#world-development
39 messages · Page 122 of 1
Check if cinemachine is installed and do a full reimport.
maybe file permissions, try running the unity as administrator
what is this item called im trying to make a new one but i cannot find it in create whats it called ? https://gyazo.com/862c865ed30945f4c6de157722be0dfc
Try resetting the position of the windows in the unity to default
thanks
Thanks
Sorry, can you explain where can I add the VRCscene discriptor
in project tab, theres a search bar, type in “vrcworld” and a blue prefab will be there, drag that into the scene window, and position the vrcworld gameobject where ever you want spawn to be
Thank
i fixed my issue if you'd like me to help you out
@lucid nighthow to fixed?
check your error logs in unity look for the asset/prefab that isnt compiling correctly (red errors) and you may have to remove it or find a different version of it
**
making a new world. im logged in and sdk/unity versions are correct for the project. I have 0 console errors. anyone know why my builder tab might be blank?
just reposting for anyone who may have missed earlier post, sorry. i got no responses earlier
log in and content manager tabs work fine
do you have the right unity ver?
all i can say is to try to reimport the sdk
[UdonSharp] Assets\QvPen\UdonScript\QvPen_Eraser.cs(193,47): System.Exception: 'QvPen_SequentialSync' does not contain a definition for 'pen'
thats your broken udon script...
You should always link directly to the asset rather than posting the package itself because packages update, and people finding this in the future might be lead astray. People also don't get any of the documentation or license. by linking the page, anyone in the future will always have the updated package and current information. People also should be warry downloading random packages from people, as who knows if it's been altered in any way or contains malicious files.
VRChatのワールド用のトレイルペンセットです。 消しゴム機能も付いています。 ■Udon版QvPen v3.1でLate Joinerにも同期するようになりました。 https://twitter.com/aivrc/status/1434783039121354753 (リプにも情報を載せているのでご確認ください) ・多く線があっても書かれた順にだんだん同期していきます(ペンの本数が多いと同期速度が遅くなります)。 ・同期できる線の本数に制限は特にありません(メモリの許す限り。重くなっている方が居たら線を消してみてください)
Question. What audio format does VRChat/Unity support?
mp3 and wav i believe
I looked it up and seen ogg as well
as for video mp4 and mov...
also if you have a youtube link it will play from the url
playing from a url is sometimes better to reduce world size.
vrc supports whatever unity will support. videoplayer wise is determined by the avpro manual if using avpro and same thing goes to unity videoplayer as well
Can you play sounds from a URL? I can upload each and try to do that.
yes
What site do you recommend?
vocaroo or google drive
So, do I make a shared folder for the sounds on Drive?
all files must be avalible to download
That is a generic icon used for any custom asset that doesn't define its own icon. You'll need to be more specific unfortunately, maybe show the inspector?
Now how do I make sure of that? How can I tell Unity where to look?
if its like 10second sounds or something you'd be better off having it part of the world, but as for large files 10+mins long urls are better
use AVPro videoplayer in udon world
I have a lot of small clips. They would take a huge chunk of space. at least 200mb
yea that will be better from urls
what you can do is combine them into 1 long mp3 file, and change the time position of the media in game when needed
you could create a custom server and have unity target the url of the file and it would be easier, but i dont know how to set up something like that i just know its possible
or this yea
problem with that is knowing which time stamp to use
Audacity it is then
most videoplayers like protv come equipt with events for setting times
ok
I think Audacity shows where the play head is at. Would it have to be encoded in the file?
I have davici resolve
itd be time stamps really
its on the list actually on protv to be able to load in sound effects at will to save on world size, it just hasnt been fully implemented and tested yet
What should I export the file to?
MP3. I did a test.
All of my sounds are saved as WAV. If I convert them all to MP3, would I be able to keep them local to the world in that case?
unity would convert them to ogg by default
Let me test the file size on that format.
set the audio files to mono if they are mono inside unity, that will cut size
Already monoed out
I'm gonna do that timestamp idea with OGG files. That way I don't have to deal with a butt load of files. It's pitiful.
How can I tell what is causing low fps in my world? getting 144 at spawn but 50 in the main area
too many polys in a certain direction, hidef textures in that area, particles, etc
how would I determine what is doing the most?
?
depending on occulousion settings the direction you look or the area you're in can effect the fps depending on high poly, uncompressed textures/shaders, or particles.
How do I publish worlds available to both destop and android users?
Do it!
the more throwing the more fun!
OKI
So here's an interesting question that I don't think anybody has dared to ask before. Is there anything that would stop me from trying to put voice recognition commands into a world via U# ?
You can do it on an avatar but not in a world. No way to get user voice information in a world.
https://github.com/SCRN-VRC/Voice-Recognition-Shader (This only works for avatars, as said, not possible in worlds as no way to capture actual spoken audio information)
Idk what i did but for some reasons when i try rotating objects they dont rotate but just morph
the parent object probably has a weird non-uniform scale
How do I add music to my world, my mp3 files aren't working
Anyone know why this has one side that is checkered like that?
Compared to other symbols
That's a prefab
yeah i do
🤔
Is there something I can disable somewhere to make it so my custom layer for quest visual effects doesn't get rendered by the player camera?
sadly didnt work
if anyone has any suggestions id appreciate it :C
Making a world currently, outside area in first pic is 130-140 fps, second picture when I’m looking at the middle is 50 fps? Any ideas why that might be?
I tried turning off the lights, the whole main booth, only thing that slightly helped was turning off everything outside such as the coral, fish, seaweed and rocks but even then it went to 60-70
I've created a world and wanted to build and test it. I will not let me build and test, nor publish it. This is the error: Please help? 😦
Tried that but it’s not working :/ are you able to send a SS of how it should look on unity?
https://github.com/Guribo/UdonAudioTools Better Udon Audio can do what you seem to be attempting and has prefabs included.
okay thank you!
This bug is making me rage hard
I can get on this screen but I can't do anything
What can I do to stop this suffering
Somehow got this checkbox to work but everything else is broken
anyone know where you can buy a FPS counter like this?
*world in pic is Chill Bed Room by lewxVr
No idea but do you know where you get the clock
nope
Neitri ages ago made some clock shaders https://github.com/netri/Neitri-Unity-Shaders
Finally got the world to upload!
ayo can you guys give me some suggestions on what i should add?
im gonna change the photos to something less persoanl
they where place holders
im not sure what im doing wrong but it wont work :/
hmm...
Hi
Does DOF post processing work in VR? There's weird blurry vertical lines when I use VR but not in desktop mode
These are my DOF settings
also does anyone know any good distance fog other than the Unity one?
It doesn't work. Don't use it. Post Processing should only be used for Bloom or Color Correction.
Depth of Field can only be used as an advanced method of activating the depth buffer without using a point light (by setting it in such a way that it's active but no effect is being applied). It should never be used for actual DoF.
Other PostProcessing effects can cause a wide range of issues in VR.
Things like Chroma, or Vignette are most likely better off being done using a screenspace shader and not via Post Processing as well.
Unity fog is also extremely cheap, so it's really your best bet for fog. But fog can also be done via a screenspace shader as well. Mochi's Screen FX X, Cancerspace (free), and Mae can do the majority of these effects mentioned in this post.
I see, thanks for the info
So what would be the best way to achieve a DOF-like effect for VR?
DOF in VR is aids. It really should be avoided. The main issue is we lack eye tracking. So as users look around, only the center of their screen will determine where DoF is rendered. If the object they are looking at is transparent or not writing to the depth buffer as well, then no DoF can be determined and the thing the user is looking at will just be blurry because unity will think the user is looking at something in the distance or whatever object is writing to depth behind the object that isn't.
right, okay. I'll avoid it then
is there a way to have it only enable for desktop users and automatically have it off for VR users?
yea, that can be done using Udon to detect if a user is in VR or not
You can also just have a button or UI menu toggle or something
anyone have a link to some heart shaped pillows?
Hey all! I was just making a VRC World. and im confused to why i cant see the control panel anymore
Any help would be appreciated
Did you download standard assets?
Right now its just the skybox
i downloaded a different skybox. but thats just it
Go check out the console panel and fix the top errors those will push you in the right direction
Alright, when i did look at the errors in the console. the top one gave me
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>
Hm I’m not sure about that I would say try reimporting the sdk but if it still doesn’t work you need to ask someone else sorry
Alright. ill try and reimporting the SDK then
Yup. It isnt working.
reimporting doesnt work
yea m I'm sorry I'm not sure what to do at that point
its all good!
