#world-development
39 messages Ā· Page 128 of 1
did you install sdk2 at some point?
never had it i dont think
i have searched my project for sdk 2 nothing shows..
i legit have the newest one from vr chat website
VRCDN is whitelisted already
Check your DMs š
of course, ive been using it for a while now.
Someone should get vrc to update the whitelisted list on the docs tho so people know to look for the vrcdn service.
@solid dock š
Is there a free underwater effect out there on the internet? I tried to follow the generic unity tutorials but I can't figure out how to make the post processing darker and stay inside of the box collider that I set as a trigger.
if you want a postprocess volume to darken something, just use a color grading override and drop the post-exposure
to limit the effect to a specific volume, use a trigger-type collider component
I have an idea for a world, but I don't see how I can implement it. I want the world to have a day/night toggle, the lighting system is easy enough, but is there a way to have the skybox change from a daytime skybox to a starry night skybox? the skybox seems to not be able to put in the hierarchy so can't be easily toggled on/off I made 2 separate ones, any suggestions on how to do something like this?
Here's a tutorial on how to make a cool little button that switches the skybox of your scene when clicked. It cycles through a list of skyboxes each time, and I've included how to do this both locally and globally.
This works really well as a day - night toggle, or combine it with some effects to create something truly awesome!
Hope this help...
Thank you! at first glance looks like that will do the trick, just need to watch it like 5 times so i don't miss anything he says he goes real fast
Made a blueprint of sorts lol
Does it look good, or should I change the layout?
Does anyone know why it's saying this? My world works but like, it's giving me a warning?
does anyone know of a good zoom/focus video camera prefab that can be used for anyone to pick up and film a stream that we send out to the owner's obs?
I do not
and your error messages aren't any i've ever seen before! and i've seen a lot.
Lmao. Guess I am the first xD
It doesn't break my world either so it's just there
also
do you have any knowledge about the VRCBillard table?
not really, i tried playing it in a map, one of them anyway, the other day, and couldn't figure out how to get started
Okay because I have it in my world but it doesnāt work. Itās just there
hmm, yeah sorry not something i've added to a map myself, although was thinking i might in the future
but confused why with my index controllers i couldn't pick up the cue the other day, maybe i missed something in starting the game
Did you start the game?
how do you edit the pose a chair puts you in?
Idk about that either ):
does anyone know a short version on how to set up reflection probe?
Right-click hierarchy, Light - Reflection probe. Select it, click bake. Done!
Maybe position it roughly in the middle of the room too. ¦3
Edit the bounds of it too~
you locate the center of a room of a mesh. you add a new gameobject āreflection probeā. put in center of room. make sure its set to bake. make the yellow box follow the rims of the walls, this is the effected zone. make sure the walls are reflection probe static and then hit the bake button in the reflection probe compinent in the inspector. change settings according to your desire
preferible settings: use box projection for most accurrate reflection.
make near plane bigger so close up objects are not in the baked reflection blocking a lot of the cubemap
Does anyone know of a lit decal shader that works in VRC?
I really want to add art to a world in a non-destructive way... so like, not having to retexture a whole damn wall.
i keep hearing about many that exist but no clear direction. i would assume googling it with āvrcā might come up with good results
or poiyomi just magically has lit decal option everyone uses
I'll drop a google search occasionally with next to no decent results. I've tried a couple but they just don't work well.
I don't think I can use poiyomi... On a single building mesh, I wanna be able to add something here, and something else there... pois only has a single layer I think.
There's Reros that uses a particle... but I haven't been able to get it working.
Unitys projector just seems to cover the whole damn mesh... and Built In RP doesn't have the nice HDRP method of a cube that you can just intersect a wall to do it...
A quick solution is to just slap the decal on a plane and use the same occlusion mask the wall has for the decal art and set the decal as fade. This should give the effect that the art is painted on the wall.
poiyomi uses a locking system thatll save only the shader params you use rather than using the whole cluster shader
thats not a bad idea
where can i get the working polaroid camera for my world?
I'm not familiar with occlusion masks - can you explain more please?
I mean, say I have a single mesh wall... and want to put a picture up in the top left, a different picture in the bottom left, another in the top right, another in the bottom right... You can't add multiple decals onto a material with pois, right?
Oh! Right... but only works on flat walls. I would need it to conform to a mishapen mesh, like a bumpy ground.
This kinda thing is what I'm after~
couldnt you just convert the HDRP version into a mesh so the decal becomes a solid object replace the shader to a BRT after the fact and export it into a BRT project? Aside from that, I think Easy Decals works for BRT.
BRT? lol meant BRP
The box projection might not work in vrc but you can use the atlas option to modify your existing textures automatically. Just save it as an alternate version so its not destructive.
I didn't wanna do it with textures as it wouldn't work for tiled materials, is the only thing~
If it was 1,1 texture on a wall, I could just paint it on. But if it's tiled, or across a few meshes, it'd be a pain.
Gonna read through the docs, and see how Easy Decal works on BRP~
Fluff it... will drop some cash on it, see how it goes. ¦3
Cheers for the suggest~
Is there any free rain assets?
rain means a lot of different things. what are you looking for specifically?
rain sliding down glass? rain impacting the ground? rain falling? they're all different effects
Falling rain is pretty easy to make with a particle system. Could even do the splashes with sub-emitters and collision~
Does anyone have a daytime city skybox?
hey, does anyone here know much about world creation? I'm having an issue with my world and idk how to fix it. my world was uploading and updating fine for a while but then out of nowhere it stopped allowing anyone to enter the world, it will download and load the world and send anyone that tries to enter into their home world instead of my world including myself.
that sound familiar, make sure the pipeline manager is only on one item in the scene, type t:pipelinemanager in the hierarchy search bar
Uh does anyone know this
since "plane" game object is transparent in Unity from the back, Is it supported on Quest VRChat as well or does it perform very poorly?
ah!! thank you!!
Any object by default is going to be single-sided. It's actually more performant that way... double sided shaders are expensive.
This applies to both PCVR and Quest.
Oh so this transparency is supported by Quest as well then or will it be like blank for them?
it's not really transparency, objects simply aren't drawn from the back
Oh I see
Thank you mr Waffle Toad Storm
anytime
not totally sure if this is the right place to ask but here goes; I want to make a screen fade. I'm trying to do this with UI right now using screen space overlay. obviously this works for desktop, but not for VR. so i'm looking for a way to make it work in VR?
you could probably create a world space overlay and use VRCPlayerAPI.GetTrackingData to parent it to the player's head
i think there are better shader-based ways to do this, though. probably just using a shader that draws higher in the render queue and is drawn as a sphere around the player's head or whatever and fades in/out. you could try asking in #shaders
Generally speaking, is it possible to have multiple video players in one world streaming different content? I'm interested in potentially using shadergraphs to transmit information into VRChat.
yes
I would suggest perhaps using just a sphere with a volumetric shader and fading it in on alpha, and yeah additionally would be helpful to have it parented to the head like @left rain suggests
Slick! No issues with it really??? like it's stable?
just dont sync them with other players and youll be ok
however. if youre streaming dynamic content, try to keep it all in one video if possible
youll have a 5 second rate limit period before another videoplayer can fire
i've never done volumetric shaders before... any examples?
