#world-development
39 messages · Page 127 of 1
I mean I dunno how to join other public worlds
was on a bus world and thought up a concept related to the Rick and morty episode and adventure time episode about the dream train, a train going in a circle with every car being different
Like Infinity Train
A show xD
It was a consept for Cartoon network back in 2016 that was made into a show later on,
You should check it out
You could make the train static and a movie skybox around it
oh that sounds cool I’ll check it out and true
Do you want to make it quest compatible?
If not, there are ticks to make it look "Bigger on the inside"
you would definitely want the world to be moving around the vehicle and not vice versa. moving the vehicle would eventually cause floating point precision errors once it got too far from the origin, and the world would start spazzing out
I dont think it would get very far from origin, cause it would be going in a circle
But yes, its much better to have it static
even going in a circle, you'd have to worry about keeping everyone's avatars in place relative to the train position and orientation. so much easier to just fake it
I mean the train mechanics would be a separate layer from the rest
wait then I’d have to
nvm
just fake it by moving the background, it will make everything else a lot easier on you
it’s funny being a programmer and knowing nothing about 3d modeling or mechanics but I already know the errors I’m gonna run into
hey short question, can I have the world sdk3 and the avatar sdk3 in the same project?
because I wanted to make a cool background for my avatar and got a world by a friend I can use for it, but i am not sure if I can easily import it.
Soo is that possible?
idk if I should have written that in world or avatar
its both soo
You could place a picture of the world behind the avatar, upload
remove the picture, and reupload without updating the picture
You would be able to keep the projects separate, if it works for you
okay so I just make a screenshot of the world with my avatar and then put it in front of the cam instead of my avatar
I see
Yea
Got a little Problem, i did build a station and put an aimation controller into it with an dance. When i use the station, my avatar begins to dance ingame.. but my head is stuck in place and the animation donst play probadly.... somone know´s how to fix that?
thx so much
Is there a way i can get my scene back after reloading it, i wasnt thinking and when i imported something i clicked reload scene instead of ignore
Hii, does anyone have a prefab I could use for moving spot lights, like the ones in club worlds
Hi, anyone knows the solution of the fog not working even though its checked?
Or am i missing something
this one? its on
Yeah, i mean i dont know much about unity but that was the one thing i could think of lol. Sorry i couldnt help
Its ok, thanks anyways!
I just randomly tested it in vrchat and it works perfectly. No idea why it doesn't wanna work in unity itself 
https://github.com/CyanLaser/CyanEmu
Download and import this into your project, its so you can click the play button and test your world in unity without having to build and test
Oh yeah forgot about that one, thanks alot :)
np
sp interacts require something to interreact with. A collider?
I am confused
xD
there is no collider on your cube button judging by the picture
Should I do a box collider then?
sure, any collider you want. But there must be one
Okay. I got one added. Let's see if this works now
Is it possible to have a pickup object that also collides with avatars? e.g. a moveable platform that you can also jump and stand on
yeah, just change the layer to something that fits your needs. You'll be making a yeet toy tho fyi.
Is there a way to have it turned off fist and you have to click it to turn it on?
disable it in the hierarchy. Now its off first.
Okay awesome!
Unsure if this is the correct location - The world "endless train" has a HD looking shader/post processing. Does anyone know if those settings are public?
Standard is an HD shader. HD just means a shader that supports PBR. https://gist.github.com/mauricesvay/1330cc530f6ab2ef33eb6a5ea56ef5bd
after that ist all in your quality control. keeping a higher resolution, top quality bakes, ambient occlusions blah blah
Wait. How do I do that?
Do I just uncheck the object?
the mirror yes
Pretty sure it's more post processing/camera than anything as it's applied to avatars who enter the world
well if post processing is what you are after, the effect is Color Grading using HD Range with ACES tonemapper. The actual settings cannot be universally shared because post processing is configured by feel based on your worlds current lightings. So identical settings will look different in each world created with them.
Okay! Thanks for the insight 🙂
however, if you want it to effect avatars you are going to need to tell your post processing layer to affect the avatar layers (player layer). This is normally not done for performance reasons. So having two versions in the scene with a toggle might be wise.
Got a little Problem, i did build a station and put an aimation controller into it with an dance. When i use the station, my avatar begins to dance ingame.. but my head is stuck in place and the animation donst play probadly.... somone know´s how to fix that?
if i reloaded my scene is there any way of getting my old scene back
no.
Save scene As for making scene backups to test things.
zip project folders for making project backups.
wicked
i have a backup but nothing is like setup
all packages are in it but none of the prefabs or nothing are stup
@azure anchor with out a box colider its not working you cant klick on it good that you screenet it this why i sayet screen it also so we see whats going on why the scripts was fine good that it work now 👍
question how do I make my material on a floor not looked so stretched out?
Fix your UV maps
that's what tells your objects how the texture will look on it
question how do I fix them?
What did you make the object with, blender?
no no my bad I was in unity making the floor and when the material is put on it looks stretched out
Yea, but when you make the object that is the floor, how did you make it?
Blender, Probuilder, just a straight up unity plane?
yes lol
it's my first time so I have no idea lol
id say its better to do all of the modeling work in blender first https://www.youtube.com/watch?v=hHdWZlil0gw& this might help
Support me on Patreon: https://www.patreon.com/spookyghostboo
Join my discord: https://discord.gg/NmtB6hS
Links:
https://twitter.com/spookyghostboo1
https://spookyghostboo.booth.pm/
https://sketchfab.com/vrspace01
https://vr.space/
World Assets: https://drive.google.com/file/d/1L7BuJjQnEO9CEK1E3R7XHRUaL271rVVL/view?usp=sharing
Entire Project:...
ye
I'm trying to model in blender first
I don't know the rest but I might as well get the baseline done
good place to start is blender ^^
Nothing wrong with it just means you havent got any controls over it's UV maps. if you want the texture smaller on those you need to change the values for the tiling in the material
oof I wish I knew how to do that
Does anyone know where I can find tips on how to make a video player?
Is this a good tutorial to learn how to start the modeling in blender?
not sure if you're doing a quest world but https://github.com/MerlinVR/USharpVideo
Yes
I am making it compitable
But I know it won't work for quest though
it should get you through making a super simple world, but there's other tutorials that are more focused on blender modeling alone
forgive me for being dumb but what else can you model for a world in blrnder?
anything you want, its just knowing how to go about it. ive seen tons of things made in blender from a plant in a pot to a whole carnival ride.
but the same person who made that video i linked also has a lot of free furniture available to use in your world
yeah
I'm not sure if this map is well optimized lmfao
ah ok thank you I'll try and get started now
or will be
good luck. start with something small and simple so you don't get overwhelmed :)
yup a small box world should do good qwq
And me again:
I have several buttons (UDongraph script) built into my world that have different selections, each of the buttons is supposed to spawn a different chair with an animation.
The chairs are all "inmobillized by vehicle" and seated is unchecked. Need this so my animations work properly, but when I turn the STuhl on via button, the seat no longer works, unity then says what the screen says and the seat no longer works. Is there any way around this so that it still works without me having to change the seat?
if its small i wouldn't worry about it too much but there are ways to optimize it. texture atlas, compressing textures, merging meshes together #world-optimization
this is the world I have rn lmao
the house is a bit rushed since I want to learn how to do the entire process and not spend too much time on onepart
Used to allow users to sit down. Example can be found in the SDK as VRCChair. This component can also be used on avatars to create seats on avatars! This component acts a bit differently in VRCSDK2 and VRCSDK3. We support SDK2 and SDK3 stations that have animations to drive either SDK2 or SDK3-based...
this dosnt help me... i know where the problem is, but i dont know how i can fix this.. because the seat needs to have this specific settings. but i cant toggle it on/off or the seat will break. But i dont want the seat to be activ all the time.. i want to toggle it
You can turn it on and off at any time, as well as transfer the player from one station to another, as well as simply change the animator in it and restart the station. Nothing will break.
I don't know if it's bad that it's taking 10 years to import lightmaps
The Station is togglet off in the hirachy, when i press the Button, to toggle it ON, the station appears, but then unity says "Station has seated uncheked but is not mobile" and then i CANT use the seat/station, it just dosnt work.
Test with an emulator. Or vrchat client.
I use CYANemu and i cant use the station in it... didn try it in vrc so far..
