#world-development
39 messages Ā· Page 120 of 1
If you unpublish a community lab world, can you republish in the same week?
So I did pickups for some drinks and bottles and for some reason the bottles seems to flatten when in hand when we rotate it but not the drinks, any clue on how to fix it ? Or from where comes the bug ?
This happens anytime a child is rotated inside a parent that doesn't have uniform scale. The parent gameobject that the pickup is on/in needs to be set to 1:1:1 on it's transform, or at least a uniform scale.
If you unpublish it, you'd have to wait a week to republish it
You need to add a movement script. an example one is included with the SDk in the examples folder. Alternatively, you can just use the "VRCWorld" prefab that is included with the SDK which has the scene descriptor, as well as a movement script already on it ready to go.
wait sorry where is it?
just use the search feature in Unity to look for "VRCWorld"
The example udon behavior itself is called "VRCWorldSettings"
ok yeah i found the vrcworld prefab
I'm gonna check it out thanks !
so jumping is just available now?
If you use that, you need to replace your current world descriptor, you can't have two scene descriptors, I was just directing you to a location with an example
ok yeah
Is it possible to make a button disappear with another button ?
course, toggle the gameobject the button is on, off. A basic Toggle Udon Behavior example is included with the SDK called "ToggleGameObject"
Does anyone know a good yt tut for the QV Pen
A tutorial shouldn't really be needed, all the information is provided on the Booth page. All that is required is that you have an updated copy UdonSharp as the booth page states, and you ensure you use the current Udon/SDK3 SDK, it will be drag and drop into your world. There is a Prefab included located in the QvPen folder that you would simply drag into your scene and it's all ready to use.
ah okay that makes sense, thank you
yea, just make sure you add UdonSharp first. Dependencies should always be added before the asset you are adding.
so i import this and it kinda just does it on its own? theres no extra setup?
It just has to be in your project if you don't already use it yea.
Don't need to do anything past just importing it
Okay
I imported them but when i went to go test they didnt draw
I did this to make the button disappear/appear for everyone
But the button I interact with is the only one disappearing
Well I kind of fused two kinds of working graphs into one
Capsule is the button
can someone help? my scene is all black lmao
can u send a picture?
i just started a new scene and this happened
Fixed !
thats odd, i dont think ive seen that happen before so im unsure
yeah its never happened to me before lmao
Are you sure you have a scene tab ?
add a tab
and pick up what you want
ok it worked
thanks
just not the right size lmao
theres just this weird black bar now
do u guys know how to work the pens, they wont draw
you should just have to import them and they work
i think you might need like udonsharp or something
yeah i have the undonsharp in, but for some reason they wont draw
Anyone know how I would be able to make a system to page through avatars as seen here?
how do i fix this
That's just enabling/disabling gameobjects with pedestals in them
Ah.
Probably better to ask in #udon-general
What is a good way to figure out the scale for making worlds in blender? so that when I bring it into Unity for VRChat that it will match player height (doors and such)
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
use some placeholder avatars/models as scale reference
Unity cube is 1x1x1, using a model ref like enigma suggest is good too
does setting the rendering path to deferred not work?
looks fine in unity but not in vrchat
VRChat uses forward rendering
Does anyone know a good looking digital clock prefab?
I kept getting the error object missing reference
I've seen this keyboard and global chat UI bundle around in many different VRC worlds. Are these standard SDK/Udon elements, or is it some custom thing? Where can I get it?
Im still a young creator, still learning about making worlds.. what do you folks think of my first world? still needs some work in progress but this is all i got so far.
thats a hell of a lot cubes
@candid kiln
try not using cubes to model, but rather a dedicated software like Blender, Maya, Sketchup or literally anything
When the construction is completed, all this can be combined into one mesh in the same place in the probuilder.
still a hell of a lot cubes
Most of that could be easily replicated in Sketchup.
all of that
any1 know how to fix this error?
constantly keep getting it even in clean project files
SDK3 Worlds and Udon# installed before the sacc thing?
ye
how do I get my world to fix small avatars menus breaking?? I know rest and sleep does it so it's clearly possible. Is it a unity extension or something??
and
I've had it already
Hi Guys!
It has been 9 days but i can't still upload custom avatars or my world
Is there anybody who knows about the process?
In the inspector, select the object on which the avpro is installed, add an udon script to it, then it will find everything by itself.
you will show plz
The object must be selected with the player component, then she will see it.
But you can add it like that, look in the list for the Type
Is it possible to make a pickup object that only the owner of the map can pick up ?
Or the owner of the instance at least
I did not pay attention, change the string to the type in the get component
just wondering is there any shaders that make minecraft textures look good ?
what's "look good" mean
the standard shader would be enough to add realistic lighting and reflections to Minecraft shaders, if you can come up with proper normal and roughness maps that match the base color maps
well i cant get the transparent textures to look good example tree leaves glass grass flowers and water dont look good
@left rain
try poiyomi shader, is prob the best shader overall
tho u should be able to do it with standard shaders as said, is just about messing around with them in the right way, use cut-out / transparent or opaque, try use the emission and map the emission as the texture u normally use or so
which most likely will break half of the texture and generally the colliders and what not, u can do this but only with certain parts together, not all of it together.
- tho it is indeed alot of cubes above, which would make alot of sense to atleast group them / combine some with probuilder indeed, tho i would never combine everything it would break it 100%
Im trying to set a object with a video on it that plays my logo animation on it, When i hit the play in unity it shows up fine and plays, but when i build and test the world its just blank
https://gyazo.com/54b4b5eb3e06ae26a8fbff3f4fdb109b
Ingame
https://gyazo.com/1db7cfcffa3d879d9124f986a75c5952
In unity
that sounds odd, tho it sounds like a local issue ? like if u using a video player to play an animation that u have ?
it sounds like a odd way i mean
why dont u just make an animation with the logo and put in the animation itself ontop of a white cube or black cube or w/e to overlay it without having to use a video player, it will still play the animation
- example i have rain in one of my worlds, i have toggle buttons for on / off for the rain, the rain itself is just entirely an animation not bound to any video player or anything else, just simply an animation dragged in, which plays fine, and i can just toggle it off by default and then inviduals can activate on a button if desired
the example provided is that u can do the same in theory with a logo.
Small coffee shop lounge (WIP)
Thats what i did
i imported a mp4 file and applied onto the object
i mean it doesnt look like that, it appears its either overwritten or bound to something that overwrites it
when i hit play in unity the video plays fine but when i try to build and test its just white
yeah exactly
thats local
make a animation .anim
and put that instead
and not in a video player
is there any way you recommend to change it from a mp4 to .anim
no idea, but if u have the objects ( like the logo and what not ) just animate it in unity
yeah youtube is prob the best bet on how to make animations in unity as it is rather complex to explain on text :p
i would jump in a vc but im about to head out for a bit
anyone know why my build tab is empty ?
using old sdk 2.0 to upload my old world but when i got to the "Builder" Tab, there is nothing showing in there. just all gray
are you signed in
yeah mate
have you tried using SDK3 instead
You have errors in the console most likely
And yeah... Sdk2 should be avoided if at all possible. There's nothing it can do that sdk3 can't.
if i press play, i have a bunch of these but can clear them
i made this world on sdk2 like a year and half ago
The only thing clearing does is remove the message from console so you can see new ones, it doesnt get rid of them
lol
Only thing i can think of is trying to see if SDK3 works any better
anyway to fix those errors ?
just use sdk 3.0 lol
reimport all of it except the sdk files and what not
and convert it to 3.0, try again and see if u get same errors
2.0 is way too outdated and barely supported if even supported at all anymore
wont all the triggers and stuff break if i put it into 3.0 ?
atleast when it comes to worlds, i know they still a thing on avatars but even that is going out of time
that depends on how they were made, they might tho it might be reasonable / good idea to just rework it also since it will probably optimize ur world and triggers and what not aswell
if u have the udon graphs, u can just screen them in worst case they wont work u have something to work towards on the 3.0 one
I have this Area which I want to change into a Hangout Area, But have no sense of Interior Design, What would be a good style of Furniture? You can DM if you want.
to me it looks so simplistic, flat and missing alot of exterior which makes it very very open space which can make it complicated to look good
maybe u should consider building more exterior before putting interior ? maybe like some guidelines in terms of where u want a center space of hangout to be or etc
example, u could start off doing a circular thingie in the middle, make couches and blankets maybe a tv etc, and expand outwards from there with anything from plants to lamps to u name it, but again working on such open simplistic exterior is very tricky cus again it doesnt guide / provide proper sense of where it would make sense to furniture it
here's one of my worlds from scratch as an good example of what i mean, atleast i think personally it came out good :p im not the best nor professional, but the principal on my world here is that, everything is placed with spaces and with sense in form of how the exterior is.
u can see how 'easier' it is for me to furniture this exterior because it has more sense in form of direction on where to place things
Can I make an item emit particles when picked up ?