I've been trying to use the qvpens and every time I do that don't seem to work i usually, I have to click and drag the udon myself into its slot, but I don't think all of the code is there so if anyone can help me it would be greatly appreciated
Please share a screenshot of your console, the entire console. Show all red stop errors. ⚠️ Errors don't matter and can be hidden in the top right corner of the console. Hit clear first, any red 🛑 errors that are left after you hit clear are the important ones, screenshot everything shown, as said, the Entire console window.
Alright, got it. thanks!
Hey can someone help me figure out what is up with this error: 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> Unloading broken assembly Assets/VRCSDK/Plugins/VRCSDK3.dll, this assembly can cause crashes in the runtime Unloading broken assembly Assets/VRCSDK/Plugins/VRCSDK3-Editor.dll, this assembly can cause crashes in the runtime My SDK wont load. I have already removed the SDK from my project and reimported it. I have reimported all... I'm not sure what is breaking things.
hi does anyone know why this object might be disappearing at certain camera angles/distances?
Occlusion culling
why is my builder empty?
ive done that like 3 times and that did nothing
try making a new project and import the sdk to see what happens.
what version of unity are you using?
2019.4.31f1
let me know what happens if you create a new project and import the sdk
Your welcome! 🙂
Hi,
Does anyone know what/where to get this water/caustics shader from?
I've seen it in several worlds already so I know it's available to download somewhere
This was in Klees's beach, but I've seen it in Ocean's Away and SlyFest Beach
it seems it compiled and repaired itself, what exactly are u in need of help with
@south orbitqvpen doesn't work in game
are u sure u imported the right version of QvPen aswell as Udonsharp before putting in the QvPens ? something in this process must have been either corrupted messed or done in a wrong way or be outdated or similarities, the reason i can say that is because i have QvPens + UdonSharp myself in several worlds and projects in which all are working perfectly .
i get this message when i try to build and test my world, can anyone help?
the versions seem correct, so what u can try do is make a new project, import the SDK for worlds, then UdonSharp, then the Pens ( in this specific order ) test out and see if it works ( in which it should ) if that is the case that it works then u know something went wrong in either import process or the udon compiling which is odd but appearantly can happen. So in worst case, what u would have to do if all this is going as written u can export ur world and everything except the SDK, Udon, and so on then re-import into that new project and make it work, remember again to import in the right order .
@south orbit
ok i'll try
@south orbitWorks in the new world...
so as said it is likely that something went wrong in the import process or got corrupted or etc etc, another possibility is that u had something in ur world or project that was breaking the pens and / or the Udonsharp or parts of the script etc. Atleast now u know and u have a 'fix' partially since u know it is working in a new project u can as mentioned above begin to export the things from past project to re-import into new one .
did u move the project folder / save location ?
try to save ur project, close it, close unity hub, then re open everything and try test build again see if it works .
close unity reboot pc and start a new project
when you start the new one drag old files in, i had it happen last night
I'm willing to pay
WIP world
My user status has suddenly turned poor for no reason. It is normally either good or excellent. Today I log on and its very poor. I have no idea why
your avatar is probably using something that is depreciated in the latest update.
is there an udon node for opening URLs? I've seen a few worlds with dealers booths where you can click on the placard and it'll open the vendor's website
wip progress of a current world im working on
😦
sorry 😅
i think i got a broken one to be fair
Heya! I'm new to world building and i was wondering, is it better to build worlds from scratch in blender or unity?
I build all my worlds in blender, usually build the set in one file
and then build the props / furniture in there own blend files at origin
export all as fbx , then bring each peice into unity for assembly , as i like to reuse my assets
ahh ok! Thank you! ^^
Blender seems to run better and doesnt crash as much for me lol so its better for me to build ther ^^
So, I JUST started a new world project. I put in my object (a racetrack) and decided to test the world to see if it was the correct scale. I get into the world and my vision is doubled, everything is smearing across the screen as I move my head, and the skybox shows up as black even though it's a generic blue sky that is in sdk3
Anyone know why it's doing this?
How do I put music in specific areas
worlds are supposed to be modelled in unity right
no. model in blender or some other dedicated 3d application
noted
How do I make worlds
blender
Hey @bold ibex Did you get an answer... we are getting almost identical errors
If some of you guys want to help me make a racing world for my community to have their Sunday races, I will advertise you and/or your world on a car
for me the problem was that i made a accidental script document. i deleted it and it worked
Are you able to elaborate? How did you find the reference?
i created it in my assets folder. but thats it.
Think this is RED_SIM's perfect water shader, though I think it's only the pro that gives underwater support https://www.patreon.com/posts/32252234
There are a lot of water shaders though. Check out vrcprefabs.com 's data base for some others
only selected (business) partners got access to opening links
because if everybody else could do it lots of malicious links
can always use QR Codes. but even that's kinda annoying. QR Codes seem to be a lot more normalized among the jp users.
After placing mirror the baked light map breaks
Like this
What file type does unity use because I'm having issues with MP3 and OGG
for audio, unity accepts aiff, wav, mp3, and ogg
Helloo, does someone know how I can make Voices in VRChat echoing? Do I need a Udon script for that?
Hm, it doesnt work.. I am trying to make my voice echo ingame, if that is understandable
There's no control panel option when I import the vrchat SDK
is this course good for starting using unity for creating vrchat worlds?
no, Unity's vs doesnt work with udon
@left rain I think I need to get a new project with a working sdsk and udon and undonsharp working before I import my project into it cause the whole exporting the project and only keeping the regular stuff without the extras isn't working.
It still spitting out same errors
isn't that what I'd originally said you should do?
ah ok but its similar?
Not close enough. Best to look at Udon tutorials.
ok thanks man
Is there a way I can fix this. This is been annoying me for weeks
I know I can combine them in bender but it doesn't completely combine them
it's not about combining your meshes, it's that your UVs are all over the place. you need to line up the UV seams if you want the textures to match
Thanks a bunch
https://docs.vrchat.com/docs/setting-up-the-sdk - I follow that, load the example scene, Build & test, It only loads me into my home world.
On Home Straight Now
?
github copilot coming in clutch
You need a empty object, set a collider with "is trigger on", then add the script
If you mean Lura's Switch
add a empty object, make a box collider and resize it to fit the button
ohh! thank you so much~!
Just to add to my message for assistance, I've made a map using sdk2 some time ago, but im at a loss as to why its not launching me into my map project.
Maybe it's something im overlooking, but i've read the documentation closely, maybe it's a bug.
https://github.com/oneVR/VRWorldToolkit try downloading it, it can help
@remote bobcat, I will give it a shot, Thank you.
I asked this before and I dont remember who answered but I was wanting to put a time system in my world like it going from day to night.
this can be done in many ways and methods depending on how u want it to look / be and so on, i suggest using some youtube guides towards it, mainly u can do udon towards making light sources rotate depending on time spent / being formed and so on, it can also be done with materials swapping or even animations .
Any tips for toggleable "moon gravity" ? my udon code doesnt wwant to work rip;
How do you have it setup?
you likely have not installed udonsharp
make sure to read the instruction manuals of prefabs you use
no, i told you what to do
anyone recommend a good cloud shader?
hi, i have made a chair using a vrc station which is used to lie down but after getting up i can't move
does anyone know how this can be fixed?
everything is just default except i unchecked "Seated" to fix the viewpoint being off when entering the seat while lying down
Turn the seated back on, and add a lying animation.
when i build my world it just shows the camera view
like this
ive been trying to find this out for 2 months now
ive reinstalled everything
please help
no errors in console?
nope
download it #world-development message
alright hold on
i did that and added the tpose as the animation and setting hip left and right foot to animation, but now my hands won't move while in the chair
i finally was able to upload the world but im falling down from the place , can someone help me , its the last time i swear ^^
alright now what
ive downloaded the file
and imported it
how do i check that?
You don't need to set up the animation, just download the lying animation from mixamo and add it to the station.
im not on pc to show you
the world debugger?
yes its world debugger
Can y’all help me
yeah theres a few problems there
This should be quick
ima try and fix those hold on
I play on oculus and every time I join a world, all I can see is people fallback avatars instead of the one the are using
And I already turned the safety settings to none
bcs they use avatars that are only on pc
But when I click on them and push show avatar it works
I have to click them individually
yes thats how vrchat works
That is very dumb
you need go to performance options and set there. very poor
I have
than nothing more you can do
And on oculus it only has poor and medium
you just have to unblock all of them
Well shit
yeah the map still didnt work
There is no collider on the floor. or the whole world is too low from zero coordinates.