I put a mesh collider for my world and I fall through :/ First time this has happened
Wait... I think I just made a stupid mistake. Let me see lol
If the sit option is disabled, two objects must be specified - an entry point and an exit point.
Allright, will try this in a few minuts.
even with the Enter/exit it dosnt work.. cube 1 was togglet off, i startet playmode, activatet the button so the station will spawn.. i got the message/error down there and cant use the chair
this is the cube/station
Allright.. seems like i found an other option.. collider toggle.. maybe this will work.
But you don’t have any station control, how will it work?
What do you mean exactly?
UseStationOnInteract in sdk
Specifically, I threw off the link to the documentation.
The simplest example
If there is no control, it will work in use mode on the avatar. This is a turn-on delay of 2-3 seconds, and I don’t know if the emulator will work at all, I haven’t even tried it.
.... okay now im totally confused... im really new to all of this and only have made an udon toggle for things to turn on and off so far. I just want the stations to be toggls and when i turn then on i want to sit in them.. and after that i turn them off... but i have animations in the stations and they need to play when i sit in them. so.. when i turn them on. i sit down, animation plays.. i get out of them, turn them off.. and when i want again, i turn them back on.. sit animation.. turn off.. etc
If you want precision work, add your udon script. But in VRC it will still work even without it, but with a slight delay after switching on.
How do I upload my own image to my world?
make a texture, place it on a quad, position the VRC camera so it's in frame, upload
yeah... put the texture on a plane, build the project, then before you upload, place the preview camera so it's looking at the plane
I tried with the camera before and it won't update 😭
My image is to dark :/
I figured it out
How can i get rid of the picture preview for the avatar pedestal script ?
making my first world! I've been test building it all day and this is my first error...any idea how to fix this?
Export Exception - System.IO.FileNotFoundException: C:/Users/Ainsley/AppData/Local/Temp/DefaultCompany/First World Project/scene-StandaloneWindows64-SampleScene.vrcw does not exist
question what would be the difference of making the model of your room in unity compared to blender? Like are there any perks to one side compared to the other?
I'm having some trouble importing textures
in blender you can control basically anything. in unity you can't really control a lot in regards to how the room is shaped
I can't select a specific blender texture and import it into unity
like it transferred over but it isn't the same
screenshot?
because the shader isn't blue
well yeah but it's supposed to be
go find the shader in your assets folder, and change the color from there
alright
usually most shaders have some sort of color setting you can play with
i don't know what shader thats from but i know a few made for vrc
hm
yeah thats weird
do you have the link for that shader by any chance? i might be able to figure it out
I got it off of blenderkit
"tropical water shader"
honestly I might just restart tomm since this is turning out to be a bit of a mess
I'll try following an actual tutorial next time
yeah, that'd probably be helpful but it doesn't look set up for unity
at least from the website its on
ah
ill dm you a link hold on, i dont wanna spam this channel with shader stuff woops
still need some help with this, stumped
Does anyone know how to enable and disable an item like a mirror but custom?
forget my previous issue, why is it when I rotate things they start transforming instead???
this was a rectangular pillar, now its a diamond?
Nested objects are scaled by the parent.
horrible news, thank you for letting me know
As well as orientation and coordinates
if you just set it's position to be very far away, it will essentially 'disappear'
Alright ty. Ill try that tomorrow
Can anyone point me quickly to info about affecting post processing with Udon?
I just want to change color grading via scripting
cool ok i just did it with a toggle lol
Is it possible to make just one object extend past the current render distance?
when converting worlds to quest, when removing assets does it only affect quest or both platforms
you need to upload for both each time
^^ Also, make sure not to remove assets for one platform or the there if using two different builds. Toggle the undesired assets off instead. If you remove them while operating two different builds you will indeed remove them from one or the other but you will also break the worlds synchronization.
So disable, don't remove.
Hey guys. I'm brand new to unity and have only uploaded one world. But now when i try to upload another one i get this error. Please if anyone know how to fix this i beg of you to dm or @ me
Sorry for bad image :<
completely new world, why does this keep happening?
🤝 me too
Hopefully someone will know :<
yeah I had to scrap a whole other world because of the issue and I just couldnt fix it
currently talking to someone in another server about this, if I get a solution ill lyk
Please do 😦
make sure to check what errors came before that one
for some reason for me, something I downloaded put a character controller into my world which just messed with everything
thanks
Generally, you create the 3d structure and the UV layouts in blender, then do the texturing in unity. Blender shaders wont apply to unity.
Ok basically one has more freedom
Yes and no. You can use Unity without Blender. You CANNOT use Blender without Unity. So the freedom is nothing more than to use your wallet or not as Unity actually has superior 3d modeling software in the asset store but you are not getting it for free. Software that shares the same hotkeys as Blender as well but navigates like Unity with or without nodes. So for our case, Blender is our Gimp. Free, flexible, not entirely supported but works and has a whole other learning curve.
Ahhhh ok that sum up was really good appreciate that man!
does changing world textures only affect quest to when build is switched?
nothing affects both, both platforms have their very own upload
okay thanks alot 🙂
I disagree... Blender isn't my favorite 3D package but it is still feature complete and a more than capable modeler. Unity, despite Probuilder, is under no circumstances a 3D modeling package and shouldn't be treated as one. The way any professional works is to use a dedicated 3D app like Blender, Maya, Houdini, etc. and export meshes to the Unity project.
Yeah. Blender is also for much more than just that. I use Blender for more than just game stuff like rendering and video editing. And using the two well in combination is the best way to make anything.
You also aren't going to see Unity doing nondestructive modelling, Unity also expects everything in triangles while Blender you work in quads and even Ngons while rough drafting.
Cramming all the tools in to Unity directly is like using a hammer to on screw instead of a screwdriver. It might work but it's not at all ideal.
And the same applies to Blender, yes it can do a lot of things but there are some aspects you should do either over in Unity or Substance (or free alts) or 2D tools.
And yes, this does mean learning three different sets of of keyboard shortcuts and commands for viewport control. C'est la vie.
This didn't change anything the target is over ther and the picture still remains in front of the pedestal
huh... worked for me
okay, i'm very new to unity (for world creation, anyway) and for some reason, the control panel for the SDK isn't showing up? I had a look on the documentation and apparently it can be caused by compiler errors- the issue is, I have no clue what any of this means, nor how to fix it. Can someone who knows what they're doing better help me out a little? i'll try and give as much info as i can
So i made a world and trying to Build and test it but whenever i join it i get send to my home world instead have i missed something to add?
Unity is a sandbox and they provide you with a starter pale and shovel. Unity is not the 3d modeler lol, i would never imply that. You can purchase 3d modeling assets in the asset store that are better than Blender. If you do not understand the Unity business model my apologies but it eliminates this very argument. They are modular based so you decide what you need instead of getting hit with 10,000 options with no context.
The only feature I havent found in a unity based modeler is physics. I still use Blender for making a blanket. Glad its free lol.
what unity asset built for modeling is better than a dedicated DCC?
Im a fan of Archimatrix, U modeler isnt bad. But again you are making an implication. Any asset designed for something in Unity is going to be dedicated as well. Its just designed to work under the hood of unity instead of being a standalone.
And I cant say Blender is dedicated to anything since its an all in one
yeah i guess i just don't see this as a "better than" situation. yes, you can buy prefabs that are ready to go in Unity, but professionals who need to make their own content are going to do so with a dedicated 3D software like Blender or Maya or whatever, and other applications for texturing, etc
They arnt prefabs, they are 3d modeler software written to work inside of Unity. So you are wasting no time, with more direct UX.
A UX thats also doesnt change with every damn update lol
yeah, and you sacrifice flexibility for that. those tools are not that widely used in gamedev.
it's great if they with for you, but i wouldn't say they're "better" than blender or whatever. apples and oranges.