Well The Wall is the Main Focus cause it has the Mirror, But this was Originally just a Basic Avatar world but Friends told me I should Expand it into Avatar/Hangout Area.
another good suggestion is perhaps check out worlds that are hangouts area or etc and get inspired but yea to me personally i would say it needs way more exterior work than just 1 wall and 1 floor
I did think About adding more walls, a 2nd Floor, Two more Platforms to the Left and right, One for a Video/Movie theater, and the other as a Game Room.
yeah deffiantly look into something like that, also before doing interior / furniture, atleast i would personally go that approach because it makes it easier for u to decide how to place furnitures from the exteriors
Cause this this the Back Area where I'll be Expanding for future Avatars when I learn how to make Stuff that aren't Simple Knuckle Avatars.
I have a really weird issue. Iām creating my second world. And I uploaded the exact same world from the PC build for Quest (I plan to mobile optimize at a later time) but for some reason, everyone on Quest canāt see nameplates? I didnāt have this issue with my last world and my PC world works fine. Any ideas?
I've got a sliding door that I want to be able to grab and slide like a real door. I tried using vrchat pickup, but I don't think that's the answer because it pulls it to me regardless of constraints? Do I need to write a custom script for this kind of thing?
you usually need to start fresh with this stuff and bring your prefab in to the new project. Just copy the assets you need in to the new project or pack em in to a .unity file. You might be able to fix this, but you'll need to check the console for errors and start addressing those. Also don't forget to restart unity. Sometimes it doesn't parse when you do stuff like this until restart.
as Zephin said,
u dont overwrite the current project, u export it without the SDK and make a new project with SDK 3.0
to grab u can use colliders and set them to interactable, how to slide it tho might require an animation of some sort, im not too familiar with that parts, tho i know u can use most likely any colliders to 'pickup' / 'grab'
i mean '' is trigger '' not interactable lol.
like this, is on a pillow tho it still need some adjustments but it works
the sphere collider '' is trigger '' makes it able to grab / pick up on the sphere collider, without that there is no 'colliders' to interact with so therefor u cant grab / pickup
Anyone able to help with this?
Looks like I got to write an udon script if i want it networked and constrained a certain way
would a lot of materials in my world cause performance issues?
I'm using a seperate material for every texture because they need to wrap a ton.
yeah i did mate, i have this error tho
how do I get my world to fix small avatars menus breaking?? I know rest and sleep does it so it's clearly possible. Is it a unity extension or something?? It's the only thing preventing me from uploading my world + setting it as my home world now.
I was wondering if thereās someone that is experienced in making worlds. I have a question and maybe some help if anyone is willing to help.
someone is unlikely to do that for free as that's a lot of labor
that's not nearly enough
forgot several 0s
but it kinda exists https://vrchat.com/home/world/wrld_78e661b9-05ec-4d43-9dcf-b06efc1237ec
get to learnin
also it's kind of hard to do huge maps on the quest
then I guess no world-building for you
how can i get VoiceOverrideTriggerZone to work (its not working) https://github.com/Guribo/BetterAudio/wiki/VoiceOverrideTriggerZone
how do you force drop an item?
For some reason, the UVS for a mesh look different in-game than in unity. Am I missing a setting somewhere?
In Unity
In-game
There's a function in Udon for DisableInteractive, maybe you could create an event that disables that and re-enables it
Try going in Edit>Project Settings>Player and changing Vertex Compression to 'None'
Thanks, that did it
Anyone have pictures of their first world? Just curious š
vrchat build and test not working
why did unity build & Test just randomly stop working
I'm three days into map development and I can't test it anymore
I reload the program and restart my computer, it won't load!
I have it in the right install path
vrchat samplescen.vrcw does not exist
vrchat samplescene.vrcw does not exist
make sure your vrc executable path is set in the control panel
it's in the right spot
error log?
you have errors with your unity project. check your console
VRCBuildPipelineCallbacks failed to load a type in assembly 'VRCSDK3-Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. If this is Assembly-CSharp it's just Unity being in the middle of loading.
UnityEngine.Debug:LogWarning (object)
VRC.SDKBase.Editor.BuildPipeline.VRCBuildPipelineCallbacks:Initialize ()
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadMethodAttributes ()
its probably better if you post a screenshot of your full console error log here and not just a single error
if things were working before its likely you imported something into your project that isn't compatible with the current version of unity or missing dependencies
can I just start a new project and move my assets from one project to another?
after installing the buggy SNK3
unless you solve the issue that's causing your error its likely just going to happen again if you simply import everything over
you are on sdk3?
I bloody won't load anymore, it died
remove standard assets entirely, it cannot be used on sdk3 worlds, and some scripts in there are not compatible with unity 2019
I can load it into a new project by drag and drop
I installed the unity from the vrchat link
it's 2019.4.31f1
Standard assets cannot be used with SDK3, and it has script's that cause compilation errors on unity 2019, just delete it
...I literally just told you what to do
someone pls help
check console for all errors, fix the older ones
I need some feedback from PC players. I had an issue with avatars appearing green, which I have hopefully fixed.
https://vrchat.com/home/world/wrld_d7f785a6-7138-415e-8918-21704c8a9a91
Converted my world to sdk but can't upload due to this error with my post processing. Any idea how to fix please
Null references typically is explaining there is a blank monoscript or something missing that should be input into a field.
Also do NOT use Post Processing Ambient Occlusion. Post processing should only be used for:
Color grading
Bloom
Depth buffer activation (not dof)
Okay so just remove it all together ?
I click the error but it doesn't seem to take me to the script annoyingly
If you're only using it for AO or DOF yea, you shouldn't be using either of those effects.
It's not a script in your assets, it's in your hierarchy. You wouldn't get a null reference from a script in your asset folder by itself.
If you want AO, you need to bake it into your textures themselves using blender or whatever modeling program you want.
Anyone knows how can I synchronise my doors's states so that even users joining sees the doors already open ?
When I open a door rn if someone joins they'll see it closed
So they see me get through the door which is kind of uhhh
Don't cross post in multiple threads.
It would be helpful if you posted the entire console, so we can see the number of errors. You should also share all of the errors.
Thank you, will test when I'm home
You will have to use sync variables, or call an event that checks the state of the door when a player joins. It depends on the set up you have. Right now if 2 people are on the same instance and 1 opens the door, does the other person also sees the door opening?
Yes
I did a custom network event to launch the animation
Custom network* events are "synced" with those in the instance, but not with those who enter later. If you show me your setup (screenshot) I could help you. Have you seen the Networking documentation on the vrchat docs? It explains a lot about sync types and how they synchronize across the network
This is for the buttons
This is on the door
I did a quick check on the documentation when I looked for pickup items but I didn't see much regarding this issue
Just out of curiosity, is there a reason why you are using 2 different scripts? (one on button, and one on door) You could combine these into 1
Because I started unity and blender about three days ago so I'm trash at this xD
I must had followed some tutorial
Is it gonna be a problem for the synch ?
Not at all, but it will require a little more steps. I am making a synced graph for you using your set up right now, but It will use 1 script instead of 2.
Oh thanks !