No. then check the physics matrix.
ah how can i check that? sorry >.<
i fixed all of the problems and it still wont work
Project settings - 3d physics, , somewhere there.
oh okay ill try searching thanks!
could only find physic material ; (
Edit - Project settings - Physics
oh got it!
The layer on which you have the floor must be enabled on the player and player locale
Hi friends! Does anyone know if there's a nice way to add friction between two pickups? I have a plate with food on it and both are pickupable. I'd really like to lock the food to the plate when it's grabbed
@mild spade This is my Udo nsetup:
Anyone know why this wouldn't be working? It's in my VRCWorldsettings
dear world creators who purposely made their near clipping planes worse:
why?
is this an anti kissing measure?
yes
How do i create a world in vchat ?
as of 2022 you dont because udon is rocket science
dont yall hop in here telling him to watch 2 hour tutorials and download cyan triggers to make it easier this person IS NEW
new people shouldnt have to jump through leaps and bounds
hate the direction of how vrchats user creation is headed
there was literally nothing wrong with sdk2 for worlds. why are they making it so you HAVE to use udon.
sdk2 -->sdk3 avatars, understandable but annoying, they share similarities so its not that bad its like an upgrade.
sdk2---> sdk3 worlds. wtf? the two are nothing alike. youre basically telling all sdk2 world creators "uhh hey, all that time you spent learning and building your knowledge and skills? ahahhaha what a waste, you can throw all that out buddy. everything you know about world making is garbage"
cool thanks
honestly ive already stated im against a sdk2 content lock completely, but at least sdk2 and 3 avatars are similar. but boy what the FRICK is Udon.
cyan triggers is close enough to SDK 2 that there is a auto converter as far as helping SDK 2 World creators
old world creators sure, but new world creators cant really get their foot in the door anymore you know?
also we shouldnt have to rely on an external tool lmfao
I would point out that Udon is basically real programming but with a visual scripting system on it
yes, and thats cool
but thats not like... i dont like theyre getting rid of everything people learned
and making it hard for new people
and honestly most beginner worldbuilders could probably be served with prefabs covering the basic interactive objects they would want to play with as most people are probably trying to make chill bedrooms not Game maps
but btw what was wrong with sdk2 for worlds that we have to get rid of it and make it udon only
av3 makes sense because it was an upgrade
an upgrade of questionable quality... but still
udon should be its own seperate thing still imo. smh
its too different
they didn't want to work on it anymore sdk2 and also some of their long-term plans wouldn't work with SDK 2 & and basically cyan triggers kills the need to keep SDK 2
Hey,
I have uploaded a world with the 3.0 SDK but the world doesnt show up in VRChat but is already added to my Account as Public on the Website.
Do you know why this is happening?
slow servers. wait like up to 10 minutes and it should appear
I wait for a week..
uhhh
Most likely not the correct version of the unity
oop that would do it
its 35 not 30 so that would be the problem right
So I deleted SDK3 and re-download it and made a new project but I'm still getting doubled vision when I test the world. Can anyone help?
And what's wrong there?
What you mean?
I'd like to not see everything twice? It also did this on a world I uploaded but I didn't know it while I was making the world because I tested on desktop
Elaborate on your issue more. Are you talking on a quest, is this pc? Are you using post processing, are there any grab pass shaders in your world? Need more info
Quest hooked up to pc. I didn't set up any post processing. I just imported the asset (a racetrack), put my vrcworld in for spawn, and tested
seeing everything twice usually happens when anti aliasing is enabled on post processing
I mean this just flat out isn't true. I just recently released a world (one of my first public worlds) and did it starting out with SDK3. If someone actually wants to make a world, it takes more effort than a couple of nights and having everything done instantly. It takes days of learning, effort put in, and eventually satisfaction in successfully completing what you're working on if you stick with it.
SDK3 for both avatars and worlds is leaps and bounds better than SDK2 and it pains me that people think otherwise. It might be more complex and have its faults or problems, but it's an undeniable fact that SDK2 will be phased out and that SDK3 is better and more flexible to do what people want to do. It takes time to learn these things because, believe it or not, actual content creation for a video game takes more knowledge and effort than someone casually youtubing things for a night and whipping it together.
Anyone know how to get this work in VRChat? It works when pressing play but not when testing it in VR. Never really used this so I would appreciate any form of help 🙏
As someone who recently migrated from SDK2 to SDK3 after a year and a half hiatus from world creation. Learning SDK3 is a way more expansive and smooth process. SDK2 tends to be more restrictive when creating more dynamic worlds. There are even prefabs that give you an expansive amounts of triggers that you dont even need to understand Udon to start creating worlds. IMO it is much easier now to get into world creation rather than 2 years ago
are you attempting to upload a videofile in world? this will not work if so
Oh, that doesn't work? Is there anyway around this?
you upload video onto a website and put that link into the videoplayer to play
anyone got some cool 8k panorama of a night city i could use for my skybox
I Forgot What the link was for Texture.
Is there an easy way to auto enable/disable certain objects and such while switching between pc and quest mode
Working on the quest version of my world is annoying af cause I have to disable certain things and change certain shaders that don't work on android
I'm reading the feedback in here and it does make me hopeful
Does anyone know a way to make a frosted glass effect within unity ?
Im trying a free roam world. And I can't get low resolution textures
This is an outrage!!
there's a free package called EasyQuestSwitch that can help facilitate that
you'll get better answers in #shaders, but one common way i've seen this done is to start with a grabpass, then sample the grabpass multiple times for neighboring pixels and average the result. these shaders tend to be very expensive due to the multisampling and won't work on quest because of the grabpass
Would it be possible to play two videos at the same time or is it limited to one?
I swear every world build as gone through this hardship haha, Seems like it your turn. Find one here and turn it into a cube map https://www.flickr.com/search/?group_id=91922148%40N00&view_all=1&text=City
Either that or go to Adobe website, they have beautiful city views
im currently using a 2k map of bangkok (which is a hilarious name by the way, like really, props to the guy who came up with that) resized to 8k with ai but its really really lame
haha this is where i LEGALLY DOWNLOADED the bangkok skybox that i HAVE THE RIGHT TO USE
does it need credit card info
Nah paypal works
is your trial still running
Ye but I can only get 12 per month
So I'd be using one of them if I were to get it for you haha
I mean for a license and their photo quality? Makes sense
It's all 4k-8k
You know what
Fine I'll be nice and use one of them for you
DM me
guess they have to cope with 55% of their user base not actually buying their software but (my legal team has advised me not to continue this sentence as it conflicts with #rules )
Could someone remind me how I have it so when I save on Blender it shows the changes in the Unity file, for the life of me can't remember how to set that up
generally unity wants to load FBX files exported from blender or whatever 3D app you're using... if you export your scene or your individual meshes to FBX and overwrite what's in the unity project, it will update
yes
Beautiful Thank you
Right, thank you!
beautifully put into words
i cant find the one im using but thanks anyways, your charity is noted and appreciated
there's only so much the AI upscaler can do to make it nicer
Anybody take world commisions? Dm me for specifics
anyone know where to get that vehicle package that you drive with the thumbstick?
so im having a problem where all my mesh colliders stopped working and i cant enter any buildings anymore as i just clip through them like they dont exist even tho they have a mesh collider attached to them along with their meshes in the mesh collider catagory i even tried to remake the mesh collider and no fix
this problem started happening im guessing after i hit setup collision matrix to go publish the world
any way to refix this
I don't know of any shaders, but you could use like a dithering illusion, like as your texture a bunch of white dots very finely placed next to eachother. So... yeah basically dithering. And then set the shader rendering to fade maybe that could work?
Or You could make a slightly transparent full white texture and then add a slight normal map for the roughness of the frost idk
my problem is that particles arent visible through object with custom transparent shader material
is there some quick fix to that
something with layers or the particles material
ok i found out, it doesnt like fade materials behind it
Hi recently i've upload a world but my friends can't make it he's base home , someone can help me ?
Can someone link me on how to use undon chips I don't mean chip by chips I mean the slots I have no idea in hell on were to find that
Dm if you know we're to it the indon chips
im pretty sure this wont fly for oculous but damm is it pretty
anyone have a tutorial on creating a simple avatar world?
a floating square is good enough for me 😄
Plane + VRCWorld + VRCMirror + AvatarPedestal
Hi, I was wondering if their is a way to allow certain users in a world to have permissions to kick??