But its not apples and oranges its just not understanding what you don't own. I use Blender, and game devs use what the studio tells them to use, and that choice is based on what gets the job done the quickest for the lowest cost. Better is an opinion tho... I also wouldn't suggest Blender is the go to professional software. Ive never worked for a studio that allowed free software.
blender specifically, it depends. for modeling it's fine, but it has trouble in other parts of the pipeline. rigging and animation is still principally Maya, effects and procedural tools is houdini, etc
I like Maya 🙂 Just dont own it anymore
blender is definitely already being used in pro studios, just rarely as the center of any pipeline
I could 100% get behind blender if they gave us a free cam movement, and stopped changing hotkey values between minor versions. Probably 🙂
Did I start something by accident?
a fart could start the anti unity pro blender debate 😛 its what devs do
GIMP and Photoshop have the same war
Ah ok lol
its all in good fun tho 🙂
Well about that ... i managed to make it work but now i can't change into the avatar by clicking it. i the picture is not close, the change doesn't happen.
didn't realise there was a problem with distance. good to know
so is there a way at all to remove those preview pictures ?
set the scale to 000 on the displays. Just make sure that any collider used for the interaction isnt also shrank.
the displays is currently a plane with the new picture used so i can't shrink that. Guess i'll have to try with another gameobject with the scripts on it
Hi, just finished all my world setup. Everything is ready to go according to spookyghostboo's tutorial, except when I go to the builder it's empty. Help?
errors in the console?
Firstly, un select clear on play. Just manually clear. Clear on play is generally not wise when learning.
Your using Unity 2019.4.31f1 and your sdk is 2022.02.16.19.13 on a Windows 10 setup correct? That error has some odd triggers
kk well like I said, the error is pretty obscure and the solutions are not ideal.
Pre-Testing: Always backup! r-click the project folder (location is displayed in the hub) and zip. Now you have a Backup.
Solution 1: Close Unity, Navigate to the project folder, Delete the Library folder inside. Restart Unity.
Solution 2: Make sure your Target Build is set to an actual build target. I think it's File > Build Settings. The Target should be the Standalone Windows/Mac/Linux option for PCVR. This is probably already true...
Solution 3: Create a new project, close Unity and replace the Asset folder with the Asset folder of your other project.
If anything breaks, you unzip the backup and thats your new maiin folder
After multiple tests i can confirm that the avatar only switches when there is no target at all set .
I tried placing it in view, in range , out of vie but close and nothing is working. Just removing the placement target makes it selectable .... but the picture is there .
K so can we simplify life? Why do you want one image displayed instead of the other?
im using a 3d picture frame to show the avatar instead of the flat square picture. I also make the pictures so it stands out more
Solution 1 fixed empty Builder but that same error is still happening at the start. But it's working?
weird. Well if it uploads and works, go with it
so it looks like this on the wall
My only problem now is this stupid free low poly water asset that glitches, changing colour when the camera is at a certain angle. Who knows with that. Thanks though!
kk Well the default image should be able to be scaled to fit inside the 3d frame. You can manage your avatar images to match your custom ones using VRCX which is not a TOS violation. Its a popular tool for managing friends from the api but also lets us change images on the fly. No need to planes to get a custom avatar image which means you have have a high quality properly colored and rendered avatar thumbnail
i can't use the thumb nail for the frames . I need the character, background , text and all other parts as seperated textures
Thanks Kev, did a build and test and it's working.
Hello there, quick question: I have a video that I want to play in my world (not a URL, mp4 file) and I tried to use the Video Player component with no results (black screen and no audio). I am using SDK3 and playing it in Unity works. What am I doing wrong?
That will not work in vrc. you must use VRC Unity Video Player or VRC AVPro Video Player. Neither accept local storage. nvm lol I stand corrected. Thanks MERC .
i accidentally deleted my mirror toggle object and it was already in the udon behaviour but now it wont let me make a new one does anyone know how i can fix this?
when i press new program on udon behavior it geves me this error
Try removing the component and then restating Unity
You can actually play locally stored video files. I've done this many times in multiple worlds of mine. There is a file size impact to it of course so it's simply best practice to stream it in. If it's black, it's most likely an issue with your material or render texture. The Video Player is a whitelisted component however and does work. I'm curious how your material is setup, as well as the codec you're using. If I was home I could pull up one of my setups from my world where I play a series of downloaded mp4s but ya can also hit me up in my discord since you're still there.
still not working😵💫
got it;)
so I'm making my first world still, tried to add a mirror toggle and for some reason its toggling the button I made instead of the mirror 🤣 any help?
this looks right...but I'm not sure why the button is toggling instead of the mirror
your GameObject should be set as a public or serializedfield variable and then you assign it in the inspector for an easy setup like this. Currently you must be telling it to toggle the button. So replace the VRCMirror GameObject with whatever the actual Mirror with the mesh renderer is.
VrcMirror is the mirror, the button is labeled as MirrorToggle
is that not right?
I dragged the mirror directly from the hierarchy into the UdonGraph
Make sure the button is not a child of the mirror then. The naming convention doesnt matter
its not a child
1: is your "VR mirror" a public variable, and if it is, show a screenshot of your udon component in the inspector. You most likely have nothing inserted into the variable and it defaults to "self" which is the button.
You simply created a variable named VR mirror and aren't actually targeting the mirror
Yea that was ur issue then
alright thx
Cheers
Ill be back with questions about this tv system when I need them lol
i am having the same issue with my avatars.
Solution 1 kev gave me fixed my issue. No clue for you though.
Non uniform scale
its all in the scale. You can have smaller scales just make sure that if they are parented that the parent has a uniform scale.
so what setting do i change?
The scale of the object need to be uniform 1:1:1 not 1:0.5:1 or something
Your pickup, or the root the pickup is under, is not uniform. Doesn't matter what the scale is. It just has to be uniform.
2:2:2 .5:.5:.5 10:10:10
Not 0.001:0.1:1 or something
This is intrinsic to unity, not vrc itself. Pickups that are being manipulated need to be uniform.
It's always a good practice with game dev to ensure your transforms are uniform for many reasons. If you need to adjust the scale of an object. It's best to do it in blender so you can export it and have a unform scale of 1:1:1
when i build and test my world it doesnt load and makes a new prefab does anyone know why it does that?
How can I make buttons to play predefined video URL directly for my USharpVideo player? e.g. Play Video 1, Play Video 2...
If you use ProTv (free on booth) it has examples for doing just that included as prefabs.
You need to show your full console. Hide warning symbols, only show red stop sign errors. Screenshot the entire console.
i just did that but then this happened
dragged the proTv in and got the error
Always read the listed dependencies before adding an asset to your project
If you have an error:
You didn't read the dependencies
You have an outdated SDk
You have an outdated UdonSharp
One of or multiple of those 3 things most likely.
Well there ya go. Always read listed dependencies
It's stated as being required on the page with a link to the UdonSharp GitHub.
just drag that in unity?
Yes, download the most recent package on the downloads page and add it to your project like any other asset
You don't do anything with it, just needs to be in your project. It's a C# compiler for Udon. A ton of stuff requires it
thank you so much!
If that doesn't fix it, you should share a screen of your entire console window so someone can see your errors
alright i will try it right now
theres so much files
do i just drag the wile folder in there?
https://github.com/vrchat-community/UdonSharp/releases/download/v0.20.3/UdonSharp_v0.20.3.unitypackage
Its a single package. Dont import master unless you know what you are doing 🙂
oof thank you almost did it😅
my first time making a world btw
so sorry if i sound annoying
100% understandable 🙂
need to wait for the spinning wheel to stop before trying to build. bottom right
don't see a spinning wheel😅
basically UdonSharp was compiling the scripts and you tried to build which made UdonShapr yell at you to tell you to slow down 🙂
if you press ok and wait a minute you should be good to go
i dont see anything. open the console and press clear. If there are remaining errors what are they
Thats with UdonSharp added?
yes
and you imported it by dragging into the scene, got a popup and clicked continue?
not sure about the popup
the import window. probably
try restarting Unity. Ignore the import question. Clearly UdonSharp is there if it was able to abort the build lol
deleted the proTV and works fine now😅
come back to it later. ProTv works fine something just went wrong but take the break 🙂 a win is a win
I downloaded and imported it. I haven't found an example prefab for the buttons you mentioned yet.
Can I just upload my quest version of the world and not worry about it overwriting the world or being a separate world or do I have to do something to make the two linked?
There is a UI playlist generator script prefab in one of the folders that allows you to insert photos and urls to generate a UI of selectable videos. The prefabs are in multiple folders. I'm not home so I can't provide a direct path. You'll just have to look and check the documentation or join the protv discord. I use this extensively in my world so you can see it in use in adrift. But just search for the folders containing the add on Prefabs.
You upload the world under the same ID. If you're on the android build, it will be the quest version, the Windows/PC build for windows. It's the ID that controls if it's the same world and the build target controls if it's for PC or quest.
i will have a look. thank you for helping!