Trying to new the new clientsim and got this error
Got it! Thank you!
I'm not sure of the best way to do this, I think it's possible with poiyomi - but something like Poiyomi's fog??? Should work? But if you're parenting it to the head, then just an opaque black colour on its own should work~
I wonder if doing this with post processing stack is also possible
i was wondering about that too
https://www.youtube.com/watch?v=gJVoESLbWaU&ab_channel=TheFourHeadedCat It looks like it's possible, but probably more complicated
How to create a Fade Out to Color / Fade In from Color Post Process Camera Effect for Unity3D with Amplify Shader Editor.
This tutorial cover how to create the shader, material, post process script, effect control script and testing it with Unity UI.
0:00 - Intro
0:36 - The shader
3:19 - The material
3:48 - The post process script
6:59 - Addin...
yeah figured it would be
Hi there. I am new to Unity. I installed the version noted on the website, but upon importing the VRC SDK3 into a new 3d Project, I get all these Udon.Graph errors. Is this normal? Can I ignore and continue, or do I need to resolve this somehow? I have not really done anything other than import the SDK, so not sure where things are going wrong.
yes you can igrt it
also make you download this https://github.com/MerlinVR/UdonSharp/releases/tag/v0.20.3
Make sure you are using the latest VRCSDK
If you are upgrading from Unity 2018, follow the upgrade instructions https://docs.vrchat.com/v2021.3.2/docs/migrating-from-2018-lts-to-2019-lts pay specia...
i need for vrc devr or mods i ender in the jam and download the the exelmale pack and i get error's what im doing worng
#vrchat-jams all jam questions should be directed there.
This is not normal, some packages could not either download or install.
Check the internet and restart the unity. Find and fix what is the problem.
its actually quite common to have a wall of red on the first import. Press clear on the console. if they go away you are good to go
where is the best place to find assets? like dj table, chairs,pool table and stuff?
thank you
Use CyanEmu this is the first I have ever heard of ClientSim
yeh ive been useing cyan for ages but wanted to transition to official, that was a mistake
ClientSim is the new vrchat made version of CyanEmu that's currently being tested out in the new World jam
resorted to cyanemu as that actualy functions
apparently its a fork of cyanemu aswell
Yes it's def in testing lol
yup
I think my SDK corrupted
did you import something that included its own vrcsdk?
posibly, I imported ClientSim useing its git method
and vrc world is a dependency
yeh there was one in the packages folder
that was in clientsim?
thats like. extremely new
was cyanemu even made in 2017 unity?
IDK lul
I thaugh SDK3 was 2018+ only lul
also this is an intersting outlook on quest 1 support being droped
quest 1 ^
quest 2 vvv
that's a big difference in the amount of triangles and where are the screenshots from
https://www.reddit.com/r/OculusQuest/comments/j32vaw/performance_analysis_for_oculus_quest_2_oculus/
redit post about quoteing oculus
out of the birds mouth directly
Overview of performance requirements and recommendations for Oculus Unity apps.
1Million tri on 2
I allways thaugh 1 was 100k tho, thats what they said early on
like that difference is probably why the maximum triangle count on avatars got doubled a while ago
probably
as my calculations say 80 good avatars are sod out of luck on quest at 800,000 TRI
Leaveing 200k tris for the world
the CPU would probably die in pain like the CPU cost of avatars existing before the triangles killed it on 80 avatars on quest
40 avatars (hard cap without funneling) is kinda more reasonable
also that 80-count one would leave like no draw calls left for the world on quest one
Its ither 200k spare if poor
400k if medium
600K if good
and 700k if you hate your users
(quest 2 math)
not really, if we use the busy stat
good to know
Does anyone know where I can find some good shipping containers house models? Something like this https://sketchfab.com/3d-models/containher-house-3df987d661e1408f85d40bf05d8dd4a1
This trashy living container has 4 material idās assinged: Wood, cloth, metal and corrugated metal. The model also includes 4K textures for all the materials.
Textures are made with substance painter and the model itself is made with maya.
Uvs are layed out for every material between 0-1 space.
It is a low poly model originally made for using ...
remember VRchat wastes a few of them on true transparent HUD
definitely good info to know as I would like to try my hand at making Quest compatible world
so good to know my budget as far as how nice can I make it while still being very performant
that is not a good container lol
that mesh is dence
Iām looking for free models anyways lol.
Maybe I could apply a cloth in blender? Never done anything like that before
and it also uses 4 4K PBR materials so lots of vram
Can anyone point me in the right direction on how to make carpet like this in Blender? Shoutout WispyWoo's - The Reservoir.
A custom shader
that looks like an absolute nightmare if you tryed to polymesh that
RIP the quest 2 1Million Tris on 1M^2 of carpet
that does appear to be a custom Shader
not sure it would go much better going with hair cards for the carpet on quest
looks like heightmapping to me. that's built into the standard shader
Yeah noise shaders tend to work well on pcvr but ultimately fail for quest. Ive yet to find one. Heightmap support would be nice.
if heightmap is supported I havent gotten it to work without distortion. I just avoid that particular map
they're kind of tricky to work with, and expensive, so it's best to avoid them if you can either way
they are definitely supported on PC for sure. not sure about quest. either way it's an included input on the standard shader, which in theory should be fully supported for worlds
I probably just go with a flat carpet for the quest build
export fbx
it'll have slots that can be remapped to unity materials. shaders don't translate 1:1 so you usually have to rebuild your materials to work with unity's standard shader or whatever you're using. then in the mesh import settings you can map your materials from blender to the unity materials.
you would want to convert those into regular geometry
basically you just model in blender and map. dont waste time on shading and perfect lighting because it wont translate anyway. All your beautifying has to be done in Unity
emission is a shader property, so yeah don't worry about it. any shaders you apply in blender are essentially named placeholders that you can attach unity materials to.
as long as the name stays the same between exports, you can keep tweaking your blender scene and re-importing, and the substitute materials will link up if you set them in the mesh import settings for the fbx.
Hey so I've looked through the chat here, but I can't seem to find my exact issue.