Nope
Rip. Alright then
I took the vrcchair prefab and duplicated it, deleted the mesh, and put it on my couch asset. When I build/test I don't see anything highlighted to sit down there. Am I missing something obvious?
The seats are children of the couch object, which is on the walkthrough layer if that makes any difference
Why does TextMesh and UI sometimes randomly clip like this? What can I do about that?
Anyone in here like Nascar that would want to join me in creating a map of Daytona International Speedway for Sunday races?
these canvas elements are so glitchy what do i do ajdfhasjkdh
Does that happens on the editor only? or on the game?
how can i fix this issue? when i have 2 different wall segments and i apply the texture to both of them, its not aligned
well it wasnt happening in the game, but then I reopened the project and it's doing that now. and haven't changed anything at all that could cause it
It it only happens on the editor then it is just a unity bug with UI. If you enter PLAY mode then exit it should fix it.
you need the texture UVs to be aligned. this needs to be done in a 3D app.
Oh man pain
What app?
a 3d app. most people here use blender because it's free. there's also maya, max, a bunch of others.
hardly anyone building levels is going to do so without an actual 3d application to handle modeling and UV layout
at least, not if you want it to look good
@left rain so I finally imported my project into a new one without the fancy things and all's well so far. The udon sharp stuff is working. Just tried to run the mass texture importer via the vrcworldtoolkit and it's still crashing when I try to get the textures from assets.
Maybe I'll try deleting and redownloading it?
i don't know enough about the assets you're dealing with to know why they'd crash. maybe try converting some of those textures yourself?
Unsure how to do that but I could look it up
just find the textures in your project and adjust the size and compression settings on the inspector. iirc the mass importer is just enabling crunch compression on your various textures, probably limiting resolution as well. it's annoying to do manually but still better than crashing
True
Any recommendations on the size for compressing?
My world just stopped being able to be updated, why did this happen?
I need some help. Everything was fine then I put udon sharp , cyanemu and cyan triggers plus some game prefab and now I'm getting this
Can anyone help me ?
detatch the blueprint ID, unless youre absolutely sure that its your world ID and not someone elses that mightve been left on the prefab
if it IS your ID then i think you have to get a mod to log you out of vrchat on their end and thatll fix it. happened to me before
but try detaching it first
I detached it
Same thing keeps happening
I made the world and it's even on my content management
I think it has something to do with the sdk . I put in cyantrigger, cyan emu , udon sharp and a few prefabs
@bitter idol thank you by the way
Did drop box links to VRChat break again 😅 ? Just suddenly stopped for all my worlds. Did this happen to anyone else?
i wanna make a avatar world but i dont know how bc im stupid if anyone is smarter then my peanut brain pls dm me
Hit up youtube, to be honest, there are an absurd amount of great videos out now from a wide range of people with the very basics of getting started. Just snag the correct version of unity, use unity hub, grab the Udon SDK off of the vrchat website under the downloads tab and start learnin.
https://docs.vrchat.com/docs/current-unity-version
https://docs.vrchat.com/docs/setting-up-the-sdk
https://docs.vrchat.com/docs/creating-your-first-world
https://vrchat.com/home/download
Good luck
thanks
So I've seen a lot of worlds where people use (I think it's a shader) raindrops on windows, fog and fire animations etc. Does anyone know a good source where you can download said things?
Ping me if someone knows ❤️
there's free fx packs under the asset store for all mentioned things above, except raindrops on windows, not sure if that is in the asset store aswell, but for generally rain, fog and fire there is.
Why is it taking forever to upload my world? its been 4 hours! my internet seems fine
You probably have errors. You shouldn't even see that upload screen. Looks fucked up.
I guess i got some errors to fix
Regardless, something is wrong. Either errors in the console or something wonky with the sdk. I can't recall what can cause this past that. Gl
sometimes it lets me upload half way n show unknow error. Also Idk If u noticed but the UI changed, I dont see "Publish to community lab" tab anymore.
you likely have pause on error on in the console
Because like I said, u shouldn't see that screen. It's messed up
U wer right is this error but idk what is causing it...
Do LOD group work in VRC SDK?
The LOD groups freeze the object once the game is loaded based on how far away VRCWorld Object is from the LOD group.
But the mesh doesn't change when I get closer to it
lod groups work in vrc
thanks Cake
Idk why I'm doing this but..... Starlink is actually decent.
Does cloud fk the signal?
Not that I'm aware of, the lowest it got in my few days getting to use it was around 70
But stayed around 150-250 .
does anyone know if there is a way to have it so when a player enters a zone it will increase the distance their microphone can be heard from
ive tried the udon better audio but it wouldnt work for me
dam thats nice, those upload speeds? I was planning on switching to starlink soon. I get 200 down maybe 25 up on a good day, im luckky to see 5 up. Cable is sht
Yeah you're able to get double digits for sure, I think that test got me around 20-30 or something
Averagely
Other tests had similar results for up and down
its called fake glass ... https://gitlab.com/s-ilent/fake-glass
Hmm do any of you guys have issues with unity 2019.4.31f1 with sdk3? I don’t even get the control panel with vrc sdk supposedly dlls would not load and lots of cs errors
how can you get a dance floor for your vrchat world
oooh for world development of course
Ah thanks a lot!
np
meh I seemed to have one good world that was test world that does pop up the SDK...I'll just make that my template for all worlds moving forward.
nevermind still get the same errors now. Ugh I only managed to build and test 1 test world which worked but not sure why I keep getting unity errors now with sdk3worlds
any one know for a free city skybox?
I've got an annoying issue of things animating correctly in test mode in unity but no longer working when making a test world and looking ingame, anyone maybe know the issue and have a fix
I keep trying to upload my world but continue getting "cannot spawn without a scene descriptor" error. The VRchat world is already present and I've tried deleting it and putting in a new one, doesn't work.
Pog :3
Howdy! I'm wondering about practice of making a world and props.
I've pieced everything together in Blender, modelled it all from scratch.
I'm wondering how do I handle all these individual meshes.
Should they all stay separate? Should they have all origins at the center of the space or origins individually set for each of their pivots?
Could I join them all but have them under an armature to keep the ability to move/toss things around?
I do not know what the best practice is at the moment
basically you would have a bunch of individual props with with individual pivot Points and then you assemble the final world in unity using your parts
So I'll need to individually separate this scene into the base and props, export and place it all in Unity.
also there's some advantages of it being in chunks because if it was one Big Blob you would have to render all of it all the time instead of being able to not render things you're not looking at
and you definitely wouldn't want a parent to your props to Bones because then that would be a skinned mesh which is more expensive than a static mesh
Alright, I'm back with a very dumb question
My chairs work when testing with CyanEmu in Unity but not in game. Nothing appears for me to click on to sit
I even tried dropping the VRCChair3 prefab into my world and have the same issue
make sure you're not running any mods first and foremost
Is jumping automatically enabled with sdk 3?
if you use the default VRCWorld prefab that is included with the SDK it will have a movement udon behavior on it by default. If you do not use this prefab, and just add the World Descriptor component manually, you will need to also manually add a movement behavior to your project. Without some form of behavior controlling movement and jumping, you won't be able to move or jump.
Thank you!
Question... IS there a simple way to have a synced, editable Text plane in world? Like a notepad where you can type something and everyone else in world can see? Does not need to be Realtime or anything... just a box that you can type something into and then share that with others.
Thank you :D
Is there a reason everything is shaking in my world?
My character and my hud are extremely shaky and jittery when I am in my world. It happens to everyone in it
question is your map far away from the the zero position in the world
Yes it is, but it has to be far away
Is there a limit I was unaware of?
https://en.wikipedia.org/wiki/Single-precision_floating-point_format basically the farther away something is it has less Precision to work with
Single-precision floating-point format (sometimes called FP32 or float32) is a computer number format, usually occupying 32 bits in computer memory; it represents a wide dynamic range of numeric values by using a floating radix point.
A floating-point variable can represent a wider range of numbers than a fixed-point variable of the same bit wid...
and why does it need to be far away
World link - https://vrchat.com/home/world/wrld_b9f80349-74af-4840-8ce9-a1b783436590
This is a world detailing what floating-point numbers are, and it showcases how the world will affect how the game looks the further you get from the center of the world.