I hope this explains how this works. Networking can be difficult to understand at first. If you dont understand I can guide you on a screen share with step by step. You must change the sync type to "manual" on the script for this to work
Okay is this script for the door side or the button ?
Button. I combined both into one
Do I need to get back to the animation tab ? xD
the sync goes like this: Press button, become owner, change synced variable, make action, send change to everyone.
hmm what do you mean by animation tab? sorry
so I am setting up the menu for my world at the moment, but I have never done any of this before.
I'm trying to make a toggle for post processing where, when I toggle on normal color grading, it will automatically set other post processing color gradings to off if they are on, but I'm not sure what to use in the toggle component to do this. I have each post processing volume in separate objects so they can be toggled separately, but I'm not sure what boolean values to use/change to make sure the other turns off when I change settings.
what i would do is make an array-type variable in your udon script that you can drag all your post-process volumes into, instead of just one. then you would use a for/each loop to cycle through them all and set the state for each of them based on the toggle value.
can't remember the component name off the top of my head but basically instead of your variable being PostProcessVolume type it'd be PostProcessVolume[]
So as someone who doesn't know any coding, how exactly should I start going about making a custom script for this?
start with some basic udon tutorials on youtube, learn how to do simple toggles, then move on to for/each loops
Will do
Udon is not needed for local UI panels.
You can use Unity UI events to directly call methods for simple interactions, rather than building an UdonBehaviour. However, we've limited what can be called to this list: Animator PlayPlayInFixedTimeRebindSetBoolSetFloatSetIntegerSetTriggerResetTriggerspeed AudioSource PausePlayPlayDelayedPlayOneS...
So my issue is that I don't know what exactly to use in the UI events to allow for the toggles to work the way I want them to. I.e. If Someone wants to toggle on Neutral mode, but normal is already active, then it should set normal off when Neutral is turned on. But, if someone wants to toggle off the color grading all together, then if neutral mode is already off and someone toggles off normal mode, I don't want the toggling off of normal mode to accidentally toggle on neutral mode.
sometimes it's helpful to build a flow chart for logic questions like this. but from what you're describing, it sounds like you want a button to cycle through three states: Normal, Neutral, and Off.
in that case, you could store a variable on the behavior that's an integer that starts as 0, meaning "Normal". every time you push the button, you increment that variable by +1. if the value becomes higher than 2, set it back to 0.
after incrementing, you use that value to determine what post-processing mode you want to enable. 0 = normal, 1 = neutral, 2 = off.
Is it possible to make 5 instance of my world because i have 300 people that want to try it and only 80 can get in
why wonāt my world be pc and quest compatible, itās only quest compatible
make a copy of your unity project, then load it up and switch the build target to windows, then publish again
how to make a copy of a unity project...? just copy the whole folder
Does anyone know of any way at all to get Boids working in vrchat? I'm trying to add birds to my scene but vrchat doesnt support any boids addons, and writing my own in udon is well beyond my capabilities atm. And I wouldnt even know if its possible.
[HELP] cam someone help me please? not sure how to fix this or why it's happening i am using the latest sdk3 from https://vrchat.com/home/download
Me in my world Im working on lmao
very early, Basically just a proof of concept atm
where do I find a ref model? is there or was there one in the VRChat SDK thing?
Thank you
Is this already to scale?
is there a way I can make it so you can grab the door handle and slide it across its rail?
Yes there is
But it takes there being an animation and code for it I think
I just know I saw it in a world one time
It is possible and simply through a pickup truck, limiting the movement on the rigibody.
so do i use a ford f150 or something else /j
Every time I go to upload, it future proofs, then stops uploading, if i save and reopen vrchat's control panel is gone. has happened in 2 fresh projects so far.
o h
oh think i mightve found the issue
Do you have UdonSharp installed in your project? you should always read the prerequisites for assets before you add them to your project.
Also, You should disable "future proof" in the settings for the SDK.
future proof + corrupted version of pool table = sdk go brrr
is what im thinking. I downgraded the pooltable. Happened to a friend also.
Doesn't make sense. You must have an outdated version of the SDK or UdonSharp or don't have UdonSharp at all
Worked once I downgraded. Im on latest UdonSharp
Multiple friends of mine has similar issues I guess with latest release of pooltable.
whatever works. I'm using the newest with no issues. The errors seem to imply there is a versioning issue, no udonsharp, or you broke something with either UdonSharp, or the table.
idk. I dont normally work with free assets. I just told a friend I'd edit the timer scripts since they wanted shorter timers. Nothing of mine was affected and I keep pretty good backups.
I appreciate the help regardless.
Question: which of these are allowed in making VRChat worlds?
As long as it doesn't require the use of scripts at run time
ok, at runtime. So, allow toggle for the fancy things. Though, for generated worlds nature, grass, tree generation, would those not be allowed since generating at start?
At run time being any thing that requires custom scripted behavior to operate while the scene is running
it entirely depends if whatever asset you use, even if it generates assets beforehand, it may use some scripts at run time for it to work properly
this you will have to check on a case by case basis
looking at your list things like bakery and mesh combine studio would work, but only for the features that do not require scripts at run time
this means you can't have mcs do merging at run time, or use bakery volumes
any component not on this whitelist will be removed by vrchat at run time https://docs.vrchat.com/docs/whitelisted-world-components
oh, okay, so if the packages components fits into those components, it is allowed. Alright, I'll keep a close look at it.
Are there any restrictions on textures used?
its not so much allowed but rather whether it'll continue to work without them
vrchat will just strip non-whitelisted components
whether the asset will continue to work or not is a different matter
MCS leaves a bunch of script artifacts on your merged meshes that while not on the whitelist, are not needed at run time so you can still use it without issue
for example
as for textures, no real restriction, just use common sense and don't use 8k textures everywhere taking up excessive vram etc
only thing to note is that quest cannot use .dds and dxt compression for textures
Okay, I'll start are more simple builds before growing out. These are my imported ones for making levels so thought might be able to transfer over to VRChat. Will be adjusting.
awesome! That'll makes things easier for me. Got a lot of textures; just need to use the right versions.
oh, is there a Polygon limit for worlds like with avatars? wondering about LOD
There are no real hard limits for worlds, but the responsibility is on the author for optimizing them appropriately
though I believe its frowned upon to make worlds with final asset bundle sizes exceeding 500mb-1gb
quest has a hard limit of 100mb
alright, will try to keep it low. I have been working better at using less polygons for level design lately, so should work better. Thank you for all the help!
if you've worked with unity before, you might want to get acquainted with UdonSharp https://github.com/vrchat-community/UdonSharp
as the whitelist suggests, you can't just create your own scripts
vrchat uses udon which is their scripting solution that runs on a vm, by default uses a graph
udonsharp compiles c# to udon (with some caveats)
Alright. For what I am looking at for current world, most animation would be a fireplace, lake, and maybe fireworks. Though, was thinking about having animals there, so that would require AI; I'll look into how Udon does it. Have worked with Python to C#, so shouldn't be too big of an issue.
there is an extensive database of community created unity prefabs for use in vrchat https://vrcprefabs.com/browse that may interest you
ah, awesome! That makes choosing packages easier since those are already in use. At the moment, I have about 1.5k object models and 4,663 textures. Was gonna be using packages to do more [granted takes a while to install], so this will go easier.
oh, I am also using World Creator Assistant to get the must haves right off the back
where would I go to get a world commissioned? been waiting since November 8 in line for one but there trello hasn't moved since than
Does anyone here know where I can find coconut trees like like in Fins 'Deep Blue' world?
anyone know why it says this and won't let me use the store?
internet is working just fine idk
im noob at this
Hi, does anyone have a tutorial for putting pens in a world please?
ha yes and also a keyboard ^^
I'm trying to immobilize a standing player on interaction with a button and setactive a game object do anyone knows the way to do so ?
i have audio source with vrc spatial audio, which thing i need to change to dont kill someone ears standing near audio source but hear 3d audio from long distance not quiet af i have rn gain 25, far 80 + audio source volume set to max
Progress on the World for my avatars, they are gonna be on the lower room (wipwipwip)
Looking hella clean
hey dose anyone know what kind of stairs they use in drinking nigth
or were to find stairs similar to that
Heyy everyone im having a bit of a problem with my vrchat world if anyone would could help me that would be very appreciated
Hi, Trying to use VRCDN to succesfully stream to up to 30 people. not succeding with even 1 , i hve lowered all the levels in OBS , anyone have any advice at all
you're using the wrong version of unity.