Iirc it's a folder called adons or some shit eluding to that.
so I tried adding in gravityStrength to a copy of the default VRCWorldSettings, but the float for the gravity is not showing up public in the inspector
Did you set it as a public variable?
how
The arrow next to gravity strength in your variable list. Click it. Click the public checkbox
yeah im a dumbass
Thank you
if its your first time and you want a more streamlined way to get all the stuff in, id reccomend using WorldCreatorAssistant to import the SDK and a bunch of stuff for you
https://github.com/Varneon/WorldCreatorAssistant
😊 thank youu
So like i know this is not where I put this but does anyone know how to fix your vrc when you load into a world but your moving but no one else can see you move and your just stuck in one spot
you go to #user-support-old and ask 😂
so, all i did was change the occlusion culling on my world and now people randomly disconnect and get this error Failed to connect to cdp.cloud.unity3d.com port 443: Connection refused
i've tried everything and researched it but i can't figure out what's causing this
Would any of you guys know where I could get a grappling hook type of system? I'm making a batman world using the arkham city game's map
Hello All, I'm currently working on adding a Video Player to a world using the AVPro Video Player, When testing I'm noticing that the video loads and the audio does as well, however the audio is desynced with about a 3-4 second delay. What should I be looking at to troubleshoot and or address this issue?
Thank you!!!
I'd consider trying ProTV free on Booth. It's more actively developed at this point with better logic. But this can happen for a few reasons. It may be helpful to delay the starting of the video by a few seconds to give it a chance to buffer, sometimes if it starts on world load it can cause issues since you're loading a lot of stuff at once. There is an option for adjusting the sync time for audio/video on the script as well, but If it's stating desynced I'd not touch it tbh, that's more useful if it desyncs after a bit. Also don't try and load a really high res video.
Thank you for this, I'll look into ProTV
took me a whole hour to find a good person to say the line! Im proud of myself ig edited all the clips together and gonna use this for whenever someone joins what u think?
okay so this is the first time this has happened to me. im getting an error when trying to upload a new home world im making. it ends with "scene-StandaloneWindows64-SampleScene.vrcw does not exist". I am using 2019.4.31f1 and I've just recently downloaded the newest version of the sdk, both for udon worlds and avatars 3.0. this is a screenshot of the full error (my profile uses my real name and im not comfortable with sharing that yet)
if you read the error you'll see "attempt 2" in the name. I had copied over all the assets except for the old sdk into a new project and it's still acting up
should I just remake the project entirely from scratch?
@ me if you have an answer because I'll either be busy doing something else or probably asleep considering it is 2:24 am in my timezone
"both for udon worlds and avatars 3.0"
So you have worlds and avatars imported??
The export exception is not a script compile error, are you sure you are showing all your errors?
since you are probably offline if you have imported the Avatars SDK into your worlds project, that will be one of your issues. https://docs.vrchat.com/docs/choosing-your-sdk
Anybody have any suggestions for guides on creating a World? Been a hot minute since I've done it, and it seems a lot of things have changed.
YT videos preferred
So I'm trying to make it where when I hold the gun it is being held like a normal gun would be held, for some reason it's not putting the gun in the position, what am I doing wrong?
Iconoclass has a pretty good series he's working on: https://www.youtube.com/watch?v=uLi52YrrDmY&list=PLPdWkxUSZ65Fp6ICrU7mIq1znAfPwMhNZ
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...
you have to tell it where the grip is exactly
oh ok I gotcha
Thanks fren
do i just make it the guns mesh?
Funny seeing Varneon's works being referenced by another creator. So proud of that man
@wind stream you could try the giving it you gun object, or create an empty gameobject, and make it a child of your gun, so you can put it exactly where it is
Too true. Literally who got me started with udon ^^
Alright, thanks man
We used to chat a lot a while back. He helped me understand a few things in blender, and inspired me to not give up.
Also, he's got the best damn beer pong in all of vrc. Fite me
haha. Never talked to him myself, but his stuff has been super helpful
He's good people :)
I worded it incorrectly. No, I don't have both sdks imported. I already know that'd break everything. I've imported the world's sdk and only that.
I am trying to make my first world in unity but I'm having trouble figuring out some basics, either thru messing around or google
Just gonna really quick say I think I should just remake the whole thing from scratch
Hi, I was in the process of building my first world, and for some reason the Jumping of the player was removed from the Settings. Is there any way to fix that? i.e) The player loads in, wants to jump around the map. They can't.
And I am using Unity 2019 btw
You need a udon behavior to control player movement. There is an example of this included with the VRCWorld prefab with the sdk and by itself as a behavior.
I've tried creating an Udon graph for the gravity and all about the jumping, but it never worked. I've watched videos and read pages on how to do it and it never worked out right
I am also building a world(it is the first time I tried making a world so sorry for dumb mistakes) in Vrchat, the problem is that in unity it shows the prefabs correctly but in Vrchat when I build and test it just shows pink in the area where I used the assets.
Any ideas why?
Good morning
Is it just me or does UdonSharp not work?
This is what is happening to me.. i don't know why this is showing up
Ensure you're on the newest sdk, and the newest version of udonsharp from the new repo location and the correct version of unity
That's the one i downloaded and i have SDK3
I would suggest starting over and following the approved guide by vrchat for setting up your first world https://docs.vrchat.com/docs/creating-your-first-world
Youtube tutorials tend to be dyslexic at best and thats assuming you even follow the directions closely.
Properly setup following the guide you would not have any errors. sdk is fine, sharp is fine.
Before getting started, ensure you have a Unity project with the SDK set up. If you want a great intro to creating your first world with pre-created assets, a tutorial video, and detailed steps, check out the VRChat Home Kit! Step 1 - Setting up a scene The first thing you need is a scene. This can ...
pink is the signature for a broken or missing or unsupported shader. If the assets is using a material with a shader not supported it will be pink in game. it is probably a legacy shader. Just switch it to standard.
I got UdonSharp working now, but the player still can not jump for some reason..
do you have the vrcworld prefab in your scene? there's a component on there that governs player movement options
Okay, I understand now, thank you very much Sir/Ma'am
What is it called?
Or do u mean the SDK? im sure i have the SDK
I think i found it, is it called PlayerModSetter?
i don't have a computer in front of me right now. there should be a world prefab included in the SDK that you can drop into your scene, it will have all the necessary components
How do I make it quest supported
Want to get started making some content for VRChat on the Oculus Quest? You've come to the right place! This page will consist of navigation to various other pages concerning content creation for Quest, cross-platform setup, and other related guides. Our documentation on creating content for the Ocu...
Thanks ill do it after my stream!
Im trying to make a world but when I build and test, none of the changes I made past a certain point are showing up. does anyone know why?
you need a scene descriptor in your scene, search in your assets bar for "vrcworld" and drag that prefab into the scene, that should have the scene descriptor
i have it on there
should be sdk3 i just downloaded from the website
You are using old unity editor version
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! ...
hey! anyone know why moving players in my mirror in my world suddenly started getting super blurry and low resolution when they move around?
when standing still, they seem fine but if anyone moves they become super blurry
the only thing i can imagine is perhaps because i made the mirror larger than it was before?
lower the mirrors anti aliasing or disable completely
Anyone know where I could find a rain/snow system that could also work for quest?
I've fixed my problem, I just remade everything
how to make the transparent parts of an image actually transparent in a vrchat world? I know how to put an image onto a plane but the transparency just shows up as black
https://docs.unity3d.com/Manual/class-TextureImporter.html
Set Alpha is Transparent
Then make sure the Shader is using Cutout/Transparent or Fade
If there are no errors in the console then open the VRCSDK folder in the Project Window. Open Plugins, select all R-Click and reimport.
If you have errors in thge console address those. The problematic error will always be at or near the top. Errors are in red.
thanks
i had the dumb GUIText error
okay so, I've been wondering, how do you make it so a specific sound (like a full blown song or just a simple sound effect) plays when you enter a certain area? like, let's say you've got an above ground area and an underground one. different music plays depending on where you are. how would I make it so when it detects a player it plays the other music?
Has anyone found the Chess prefab?