The map is extremely large, vey very huge
would be nice not to ask the same question in multiple channels
then you're kind of out of luck unless you can do some trickery to deal with floating Point Precision errors
like I know people can do that in vrchat I just don't know how
I am unsure if my question is related to udon issues or is just a world issue, so I ask in both
then you should make people aware of this
and what kind of map is it that requires it to be so huge you're hitting floating-point Precision errors
Instead of having to be redirected, re-ask my question and wait again for a response. I ask in both and if one says this is the wrong place I delete. Considering I haven't been warned by a moderator the few times I do this, I will stick to what I do but thank you for letting me know
A dark souls map
are you trying to stuff like the entirety of dark souls in one vrchat map
I would like to, but with this issue that seems to not be very possible. I imagine there is a way to make the teleporting not noticeable though
and that sounds like that would be an awful lot of vram to do all of Dark Souls
It ran perfectly fine when I ran it actually. Both on desktop and on VR with a Index. Just the shaking issue
hope you can figure out how to mitigate the floating-point errors or do the teleporting
Thank you
there are ways around this by moving the world at fixed intervals, it's a bit of a complicated thing to do in vrchat though due to its networking, it's called floating origin
Once you go too far from zero, you will induce float point errors. There is no way around this. The bulk of your world content needs to be centered around the zero point such that the player is never really too far from the zero point. Using tp zones, breaking content areas up, using distance culling/lod groups. or methods of faking the scale can be useful, honestly there are many approaches to how best to keep the bulk of the content around the zero point. regadless, if you just sprawl your stuff out however, you'll have issues.
question, so me and my friend are doing a collab on a world and he sent a bad collab and idk how to revert it back , the collab history tab is blank too
the free collabs only keeps the history for 90 days, it may be past this
it happened a few hours ago though
are you in the same collab team?
yeah
Multiple plugins with the same name 'openvr_api' (found at 'Assets/openvr_api.dll' and 'Packages/com.unity.xr.openvr.standalone/Plugins/x86_64/openvr_api.dll'). That means one or more plugins are set to be compatible with Editor. Only one plugin at the time can be used by Editor.
how to fix??
Hello, how to find the games to put on vrc? example, revers and the "power of 4"
Hi, can anyone recommend some stuff on avatar worlds/pedestals. Reading and doing some stuff now, butwanted to know any tips
I'm not very good at this
And I can't hear a couple of the videos well.
I'm HoH and the cc isn't accurate and a lot seem to be for SDK2
How would someone go about adding reverb that can pick up voices in sdk2?
not quite sure and wouldn't recommend SDK 2 as it's deprecated and will be eventually removed
Is there homekit for sdk3?
I just need a superbasic setup for an avatar room/world w/pedestals
nope
and also for reference advertising nfts are against terms of service on vrchat noticing the links in your profile
Download Unity - https://docs.vrchat.com/docs/current-unity-version
Download VRCSDK - https://vrchat.com/home/download
https://github.com/CyanLaser/CyanEmu/releases/latest
https://github.com/oneVR/VRWorldToolkit/releases/latest
https://github.com/Varneon/WorldCreatorAssistant
https://ask.vrchat.com/t/world-creator-assistant-automate-vrchat-wor...
cheers
Hey, so I am having an issue with an element I am trying to add, I am making a starship bridge as a world, and I am attempting to add a view screen with a video of star passing by (think akin to Star Trek) but when I test the world the video plays, but it is offset so you only see the bottom part of the video. I can't seem to find any settings in the VRC Unity Video Player Component that affects this scaling in any way. I just want to get it to be centered on the GameObject I have for the front view panel. Any thoughts?
[SDK3] are there video players allowing 1920x1080 resolution from youtube or other sources?
Pretty much any and all players support up to 1080p with some supporting 2k and 4k.
Check out ProTV for a good free player tho.
i cant find any good videos out there on how to make a gun weapon system for vrchat
Is it like that since SDK3? I remember in SDK2 it was always 720p only for youtube.
The unity player script just defaulted to 720p but the values could simply be changed. Most players default to AVPro now, rather than the unity player script however as it tends to be more reliable.
I see. Thanks a lot!
I am unable to upload my world, I click upload an it does nothing
Getting this error
Pretty sure that means the SDK is messed up
looks like you're using ye olde SDK2
I just downloaded it from the Website
sdk3 should be front and center
make sure you are running the correct unity build as well
did you import some third party package that came with sdk2 scripts? or did the project previously run sdk2?
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use by VRChat is Unity 2019.4.31f1. Ensure you are using this exact version! ...
Yep, that is the version I am on
It launches and plays locally, it just seems to be missing the script to actually create the world in the SDK
Welp, I have no idea then, I guess I will just wait to see if anyone else has an issue
are you able to get a new clean project with a VRCWorldDescriptor running?
these errors are almost always caused by not having the sdk properly installed, not including a vrc world descriptor component, or a third party package that's breaking something else down the line
I will work on it another time. I didn't import any third party scripting, I only imported the SDK and OBJ files
Yeah, a good first step is making an empty project, importing the sdk, and dragging the vrcworld object into your hierarchy and see if it'll build
Obviously include a floor or something so you're not just perpetually falling lol
Then you can see as you're importing things where the build errors are introduced
Does anyone know where I can get the shader for the light rays that are worlds such as club orion? Looking to have a kind of "moonlight coming through the windows" effect in my world and that shader seemed like it might do the trick.
Can I get any links to setting up the guns for VRChat
THANKS GOD
btw do you think that vrchat can support the native Visual scripting of Unity?
it would be more popular right? because for a unity user he need to learn again another Visual scripting plugin
nope you have to use udon but there is an add-on called udon sharp that lets you compile c-sharp code into udon https://github.com/MerlinVR/UdonSharp
I noticed as a quest user when they jump in my world, they landed with a bit of sliding, and I didn't write any function about movements, is this something to do with the sdk or I set it up inappropriate?
Alright i want to ask here first to see how viable its before I put time into development.
A dance coach wants a practice world where the audio is confined to each practice stage (white squares) but the users can be seen from any location. This is cause people might want practice to different music without interfering with the other users while the coach watches over to give feedback on moves and such.
I just dont understand the player audio system or how in depth it can be with a culling system that only blocks audio (or if its even possible)
How do you turn on occlusion in mirrors or more spesifically atleast limit there render distance
I wanna try to create a map entirely from scratch so I can use it in my portfolio, and as a kind of test for everything I've learned with world creation
Not sure what exactly to do yet
I'd love to recreate a chunk of Las Vegas, but I know that will be extremely demanding and time consuming
Hmm
if you've never built a world before, start small
even "just" doing something like the neon graveyard would be a pretty hefty bit of asset creation
I have made a couple worlds
But they use too many premade assets for me to be happy with
yeah. asset creation is by far the biggest slog
you'd be rebuilding the strip for years if that were your goal, and it probably wouldn't all load anyways
maybe do part of one casino, or one gallery or something
Ye that's the idea
I actually was putting some thought into how to segment multiple areas together
Separated by portals
yeah, there's a bunch of korean worlds like that, bound together by a train. it's pretty clever
This is 90% modeled by me
The floor and everything was modeled by me, but the trees and buildings were from sketchfab
I wouldn't be confident putting this into a portfolio
I'd like to have a world I can say was 100% modeled by me
hey does anyone know of a good ocean shader that can be used for quest and pc?
im having this weird super shaky while testing my world anyone know how to make this stop?
I can do that in three.js. No clue if you can do that in this
Apparently you can https://docs.vrchat.com/docs/vrc_spatialaudiosource https://docs.unity3d.com/ScriptReference/AudioSource.html
Edit: Changing up/streaming the audio may be a PitA. I thought of an even easier and crazier way. I'd just run a VAC on the avatars and play it using them. Adjust audio distance as needed. Terrible way of doing it, and I'm sure there's a better one, but it'd work. And you don't have to code anything or place any audio sources.
your world might be too big. if you're very far away from the world origin, you'll start having problems with floating point precision
o alright
importing world from blender to unity, textures didnt import with the fbx tho im not sure why, i tried embedding them into the fbx/extracting textures
Any idea why this might be happening? I def have light probes outside but maybe they're not set up properly. Any idea why they'd be entirely black even with the light?
have to bake it, import as prefab?
Where does the imported world show up?
I dont see a "my creations"
there are a lot on the unity asset store
best way to create water? im going for a low poly look
got it thx
ALMOST finishing the world
Hey guys! I have a question. Yesterday i created a world and uploaded it into vrchat however whenever i try to teleport mine world it keeps teleporting me to the home base. Do u know why?