I have seen way too many people use 2019.4.34f1 instead of 2019.4.31f1, I wonder if there is a tutorial or a bad documentation that is getting them the wrong Unity version 
its unity hub
Ahh ok, that explains it.
lol when I got set up to do some sandbox tests with the SDK I was like 'how important can versioning possibly be, I'll just use the latest version'
that was Wrong
Hey, I'm trying to create a VRChat world by importing from TiltBrush, does anyone have any suggestions how to go about this with VRCSDK 3? All the tutorials I can find are for VRCSDK2. Any help would be appreciated :)
Hello everyone, someone know how make a hole in cube?
generally speaking you'd do this with a boolean, though boolean operations tend to make for weird topology
if you want to get nice clean quads, start by modeling the "hole" (a cylinder or whatever), then extrude outwards and flatten the sides into a cube shape
Blender
oh
So I'm looking at the possibilities afforded by subscenes in Unity. It's part of the new ECS/DOTS system they're working on. Will I have problems if I try to use that in VRC worlds?
a vrchat map can only be one scene
Thinking about using substance in my pipeline for my world creation, just curious how people are using it , is it coming in using the substance shader? are people using the linking part of substance in unity? are they baking everything in substance and exporting just textures and normal maps ? would love to hear your thoughts on how your using it in your pipes or general usage before i go down that route
i typically just export maps from substance painter and then rebuild the materials in unity
yeah that does seem to be the typical workflow
Yup. But these aren't whole scenes. They're subscenes.
yea , thats what i was assuming
i'm sure there's ways you could automate the reconstruction of materials based on texture set prefixes but at the scale i'm working at it's not really necessary, and if it did get to that scale i'd probably be using far too many materials to work in a VRC scene
like i'm aiming for roughly 10 materials total to get a world to behave nicely on PC and quest
yea , right now im building most of my procedual shaders in amplify
what is the requirement to use a subscene as vrchat maps cannot use any c-sharp code
amplify is great, should have few problems there
Unity ECS/DOTS š
seems pretty speedy and light. but was thinking i might look into substance since it keeps coming up here , thanks for the info
I created a procedural material in substance designer as a test and exported it as an sbsar to see if I could use the unity substance plugin with vrchat and it worked for me
you're literally the first person I've seen to mention that so vrchat probably doesn't support it at the moment
@green lagoon the tldr is that it allows unity to load and unload objects and logic in zones that aren't being used
ah, substance designer is another story
which has obvious performance benefits
@solemn hatch fwiw i'm using amplify and substance painter/designer simultaneously, they work well together. designer and painter to generate textures, amplify to do any custom weird material stuff that needs to be done.
yes but the architecture of like a vrchat map hasn't changed too much since like Unity like 5 years ago so I sincerely doubt you can use it
but with amplify it's likely easiest to just stick to the usual method of writing textures to disk and then referencing them into your amplify shader's texture slots
that's why I'm hoping a VRC dev can chime in
well they literally never mentioned it before
if the load/unload logic is happening during runtime then it's extremely unlikely to be supported
yea , makes sense , just wasn't sure if the world would run more optimized based on shaders vs brining in tiled textures, for detailing like wall textures and tiles
everything with substance in the end bakes down to textures either way
yes you would want to use tiling Textures in your environment art
they're "procedural" but they're still just cooking bitmap outputs as the end result, so it's not going to be any more performant than any other texture
this makes sense
file size is gonna be a lot smaller though
file size is entirely dependent on your output settings
substance just generates textures, there's nothing special about them
- the advantage of parametric material settings in the editor
the parametric material settings are great for sure, but again the end result is still bitmaps
yeah that's just making the level designer happy not cutting down on file size
it's not the same as a "true" procedural that's computed entirely on the GPU like perlin noise as an example. the underlying math is the same but it's being baked down into bitmaps as you change the settings
because if you like procedurally generated the textures at runtime you would have to deal with the CPU cost of generating the textures
yes exactly
and there's probably some other shaders Shenanigans folks could do if they need some more variation outside of just putting more textures on the disc like doing material blending or like detailed maps
like honestly as far as vrchat is concerned you could have generated the textures using nodes in blender and it would still have the same result as far as bitmaps being assigned to Unity materials
yup. substance just gives you more convenient controls
yep as it's a tool focused on it instead of a do everything tool
like if you're wanting to cut down file size for vrchat texture compression is your friend and also probably considering doing your environment art design in a way that doesn't involve lots of uniquely unwrapped textures probably helps
texture atlasing and compression are your BFFs
also trim sheets remind environment art trick
Free 4 Part Tutorial Series on making trim sheets:
Part 1 - https://youtu.be/DipfrjCgYW8
Part 2 - https://youtu.be/Tspveb9bjYA
Part 3 - https://youtu.be/CarefswACgs
Part 4 - https://youtu.be/VEHsZniXguY
Free UE4 lighting presets + Tutorial : https://youtu.be/_bqpw5sOwr4
Get the example texture and mesh files from this tutorial: https://gumroad....
yeah, trim sheets were a godsend when those first came about
like if you tried to uniquely unwrap and texture that that would take way too much video memory
Empty udonbehaviour found on VRCworld. Any fixes?
Should have VRCWorldSettings (found in '.../VRChat Examples/Prefabs/Prefabs_UdonProgramSources') in the Program Source slot on the Udon Behaviour. Would check to see if you have that + would make sure the VRCWorld prefab wasn't changed/overridden.
anyone know if theres unity port of source 2 assets or if theres a way to import them?
Alr thank you!
Are you asking how you import assets?
asking if theres pre-existing unity packages with the source 2 assets in them
Plugin to import resources from the Source engine in Unity3D. - GitHub - lewa-j/Unity-Source-Tools: Plugin to import resources from the Source engine in Unity3D.
Hello, does anyone know where to find or how to make a video playlist u world. I have one screen that currently only auto loads the same video, i would like to add more options. Any help is a appreciated
thats very old, i doubt itll work but ill try
also thats for individual assets, i need something that does all of them
since theres literally hundreds of source assets
As far as I know there is no such thing.
Look for the source converter in fbx, and add them all to the unity.
hmm
Is there a way to make sound emit from like a 3d box instead of a sphere/point source? I have a water/aquatic sound for my aquarium that I want to kind of emit from a box instead of like the center point of the aquarium
It won't work out of the box, but you can customize what will be indistinguishable. https://docs.unity3d.com/2019.4/Documentation/Manual/class-AudioSource.html
Ah I've been messing with that some. I'll read up on it and see if I can get something figured out
Simplest + least accurate way would be to change the volume of a 2D or ambisonic audio source when someone enters or exits a box trigger collider. Alternatively, you can use volumetric radius in Spatial Audio Source (but it'll still be a sphere). There's likely a way in Udon to track position to recreate something similar to it with a box.
To get close to "truly" emitting volumetrically from a box, you'd probably have to use an array of audio sources - but that'd incur the cost of those audio sources in DSP/CPU + audio voices
Am I allowed to advertise an event I'm hosting on one of my worlds on this server? :0
Yeah you can post in #shameless-self-promotion
Thank you!!
Hmm okay I'll check into it more in the future when I update the world. It's just a simple ambient noise for an aquarium, but understanding good audio settings/having more capability with audio sources would be good knowledge/skills to have.
Will worlds immediately go into labs when made public? I want to public a world before an event tomorrow evening
But preferably not like, exactly right now lol
@supple drift , would you be able to help me with an issue that's been going on for like over 2 weeks now. i've asked numerous people and cannot get it resolved. BTW, i did put the VRCWorldSEttings into the program source slot on the udon behaviour (it was missing) how do i make sure the VRCWorld prefag wasn't changed/overriden.
