u asked how to fix the errors, basicly the errors exists because there is empty udon behavior on the objects it tells u they're on '' UdonSyncPlayer '' so to fix that u would again have to remove the empty udon behaviors on these objects for the errors to not exist.
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 .
It says the empty behavior is on the udonsync player
yeah is what i said 2-3 times xD which is the whole error
I just been trying to fix this for like 5 days now is all and can't get it
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
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
it all depends on what u gonna use the object / udon behavior for
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
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
there is alot of free prefabs of video players out there with already written udons
try Wolfe Video Player, works fine in my worlds .
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
it isn't work
the url u put in unity is to play a song on loading into the world by default, u can leave that field empty if u dont want any song to be played, inside of vrchat u have to duplicate the link into the video player, have in mind that it only works with some links not all, preferrebly youtube links and not whole playlists, hence why it has a que system .
- thats kinda funny because it does for me
Yeah. When I put YouTube songs in in VRchat they won't play on the Wolfe for some reason
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
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
works just fine for me
I've scoured the internet and can't find a fix ive tried all the recommendations including updating certificates and updating the YouTube.dll
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
Yes it works for me in other words but not in my world so I know something be messed up
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
Right. And I tried redownloading everything so many times. Nothing. I even tried a new project where it works and importing all the sdk and usharp and such from there
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
It used to work for me
this what i use
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?
Okay I got all the same
so to conclusions...
Gah I just wish I could figure it out. I think it is missing scripts and the scripts won't replace themselves
- u either corrupted or something messed up during the importing process and it is missing files or similar which broke it all
- 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
I'll retry wolfe
It's still happening with pens and skeeball however but mostly care about the tv
if it ask u to auto fix something with audio with wolfe
then just do that, but nothing else
Kk
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
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.
u could remove all udon stuff, all the imported things u know
and then duplicate the project, re import
so u have backup ofc
So the main errors I get are 1. CS0618: 'udonbehavior reliable is obsolete use syncmethod instead
-
Error CS0234: the type or namespace name 'isvalid' does not exist in the namespace 'utilities' (are you missing an assembly reference?)
-
Empty udonbehaviour found on ______
-
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
Okay I can try that sure
as said make sure to duplicate ur project so that u always have a backup to go back to
Right I do I do
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
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.
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
Oh- thank you. I never knew they had different scaling. So much better with the cube. Appreciate it! ❤️
no worries ^^
Why can't i access the package manager?