The UI in my world does not show up on VRC cameras, does anyone know how i can fix this?
check the layer its on, ui or uimenu doesn't show up on camera's iirc
Can anyone tell me how to edit the mesh of an imported/downloaded OBJ, so that I can apply a mesh-collider to a certain part of it ?
(Within Unity)
Anyone else having trouble uploading worlds at the moment?
Looks sick.lol im suffering with house designs stil
Making everything unity only because it's all I have
I do
You think I know how to use that shit or that my mac can run it. Ok maybe it can...
Yeah I should use blender
Tutorial: يكشزبزثهلنزثمبقخزيز بمثزمبظق
Can anyone help me with some texture work?
I'm trying to get all of these the same size and rotation
this is something you have to fix in 3d. get blender or some other 3d app and project new UVs
Ok thanks
Is there anyway I can transfer the entire project over lmao
So I don't have to do all the scaling and stuff again
you can try this package: https://docs.unity3d.com/Packages/com.unity.formats.fbx@2.0/manual/exporting.html#:~:text=Use Export To FBX (menu,to%20a%20single%20FBX%20file.
I'll check it out, thanks
Honestly just start watching blender tutorial videos. You will save a lot of time
what layer should it be? Default?
Is it possible to Build & Test with one client in VR, and the other in Desktop mode?
Yes, I saw that and I didn't see it explain how to launch one client in VR and the other in Desktop mode
If I set the number of clients to 2 and uncheck the "Force Desktop Mode" button, it simply opens one client in VR and doesn't open another one
it would honestly be easiest to just upload the world under a testing ID. Just detatch your current ID, then upload it and keep it private. Then you can just test it however you wish or even invite a friend to help you test it.
Are you sure you read the documentation?
When testing many clients, it can be a hassle to arrange your windows and wait for VRChat to login every time you make a change to your world. You can change the 'Number of Clients' to launch to 0 to change "Build & Test" into "Build & Reload"
This will build a new version of your world and move all open clients into that new local instance, skipping the VRChat startup sequence altogether.
I don't see how that's relevant to what I'm trying to do though
Are you saying that I should launch one in VR, then another in desktop, then change the number of clients to zero and Build and Test again to try and put them both in the same world?
Run two copies of vrchat, one with --no-vr options and the other without it.
So I'd need to launch those from a desktop shortcut, not from the Build & Test button then?
Yes, make two shortcuts, run one by one, then build and test with 0 clients.
It will transfer them to your test world
Yes, this is how I've been doing it, but it is annoying to log into a separate account one of the instances each time
Build & Test is convenient because I don't need to manage two accounts
Ok, I'll try that. Thanks
Yes, this did work. Here are the launch args for my two shortcuts
Desktop: --no-vr --enable-debug-gui --watch-worlds
VR: --enable-debug-gui --watch-worlds
poyomi shader mustve not full imported or something that uses it cant find it im not sure why you would use it in a world tho, id try deleting it or reinstalling/reimporting it, I think im not sure
Hey! Does anyone here know a simple way to use a Text input field in VRchat to make a kinda global synced World Notepad?
yeah im not sure either
anyone know how to fix one sided stuff like this? looks fine in blender and not here
world im building works just fine in build and test, but when i use build and publsh, i get loading errors, where i will only load in the world for a second, the screen will go blank, then i immedidely get send home
i wonder if my sdk is broken, but everything seems just fine till that point
nvm figured the problem out
Idk why but whenever I put a avatars pedestal, my avatars don't appear and show up as gray robots even though I follow the tutorials I could find. Is there something I'm missing?
nvm i fixed it
Does anyone know how to add a model to a world? Like not as a avatar but as a character that just sits there and has animation, kinda like Noelle in that one Deltarune world?
you'd add it the same way as any other skinned model. import the model with the skeleton so that you have a skinned mesh component, then import animations for the skeleton. once you have animation clips defined, you can use a state machine (AnimatorController) to drive how animations clips get played back
anyone know why this happens? stream flipps but video doesn't
Thank you!
I'll test it out tomorrow
Hello I have a question in regards to world editing. After I upload a world. Will I be able to edit it freely still like I could if it was still in a build an test mode. Or would it be stuck like it is forever?
I have an idea for a VRC card game but have no idea where to begin building it. Are there any tutorials out there that show how to do something like that?
First ever map and Im learning as I go
Has anyone found that manual variable sync can be slow for late joiners when there is a lot of people in the instance?
I have a toggle for locking a door that syncs as it should for late joiners normally, in the OnDeserialization event.
But when there's 70+ people it doesnt seem to trigger than when you join and the state doesnt get synced until another manual seralization gets called
maybe i could add a RequestSerialization for the owner of the variable on the player join event to try and counteract it?
actually its more of an udon question.
Honest question
what do people use for video players for udon?
Imasync 3 has issues loading videos and cant even load twitter
and kinel has audio problems and it doesnt seem to be fixed yet
i know usharpvideo is okay, but it seems to be lacking in features
i swear by usharpVideo @sharp bloom
im not sure what features you consider to be missing, but the latest update has a bunch of new stuff
i care mostly about stability and dependability for large crowds, and it seems to never let down in that regard
yeah
i guess the only things that the others have that this doesnt is a queuelist, and a playlist
yeah thats definitly something it doesnt have beyond setting a playlist in Unity on the videoplayer
The wolfie video player supports having a queue of videos playing, and i believe the ProTV one does too
https://vrchat.nishawolfe.com/prefabs/videoplayer
https://booth.pm/ja/items/2536209
i need help! my world was building fine, until the last day, not sure which change broke it but it won't build, and the only error messages are like this: Invalid AABB aabb
UnityEngine.StackTraceUtility:ExtractStackTrace (), and Invalid AABB aabb
UnityEditor.SceneManagement.EditorSceneManager:SaveScene (UnityEngine.SceneManagement.Scene)
anyone have a clue what could be doing this?
may i ask if you were using “fxtwitter”?
mind describing this audio issue? is it all in one ear? or stuttery?
how to make other ppl sync Udon objects that track bone?
what are you trying to achieve?
what for? what is your end goal? why must this be synced? what are you trying to achieve?
I would like to make a button that will give players an assign role icon. I would like this icon to track on their head as wells sync for other players to see the role icon.
finally trying mapping again
no props or anything so far, and the lighting is far from done, but i sorta got the materials down, and a general idea of how i want it to look
(also sorry if this is the wrong chat to post this lol)
you definitely seem off to a decent start on the basic structure
Imasync doesn't have it probably, and besides it has issues playing vids where half of the time you get no video and only audio
Audio got fucked from recent vrcsdks i believe, since issue only happens on newer ones, only one channel, dev said they would fix it but no updates have been made for it at all
is there a music player prefab available that supports queueing from URLs by players? looking for essentially a juke box that can play audio from youtube, with a playlist that can be added to in-game, no video
perfect, thank you. while you're here, is there also an easel prefab you're aware of? ideally something quest compatible but not required
just looking for a drawing or painting function that's limited to a canvas as opposed to the pens that draw in 3d space
go to assets folder. right click and create “rendertexture”. make a quad in your scene, put that rendertexture on the quad. set the rendertexture material to “unlit/texture”. make a new camera by rught clicking your quad in the hierarchy, in that camera. set it to “orthergraphic” and try to line up the cameras view to the quad (usually itll be spot of first try). add rendertexture to the “rendertexture” slot. set the cameras culling laying the 23rd or a reserved layer only. create a cylinder and stretch it into a pen shape, set the layer of that cylinder to the same layer the camera is set to. (one thing I for got was you need to the camera to be set to “dont clear” at the very top of the component).
unity 2019.4.31
i am attempting on making my first vrchat world in unity and i don't know how to fix this
i have unity 2019.4.31 on the project
you have more than one descript in your scene
how do i change that
thanks. so this is essentially just relying on the pen tip colliding with the render texture plane to create strokes on the canvas? i'm sure i can figure this out but just haven't seen the technique broken down anywhere before
sorry for not giving like a prefab link, im not home but ive done this sooooo many times making drawing prefabs for 5 different games that i just had the instructions baked in my head lol
it's no problem, i'm sure it'll be a fun little project to put something together. just means more hours to put into this world...
it should be quicker than that
well, not if i want color selectors and the like. thanks for the hints either way, i'll see if i can't piece it together from your description
oh, so you want a color picker lol
well of course! but that i could probably just put together with some UI sliders.
ok so, you go online, get a color gradient image, place image on another quad, put camera on tip of cylinder, let it feed to a 1x1 rendertexture. set the material of that cylinder to that rendertexture. in udonsharp, you will make a new script, make a public gameobject cam; and set “void OnPickupUse()” and then inside new brackets: “{ cam.SetActive = !cam}” (youd switch the bool to opposite states when holding use on the pen). also add “vrc_pickup” to the cylinder and ofc set up the camera to see colors in a orthographic way so you render less even if its 1 pixel
if you want material sliding, youd just do material.SetColor(“_Color”, new color = (slider1, slider2, slider3))
i have done too many drawing prefabs lol
quick question, how can I test to make sure network events are working correctly before uploading the world?
build and test with 2 or more clients
oh is that what that textbox is for..
how does that work?
will two windows pop up and each one is a separate user in the world?
yes
ok cool, thank you
I still get double vision when I test my world in VR
These are my camera settings
I turned of MSAA because I was told anti-aliasing can cause double vision but I still have it
are you using any other post-processing effects?