I'm using s-ilent's SkyProbe Fog, and it's working perfectly in the editor. However, once I go into VRChat, the fog is totally screwed up. It seems to be not only turned upside down, but flipped horizontally as well.
(Pics are Unity vs VRChat, respectively)
Not sure if anyone has any idea what's wrong.
If it helps whatsoever, the fog almost seems to "stick" to my head, but the rotation is multiplied? Like, turning my head 90 degrees sideways makes it rotate 180, etc.
The fog itself seems to be correct, but it's being mapped to the wrong place when in VRChat.
Looking for remote control cars to put in a world that works.
Ping if any.
This is a working remote control car for VRChat using Udon! It drives around, and feels like a proper toy. This package is for world creators who would like to have the RC cars in their world. It comes with 7 different colours (RGB & CYMK) and an example race track. Wow, this one's blue!You simply pick up a controller, and away it goes! The cars...
Ty.
Iām not sure where this goes but how would you have an avatar world? I just wanna use an avatar and Iām too low of a rank to upload it myself
I canāt find anything online and Iām in a bit of a rush to figure this out tonight since my sibling wants to use my oculus
An avatar world is just a world that hosts Displays uploaded avatars.
If you are looking for an avatar just login and search for avatars.
There are too many avatar worlds to list some of which are at the default VRChat home world.
No itās my own avatar that I let someone else upload since they have the rank and I donāt
and I canāt search for avatars soooo yeA
You cant, tell your friend to enable cloning and when they wear your avatar you can clone it
Iām in oculus and they arenāt
So they canāt wear it
Bc itās for oculus
I just wanna know how to make an avatar pedestal thing
Looking for a download link? Check out my Patreon.
Patreon: https://www.patreon.com/vrcakira
Part 8 of my video series for basic VRCHAT world building with the VRCSDK3 Udon kit. This series will be designed for beginners. I will try to cover every step from start to finish of each vrchat world creation tutorial. The goal of the videos is to all...
Tysm
Iām trying to find music for my world but I canāt find any I like⦠The world will be post apocalyptic with cyberpunk and robots.
Any suggestions?
I like Noki Bay, but Iām worried about copyright.
i don't know of anything specific but you could try looking around on opengameart
aye could someone send me a "honeycomb" shape
its a website that's dedicated to free game assets. it has a lot of music thats cc0 so its completely free and doesn't require any credits or whatever else
can anyone help me i saw a world that has a vr in it and u can like put it on and stuff and im tryna find it
there are free cyberpunk music loops on the asset store.
Yeah, but those probably arenāt post apocalyptic and arenāt the mellow tunes Iām going for.
Iām stuck between Noki Bay from Mario Sunshine and Water Land from Kirbyās Epic Yarn.
if you are not monetizing your world anything you use falls under fair use. Its no different than an un monetized youtube video or for the cool kids in the room, a myspace page. Your world is your space.
Huh. So companies canāt take down my world because itās not for profit?
I had an issue with Disney about using old Star Wars commander models, but I guess I shouldnāt worry
If they could Nintendo would have nuked vrc years ago
Its the wrong attitude for sure, but literally no one cares and it is better to ask for forgiveness than permission some times. Just make your masterpiece
Will do, lol
and should i continue the neon lights all the way around the room
Does anyone know how to fix the VRCBillard table? It wonāt work at all and I donāt know why. Before any says anything, yes everything is up to date as I am a new creator. I have all the things I needed to support it too but once itās in my world, itās just an unworkable table.
uh?
Wrong menu for uploading worlds?
and it doesnt let me upload
it works when i build and test
It looks close but doesnāt like right
yeah no
and im using the normal vrc sdk
the top one is the one i imported and the bottom one is the one i downloaded to double check
let me try build and publishing again and check errors
this is all my errors
scared to delete and import a different sdk
if i delete my old sdk and reimport a new one will that break everything
since my sdk doesnt have the correct upload screen, shown above if you want to try and see
Obviously i know i shouldnt use these and i rarely do, but i imported the modded sdk and it didnt change anything. The upload ui is still wrong.
I see an error for an SDK2
?!
You don't have anything that is for sdk2 instead or 3 do you?
I fixed it, literally all i did was move the Scene Descriptor from VRCWorld and put it onto main camera and it fixed it
This isn't even showing the option to upload your world to Community Tabs which is weird
Oh okay good
I am glad you fixed it!
it was weird but now its fixed, when i moved the scene descriptor from that to that it worked
Why was that the issue? I have absolutely no clue š¢
this has been a 3 hour long issue :-;
Is there any way to use Shader Graph with Built-In and VRChat?
https://www.youtube.com/watch?v=E5qu-v5XkK4 apparently yes but would require juggling two different Unity versions
I go over some of the updates that came from Unity 2021.2 In particular the ability to use Shader Graph in the Built in pipeline
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TWITCH ( ͔° ĶŹ ͔°)
https://www.twitch.tv/PabloMakes
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āŖ āŖ Time Stamps āŖ āŖ
00:00 - Intro
00:53 - How To
03:47 - Shader Graph Categories
04:19 - O...
Looking for air hockey table that works for vrc. Want to put it in a world. Ping if any.
How could i make a scrollable UI on a little screen thingy?
For like sound, colliders, and and other thingds
also who could help me make a sound toggle,
anyone know why this is happening whenever I add a post processing layer to my camera?
its supposed to look like this
This happens everytime I add a post-processing layer to a camera
opinions on this really dumb "UI" just threw the ui ontop of the little board thing
how can i use the udon sharp video player?
It tells me i need a udon editor or something along the lines of that
curious when it comes to pc <-> quest network interop, is it that the tree heirarchy has to match or do the objects within the tree and the tree node sorting have to match exactly
The hierarchy must be identical in name and layout. Not in status. So objects can be toggled off.
Can someone point me in the right direction? i want a custom world eventually (just a small room) but i want a few things in it that would need to be made to place inside of it. anyone have any goto Object creators/ World Creators? im lost
plenty of secured payment commissions on Fiverr. Can also look here https://ask.vrchat.com/c/commissions/world-commissions/34
Sorry to spam but does anyone have a Daytime city skybox or know where to get one?
how could i make my pickups global? When someone or I pick up an object it only pickups for them
include a vrc object sync component
on all objects correct?
on anything that's a pickup, yes
ill have to try it ty
i don't know why but everytime i spawn in, on the first attempt i always spawn at 0 0 0 and fall through my world. If i respawn im in the right spot.
my vrcworld object is placed where i want to spawn too
Did you add any colliders to your floor? Or maybe try raising the spawn
when i respawn im fine its only on the first spawn that the location is wrong
and yes i have full colliders and they work
Thats the normal spawn location
this is where i spawn on the first try
at 0 0 0
it's not a collision problem
Setting this to public but it doesnt show anything in my public variables
Try setting your VRCWorld scale to 1,1,1. Might not solve your issue but it has no reason to have any scale besides 1,1,1 and being that the vrcworld is also looking for its own transform.
so i made a collider toggle and it works to turn the colliders off, but not back on
what's the mask shader called so you can't see the separate part's on the map?