My issue is when i import skeeball, pens, tvs, they all have errors about missing scripts and i can't figure out why or how to fix it. I've tried everything to fix it. Uninstalled everything too many times to count, i made a new scene and imported only the non corrupted or missing scripts from previous project.
basically anything udon sharp will say missing scripts and errors. and i have the correct versions of everything.
To be safe, I'd reimport the SDK + UdonSharp (as in right click on the folders + and click 'Reimport' because doing that is different than dragging over the .unitypackage again). If that doesn't resolve things, i'd also make sure there's no other scripts in your project that are causing the issue
okay i will try that and let you know thank you. also, how do i make sure there's no other scripts causing the issue? you mean like in the error console?
Yeah, it would normally show up in the console. There have been times for me where some editor script I wrote or was using caused errors + prevented other scripts from compiling, but there was such a fury of errors in the console that it took a bit to track down! Would try the former method first definitely!
Okay so I tried that and no luck still getting the same errors
I'll send u the errors that popped up after reimporting. Could be one of those that is the issue.
Hmm, you right clicked on the 'VRCSDK' folder and hit 'Reimport'? It looks like there's 20 errors, you'd have to go through those - the screenshot only shows two! I'd look for non-VRC related errors to rule it out
Ah, not the folder sorry I'll redo. I did the actual asset
Does anyone know any good looking digital clock prefabs?
heres some that cost money tho https://vowgan.booth.pm/items/2181501
Some of my items keep jittering when picked up, and it seems to be only the ones with mesh colliders. Is there something I can do to fix this, or do I just need to use a simple shape collider entirely?
Do you know any thatās free?
Required Assets: https://github.com/MerlinVR/UdonSharp June 26, 2021 update: Fixes the hour hand so it progresses with the minute hand preventing the hand from snapping between numbers when the hour passes. Simple to set up working clock with blender and texture files for easy customization. Set up
Thanks
yep
i sent pics of the errors above. i do not know how to fix them.
It looks like it resolved most of your errors but there's still one from the Udon folder. Try doing the same 'reimport' process with the 'Udon' folder
idk why, but grass in vrchat looks like this in comparison with unity, any way to fix that?
I updated a picture on a wall and now all avatars are black š¤·š»āāļø
Changing it from transparent to cutout fixed it, so maybe a lighting bug
hi. I'm a beginner at building world and I'm having two issues that I can't fix because I have no knowledge.. can someone please help me ?
i was building my world, I had to restart my computer and now I can't see the VRC test window. How can I fix that ?
Check your console for errors.
I did but I don't understand. I have no knowledge and I'm a non english speaker, so it's not that easy to understand where the mistake comes from :/
anyone know what the heck is happening in this?
Seems like you have a rather fucky shader going on
Reopen the project after restarting Unity, if it dosen't work redownload your SDK both have helped resolve that for me
thank you, it won't even load vrchat sdk now idk what i broke but it all started with this rabbit
he's evil
Yup! Seems like a loaded asset with falter shaders
i'm going to try that. Thanks !
one fucky shader will mess up everything sadly. i suggest a complete removal of the item
sucks not to have it but it will only break things
taking the bunny out didn't work but i will try other things, thank you for your help!!!

Ofc! Though yeah seems some sort of shader glitch i could be wrong
ofc!
it didn't work š¦
I will say also though my world is very basic I'm proud of it
i did but some components are still in the projects and i don't know where to find them to delete it
i even deleted the thing that I thought glitched everything (lura switches) and it didn't work
i think i'm good to restart everything ;;
Does anyone know where I can get a skeeball prefab?
if you havent got it yet https://pyralix.booth.pm/items/3480169
hey does anyone know where i can get the prefab that was used in the VRChat Home the scrolling poster
i dont have a prefab but i do have a shader you can put on a plane https://kamishirolab.booth.pm/items/2483104
ę大32ęć¾ć§ć®ććÆć¹ćć£ććäøå®ęéććØć«åćęæććŖćć蔨示ćććć¹ćæć¼ēØć®ć·ć§ć¼ćć¼ć§ćć Standard ē㨠Unlit ēćććć¾ćć MITć©ć¤ć»ć³ć¹ć§ęä¾ććć¾ćć 販売ē©ćøć®å梱ćŖć©ćåÆč½ć§ćć 詳瓰ćÆGithubćć確čŖäøććć https://github.com/AoiKamishiro/UnityShader_MultiTexturePoster
What I'm looking for is just a jacuzzi prefab
Hello, I got problem, I try made a world for oculus quest 2, and console write windows yes , android yes, I try run it, but work only windows
How made for oculus
Did you download the Andriod SDK speficaclly and switch it to the andriod build target once published for windows first?
Because you have the run the project asd a build through windows, and andriod, and plubish them both as well
you can use websites like CGTrader to find a jacuzzi fbx and then you can use some special water shaders and particles to look like its on
in the SDK does it say android Yes
not the console. the SDK panel
@silent plinth say adroid yes , windows yes on sdk
ok
so i think it'll work fine
you just have to wait
it will update in-game later
if it says yes in sdk
i had the same thing and then the day after, it was quest but i did nothing
Ok, thank you, I will wait
do someone know how can i use lura's switch without breaking all my world ? :/ When I add it everything is glitched out
soo avpro works on quest but they cant hear anything if its 5.1/7.1 playing
quest only supports stereo codec?
are you using the right sdk version with the package?
@silent plinth on quest the texture is showing purple
like sdk 3 with sdk 3 switches
oh since its quest, you'll have to make it manually i believe
I am. I tried it in a new project and somehow it works ... i don't get it lmao
im not aware of any moving shaders in quest form
what did the console say?
from what it sounds like, since you made a new project and it worked, there must be a script of sorts in the other project thats conflicting
at this point i'm super confuse, i'm still trying to make the vrc sdk pack working on my old project because i don't want to loose it .. everything stopped working when i imported the switches, i'm trying to solve that but i'm pretty sure it won't work
it worked ??? i don't know why but it worked this time!!
i'm trying to import udonsharp and the switches back again to see if it will work, i'm so nervous
but relieved that we could correct this error, thank you so much you are my saviour š
yeah, import everything the switches say you need
If its still breaking and wont work with quest, you can make an animation for a plane that moves the texture on the offset
Hey, how I get the video player working for quest users?
everythings works fine now, the only thing is that i can't get the switches to work to toggle on/off the mirror but the other things are fine xd thank you so much !!
awesome glad its working, i wasnt too much help but its sorted anyways š
one last question, in order to make the switches working, do i need to do add the "udon programming" thing with the udon graph to the switches ?
yeah
add the udon script to the objects udon scripting slot if its missing
ok that make sense now. i'll try that to see if it's working. thank you !
ok, i'll get back to you in a moment, i'm slow to do these things :v
take your time
in the tutorial that i'm following, the girl creates an udon behaviour and then she can open the graph. When I try to do the same thing with the switches, it add a thing automatically
and i can't modify it
do the buttons come with a script already inside them?
this thing is from the pack
That's a c# script
this thing then ?
that's the only thing
You need to edit it in something like VS Code or visual studio or notepad++ if you want to actually edit that button script from lura
already did that here
i followed a tuto and she did that, i did the same thing and it doesn't work, i can't click on it
Why do u have multiple behaviors on a single object like that wtf
dunno, followed that tuto https://www.youtube.com/watch?v=EK_NCij_cHY
(Note: Please ignore the misspelling of Lura Switches with Lure Switches, i accidently misspelt it lol)
This video is actually for my Template World guide however if you dont have a my Template World. You can get the same results by...
Importing SDK3, Udon Sharp and then Lura Switches
SDK 3 is on the VRChat website
https://github.com/MerlinVR...
have you tried cyan_trigger?
i did everything that she did and it doesn't work, i don't get why
might help simplify some things
nope, never heard of that. I'm a beginner, that's my very first world so i'm kinda lost not gonna lie : s
maybe i won't use the switches it seems to hard to set up
š¦ this is the only thing that i found with the lura switches
Literally all of that can be in a single behavior
..doesn't lura's switch come with example prefabs set up to do it already?