Could be a custom shader
Where do I go to look? I haven't even touched post processing
I'm using the Standard Lite in the VRChat Mobile folder
I want it to be quest compatible so I'm using that shader
That's the only shader used in your world ?
Yeah
Except the skybox, which has the default skybox shader
This is what I'm seeing but it's not lined up in both eyes
you tried without the skybox ?
Figured it out. When I made the project, I clicked VR instead of 3D
any worlds to test ProTV in?
my world uses it. there is an issue that I don't like about it were the video would start on the time the last video ended for everyone. except the person that entered the url. idk if its vrchat or the video player that causes it. https://vrchat.com/home/world/wrld_7cc0f4c3-8ead-4906-b745-f5fff223377b
have u tried wolfe video player, it works smooth without issues for me .
Hello, trying to make a quest version of a world that i am make but this is the warnings i am getting, bit confused on how to fix them
yeah i sure wonder what that could mean
Also when running in quest the mirror reflection other avatars are dark even though there is point lights in the scene
In the version for a mobile device, you need to use mobile shaders, which is what it says in the warning.
select material, change shader in inspector
For every material
Yes, for everyone except the mirror and skybox.
Hello, trying to make a quest version of a world that i am make but this is the warnings i am getting, bit confused on how to fix them
@somber dove the shaders arent Quest supported especially not video shaders, mobile shaders are the way for Quest, u can google what shaders are Quest compatable
Even u might be able to upload with unsupported shaders i highly recommend not to, it can easily create a nightmare World for Quest users
That means the world went through labs 
So im not in labs anymore like my world is fully public
Correct !
Oh bettt
does the inbuilt unity animation component work with SDK3 worlds?
animations i have seem to work in the editor but when build testing they're static 
They work, the list of allowed components is in the documentation.
ah, didnt realise
You have to make sure you're using the Animator component, not the legacy animation components
those are not whitelisted for sdk3
i see, that does sound like my issue
thanks for the heads up, i'll try animator
since you probably made your .anim files using the legacy component, make sure they're not legacy too.
its just a check box you need to uncheck with debug view enabled, which you can get from the menu on the top right of your inspector
oh gosh, thanks so much
predicted the exact problem i just ran into
yep, that's done it
thank you temporal!
@upper obsidian SO changed to shaders to vrchat mobile lightmapped but now my world is just very dark, any suggestions?
I also baked the lighting
I didn't really understand what you were doing and why.
On objects with mesh rendering, it was necessary to change the shader to VRChat-Mobile-StandardLite
Ok, so now i can only see the textures if i put in a directional light, the point lights dont seem to work. Any known reason why?
@upper obsidian ^
Light probes are also needed for baking.
How do I set that?
There an interesting site called VRCLibrary.com that just went public, it has a lot of guides from all over the place and many different creators that you may find useful: https://twitter.com/VRCLibrary/status/1495070634761764873
I was fiddling a bit with shaders, and for some reason I switched to URP render pipeline. After that, some assets like the VrRoomba or the keypad started giving errors about namespace. Is there anything I can do? I mean if I delete them, then it compiles properly, but if I import them again, I get the error
Could I maybe create a new project and copy and paste literally everything into?
https://cdn.discordapp.com/attachments/440882049839136770/944636726914187284/unknown.png
https://cdn.discordapp.com/attachments/440882049839136770/944636727358804048/unknown.png
https://cdn.discordapp.com/attachments/440882049839136770/944636727794999326/unknown.png
https://cdn.discordapp.com/attachments/440882049839136770/944636728092790885/unknown.png
Progress at the moment
you cannot use urp in vrc
remove the srp profile
about the errors, please share them
i know am dumb ☹️ sure thing as soon as I have a chance I'll try removing the profile and share the errors
I am at work now but this thing is haunting my head haha
Breaks when i import a world
Dunno whats wrong besides someone saying its a cinemachine thing
@ me if u have anything
Thanks
not sure what exactly u are trying to import but it partially seems outdated aswell as the udon graphs are probably outdated / broken aswell which is causing ur issue, the only fix i can think of for udon graphs is to actually open them so u can find / locate the missing links or / and locate what part of it broke or needs to be remade. the '' cinemachine '' as it says is either missing components to successfully work that could be such as udon graphs / scripts etc, or else it got outdated for the current unity version.
Ok thanks
Okay so I have a issue were the sdk is bring my other worlds in my new one
I open a unity and placed the sdk in there and it loaded my 1st world with nothing in it
and its adding mbs to my other worlds
is any one have this issue and how do i fix it
?
Can I use a version of Unity that is later than 2019 for VRChat?
Because I have a lot of errors on my 2019 version that I have no clue how to fix, so I can't upload avatars or worlds 😦
2019.4.31f1 is the latest unity version youre allowed. however - you can technically use later versions of unity
older^
Okay, but then that means no SDK3, I assume?
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use by VRChat is Unity 2019.4.31f1. Ensure you are using this exact version! ...
Thank you. I know what the current supported Unity version is but I can't use it because it has 999+ errors and even after sitting 2 nights on the internet I don't know how to fix them. That's why I was wondering if I could use a different version of Unity besides that one. Even after deinstalling Unity and Unity Hub entirely and reinstalling I still have the errors and those make it impossible for me to upload anything.
It's not the version of unity that is the issue.
and can you show us some of the errors
You NEED to use 2019.4.31f1. if you have errors you need to address them. Typically this is because of scripts, conflicts, or missing dependencies
If ya'll would be willing to have a look at it and potentially help me fix it, I would gladly show you the errors 🙂
Using a different version of unity WILL NOT fix that
Well damn 😦
Press clear in your console. Hide there warning triangles in the top right corner, only show the red warnings. Attempt to enter play mode and screenshot ALL of the red stop warning errors.
Okay, on it. Might take a little while but I'll do it as fast as I can. Can't go into play mode because it says I have to fix compiler errors first, just so that is already known.
I'm aware. Follow what I typed
should I do auto fix, or leave it alone. wolfie video player.
Leave.
Okay, this is a lot of screenshots and I lost track in between sometimes, so there might be a few doubles here and there, but here:
you're showing tons of Package Cache errors
Would anyone be able to help me get started on making worlds in a discord call?
Or be able to make a world for me, for free??
nobody is going to make you a world for free
https://www.youtube.com/watch?v=uLi52YrrDmY&feature=emb_title a series of beginner tutorials on world-building @bold ibex
Download Unity - https://docs.vrchat.com/docs/current-unity-version
Download VRCSDK - https://vrchat.com/home/download
https://github.com/CyanLaser/CyanEmu/releases/latest
https://github.com/oneVR/VRWorldToolkit/releases/latest
https://github.com/Varneon/WorldCreatorAssistant
https://ask.vrchat.com/t/world-creator-assistant-automate-vrchat-wor...
OMG! I have 0 errors. Thank you sooo much! ;_;
glad to be of help and yeah that kind of errors type switching Unity installs wouldn't have helped
Welp I did it but I did the bare minimum
I finally made a world for the South Park avatars lol
quick question to anyone who has made worlds, im looking to see where is the best place for textures (websites, unity asset store etc) I want performance for Quest users and higher quality for PC Users
another question can I use URP Materials pack?
URP won't work
performance is less about the source textures themselves and more about how you use them. atlasing materials, optimizing draw calls, avoiding transparency, etc
can anyone help me with animating water? ive watched about 5 youtube videos now and none of them have helped me, if you could dm me that would be great
Hey im trying to figure out on how to make buildings refleft off windows and im trying to figure out on how to do that
Is it bad performance wise to make a "cube" using 6 vrchat floor prefabs?