The art looks nice. Bright colors usually have the opposite effect of chill tho. I see these screenshots and want to play basketball. I don't even play sports š
Awww thanks
Actually kinda the same but still
I wanna play sport now to
so i made a collider toggle and it works to turn the colliders off, but not back on
shader? huh, that be a nice toy.
I usually do one of two methods:
Set the max clipping plane distance to the minimal needed to see an entire room and then place each zone that distance +1 further OR
I use an inverted cube with the skybox cube map attached around each structure.
The later method requires removing the skybox from unity.
Tbh i usually just drag a second room far away lmao
heres my errors when this is like this, when get is on is but into set enabled > value, the script totally breaks and doesnt work at all
when i have Get IsOn not put into Set enabled it will toggle the colliders off, but not back on
you have no unary negation there. No I cannot provide an example, you should easily be able to modify a preexisting toggle for a gameobject that is setup correctly. I use U# exclusively
erm where would i have to put the unary negation? I followed the youtube tutorial and the graph and everything i did is identical to what he'd done
shruggs - dunno, the logic of graph is no where near the logic of script so I dont bother with graphs.
For anything Udon related you have a higher probability of getting a correct answer sooner asking in an Udon channel tho. Something to keep in mind. Such as #udon-general for general udon help or #udon-networking for anything networking (synced) related.
Didnt even know that channel existed, thank you
I'm trying to create a secret area in my world; is there a way to hide the main area when you're there?
When you bake with bakery using full lighting it is required to disable the light component which means you cannot see them updating after a bake. You use the Light Explorer window to renable them all in mass and you have to remove the bake data to see their effects again. Ideally you setup your lighting using real time and then switch them to baked, and adjust your bake settings until it looks as you want it.
I bake after every change while building because i need to see instant results so the process just seems fluid to me.
if you need that kind of response from the lighting, if you just need to add a light there is no need to clear the data, but if you need to reset your lighting then ya, it makes it easier
I have a larger map ive been working on in blender, and when I save the said map and port into unity, unity doesnt seem to save the materials. Anyone got ideas?
Unity doesnt read the blender materials. Just adds a placeholder for you to make them in unity and assign them to the import. You'll want to port in your textures to match
Even when I save materials to said object? Ive imported stuff like that before
i need sum help, i have a model here that's split up into multiple pieces, all separate, i want them all to separate once the object hits the ground/something else at a certain speed, can i do that in vrc 0.o
yeah add a trigger to the parent object and a rigged body + collider to each piece. When the trigger is crossed by a surface object toggle gravity on the ridged body. Youll have to script the velocity. absolutely doable in vrc. Use Udon, UdonSharp to script it
- you can scip the velocity stuff if you just want a realistic gravity break
uuuu ok, i'll see what i can do
Is there a way I can keep gravity enabled on my objects but only have it activate when someone touches it? Because Ive now finished my collider toggle but the pickups fall through the things that get toggled now and Im wondering if theres anyway to make them have no gravity until interacted with
Set their initial state to kin, then using OnDrop set kin to off and gravity on.
The normal setup what is going on behind the scene is no matter if its set to gravity or kin, kin is enabled on pickup or the object would fall through your hands. kin is disabled on drop.
the pickup component needs a 3rd tick. Initial state, and then the two idle states. eliminate some coding on our end
trigger? trigger component? or are u talking about in udon
@w@ ur confusing me
is it the "event trigger" component
is it a component at all? š„“
In most Unity projects, there will be a need to create physics interactions. Situations in which physics are needed would include any use of gravity, or where objects collide and react to one and other. In this tutorial, you will learn to work with Colliders and Triggers to control physical interactions.
thank
bakery lighting is about 50% less as strong as Unity's poor lighting setups, its the quality settings. I dont know what bad means in your case tho so its hard to give advice.
hey could someone tell me why i can't change the image anymore?
makes sure you are applying your light changes to the bakery component as well
your shadows on the bakery are probably .05 this is a hard shadow. use .5 for a medium soft.
yes
also to anyone who can help me, I DO have a vrc cam activated and even pointing in a cool direction, but it won't load the image and that check box above it is useless. Plz help
is your playmode paused?
i dunno
just the fog in the lighting settings
even lowering the opacity to the maximum low doesnt fix it lol. Oh well, at least I solved the problem
Anyone know how to blacklist people
Does anyone know how to fix the VRCBillard table? It wonāt work at all and I donāt know why. Before any says anything, yes everything is up to date as I am a new creator. I have all the things I needed to support it too but once itās in my world, itās just an unworkable table.
tos violation so if we do it wouldnt be in anyones interest to tell you here.
What is tos?
terms of service.
basically it's against the law in vrchat to have automated moderation like that
you can whitelist or privatize specific rooms but the core gameplay of a world must be accessible to all. So admins in an admin room is ok. If not its a grey area (or highly debated lol)
What's white listing?
same as blacklisting but for allowance only lol. Like a password on a door.
plenty of keypad entry prefabs on https://www.vrcprefabs.com
keep in mind, the main gameplay of your world must be accessible. if you require a keypad entry to enter your world it will get flagged at some point
uploading a public world means you want it to be public š
Anyone have a good 3d rug material?
you need BPR Bex, https://gist.github.com/mauricesvay/1330cc530f6ab2ef33eb6a5ea56ef5bd
gives the illusion of 3d. 3d carpet would murder any game š
well yeah the illusion haha
if nothing on there works you can run a duckduckgo image search for carpets with transparencies and use GIMP in the tools tab > Map and render the image as a normal map. this + the texture will give the the bare minimum 3d effect. I say duckduckgo because its image search returns actual usable images.