I would imagine it does
yeah it does come with setup prefabs already
it does
That's what the C# script they screenshot up above was from
thank you!
It should have a default scene and prefabs
yes, but in that video theres no need to make your own behaviours and assign the scripts to them
there are already prefabs you can drag and drop with it correctly set up
try using the prefabs that came with the switches and if not and you'd like some easier alternatives, try installing Cyan_trigger because it really helps some simpler options
Yea. I'd def recommend not following that tut and just using what is already included and setup, which uses UdonSharp anyways which is better
there is literally a prefab called Mirror_WithSwitch
omg ......
^
xP
I'm so sorry. I am blind.
very cursed tutorial

Should I put it in my map and simply press on it ??
mhmm
there are no tutorials in french and a few in english, that's why i'm lost
Why do people do these things I'll never understand.
why did it use 2 behaviours again
There was like 3 xD
oh my god
Prob one to toggle the mirror, one to toggle off one switch, and the other to toggle on the other switch. Cursed
what is a for loop
on/off/mirror
the script that comes with lura's prefab lets you arbitrarily specify 1 to n number of objects to toggle
There are much better buttons out there too. Reimajo's on booth are some of the best in terms of protection, feature set, and performance, Mark Creator also has some nice ones on gumroad.
Classic cube
doesnt get better than that
Some great physical, reliable, highly customizable buttons for your VRChat worlds!This package will give you everything you need to add great buttons to your mirrors, doors, games, and whatever else you can come up with!Included are many preconfigured buttons and scripts which will get all your basics set up in less than 10 minutes.When you are ...
i'm not looking for the best honestly, just wants to do a really small world for myself. I tried the cube before, it was easy and now i'm struggling with the switches
I've bought both of those. Reimajo's is def best. But they are both very good options
my personal favourite is people reusing the shitty ui i made in 5 mins for my mirror prefab for their world ui

xD if it works, it works
maybe i'm setting the goal too hard for my first world lmao ;; i might use the cube because i can't understand how switches works
lura's switches is a decent starting point
but my brain is too slow to understand how it works
Free is always a good starting point
best to keep things simple first, do the other things when you've got a better understanding
you're right. I'll go back to the cute cubes c:
you've got this Yuna, we believe in you
Anyways. Don't wanna get OT. Good luck
š thank u ,, !
You have to have a "Direct" Video link. Youtube urls wont work on Quest (as far as i know) I used Vimeo Pro to get a direct link to a video i uploaded. If someone knows how to use youtube links with video players, please chime in, I'd like to know as well
Sick, thanks
many ways, ytdl is the most common, second being jinnai which i recommend looking into first
if you use protv, theres an addon for jinnair support
Dope, i just got Pro TV, will definitly check it out. My vimeo pro trial is almost up
Thanx so much
other nice hosting services like google drive, onedrive, and dropbox all work pretty well
thats normal avpro video player is not playing any audio on quest?
avpro does audio
why quest people can see video but its no audio? on pc anyone can see video + hear audio
is this issue with multiple users?
yea
Can someone please help I have no console errors but I canāt publish my word. Iām reporting this cause it like just got over look. I am using the latest Sdk
[HELP] cam someone help me please? not sure how to fix this or why it's happening i am using the latest sdk3 from https://vrchat.com/home/download
what audio format is being used?
what i know i think its ac3 codec, mkv 5.1
i canāt remember exactly if thats compatible
id try a different format if possible
avpro has a manual that goes over format and what platform can perform what
try a basic mp3 file first
Where can I find free and cute assets for my vrc world ? Thanks for you answers š
ping if you can answer this, because i have this server muted, but i was wondering: does anyone know a good way to get a seamless map loop? i.e., you walk to one boundary and it moves you to the opposite end of the map with the same orientation/etc. i know i've seen worlds that do this but i have a hard time finding any google results for it.
I suppose just make a teleporter that keeps orientation
try websites like CGTrader, Turbosquid, Sketchfab and so on, those are pretty good for some well made assets to begin with
or you can find asset packs on the unity store
like furniture packs with couches and so on
guess you can make teleports that keep orientation like rainwolf suggested and maybe toy around with collider enter triggers that show extra chunks of map and so on
teleports are probably your best friend here though
and if you wanted to make it look more seamless you could always just have a duplicate chunk of map that looks like the area you would be teleporting to
like I probably wouldn't try this teleport trick in some areas where you see whole lots of the map
Im tryna use dropbox for the videoplayer, this is the link im tryna use but it doesnt seem to be working
https://www.dropbox.com/s/mer1mwjee2hc0rh/SOUDIERE MIX-Ookk9f-yC3Y.mp4?dl=0
i gotchu
https://zapier.com/learn/how-to/generate-direct-dropbox-link/ you have to change the "dropbox.com" part with "dl.dropboxusercontent.com"
Ahh i gotch,
Working jus fine now, much appreciated š
gamers
is there any way i can get in-level cameras to show up on the desktop
like a streamer camera
i've been trying to fix a bunch of weird issues and now the errors are gone but the build and test buttons are gone too, anyone know what the heck is happening aaaaaa
Anyone know of some good Texture Packs for worlds?
@supple drift I'm still getting errors after reimporting. Any ideas?
@supple drift they all day empty udonbehaviour found on _____ whatever object
The program source on the objects is empty. What should they have in them?
I am thinking something is wrong with the udonbehaviour script and that's what's messing things up.
Like it's not assigned a program source and it's causing issues for all of the udon behavior script things
Thank you.
Can anyone help me fix my udonbehaviour script? What is it supposed to say in the program source slot? Vrcworld? Or whatever program it is? For example if it's skeeball, would the program source for the udonbehaviour be skeeball?
Is ECS available for VRChat?
Disregard about the script. But I still need help resolving my issue about their being missing files..
nope
Rip
I want to build a massive open world but the performance just isnāt good enough
does anyone know how to add lasers and flashing lights into a world ?
have you set up any occlusion culling?
Ofc
The world is around 1gb so Iām thinking about adding content streaming
1gb compiled
Itās a port
It runs well enough atm but I think there are still stuffs we can do
okay yeah I could see why it need to be big then
but I do wonder if you have to slice it up to multiple Maps as most folks aren't going to download a map that's a GB
yeah definitely good idea to compress the textures
Has anyone else had issues with state syncing between quest and desktop users?
I've got a checkbox that syncs weather an object is on or off globally, and it works for late joiners and everything on desktop.
But for quest uesrs joining it is inconsistent on if it works or not.
and i dont have a quest to test it out myself so not sure how to debug the issue
When I import the SDK3 the upper window does not appear :c
as I understood, I have an API problem, BUT WITH THE sdk2 IT WORKS
anyone know of a console style prefab that shows the joins and leaves?
does anyone know how to make working guns in a vrchat world
or at least a good tutorial vid
Do u have any errors In ur console?
@green lagoon do you have any idea how to resolve my udonsharp issue? It's going on 3 weeks now and no one can seem to help fix it. I'm at a loss. I've tried reimporting the udon, udonsharp, and sdk folders. I've tried recompiling all program sources and clearing cache and playerprefs. I've tried uninstalling and reinstalling them all. I've tried deleting their meta files along with it. I've tried everything. Why do I keep getting errors about missing stuff on my udonsharp assets? I can't add anything udonsharp if I can't get it resolved... š
I've also tried importing the project into a new scene without the missing stuff.
I haven't really played around with any udonsharp on outside of using other people's prefabs
Yeah I'm using others prefabs too and they're the ones bringing up the errors. For example TV's, pens, skeeball machines.
didn't you get those assets working in a clean project?
I believe so.
well, one possible brute force solution then would be to create a package of the stuff in your scene you want to keep (minus these fancy assets), then import it into your clean project
Okay. And u do that by doing a save as correct?
you would export a custom package
basically wrap up all the objects you want to keep, minus the custom stuff you imported.
if you're lucky, it might leave behind whatever configuration issue has your current project all cocked up.