I used assets off unity store
it was just avatar world tho
thats pretty sweet broseph
any particular problem with using a Unity Cube rescaled to do your desired size?
and I guess the question is what is the function of the cube
I tried using the cube prefabs but they only have collision on the outside and you can see through them if u stand inside them. Just trying to make a basic room and with enough transform manipulation it seems to work.
brand new to world creation and Unity so I don't really know anything about lighting, meshes, collision, and materials to make my own cube.
you'd probably want to spawn quads if you're trying to make a really basic room
https://www.youtube.com/watch?v=uLi52YrrDmY if it helps here is a YouTube tutorial series I like for basics of vrchat World building @meager tide
Download Unity - https://docs.vrchat.com/docs/current-unity-version
Download VRCSDK - https://vrchat.com/home/download
https://github.com/CyanLaser/CyanEmu/releases/latest
https://github.com/oneVR/VRWorldToolkit/releases/latest
https://github.com/Varneon/WorldCreatorAssistant
https://ask.vrchat.com/t/world-creator-assistant-automate-vrchat-wor...
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...
Thanks, will give it a look 
hopefully it helps and I hope your world goes okay
yeah im hoping cause I'm trying to get to Trusted rank but you have to upload something to get it
Just published my first world to community lab
https://twitter.com/Lironhero/status/1495306053247975426
https://t.co/b75zrvqkJR
Cozy ✅ Style ✅ Free Avatars ✅SPAAAACE ✅
#VRC #VRChat #furry https://t.co/5cUYNQKxx6
Had a Jukebox bug, but already fixed it uwu
I was following the tutorial series that you posted, and I hope this is the right channel to post this question in. I actually found it, and they directed me here because I randomly ran into an issue. This is a persistent issue that I don't know quite how to fix. It is the "Could not fetch fresh config file. Using cached if Available." I've tried uninstalling and reinstalling unity. Deleting and redownloading the SDK, creating a completely new project, and restarting my computer in several different ways, and the error pops up when I try to open the control panel to test or publish the world, and I really have no idea what to do.
question does that error pop up on projects that don't have the vrchat SDK
It does not seem to appear until I import the sdk.
I also don't have any other projects that aren't for vrc related purposes, so I don't have projects that haven't used some form of the vrc SDK, I did check a project with the avatar sdk, and that error also popped up in that project.
so far the only Google results I got was reinstall the SDK which you already tried and the issue is cause server-side so basically just wait is your only option
question was your avatar project behaving yesterday
Thank you. That is quite reassuring, because I'd ran into this error before, and it went away seemingly on it's own, but also after a computer restart. Perfectly fine yesterday.
so yeah I think that's the server acting up you could still work on the like actually building the map part with the SDK non-functional
Yeah, I can still do that. Thank you so much for helping me return to ease.
yes it's a pretty scary when a bunch of Errors pop up when you have no clue what to do
and I might suggest bringing in one of your avatars into your world project to act as a scale
and if it also helps spawning a capsule will have it be 2 m tall
as the unity grid is in meters
Yeah, the reason I was so distraught about suddenly having unknown errors is that I'm getting rather far in my first world project, that being a to-scale house that I used to live in. I probably should have started with something simpler, but I had a burning passion to make that, and specifically that. I'm looking forward to completing and updating it as a world.
good to have something that motivates you
i have a problem that stumped me. so i have some trouble with the control panel, it was fine untill i uploaded the world on vrchat. there's no error but for some reason the builder tab wont show up again. i done nothing since i uploaded the world.
have you checked your error console
I have removed urp from the package manager and the issue was solved. thank you
glad to hear
What is the name of the map?
It’s it better to build a map in blender for example or within Unity? Then combine all the meshes?
Looking at performance for quest
Hey, I have a quick questions, cause I couldnt find it. Is there a way to get the world creator in code? Not the owner of the instance, but the world creator who uploaded the world?
as in
if user == creator{
do_stuff();
}
yeah I want to give the creator a different role and stuff^^
there is Networking.LocalPlayer.displayName which can give you the display name of the player who run the script. if you compare it to your own name as in
if(Networking.LocalPlayer.displayName.Equal("Izuna-chan"))
{
doStuff();
}
you just have to change the name to your name. if you want to make the name via an argument, then you can also put in an variable name there
Ah, thats smart! I forgot that I can compare the displayname! xD
Thank you so much! :)
no worries ^^
have a great day! :)
you too ^^
Looking to make a seamless teleport transition so a winding corridor can loop back on itself impossibly. Like in the Stanley Parable.
Is that possible, or is there a Udon 3.0 prefab for it?
South Park Avatars lol. It’s in Community Labs so you’ll have to enable that
Were you able to find the cause for this happening or were you able to fix it? I'm having the same issue. Thanks 🙂
Hello in my world i have images from friends and such on the walls, The thing is that they can be kinda dark since im making a club style world.
I want the images to be brighter like the ones in "The B Club" in the photo below
Itried using emission but it just shades out the image instead of making it brighter, images for refference are below
yea yea fixed it awhile ago just need to press the play bottom and everything fixed by it self
@feral bluff when you get to that part you should see 3 bottoms pause play. press the play bottom
it should make your world run
I was adding ligh sources inside a house for a world I'm building, and they work, but from a distance, everything looks covered in fog, and I was wondering if there is a way to avoid this.
Thank you! Totally worked and really appreciate the quick reply!
Everytime I tried to load in my game it does this, is it a possibility because of quest publish?
is it because of wrong editor version?
what's your editor version?
2019.4.36f1
I change stuff for the quest world but not for pc world
could that be the problem?
31f1 is right version.
ok thank you
not 36f1
I'm changing to it
also
I already post everything
If I change the version and stuff will it work or more break it?
Do I have the repost it?
republish**
it shouldn't break the unity version wasn't far off but you need to reupload it
I need to blend between two textures using vertex paints. How could I do that?
use a Shader that supports that
https://github.com/slipster216/VertexPaint this one appears to be free to download and can do that
are you able to make animated water with the built in pipeline since vrc doesnt support LWRP/URP?
u could do it with render plane + render camera, modified shaders and materials in layers .
not sure if u can do it exactly from ur question tho, was just another solution for u atleast .
thank you! idk but i can try, i havent found anything online videos reddit etc with information on how to do it
oh wow thanks ill check it out
Okay so I have a issue were the sdk is bring my other worlds in my new one
I open a unity and placed the sdk in there and it loaded my 1st world with nothing in it
and its adding mbs to my other worlds
is any one have this issue and how do i fix it
?
👍
huh ? this sounds like some weird corruption ??
are u sure u not overwriting past projects or duplicating them and actually starting a new fresh project
otherwise this should never be the case
I make a new one every time
also it is a bit complex to understand exactly what u mean, tho if it adds mb to ur other worlds, it sounds as if u have the default save location within a project folder
the sdk 3.0 would never be able to replicate any of ur worlds into a new project, it has nothing to do with ur local project saves and what not, unless u exported it from a past project then that might be because u exported everything
Like if my 1st world is 80mbs then it starts with 80mb with my next world
yeah that sounds really weird and odd, it shouldnt be the case, atleast it is not the case for me, it again sounds like the default save location is within a project or keep on saving into the new projects or something similar like that
did look in to that but every thing has its own set file save.
yeah but it might be within the project folder and it might create its own folder but its still within the project folder which would make sense to why it would take up space by default but im not saying its the case tho im just saying this is the only thing i can think of being ur issue atm, otherwise it shouldnt be doing so, in worst case u could try reinstall unity hub from fresh, download the sdk 3.0 and try again but im not sure in this case wheter it will do the trick or not cus ur issue is very odd
I'll give it a try ty
So
I'm trying something different.
I'm texture painting a mask on a seperate UV map. How can I use the seperate UV map on a texture?
i'm trying to upload my first simple world and the control panel isn't showing up in the vrcsdk menu anymore. i have errors in the console but i don't know what they mean or how to fix them. can anyone help me?
something went wrong when u imported the SDK, make sure u import the SDK 3.0 as the first thing and that the menu appears, otherwise it is again because it wasnt imported correctly / successfully, make sure also the SDK 3.0 is updated from the website and that u are using the correct version of unity
or it just means you have a conflicting script. Any script in standard assets will break the sdk
i did import the sdk first thing and the control panel appeared before and i was able to build & test & upload before so something went wrong along the way. i am using the right sdk 3.0 and the correct version of unity 31f1