Screw the carpet lol but, what looks better. Bright honeycomb with nothing on it, or honeycomb with backlighting
its a really metalic texture on the honey comb (2nd SS)
the 2nd image, maybe try a white backlight. Or not, your scene seems to be all blue so it might stand out too much. Offset colors are nice tho... like image 1 with a white backlight for example
well im done with unity for a long time
my pc just bluescreened and the scene got reloaded
the most recent file of the scene i have with absolutely nothing done it it
oh fun. now unity has found a new way to piss me off..
the ui/canvas/text sign objects spontaneously decided they want to render through absolutely everything like the z ordering has been turned off.
now, what if i wanted the thing to be... reassemblable, in the sense that you grab the pieces that broke off and you put them near where they're supposed to be and it snaps in place
you need to store their initial transform position and when they are held by the player (info passed by a bool) and enter the trigger the OnDrop from the player is triggered and the peice goes back to its initial transform position and has kin re-enabled
im just gonna show you the whole thing
it's the beefy computer from cs_office lol
you say store the initial transform, but i want the whole thing to be movable and grabbable tho
yeah. the logic is exactly as described but you are going to need a refresh on C# and a basic unity workflow to implement. Any youtube unity 2019 beginner tutorial will aid you, as for programming you can try Udon tutorials but if you want a clear and vast library you can import UdonSharp and rewrite limited C# in an UdonSharp behavior following both UdonSharp and C# tutorials.
In most cases UdonSharp is C# without the use of enums. There is more to it then that, but I had limited issue converting. So with U# we end up with greater educational library
thank you!
I'm having major issues with unity (can't open project from hub and I can't access vrc control panel) is there anyway I can fully reset unity
lil question as im not used to use udon where is the avatar prefab? im trying to make a world but i cant find a ref of a avatar (yaknow the blue blank avatar to show ref of the world?) is it gone or it just me being blind?
It has not been in SDK3 for a long time, copy it from SDK2
Yes, you can just select a few files when importing, but be careful not to import everything else.
Hi, how can I fix an issue with a quest world being laggy only when facing a mirror?
are you the developer of the world because if you're a user visiting the world the only thing you can do is like see if you can disable the mirror
Yes developer
do changes to it so it's not rendering as much stuff as mirrors are going to be a bit expensive as they're causing everything to render twice
In this tutorial I will show you how to add a high-quality and low-quality mirror with toggles to your VRChat world with the new VRChat SDK3 and the Udon programming system!
Timestamps:
- Intro 00:00
- Set up scene and mirrors 01:16
- Add mirror toggles 02:24
- Programming with Udon 03:20
- Interaction text 05:27
- Test in VRChat 05:52
šø 3D Mo...
Be careful with the layers you choose to render in the mirror. The mirror is basically a camera pointing at you, so everything Infront of you in your frustum and everything behind you, in the cameras frustum is rendering.
āØ
Also, where can I find my player mods? They used to be here. Theyāre gone now after I reinstalled everything.
You use a udon behavior for that
There's not a specific component. An example is included on the VRCworld prefab in the vrchat examples folder
Alright thanks
also helps if the mirrors is not pointing towards like a giant area with lots of stuff in it
Indeed. If it is, it would be best to only render the player layer as I mentioned everything in it's frustum is rendering
which is why typically like folks have toggles where there's like two mirror qualities so that you have the only the avatars version and the includes the world version
and also have the mirrors where you have to turn any of them on before they render
Ah I donāt like this. I liked how it was before lol š
you can't really keep good framerate and constantly on full mirror at the same time
Oh I mean the player mod stuff
https://itzsoph.gumroad.com/l/LoveProject free world for anyone that wants to test and play around with things! Show me if you end up doing anything! It be cool to see
VRChat World Simple home world for you! Love is in the air! Before import - This project contains the current SDK 3 for the world, along with the rest that you will need. So you will not need to import anything but the package. How to Import the project - Step 1 - Download the packageStep 2 - Make sure you have Unity Hub installed and that you a...
Anyone have a good youtube video for a tutorial for making ui menus? I want to make a simple toggle for a mirror.
when publishing is there a dummy player instance in the world? it seems some Udon scripts i have in a video player are failing when trying to get the master but it only happens when publishing not when building locally
The video players will always have errors when uploading. If there are no errors prior to the upload you are fine. Any setup that acquires the the local player information on load will do this. Nothing to worry about.
Hello, I just pushed an update to my world, twice even changed player count description and picture. Still im not getting the "Updated recently" flag to appear on my world and I am not listed in updated recently. Furthermore, my last updated date stay the 15/03 even tough I have pushed 2 updated today. sorry if this is the wrong channel, can move it if needed
^possible solution.
I normally put my own update stamp in the description anyway. Its not like vrc has an updated date filter when searching
Does anyone have a small .wav file of water waves? I don't want to have to splice an 8 hour video lol
Hey, i wonder what i need to do if i want UI elements like toggles and buttons be interactable per "touch", not only by the "laser" interaction. I guess just using the VRC UI Shape does not do that automatically?
Wouldn't a box collider work for that?
true, but i want to make a menu, managing colliders for that would kinda suck due to changing positions and amount of buttons. But i could make a button prefab or so. I just wondered if there is anything ready to use already
also i'd not be too sure about how to actually handle to overlap then, to only detect the hand, but not triggering a touch with your belly or so ^^
so youd calc the bone of the players fingers to see if it goes thru a threshold such as a button, but id advice trying out physbones right now and see if it fits the needs
whats physbones? Sorry i just got started ^^
techanon has a pretty varsed touch control system you could disect as well, i advice trying out something like that as it gives a lot more ui and visual control
I had a struggle with udonsharp for 1h, just to figure out i wrote into the start method instead of the update one for rotating :lul:
future dynamic physics thing
happens
I don't think the avatar dynamics work with the world yet even in beta.
is there some other source for shared assets, other than vrcprefabs.com?
So in the Docs, it states Setting up layers to match VRChat's layers. You should definitely do this, otherwise your world may not work properly. But I can't find anything that says exactly what these layers are or how to match them? Am I missing something.
isn't it giving you the option to automatically fix that in the SDK Build menu?
booth.pm or gumroad
Not that I'm seeing, it just has video player auto-resynch warning and nothing else
in the control panel
In the control panel
the layers are for the general physics and camera rendering layer set up for vrc
there shoukd be an auto fix button
you have put the VRCWorld asset into your scene already?
Yeah it's all in there, already tested it to make sure it all works
When you first login to the sdk you are prompted to setup the layers and matrix. If you did not build the world yourself you didnt get the message. You cannot view the build tab until this step is done
Now I'm onto optimization and adding features
ok so you were just curious
Yeah just checking and dotting the I's, making sure I'm not missing anything
i'm still trying to find some funny interactable map idea to start with, so i don't sit here and only test some things i cannot even put together to something authentic then š
if you click on an object in your hierarchy, then go to the top right of your inspector, therell be a layers tab. some of them will be self explanatory and some not
make a door maze
Did have another question though, I have this distant planet, which shows up fine in scene view and camera preview, but in VRC the planet doesn't show up but the flare does sometimes, sometimes the flare also doesn't show.