Jesus I would hope so.
Would I select everything with the shift key and avoid selecting any of the fancy stuff then right click and export custom package?
delete all the fancy shit. at least temporarily. just remove it from the scene. then go to Export Custom Package.
it'll take you to a window where you can check/uncheck everything that unity thinks is a dependency of your scene. browse that list carefully. only export the things that actually matter for the scene. no udonsharp shit.
should be meshes, prefabs, textures, shaders.
then, after making a backup of your clean project that works, import the custom package into it
don't include things like the VRCSDK in your package; you don't want that getting dragged along since the assumption is that you've installed it anyways
and you don't want it accidentally mixing two versions together
i'm sure there's a more surgical method to fixing whatever is specifically wrong with your specific scene, but without downloading the whole goddamn thing and tearing it apart myself it's really impossible to diagnose from here. hopefully the brute force method will do it and you can go back to your skee ball
Thanks a bunch guys I really appreciate the help sorry that it has been being a pain in the ass.
I'll let you know when I get it done whenever that is.
mine was fixed after i deleted some of the newer assists i had downloaded
had the same issue 2day
firstly, sorry for putting this in the wrong channel.. i buggered up my post so it wont let me post anymore for a week.. anywho.. ive been working on this for nearly a year now and i wanted to share some dev pictures.
That's looking super accurate !
very nice and are those rendered in unity or your modeling software
unity
realtime or baked lights
baked. you cant keep 90fps with realtime lights at this detail.. unless you are a master with custom shaders.
most excellent them that it looks so nice the lighting
thanks man :3
If you ever post this to be visited please let me know
I have a thing for photorealism, would love to immerse myself in this and maybe learn a thing or two by observation ā¤ļø
looks really good!
well i cannot promise i will tell you specifically, however ill be sure to send it through reddit, twitter and discord
and thanks man :3
I just got done with a world haha
ah cool man :3
Never would have expected to see someone post something that puts mine to shame though before coming in here š
My latest world is out now in VRChat! Inspired by @AbroadInJapan's video on Nakagin Capsule Tower, I wanted to create something to go to before its demolished in real life!
Cumulative updates will be added, so keep it favorited and check in!
@VRChat https://t.co/MsFECO2JdU
Me trying to tell if thatās a world or irl photos:
ah cool man did you make all the assets yourself?
lol
Tioaoa have you added your light probes yet so the avatars can look nice in the map as well
not yet.. no point until the whole thing is done
yeah good point
50/50 mostly :3
Mostly the structural stuff like the bed and the window / walls and stuff š
very nice looking map Rollthered
Is there a simple list anywhere of the top/most impressive worlds?
Looking for inspiration to take the plunge and learn world building, but I keep just seeing partial lists scattered etc..
that might be a little tricky to make that kind of list if you're just looking for inspiration as different are impressive for very different reasons
is there a particular kind of world you're wanting to make
and probably good idea for your first world project to start on something small like a bedroom or a little house
so you don't overwhelm yourself trying to work on something big
I tried using ProTV's music player in my world, and it works fantastic when testing it, but it doesn't seem to function when actually in VR. Have no idea what the problem is.
Seems like desktop version works fine, but it won't play properly on the Quest. Wonder if that's a harware limitation or if I just did something wrong.
video players arent quest supported
Video players work fine on quest as long as you're using direct links to mp4 files in a supported encoding such as h264
quest doesn't have access to youtube-dl so you can't link youtube links directly
this is heckin amazing and im gonna check it out at some point
yeah thats a proper way of saying it ofcourse but yea :p sadly quest cannot use static changing links while they can use presetup files but again it kinda ruins the purpose / meaning of a 'video' player like that i would say
Yep, that's what I ended up finding out. However, I discovered that youtube-dl has a function for creating a link that leads to whatever form of video works best for your device. By popping the original link into there and using the resulting link for the player instead, it works just fine on the Quest now.
Quick question.
I'm honestly really confused.
Whenever loading one of my worlds, the water (on a plain) completely disappears however opening the world again its there.
Is there a guide to midi input not from the udon event side but midi controllers themselves. Iād like to preprogram events through midi input from a text file or something, eventually feeding back into udon to control world events
ā¤ļø Thank you!
Thanks!! ā¤ļø š
anyone know a good way to get waveform or movement based audio linking?
where can i get udon sharp?
thank you i will try that
Twitch chat abuses world smh, https://cdn.discordapp.com/attachments/674743931321450538/938865438685810718/eeee.mp4
my mirror toggle button makes the toggle button disappear and not the mirror... what is wrong here
Check that the button is referencing the mirror and not itself.
thank u i figured it out

This is looking awesome , I also love super realistic worlds , good to see more out there ...
It would be awesome if we had something like avatar-showcases for the worlds category to share , stuff like worlds , prop furniture , and just cool assets people are creating .
Have anyone tried to build a massive open world ?
I want to see if there is anyway for me to optimize my world
They technically do already
This^
Oh i didn't realize that , i thought this was more for general chat and questions
this is insanely nice and detailed, keep up ur great works
Cheers bro
yeah for real, that material and lighting quality looks great. had to zoom in to see anything that looked "cg".
heyy is there any udon prefabs for like a coin system?? like coins you can collect and it counts them
Can anyone link me a good baked lighting tutorial for vrc because I can't seem to remember how to do it.
You can support me on my pateron
https://www.patreon.com/mcphersonsound
This is a longer tutorial than normal and there is a lot to cover so here are time stamps for your convivence.
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 generate lightmap UV
3:28 light probes
5:10 reflection probes
6:00 emissive ...
is anyone here know how to set PlayerAPI[] from EnterTrigger?
I'm trying to make a cafe that is flying above a city, but the city cuts out in vrchat, but looks fine in the editor
i ran into this problem again
can someone help?
nvm. something happened to the world. i cant open the control panel anymore
does anyone know a fix for this?
Check your console for other errors, ignoring those 2 that you showed. Those happens because of other errors. Start with the top most red error. (probably something you added has a bad script)
well i just cant even open the contro panel anymore so im not sure
does that have a fix though?
because thats a different problem
Some error is preventing the SDK form working correctly. SO until you fix the red errors (besides those 2 you showed) you will not be able to access the control panel
ok i see
i also wasnt able to build and test the world before that happened
i couldnt screen clip so ill send the full thing
Does anyone know the tool used for avatar lifting in VRC worlds? Like in the Chess v3.1 by nolife there is a "loli-lift" that your avatar can slide to raise your height if you are small in order to reach the boards.
i think the problem was i didnt have udon sharp lmao. i imported that and now its this
@mild spade
Hmm i am sorry, I am not familiar with those errors. It is the first time I see them.
The error clearly states that the UnityEngine.UI package is missing or damaged, try reinstalling it.
Not a unity, but a package that is listed there.
Iām sorry, whatās a package? Like a thing for the assets and stuff?
Iām relatively new and donāt know the terms too well lmao
How do I get to that?
windows - package manager
Ok thanks. Iāll see if I can get it to work tomorrow
Okay, two questions that have to do with trees:
-
I have tree shadows rendering in real-time currently (since the trees blow in the wind and can't figure out a way to bake them even statically). However in VR, when I walk past them they disappear. I understand why they do this, but the shadows aren't out of my view yet so it's really glaring. Is there a way to change when this happens?
-
Trees de-render when moving my head while looking in a mirror. Again, understand why this happens but it's happening before I've looked away from that spot fully. Any way to change them to billboards in reflections or just not render them at all?
Note: I think this has to do with occlusion culling as adding it fixed the 'shadows disappearing when I walk over them' somewhat and now they just disappear when I move my head what I guess is considered "out of view" of them. I don't think it fixed the mirrors at all and I don't know if that's possible. Please let me know if I'm totally off base.
Edit: I'm using tree prefabs painted with Unity's terrain editor btw.
How do I remove light dots from reflective surfaces? I have glass and its reflecting my light sources as dots. I need the reflections for lights being bounced on it, but I dont wanna see the lil dot
fixed it nvm
How do I prevent a particle system from scaling as I get closer/ further away from it?