There are a few, try searching booth
Okay thanks for the suggestion
use a collider set to act as a trigger. have an udon behavior fire onTriggerEnter, tell an audio source component play a given audioclip
I use this one most of the time https://github.com/emymin/EmyChess but there are others
is there a video tutorial I can follow?
uhhh probably. i don't have one on hand but there's plenty of udon videos on YouTube
So the difference between Udon/UdonSharp and C# is minimal for basic situations. So if you dont find a tutorial for Udon sound triggers you can look for any Unity tutorial on trigger toggles. The difference will be C# will use OnTriggerEnter and we use OnPlayerTriggerEnter for tiggers activated by the player.... We still use OnTriggerEnter for objects tho.
due note that thanks to sdk2, youtube will give you irrelevant returns so you will need to verify the returns are for udon.
Thanks, I'll try that!
i'm wondering if vrclens works outside of avatars? i want to use it for a streaming camera during events, a camcorder anyone can pick up and we can use as one of the feeds.
also i wanted to update vrclens but can't find it in booth any longer, is it no longer available?
thoughts on probuilder with unity for making maps?
I'm currently trying to update the current world I have.. And it's currently saying to create a New World, but the issue is I can't click on the TextFields
is there any way of fixing this?
You have errors in your console. You shouldn't be able to see the screen you're seeing.
Is there a way to hard limit a world to 1 player
I.e. how the tutorial world does it
I've encountered the problem again. I have a feeling it's because I made udon graphs for a mirror toggle and a teleport, since this never happened before I made said graphs
im seriously about to give up on this world
and just, let it sit in my drive
even after deleting the graphs it still says a .vrcw file doesn't exist
( moved to #user-support-old )
afaik there is no automated invite system, nor one that can communicate with Discord or another API. The purpose for your request is to be addressed with the Groups Update which apparently isn't a top priority. So "Eventually" you will be able to host events with this much ease.
could i ask a question here for a world im trying to make because i cant find the answer anywere?
yes, this is usually the place for asking world related questions.
as a fyi this is my first world. so i have a button witch i set up to show and hide a object, what i would like to do is make it so only my account can interact with the button. is that possible and if so how?
or maybe even a suggestion would help
you need to use Udon. Get the LocalPlayer.Display name and compare it to a string variable that matches your display name. If true, then execute the interact.
see #udon-general if you need further help with Udon
localplayer.display?
You can interact with Players in your world through the VRCPlayerApi. Each Player has a VRCPlayerApi Object, and your world fires the OnPlayerJoined / OnPlayerLeft events on any UdonBehaviours that listen for them when a player joins or leaves. This page includes info on using some general nodes. Si...
I hope this is the right channel
I'm making a hide and seek world and was wondering if it was possible to add a footstep sound effect to the seeker
Spent today implementing player physics sounds, like footsteps, landing, flying through the air, and the footstep sounds can be material dependent.
#madewithudon
Right, i'm lost
I've been testing out, or at least trying to test out, multiple prefabs.
I load them down and everything seems fine until I try to run a build of the game, but nothing opens up and I get something like export exception, system file not found exception, such and such named world does not exist
I didn't have a problem with the QV booth pens or water shaders, so i'm not sure whats different
sorry to ask again but could i get a bit more info on how to compare? thx in advance
@safe garden Would not be easyer to make a keypad and enter a passwort to activate the botton so only you know the pass so you only could activate it
Ther ar sure sam free prefab
it's more so i can unlock doors so having to put a code in everytime i want to unlock a area would get tedious
also would be quite obvious if there a random keypad next to the secret door
You could hide the keybad
hidden block would be easyer to hide though
or that
using the display name in udon is going to be the most direct solution
the same solution that @KevBal described. you will need to make a button that OnInteract compares the local player's display name to the display name that has permission to open the door. if they're a match, you open the door
imagin ive never touched this before, how o i do that
i don't have a computer in front of me, but there's udon nodes to get the local player (whoever is playing) and then others to fetch the display name from that player
do some very basic udon tutorials first so you understand the system. I'm not going to be able to explain it to you here.
here's one that explains toggles. you don't have to go into the more difficult syncing part for now
So this took me longer than it should have.
Time to toggle objects again, but this time, for everyone! You'll see that syncing is a little bit more complicated than it was in SDK2, so to set everything up we have to tell every player to toggle that object, but also catch up anyone who joins in after the button was pressed!
All assets are availab...
once you understand how to build simple scripts like this, you can start building your logic to compare the two name strings
as stated, #udon-general is the channel for udon help from people that will gladly walk you through Udon stuff. This is the lego end of development or for generalization. Youtube tutorials are great if you refuse the vrc docs and quick setups. 100% approve.
I have noticed something weird with my VRChat world. The "Last Update" on the website doesn't get updated anymore ever since it went public, it's always stuck on an old date even though I have pushed a few minor and one really large update to it over the two weeks it became public. Is this a known issue for others? And does anyone know how to solve it?
This issue also causes the world to never appear in "Recently Updated" either.
You are talking about the text on the website only right? Your actual updates are live in the world correct?
Yeah, the actual updates are live on the world
yeah, on going issue. ignore it
Alrighty
Just a bit confused since I see other worlds get the update, but I guess it's a sporadic issue
tbh its probably cache related but ive never bothered to mess with it
Some hidden cache in Unity? Because I don't think the issue is a local one
no, in your browser.
Since the world isn't set as "Updated Recently" in the game either
ah
The world is updated but the system doesn't recognize it as "recently updated"
So it doesn't update the date on the website either
That's how I understand this issue so far
Hmm
A solution seems to be to change things regarding the description, amount of players and such for the world.
And to have Future-proof ticked as well
After I did that, it actually registered the update in the system
Very weird 🤔
indeed. Not a fan of the future proof part. Thats notorious for preventing uploads.
Yeah, I usually have left that unticked due to issues
Well, it's a good thing for me to know for the future if I see this issue come up again
dose anyone got a assassin kon model
Has anyone found a Connect-4 Prefab?
i need a pancake model
Yeahhh, ughh lol
I found a way to kinda do it but no way to check users or like, get the right users to whitelist
Booth
i checked Booth and its 2500 JPY
Someone have got this issue ? I can't move/jump on my world .. only view working
You need to add the udon behavior to control player movements. This udon behavior is included on the VRCWorld prefab with the sdk. Without a behavior controlling this, you won't be able to move or jump. It's located in the VRChat Examples>prefabs directory or just by searching "vrcworld"
I have fix mouvement with other way now only jump are not fixed
I think with udon can fix it
It's all the same thing. The example that I directed you to will have this all already setup or you can simply copy what you missed
Yeah i see, soi try with udon later (i go sleep) thanks for your help
hey, anyone have any issues with USharpVideo Player since when i deploy to PC all works fine and able see lock and unlock but when i deploy to Quest (Android) and when i check it on there says permit locked by master when url part not locke don PC.
not sure if is out Synced or any mantained self anymore. i trying make Video player support Pc and Quest 2 and able switch realtime so like when someone adds .mp4 url and switches to it both platforms?
right now getting this issue and no info how fix this
You most likely have a sync issue between PC and quest. If your hierarchy isn't identical and everything exactly the same you'll break sync.
Also, yea, it's better to use ProTV (free on booth) much better player now a days, def recommend.
So i have been trying to upload my world all day now and it says that it instantly goes to private when i try to upload it. though when i checked for it on the website and on the app it didn't appear on either one? i just would like some help with this I'm trying to get my first world with avatars uploaded! (I am a trusted user and i haven't had any problems like this with vrc avatars so it doesn't make sense? )
What version of unity are you using? If you're unsure, take a screenshot of your entire unity editor window
I believe its the 2019.4.31f1
You're remaking these worlds from scratch and modeling everything from scratch all by yourself? Your post, while lacking any form of punctuation whatsoever, makes it almost sound like you're ripping them.
Lol he deleted his post. Guess he was ripping them.
Would using a tileset be unoptimized?
I understand the ground would obviously have a lot of tris but it could keep material counts low across the board right?
I've seen people do maps like that and it does result in very low draw calls mostly just a bit of a pain in the butt to model
Have you done static batching and baking lights and still look for more ways to optimize? Gather all your focus and hard optimize your work to run using one (1) single Material to pull off some real VR magic! Not just for Quest users, but anyone seeking maximum visual fidelity at smooth fps.
This is the hidden ingredient behind Eventide and Atol...
like here's a video of somebody going with that method
Hey I could use some help. My friend is getting into developing worlds for VRChat. He has a world project he's been working on for 9 hours that was somehow corrupted. He downloaded an asset package that auto installed "preview" dependencies. Somehow this ruined his VRChat SDK after he attempted to compile the lighting. He was no longer able to test the level or access the VRC SDK at all. Here's some fun errors he got too.