Takeshis Castle door race? ^^
I did move it far closer to the 'map' but haven't done a test of it yet.
or bubble wrap
or bubble wrap
how far is it from your view pos? vrc by default will render 1000 cubes far
I'm not too sure how to measure distance, haven't done anything around this game in 3 years and slowly relearning it all
This?
ig that would be close
building a vr setup for the lab be like
do you know what shader it might be using? and do you have occlussion culling baked?
The shader is from the pack 'Space graphics toolkit', occlusion culling bake I have no idea.
bruh where. and which elite strap 130?
try switching to standard and see if it disappears in game
custom unity asset store stuff like shaders can be iffy in vrc. vrc also uses forward rendering and the urp. so some stuff will not work if its meant for a different pipeline
wait... vrc uses urp? i thought it used the standard renderer
haha at my uni
VRC currently uses the built-in render pipeline (not URP or any of the scriptable render pipelines)
Elite strap is $50, the one with a Battery is $110, Battery and Carry case is $130. prices from amazon
ic. my battery headstrap was $70 but i never knew a carrying case would be included with it
i regret i bought the valve index, i can't even use haptic feedback as it makes my right controllers tracking shaking and drifting off like crazy. And Valve RMAs are pretty time intense. And the controllers are why i wanted the index in first place ._.
First I've ever heard of that lmao. Prob bad setup with the lighthouses
well it only happens when vibrating & only for the right one. It became worse and worse over time. My guess would be that the IMU inside is loose and the vibration motor is shaking it like crazy.
I can never play games using haptic feedback, because the vibration makes my right controller go crazy. Specially annoying in games like virtuoso, where you want to feel the tact. But well, impossible to play. In this video i just want to hand my hands still, but it's impossible with that problem. I guess the tracking sensor inside is loose and ...
like here it's vibrating in a 1/32 tact ^^
is there any way to debug collision in worlds? my world suddenly has collision where it isn't supposed to be, it's like the roof got sligly slower than it's supposed to be and i don't know why. i can no longer walk throuhg doors unless i am a tiny avatar
but it works fine testing in unity, just when i upload it
tiny avatar doesnt compute. Unless VRC changed something, a tiny spider and a 12 ft tall eboy have the same 2m tall collider. The highlight reticle is not the collider
avatar height shouldnt change door collider hieght. also i think height was changed to 1.8 or 1.6 at some point
i didn't change anything in my world and this started happening tonight
all i did was reupload the world
plus, there's not indication of colliders in unity that's affecting it
maybe they did something for it in OB. are you on OB right now?
open beta
nah
if you expand any game objects collider component so it is not hidden by the drop down and then select all in the hierarchy your colliders should be visible in scene if gizmos are highlighted.
this works for showing all but mesh colliders
anything that is using 90 degree angles should be using a box anyway
yeah i have never experienced this bug before
i'm trying to figure out what's causing it, but i didn't change anything in my world other than bake my lighting
whaaat! i just ifgured out what it is and that's so dumb
turns out the effect on my avatar that was playing changed my height
lol well at least you got it sorted
thanks for helping me out though, i appreciate it haha
hi, im wondering where i can get prefabs such as flashlights, games etc for my world (preferably for free)
VRCprefabs.com has a good amount of stuff
Having the same errors with installing clientsim via git. I removed it from the package manager for now. I'm guessing they changed something in the beta sdks which I'm not using at this time.
tyy
Got back, set it to standard and still Nada on appearing
Don't bake it into occlusion culling it's too small and too far away for an accurate cull.
Also check your far clip, I know you shared and image but you didn't specify if the planet was a child of anything. Your car clip needs to be further than the object. You can check this in the editor using the camera render view, not your scene view as the scene view doesn't use your cameras far and near clip.
Ensure your main camera is set as your reference camera, if it's not your custom far clip settings will be ignored.
i cant seem to find a flashlight prefab from there though
Literally just add a spot light to a flight light fbx off of sketchfab and add the vrc pickup and vrc object sync.
Where would I double check occlusion culling so I can be sure? The Cam preview seems fine, I also added post process to this test upload but that didn't seem to work.
Are you even using occlusion culling? If not ignore that
I haven't gone out of my way to, so I assume not
Then no you're not lol
Yeah seems empty.
Have you set your camera as the reference camera on the world descriptor?
Is the planet using a skinned mesh renderer?
Yeah it is
That's a mesh renderer not a smr
Shieeeee
You're fine. If it was a skinned mesh renderer it could have been a bounds issue
It doesn't show at all or does it show if you look around and move your head
From what I've tested not at all, the flare shows fine as does the mini planet that orbits it, which is just a sphere with a fancy texture
What's the render queue of your skybox and of the planet?
May have found the problem, some leftover script fuckery lemme try and see if that fixes it
Hey yall i need help; i need to make a voice amplifier for a stage and i have no clue how to do it can i have any help?
can you give me a really quick rundown on how to use this?
Ensure you have the require dependencies such as UdonSharp as stated
Drag and drop prefab into scene.
Done.
I did fix that bit, but now this flare's clipping through everything šÆ
Post process still doesn't seem to be doing much of anything
How do you bake lights?
And I'm missing the control panel for VRC is there anyway I can get it back
You can support me on my pateron
https://www.patreon.com/mcphersonsound
This is a longer tutorial than normal and there is a lot to cover so here are time stamps for your convivence.
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 generate lightmap UV
3:28 light probes
5:10 reflection probes
6:00 emissive ...
thanks
hello guys is there a place that i can get free assets from ? i really want to make a good world but i dont know where i can get free assets from
guys i need help pls
is it possible to get back a scene
i downloaded a pack and it removed my whole world
find the scene file, double click it
is it a microsoft visual studio solution file?
No, it's a unity .unity file I'm pretty sure
the file is empty
unlucky, i will at least let know to other people to not get it
thats what i got, didnt check reviews but didnt expect this tbh
Found the reason why but idk what to do now
What do you mean ?
lol bruh no. When you work in the samplescene you are begging for a bad day. If you build in the sample scene and then download an asset with a sample scene you replaced your sample scene. If you left that negative review, do the right thing and edit it. thats cold.
Ctrl+9 while in Unity or (Window > Asset Store ) then search and filter by free. CGTrader is a good spot as well and there are a few models on vrcprefabs.com
ty ā¤ļø
Thats not the reason, thats just another effect. What is making that script not compile is the same thing thats keeping your sdk blank. Check your console for errors.
Does anyone have a script that disables lights at a defined distance or know why my main camera clipping plane doesn't stop rendering lights when out of the far distance?
well to start, the main camera is useless if it is not referenced in the Scene Descriptor. But also make sure your lights are set to static and you are using occlusion culling.
Its for sure the right camera since objects are being removed, just seems the lights aren't. I'll check the occlusion culling though thank you
Silly me. I had a camera in the room that was being rendered to an object where the main room was which seemed to be doing it.