Anyone knows how I can resize a particle system's particles ?
Having a couple of issues not sure how to fix them I'm new to this but I can't upload this world and now the control panel option is gone anyone know how to help
hi i ha a question, how do i add a random generatet sound to my world?
i watcht a Video but i gota a error
and im not sure if it works
something broke when I tried to upload the world and now vrchat sdk isn't working, here's the errors... what is this?
idk what collab is
I deleted collaborate and now it works
trying to use insert edge loop on probuilder, it keeps giving me object reference not set to an instance of an object. anyone familiar with it that might know what's wrong?
Help i cant upload the world
Ah this was cross posted. For anyone seeing this, standard assets is no longer supported and has some scripts that will throw errors in our version of unity. Deleting standard assets from his asset folder would fix the issue, you can see this reflected in the hard error.
Don't cross post multiple threads. Pick one and stick with it.
You may have errors in your console. Would be the easy place to check first. That's not how the upload screen should look and there's a few things that can cause that.
I tried it and got a couple other errors
Hit clear in the console
Then attempt to enter play mode
If/when it fails to enter play mode
Screenshot ALL of your console.
The other errors are prob other issues. Standard assets was unsupported none the less and was your main error in your first screenshot so it had to go regardless, doesn't mean it was the only problem tho lol
alright heres the other errors
So I'm making my first world following a tutorial on yt by Iconoclass. I'm doing the textures but for some reason the walls are transparent even when the texture is not. When I test the world it is solid and fine but editing it is transparent. Anyone know how to fix?
Oh nice easy, that was part of standard assets.
Look at the two errors. Both are listing a single script as the issue,located in your sample scenes folder. Go to this script and delete it.
alrighty ill try it thanks for the help ill tell ya if it works
Can the wall be scene from the other side? (Are the normals flipped in that one spot)
yes, heres a picture.
despite changing the texture to the one in the pic it still remains see through
Alright thanks it works ima go take a look at it have a good day now
im having issues adding a horizontal edge loop to this face here. i'm following a tutorial and am not sure why its not working for me
im using probuilder
For horizontal you have to click either the left or right side and for vertical you need click either top or bottom sides before adding edge loop that should work
i have no trouble with vertical. but i get that error when i try horizontal
Alright sorry if I was no help i thought that would fix anyway i hope you fix it soon
thanks
Yea
I took me 2 days to realize standard assets was messing with my project and for thoes 2 days I was so lost it was so anoying all I wanted was the projectors š„²
While it's a paid asset, it's pretty nice if you want a world with a realistic projector effect for a video player. It's JP so kinda hard to find so I figured I'd share. https://suzufactory.booth.pm/items/1782044
VRChatćÆć¼ć«ćēØ ćććøć§ćÆćæć¼ ć»ę åćē°å¢ćć¢ććæć¼ć«ęå½±ć§ćć¾ć ļ¼ć·ć§ć¼ćć¼ćØć®ēøę§ć«ćć£ć¦ę ććŖćå “åćććć¾ćļ¼ ć»ē©ä½ćć¢ććæć¼ć§å½±ćć§ćć¾ć ć»ę åćå¤åćććØå ć®ēćå¤åćć¾ć ć»Shaft.matćØProjection.matć«ććÆć¹ćć£ćčØå®ćććć ćć«ć”ć©ć使ć£ć¦Screenć¬ć³ćć¼ćæć¼ć²ććć«ć¬ć³ććŖć³ć°ćć¦ćć ććć ćć«ć”ć©ć使ćå “åćÆHDR, MSAAćē”å¹ć«ćć¦ćć ććć ā 使ćę¹ unitypackagećåćč¾¼ćæćProjectorćć©ć«ćć®Projector.prefabććÆć¼ć«ćć«é ē½®ćć¦ćć ććć ā å©ēØč¦ē“
Well actually I was using the projects for āswitchingā off the bake lights using the fade texture in the asset, although I do like the look of the volumetrics there
ah makes sense
Yeah, you got any others ideas maybe on achieving that effect without switching light maps in game maybe?
Hello sorry to bother but is there a fix for this? Im brand new to this and have received these errors. Thanks
you're using the wrong version of unity
VRCSDK is for unity 2019.4.31f1
Heyo all! I could use some ideas for making this work. The goal is to have a sort of "noneuclidean" skylight inside this temple.
My current method is using this mirror and an inverted sky dome
but I'm having trouble making the sky dome visible through the mirror but not to the player
Putting it on its own new layer, and culling the mirror to only that layer works. But even if I cull that layer with the "reference camera", the player can still see it for some reason??
If I put it on MirrorReflection, that works and the player can't see it, but the player becomes visible through the skylight, and the sphere is visible through the other, normal mirror.
I know this is easy to do with shaders, but I want it to work on quest
I assume custom world shaders don't work on quest
I suppose, long story short, is there a way I can cull a layer from a player's view?
@upper obsidian hey sorry for the ping. i went into my package manager and didnt see unityengine.ui?
is this version of unity the right one?
can anyone tell me?
ok thanks
If not, then it is missing. install it.
Yes
The second option is to reset the entire package database, if there is an Internet connection, everything will install itself as it should.
Delete \Packages in the project and \Library\PackageCache and open the project in unity
where is delete?
select them and press the delete button
all of them?
Hey. sorry to bother and sort of butt in with a whole new thing,, but I've been stuck on this for like a week and I'm getting really annoyed by it
This error has appeared each time I try exporting, and I really don't get why. I don't know how to get that file to appear in my temp folder for unity.
any help?
I think so? unsure.
Delete in the project.
oh there
Remove all packages, start the unity, wait for the packages to install, install the sdk again, restart the unity.
Packages are here \Library\PackageCache , their database is here \Packages ,Delete both.
yeah i found it
you didnt mention file explorer so i thought it was somewhere in the unity project
so close the project, delete all the files, reload the project?
because i did that and opened the project again and none of them were deleted
thats what i did
it didnt do anything
all of them reinstall but nothing happens
So like
I forgot how I did it myself
but the VRC SDK console won't put up idk. I've tried reinstalling, validating files. I'm unsure what to do.
To restore packages to their default state, their database must also be deleted, I wrote about this.
Remove all packages,Open project in unity, wait for the packages to install, install the sdk again, restart the unity.
Packages are here \Library\PackageCache , their database is here \Packages ,Delete both.
@bold ibex I don't know what you are doing there, and what else in the project can be a problem. Is it possible to send me the entire project as an archive?
how about we can try getting into a discord call and i can share my screen?
i tried making a new one and i cant even import the sdk3 there
I am without a microphone, and does not speak English. It will be difficult and long.
In an empty project where only one SDK already has errors right away?
Oh ok
I just made a completely new project and tried importing the sdk
ok i restarted literally everything and i think it kind of helped
i think i like updated unity hub or something im not sure but i restarted my computer and it seems to have fixed it?
everything works except for when i try to build and test it
can someone help?
this is what appears at the bottom
@mild spade could you help?
sorry for ping
Any other errors? that "...does not exists" error is caused because you have other errors. Did you manage to fix the Unity UI problem?
i just started a new world and that seemed to fix everything so far...
ill see the other errors
is the top error the one i should prioritize?
these are the top ones
not sure if any of those mean anything to you
hmm Try using the default Layout. https://i.stack.imgur.com/ItfRl.gif
anyone good with optimizing worlds and got some tips? for some reason my world is 200mb and I wanna like drop it to between 70 to 100 mb. Any tips?
i was already using it i think
it didnt work
theres less errors though lmao
before there were 300+
now its 30
https://github.com/oneVR/VRWorldToolkit this tool has a function that shows you what's taking up file size and also to compress all textures on your map
hey @mild spade are you available for a call?
I cant sorry. Those errors seem like general Unity errors and not related to the vrchat sdk. You could try searching for those errors on google. Do you remember when those errors started appearing? it is always a good idea to always check for errors every time you add a new asset/package to your project