Can anyone help?
"my original error was something about my .vrcw file not existing, back before I completely lost VRC SDK controls"
Delete by hand what was last installed in project. And reset the package base.
"I removed everything except my city, the skybox pack, and the SDK
since I can't remove the entirety of the SDK, it just won't uninstall."
No longer in his list of installer projects
But he still has VRCSDK files
Close the unity, make a backup, delete the Library and two files in the Packages directory (manifest.json and packages-lock.json), run the unity, install just in case on top of the SDK, if there are no errors, try to open your scene.
if I try and re-import the VRCSDK it will only let me import these packages. Clicking "all" will only select these.
I'll send that to him. Ty
i want to upload my world but : the signed in account doesn't have access to the blueprint associated with your VRC_Avatar(or Scene)Descriptor"
Any idea to fix ? idk where can't find the "blueprint" ID
delete the id that's set
the id seemingly is associated with a world (or none) that's not owned by you
i fixed it thanks you !
may i asking how to put my avatar into this ? can't find any video on youtube talk about this
The part on the right where it asks for a Blueprint ID... Place your avatar Blueprint ID there.
that it ?
Thats it, i can link a video if you need it 😛 there are millions of Avatar Pedestal videos.
How do I add the Udon Behavior?
it work ! thanks bro
Hey you
You're online how do I add the Udon behavior?
idk bro im newbie
Damn
@gloomy fog you're the only one I can see online with the Udon networking open beta role, think you can help me there?
(Sorry for the ping)
Hello! Can anybody suggest a way of adding animated 3d model to the world? Like a cat for example. Any tutorials?
question. Is it harder to make a world than it is an Avatar?
no just more involved https://docs.vrchat.com/docs/worlds
In VRChat you can create custom worlds! Check out the articles below to learn more. Creating Your First World Whitelisted World Components Supported Scripted Assets World Submission and Optimization Guidelines
I see..
I tried doing it but I got confused .3.
I just wanna make a world where all my public avatars can be selected
https://www.youtube.com/channel/UC3aKsENcL8o2C1Wz5N0sIXg/videos
Start with 1: Setup
This video is several versions dated so just use the newest vrc supported versions listed on the links he shares. If you download what he is using for the sdk you will have a bad day.
what's the best keyboard / text chat system currently available as a prefab? trying to add some accessibility options to my world
heya! My Builder Window in the world sdk is completely empty, can I fix that somehow?
there are no errors that are mentioning the sdk in some way
I am also having the same issue. The builder window in my SDK is completely empty. This is while creating a new project with the most recent public world SDK. I am also getting 3 errors from the SDK
Edit: the errors were just from starting up, they do not persist after clearing
the auto updater also claims that a new version is available despite the fact that I just downloaded the SDK from the website less than 30 minutes ago
Reimporting the SDK fixed the issue. You might want to give that a try as well if you haven't already @unreal kiln
I did it three times, it worked after the last try, thank you ^^
anyone know how to get twitch streams to work on quest? Like watching them through a video player I mean. I'm looking at alternative workarounds like mux (which works somehow), but would prefer something free.
Does anyone know why it wont let me upload my world been fine for months now when i go to press upload nothing happens?
Or problems with the Internet, or the project is broken.
Look at the console, there is usually a lot of useful data there.
Um, so I'm trying to set up a cutout mirror toggle on my world, I downloaded this and set it up like it says, the fading works well but no matter how much I try it will always show the skybox in the background... can anyone let me know if I should use a different mirror shader or maybe what settings should I use? U.U https://github.com/acertainbluecat/VRCPlayersOnlyMirror
I don't have friends using this so I'd like some help... thank you
@near escarp Quick question, if I were to make an avatar mandatory for a game world, would you say having it be Medium performance ranking on Quest is a fair? For reference each area of the world is heavily optimized and assets are unloaded when not needed to further increase performance.
Mandatory 
Also loading/unloading assets is sometimes more expensive than just culling FYI
I plan on using the Dynamics update to have the worlds avatars work as save files of sorts, so when you update a flag and go to save, it clones an avatar onto you with contact senders that update flags when you load into the world
Really? Before I had always just used Udon scripts that disable the current room game object and enable the destination room when teleporting. Is that better or worse than culling?
Enabling and disabling gameobjects in Unity has its own cost, if you're more conscious of hitches on Quest then straight culling might be a safer bet, if it's consistent and reliable
I see, I haven't set up culling before, is there documentation on it?
Oh wow it seems easier to set up than straight up disabling game objects with udon
how do i check if a playerapi is the same as another?
Hey, i had a friend who is working on some Topics related to Copyrights and all stuff around that,
so i was interested and i took a look at the VRC TOS :
9.2. Limited License Grant to VRChat. By posting, publishing, or otherwise developing User Content in the Platform,
you grant VRChat a worldwide, non-exclusive, irrevocable, royalty-free, perpetual,
fully paid right and license (with the right to sublicense) to host, store, transfer, display, perform, reproduce, modify
for the purpose of formatting for display, and distribute your User Content, in whole or in part, in any media formats and through any media channels now known
or hereafter developed. You agree that the license granted to VRChat under this Section 9.2 applies to any User Content you previously posted, published, or otherwise developed in the Platform.
A lot of 3D Assets are under CC Licenses, lets talk about CC, which in a lot of cases allows the use aslong it is not commercial.
As a read the TOS it seems that VRC is displaying and offering and editing the Content or atleast need the rights for all that, as VR Chat has VRC+ its maybe considerably a Commercial Project/Prophit Organisation, so are Items under such a License even legally uploadable?
Another Topic would be Assets that are bought in the Unity Store or other Stores such as Game Developement Assets, are these Usable? Because thier License normally covers the Developement of a game with these assets, most prophibit the share of the Content and not include the option of giving VRC any License.
sry for much text, i also send that in general before but it goes under in the Stream of messages
VRC isnt a game, and VRC+ doesnt offer content. VRC is nothing more than a platform for hosting your own creations. So any world you make is more like a YouTube video than anything else. Until you monetize your world.
https://gyazo.com/b29c0806fe9bc85c7882288fccf68014
I'm doing some work for a raft world that features an underwater city. Where can I find props and what not to make the city feel like there's ocean life such as seaweed and what not?
Hi everyone, how long does it take to get access to creating worlds on VR Chat. II have been using VR Chat for a while now but not actively.
There is no expected timeframe since it takes a different amount of time for each individual to rank up. However, if you purchase Vrc+ you'll get ranked to New User typically, which allows for avatar uploads, one additional rank level, User, allows for publishing worlds to Labs. So buying vrc+ is the fastest route to getting there.
Unity could not make it simpler to find props and other resources to bring your scene to life. There is a tab in your Unity Editor called Asset Store. Outside of Unity there are hundreds of sites for commercial models like renderhub and cgtrader.
Looking for free assets of flowers, pebbles/stones, wall waterfall, glass with water dropplets, and plants.
Ping if any.
uhh i tried to update my world and i thought quest could take 100 mb now but it said "over 50 mb"
it said that it could only take 50 mb
do i have to migrate to a never unity?
okay thanks for the answer!
2019.4.31f1 is the supported version. You must be in 2019 to utilize the updated SDKs that include the 100MB change. So also make sure you are using the latest SDK.
how do i migrate

i dont wanna start over
are you in 2018?
Migrating your project from Unity 2018 to 2019 LTS isn't as difficult as you might think! Here's a guide providing each step in detail.
is it difficult
read it close and dont skip any steps.