30 frames up to 120 lmao
Hia I need some help anyone know how to do x-ray shaders for the quest for like game markers
make sure it's not behind some collider
like i expand my wall colliders a bit so you cannot see through walls, but then i must watch out to place UI in front of tthat expanded collider, otherwise i raycast against the collider, not the ui
or are you talking about a custom canvas UI?
then you need to add the VRC UI Shape component to the canvas itself
Is there any way to get a client identifier rather than the name(which will be the same for all clients you start)?
is this a player from the SDK?
where you got that video/music player from
which one exactly(the not working one)?
so i can test if it works for me ^^
for me, that has just a screen canvas and a url input
okay, and you made that new canvas with a slider?
i just resized the canvas with the input field in it, added a slider and it works
click the meshes behind and check their collider. Or try moving the whole thing more into the front
and you tried? ^^
Hey, i'm trying to upload my first map but when i hit the upload button nothing happens. Any ideas of how to fix this?
thats prob. because of the fields anchor preset
you may have a stretch preset
the anchor of the rect transform
eg if you select stretch horizontally, it will stretch when the root canvas stretches horizontally
i think the prefab canvas is kinda locked
you can try to unpack the prefab
by rightclicking on the root object in the hierachy
oh
how exactly are you trying to make the slider work with the tv?
I recommend vowgan.
first video: https://www.youtube.com/watch?v=CQdjyHFxwK4
Second: https://www.youtube.com/watch?v=6fqFmqBDSNU
If you follow along do it from a new scene and from start to finish so you dont mix up the information with another tutorial.

musta missed something then, the methods work.
I did not checked myself now, is it using udon graphs or u#?
udon hasnt changed in a way thats going to stop your slider from working
our udon updates are behind the scene or directly influence advanced udon scripting
If your getting confused with one graph thats a good idea. Also ensures that if one element breaks the whole thing doesnt.
you could also use a video player that just works. Unless you want to spend months working on correcting buffer rates š
Merlin, Wolfe, ProTV ProTV being the most robust.
I like Wolfe's Player
same but its buffer is wrong for quest so for compatibility i had to switch
Ready-made video player solution for VRChat w/ Udon. Requires SDK3.0[Udon] (last tested w/ v2021.11.24.16.19) and Udon Sharp [U#] (last tested w/ v0.20.3). Recommend Unity 2019, 2018 works but might have some issues during import (MAKE SURE YOU HAVE THE LATEST U# VERSION). View the README.md file in
protv? hell yeah, all avpro players do
you just need to take a few extra steps
vrc gives us a version of avpro, you have an avpro prefab in your sdk now
do not buy avpro lol it wont work
Anon will have a discord link on the booth site for more information. Quest setups are easy tho
just install UdonSharp first
then you can drag n drop a video player into your world and it will work. if you start tweaking with it its easy to break if you arnt paying attention. So read the provided material, maybe start with the Slim prefab
The slim prefab in the provided package has the least features
The top tier one has support for every resolution lol and then some
like poiyomi, protv is funded (at least partially) so updates are common, and new features are getting added and support is great. Extra content for supporters. But the free version is 100% functional. Nothing important is paywalled.
I'm just testing around with the Stage Lighting Plugin and noticed it's example scenes have name, version & other metadata shown in the Builder Menu. Where would i change that infos for my own scenes? (It's not the scene-name)
You need to delete the blueprint ID which should be on the VRCWorld game object, or whatever gameobiect has your scene descriptor on it.
oh so that info is only available when i published it once and got attached the resulting blueprint id?
makes sense, thanks ^^
Whats the best way beside having a quest or somebody with a quest, to test how your map looks like on quest? Like is there some emulator i could use for that or something?
quest support still bugs my brain 
I guess you need to supply seperate builds for both. That means for the PCVR version, i coul use normal maps etc. and for quest i just use albedo and a different build?
So you could theoretically make a total different world for both platforms, or making a extra room or so for PC users only? I am confused š
There is a way to force unity to render as it would on Quest but I never recall how.
As for your other questions, yes the PCVR and Quest versions can look completely different but their hierarchy must be 1:1
No need to remove texture maps from a Quest build, Quest just wont use the normal map and anything else not supported.
aaa hello, i've got a question about post processing layering. i cant figure out how to make it work with the camera. my map looks fine in unity but when i try to snap a picture with the camera in vrchat it looks funky af
So theoretically just for the sake of supporting quest, you could just build for android and optimize later on to make it actually look good on quest as well?
yes
Many thanks ā¤ļø
Where would it complain when the hierarchy is not 1:1? On World upload?
it wont, youll just have sync issues
if you want to avoid accidental hierarchy changes keep everything in the same project and use https://github.com/JordoVR/EasyQuestSwitch to switch shader and toggle game objects not supported when you press the build target button
is 50MB still the limit for a Quest compatible world? (heard about that in some video)
100MB
oh yeh saw some tools for multi platform development. Just wanted to make sure to kinda understand how it works in the background before touching them
Its an easy setup and easy to test, and documentation is provided
i'll check it out, many thanks again
Heya, At some point these errors started happening and now I can't play the scene/compile a build. Really unsure what's going on
no clue at all if this is even right place to ask for this but where do i get 3D models for making worlds because frankly i cant make them myself i have zero skill working in 3D modelling software and it kinda sounds time consuming so ehh i want alternative route...
unity asset store, but there's tons of sites with free use models depending on what you want.
Sketchfab is a great resource for free models.
Probuilder is also built into unity and is much easier to learn for a novice than blender. Can make pretty decent world layouts with it.
Blender is better of course, but probuilder is pretty straight forward and quick to pickup with less archaic systems to learn.
Probably imported something with Standard Assets attached. Check the top of your error list for a script not related to VRC.
first error when I restart the unity project
When you crash your sdk and have a wall of errors, cropping your screenshots and asking for assistance is like trying to navigate while only looking through a telescope. show the goodies, dont hand pick errors, we need to see the errors from the top down, the source is usually in the top 10. And seeing the whole window lets us know the software is valid.
First time making a world, so no idea what most of this stuff means. I can't get the SDK window to show up anymore either.
it wont until your compile issue is solved, only errors please
Ive got over 700 now, I think this project is just borked completely. tried reinstalling the sdk just broke all the udonsharp things
Can someone send me the pool table package for quest n pc?
thx
Literally the first thing when you type "vrchat pool table" into Google. Common
yeah I did just grab the first Google result of vrchat pool table
anyone use the vrchat client simulator?
im trying to import it into a project but out of the box i get an error in one of the scripts
doesnt recognize the namespace 'ONSPAudioSource'
You're using SDK3 for worlds correct?
yeah
version 2021.11.24.16.19
So I am using Pro Builder, and I was wondering if it's possible to apply textures and be a separate... instance? on each face. For example, right now, the white wall is what I want it to be. I applied the same texture to the wall on the left, but it did this, yet it has the same dimensions as the wall on the right. But if I change the dimensions on the left wall, it also changes everything on the right. Is there a way to avoid this without inserting several of the same material?