No its not hard, helping people that skim is harder lol
what does this mean
i have models in my world that do animations, but they arent avatars i think
that is correct. sdk3-Avatars is an sdk for making avatars. your world doesnt have it
ok this then
do i make the new scene in the backup
or in the originial
original
im asking this to be 100% sure
make the new scene, save, close out unity while in the new scene, then back up the project.
oh alright man!
and after that it says i just install the 2019 sdk
but wont that mess up
since 2018 sdk is there too
it doesnt tell me to remove it and it will rebuild by itself?
read all steps first, as expressed at the top of the guide and then follow. This will eliminate these questions. Some steps are situational. Your exact question is answered in the guide.
to backup i just copy the project folder and paste it right?
yeah, i r-click and zip for space and organization but that works
also the add a scene thing is only for udonsharp right
i had a hard time understanding the text
i read everything
if your project uses udonsharp yes. I did it for every project i upgraded tho.
even if it was udongraph?
its just a safety net. It wont break anything with a blank scene, but it could break without a blnak scene. UdonGraph is not mentioned.
alr ill skip it then since i got udongraph only
no pool table, qv pens, custom video players?
no
i removed all 3 of those since its more of a "rp" world
removed is the wrong word
i never installed them
so i shouldnt have any udonsharp
anyhow i got a backup and if it goes wrong i'll try the empty scene
wut is this
it didnt look like this before, is this how they look in 2019?
it said i should just import the new sdk while the other sdk was still in there but when i put it in it doesnt work anymore
Anyone having a build and test going brrt?
so i managed to get udon graph in there but still no descriptor for the world
Did you read the trouble shooting section of the migration document?
also - Do you have errors in the console?
what is the porject windo
project window
the window probably at the bottom of your screen with the tab labeled Project. Usually beside the tab labeled Console.
so these are the dlls
yes, select all of them and with all selected r-click one and choose reimport
NOT reimport All
nothing happened
do i have to restart unity?
- reimport all will reimport every asset in the entire project btw. time consuming option.
you can try, never hurts to restart
After you restart Unity, let us know what the errors are. Take a screengrab of the entire top of the console window with only the red ones showing. We only need the top few errors if they are there.
alr
all red ones
how navigate
this
should be good no3w
the script conflicts. So it breaks the sdk. In general avoid importing anything with c# scripts. Except stuff from VRC
anytime 🙂
have a wonderful day, i will never forget this
i need help. i have made my vrchat world but it is not showing up when i click my profile im in the world rn but it is not showing up on my profile do anyone know what the problem is
did you upload as a test world?
hm I don't know then, if it exists it should eventually come up I think, either wait for someone else to reply or wait for it to come up
worlds have to be verified and checked by community labs pretty sure
so it might take some time, dont take my word for granted but thats what I think at least.
alright i posted it on last wednsday btw
is it on the website profile? or are you talking about in game?
in game
it should be in the Mine tab
where is that?
or Mine row....
when you are in the rows of worlds just scroll down until you see the mine category
ye its there but in game when someone clicks on my profile to se my bio it should ome up but i dosent
and the community labs opt in iin your settings has been checked? Anyone that wants to view a labs world needs it checked to see them
until they(the world) get approved
how do i get my world to be approved?
traffic
no one to ask, if the community likes it and frequents it it will get approved
Ive had worlds get approved within a day, some take longer. I have one world that will never be approved because it was tagged by myself as having gore.
how do they know the community likes it?
they know based on traffic.
the more people that come and the longer they stay, and return, the faster it gets approved
Eventually all worlds not in an violation get approved, so no need to stress. A crap world might just take a reallllly long time.
sure post a link, ill check it out
ok bet
it might not work on quest i prob will but it works on pc
i cant find the link do u know how
just post the blueprint id
u get in ok?
yep, not bad. Got a few tiny light leaks around the corner pillars and the star image could use a higher resolution on the ceiling but overall its good. Great job on the neons and back glows.
why does unity eat up so much storage when switching to another platform
the process is eating up almost 1 gig every time
i hope they return it
Storing changes in the temp folder, and yes when the process is done and or you shut down Unity the temp folder is usually cleared. The amount of storage and memory consumed depends on how bloated your project is. A crash could cause the temp folder to not get cleared tho.
It should be a given, but you should also not be using an SSD for the temp folder location.
can someone help me i am trying to make a world and it wont work it says : the associated scrip can not be found
"Please fix any compile errors"
Check your console window for errors. They are in red
where i am just making my first world
Turn off the white and yellow messages, only leaving the red ones showing and show the top of the error list.
Also make sure you are using Unity 2019.4.31f1 with the latest SDK3
😭
the three icons to the right are the toggles for white yellow and red
can we call and screen share i need help i dont dont read text easy
maybe after 9pm (its currently about 6:50pm). cant at this moment
thank you
Thats not an error, simply press the Setup Layers button
And then press the next button that will be there... Something about the matrix
collison matrix yeah lol
tank you so much
Does anyone know how one would go about making the player walk upside down/walk on walls?
I've got several things already in my world but I thought a mechanic where you walk on the walls and ceilings would be quite neat, but i'm not sure how to set it up
I didn't know this site existed
Thank you so much 
ah i clicked the link hoping for something closer to what a normal approach would be. Damit! Its the vrc_station hack
glad to be of help
Anyone can help me? Idk what to do about this.. also when imported the sdk, the VRChat SDK tab didnt loadup...
so i made this mirror thing using cameras and a rendered texture
all i have selected on the cameras for the cull is the player playerlocal and mirrored reflection but it is still drawing the enviorment.... hallp 😛
oh nevermind i am dumb the cameras were set to skybox not solid color
im on the right account tho
im just updating my world
idk if it keeps logging me out
@near escarp If you set max players to 1 will it be hard locked into being one player only like the tutorial world or will it have a max of 2 players?
I believe it's 1
Sick
what audio file does vrc use
mp3 wont work and nobodys is showing me how
this is the audio file i am using and it wont work
I don't think that mp3 file is correct
You should run it through another program or any online converter
like what?
mp4 or what
mp3, but correct file extension
I have no idea how your file was encoded, but seems incorrect
can you show me

Quick question about occlusion culling if anyone is available
Ye ?
Toss it onto Audacity and save as mp3
Hang on I think I need to draw a diagram to explain it
anyone??
Ah, well I'll be back in 40, hopefully someone else can answer you in the meantime, if not i'll try to help after
This error happens when there is a descriptor/pipeline manager with an ID that isn't yours somewhere in your project. The root of your avatar should have this pipeline manager. This often happens when people just use pre setup prefabs that have an ID from the avatar author or someone else who edited the model. You just need to detach the ID on the pipeline manager. If it's empty, you'll get the new upload screen
Alright so
Assume two rooms are set up like this, the blue arrows indicating direction of the normals
Note that the walls do not have normals on the outside
Everything has a front and back normal. But continue lol
If both rooms were marked as occluders and occludees, would Room B still be culled if the player looked at the wall facing Room B
Yes
Okay good to know
I didn't know if it would actually act as an Ocludee considering you're inside the mesh and not in front of it
In your example tho, if the rooms are segregated, it would be better to have an occluder in the middle of the two set to Occluder and the rooms set to just occlude
It would provide cleaner occlusion data
That's what I was wondering actually
its a world and if i remove the pipeline manager its gonna upload as another world right, i wanna update my world not make a new one
So would a simple unity quad work or should it be a cube?
You can set objects such as giant cubes as editor only objects and use those as your occluders
Cube is best
Got it
Could you theoretically just use an invisible material on them so it doesn't actually appear if you say stick your view point out of bounds
Everything I said still holds true then. Somewhere in your project there is an ID in a pipeline manager that you don't own, or you're not logged into the correct account in the sdk.
You have to have uploaded the ID on the same account you're currently logged into.
its the right account tho
Set the game object tag, up towards the top of the inspector. There is an "editor only" option. This will make any gameobject set as such only show on the editor
Start looking then. Nothing I said is wrong based on what you've said. You may have added a prefab or something else with an ID you don't own.
This world is set to have multiple areas take place in the same space, but will be toggled on or off as needed
This avoids float point issues on Quest as this world will be very big
could it be avatar pedistals?
Should I manually bake occlusion for each area? Each area is it's own game object and will be toggled on or off as needed
Your pedestals shouldn't have a avatar descriptor on them.
Would explain why it's saying there is an avatar descriptor
That shouldn't be possible tho I kinda think that error is shown for either.
Occlusion is baked for the entire world in one go. Areas can't really be on top of each other. Next to, sure, ontop of, no.
Hmm that may prove problematic
You are using the world sdk right?
yeah
its a world
and ive been updating for a long time
though i just migrated it to 2019 but it didnt show and problems and i could test play it
The quest can handle fairly large areas, just reduce the far clip distance. Using the far clip to cull the rooms is the lightest form of culling
The world will be consisting of 11 areas of around 5 to 6 rooms each
Yea. Just have em all next to/on top of each other if they are segregated and use far clip to cull
Gotcha
Occlusion culling has its own performance overhead to consider
Pros and cons for each method
Well one thing that I'm setting up is again, each area is it's own game object
The quest does need a tighter far clip tho. That's what really causes fpe
When you move on to the next one, the prior one is disabled
Yes there's no reason to use occlusion culling if you're doing that already
Course toggling gameobkects had its own overhead too
Well each area is made up of separate rooms
Better to only toggle logic and then just let unity cull using far clip
The rooms will be culled in and out using occlusion culling, and once you leave an area, the entire set of rooms is just disabled
someone said earlier to sign out manually and then log in
That's what I'm getting at, there's no reason to use occlusion culling then
maybe that works
You'd be using multiple redundant culling methods each with a performance hit
I see
it worked when i logged out
If you use occlusion culling, don't toggle meshes
If you're not using OC you can toggle rooms manually using area triggers, OR simply use the far clip to cull which would be the lightest method with the least overhead.
Occlusion culling and far clip culling do not call logic however. So you'll want to manually cull only running logic in any specific room and not the meshes.
Say all your rooms are side by side and above and below in space, but sperated from each other using teleport or something.
The lightest form of culling would be setting your far clip to be as low as possible such that any adjacent room is beyond the distance of the far clip, and is culled.
and then back in
Occlusion culling has pros and cons. It's use has to be used intentionally as there is a CPU and filesize impact for it's use that is heavier on quest.
I set the far clip from 1000 (default) to 250, which seems to be about the limit for the size of one area
I think occlusion culling will still probably be best just so I don't have to use excess udon

Gl. You'd be trying to call already culled meshes then causing a permanent performance impact from the overhead of OC.
Actually one last question
Say a single room is full of props
Will they be culled out if you turn around? Or is this something that requires occlusion culling
Unity always performs frustum culling.
By that you mean like this?
Any mesh not in the frustum will not be rendered
This is always permanently enabled and on, you do nothing to enable it's use.
Anyone know how to set VRChat's in-game bounce threshold?
@stone marsh Sorry to bother again, but occlusion culling did not work nearly as well as intended. How taxing is it to just make an udon script disable one object and enable another upon teleporting
Lol I did say numerous times it would most likely be best in your situation to simply rely on using the far clip to cull your meshes. The only thing you need to toggle using udon is any logic that might be in a room, say if a room has a udon script for something that is taxing, it may be best to turn that script off. If not, then the meshes would be culled once out of the range of the far clip.
https://gyazo.com/bb8c592d7d664a8adb33c0d9ae06417a
How does this look? I’m thinking of changing the water shader, as I want players to be able to walk in the ocean but not too deep. Alas, I don’t know any water shaders like that.
A quick tutorial on how to make a post processing profile for when your player goes underwater.
https://www.youtube.com/watch?v=JkJoJQmKoKo&t=560s
I'm trying to upload a world. I hit upload to windows, unity freezes, then nothing happens, it acts like I never clicked upload
baked lighting was a mistake
what is the easiest way to check if a player joined your world is a quest user?
you would know simply by the build target. a quest user is going to join the quest version of the world. they're effectively two different scenes.
Question, How do you make an locking teleport door in vrc world sdk 3.0
What’s a good water shader? I’m trying to use post processing to make an underwater effect so that people can’t see a lot.
RedSims beautiful water Shader is one of the best and supports underwater FX with caustics n stuff. It's tier 3 on his Patreon.
I'm not paying for anything...
Welp. Then you're sol. Cheers
Thanks for no help whatsoever...
You asked for a good shader. I provided you with one of the best that can do exactly what you asked for, for only 10 bucks. I don't know of ANY free water shaders that support depth fx, I don't believe one exists. Just because you didn't elaborate on what you wanted more or specify you want only free options, or didn't like my help. Doesn't mean I didn't try. Shesh.
You'll have to either
A: make your own setup or
B: kitbash multiple shaders together to try and get a desired effect.
There are plenty of free water shaders. But none that support such level of customization or depth FX.
It's best to leave the "thanks for nothing" comments at the door if you want people to be willing to offer help and suggestions.
is there a way that i can have an aimation play even when not looking at it... right now in my world there an animation that plays when pressing a button but once i turn around it gets stuck instead on a loop instead of finishing. The audio is the most noticeable since instead of doing the end explosion, it remains on the looping sound.
Yea there are culling options on the animator itself can be set to "always animate"
Set to always animate. That page covers it more. Cheers
ty
can you show what your lights look like in the inspector?
never baked em. Bakery needs you to untick the light component and add the bakery point light component to it.
Bakery – GPU Lightmapper Manual (v1.5) Contents hide 1 Why use Bakery 2 Quickstart 3 Render settings 4 Advanced settings 5 Experimental settings 6 Components 7 Bakery Direct Light 8 Bakery Sky Light 9 Bakery Light Mesh 10 Bakery Shader Tweaks 11 Best Practices 12 Shader compatibility 13 Bakery Shader 14 FAQ 15 Related Manuals … Continue reading ...
still need to match the settings but yeah.
check the manual i sent. Bakery is not a keybard face roll asset. care for it
also change the tag of all lights that get baked to editor only
stops an upload issue and also makes sure your lights never function in realtime if a bake fails
im trying to make a console object collidable , but the collide interacts with the buttons i have on it. My buttons need to be on the walkthrough layer for them to work. Any idea what i need to do to fix it ?
how do you make voices echo in a world?
make gameobject, add audio filter such as reverb or echo, add audio listener, go to main camera, make sure it has audio listener, go to gamepbject with the vrcscenedescriptir (usually vrcworld) and make sure the reference camera is the main camera. build and test with 2 clients and see if work.
does it work on quest?
yes
does anyone know the waco water shader and if yes can you tell me how to make the refractions works
i have no idea how to configure the shader so that the refractions work
is there a new SDK im hitting upload on my world and nothing happens? 🤔
Anyone know why this wont upload it works fine in testing..
You shouldn't be able to see that upload screen. This tends to happen when you have errors in your console.
Do you know what errors could be causing this..
you are also using the wrong unity version
ik its been working for me recently
Lmao yea. 2019.4.31f1 only
so that could be it???
Well newer versions will not work. PERIOD
using an old unity version is fine ONLY if you have the matching SDK and NEVER recommended because your uploads will never account for recent bug fixes * Support is also not given for outdated builds so its in your best interest to update
and we do not store an archive of old sdk's so when you upgrade you are forced to upgrade all the way
could i use the newer unity with SDK in current world that i have created?
not until you update Unity
It should be a clean upgrade, little to no risk. just install the new version and then import the new sdk over top of the old.
https://unity3d.com/unity/whats-new/2019.4.31
sry would have posted the link sooner but captcha got me lol
thanks
so on unity just change the current version to 2019.4.31f1?
for the project, yeah
oki
if your project uses UdonSharp dont forget to update that as well
after the sdk update
Is there any video hosting website that works with quest video players? (I know YouTube doesn't and was wondering if there were alternatives that did work, besides hosting it yourself)
not for free
vrcdn and i think a few others. I use vrcdn but it needed whitelisted. Might be accessible.
google drive, one drive, dropbox can work as well
if you want an easy way to convert a yt video in realtime into something quest compatible. you can use "https://alltubedownload.net/download?url=" and put any youtube video link after the "?url="
"https://t-ne.x0.to/?url=" is also a resolver as well but sometimes does not work. but has better results quality wise
creating a direct-download dropbox link led to an error for me when I put it into the VRC player
If you are converting in real time make sure to use ProTV. It simply just works. Others work but have a stutter that needs addressed by modifying the buffer.
Awesome, thank you all for helping out! ^^
still not letting me upload :/
any errors?
is there a specific advantage to QVPens versus z3y's Vertex Color Pens?
@kind leaf works fine in testing.
That is odd. I have not experienced this so I am unsure. But at least now you are up to date so it eliminates that issue.
i just wanna upload itt
this is still happening..
when I hit a snag I have two things I do first when there are no script conflicts.
- I open VRCSDK, open Plugins, select all of them, r-click and reimport.
if that doesnt help... - I close Unity, backup the project (zip), and delete the library and then reopen Unity.
Might help, might not. With a backup tho no harm can come.
might be stupid but i cant seem to see plugins?
found them
how do you select multiple plugins?
saw some coding that said publish world insufficient but on SDK it says i am allowed to and i have created worlds before.
Your VRChat rank is User or higher right? New User allows for private uploads, but the next level "User" is required for Public. So if you are New User or higher you are good to upload. Your in game profile should show you