Anyone know how i could fix the shader going through the walls for my text?
is there a way to make a mirror only reflect the scene and exclude players?
im tryna make an infinite-looking plane and thats one way i came up with
other suggestions appreciated
@bold ibex Just go to the "Reflect layer option of the mirror and disable players
yeah seriously lol np
Anyone know how i could fix the shader going through the walls for my text?
Is this in the editor or in the game as well? Because in editor this can happen, but you just need to enter play mode and exit it and it should be okay.
Oh shoot it is only in unity loll ty haha
If that doesn't work, ya may want to do a restart of unity. You can also change what tools are shown in the top right corner of the scene tab there is a drop down that allows you to change the size and what renders for things. Lmk if it doesn't work. Cheers
idk this might be stupid but why isn't it showing a box for my reflection probe? I've tried looking it up and pressing some buttons but have yet to see a box
Man I can't see the circles for the light probes either
could you send me the link of that by chance?
The link? (Also, I figured it out)
Are there any guides on how to do a camera fade-in from black during world entry? I assume it's done with post-processing, but I'm not sure where to start
PCVR method would be Post Processing. Create an animation of a fade over time changing the Post exposure from-1 to 0 and just play on awake. Will play each time for every person that joins.
Or use a canvas on screen space with a black image that fades out and then disable it. This method will work for PCVR and Quest.
My initial idea was to animate vignette, but I'm not exactly sure how to add its properties to an animation...
did you try just using record mode?
None of these affect it
enable record, set the post settings to their darkest, move the timeline and then set the, to where you want them to end.
Animation should be applied to the Post Processing volume in the scene, right?
yeah
Recording doesn't affect any of the overrides, as if they are not public
nvm, the animator only recognizes the component and not the values.
I found a semi-related tutorial
https://www.youtube.com/watch?v=QlGKfcR6Yh4
Setting the intensity of your Post Processing like Bloom in VRChat with Udon has never been easier! I also gave up trying to make my Vtuber applications work so I'm just using my facecam now.
As always, any examples and assets made during the tutorial are available to Patreon supporters. Thanks for everything!
https://www.patreon.com/posts/643...
yeah you can script it
He basically creates a custom event corresponding to a PP property
And that makes sense, except for where would I look up the names for those variables as they are defined in Unity
Would it be just "_SetVignette"?
for the onvalue changed part of the slider, you would use the custom event name there.
Right, but what should the name be? I couldn't find any documentation exposing it
good luck finding a graph example, i think the ones on vrcprefabs are also written in U#
I'm having issues getting unity set up to make a world
I can't get the VRChat SDK tab to show up. And when I do there's no options other than Udon Graph and re compile
Did some work on my Lava Lamp assets today! Thoughts so far? Added glitter lamps as well
Ray Marching Lava Lamp progress! Hope to release these soon. #vrchat #madewithunity
probably the most realistic lavalamp shader Ive seen. Will you be releasing a standalone shader as well?
Thank you so much!!!! ā¤ļø It's based on one from a seemingly inactive twitter user, but I have significantly improved its customisability and modeled these lava lamp assets n such. Absolutely plan to release the standalone shader, as well as the drag-and-droppable prefabs! Let me know if you have any suggestions~
Wonderful! Yeah lava lamp enthusiasts often request lava lamp surfaces, so a prefab showing it working within a wall for example would be neat. Like a whole lava lamp ceiling lol
You were right, if you have a PP volume dedicated to vignetting exclusively ā animating the weight is enough. I was overthinking it so much lol
sweet
Assuming you are using the latest SDK with Unity 2019.4.31f1 I suggest reading through the trouble shooting guide https://docs.vrchat.com/docs/sdk-troubleshooting When the SDK is blank its 98% of the time because the user overlooked something, missing a step or importing an unsupported asset. You should never import unrelated scripts into your project. If they are from a VRChat asset it's fine. Any .cs coming from the asset store has no purpose and should just not be included in your imports unless you know what you are doing.
When you make a project and are new/newish always import the essentials(SDK,toolkit,U#) first and make sure everything is working. Then as you build and import new things if a problem arises the cause will be know to you.
How do you make a full screen of MMD World?
It's working properly in CyanEmu, but no vignetting effects whatsoever in-game. I wonder what the reason could be for this discrepancy.
how do i delete a uploaded world? Cannot find the option on vrchat.com on the world
oh i see, the Content Manager in the SDK Menu offers a "Delete"
guess thats the only way then? ^^
Yup in the content manager is the only way
Only normal way. VRCX has the ability to delete
Hello, anyone knows how can i solve this null reference error? or at least the way to know where this file is located?
Can't get Wolfe Video Player working on the quest build. The Wiki says this: "Just ensure you are using a Quest Compatable Material for the screen (The included Example_Screen_Quest will work on Quest)." But i cannot find the mentioned asset. Any idea how i can make it work on quest?
the included material blocks video lol if you want to render video just use the standard shader for quest. Unlit shaders work as well, but for a quick setup standard is fine.
hmm, i think i'll try out protv, comes with a audiolink "connector" plugin
š¤¤
https://www.youtube.com/watch?v=PIFzRuDeK4M
Best Tutorial Ive ever found for world toggles and sliders
In this tutorial, Fionna shows how to make a UI World Options panel using CyanTrigger for VRChat's SKD3 worlds. It will cover Post Processing options such as Bloom and Brightness, background audio volume, and toggles for things such as pickups, particles, and chairs.
Download a drag and drop version of this prefab:
https://fionna.booth.pm/ite...
anyone know how to fix this?
Why when i change my font on my text it becomes super blurry and i can only make the font size but so big
Does anyone have any good resources for making music synced particle animation worlds? (IE The Edge) Or even just a recommendation on what to search to find something on it
You will have to mess around with the Scale and the text size. Make one larger, while the other smaller. Or you could use Text Mesh Pro UI instead, it is very easy to use and you dont run into that blurry problem. (simply delete the Text component, and add a Text Mesh Pro - Text (UI))
So i imported TMP, how could i use a custom font on it?
ty
hey all, first time making a world and following a youtube tutorial on grass, it worked the first time but since then I just have the brush locked
only trying to currently fill these two spots, so im unsure as to why such a large plane spawns in
any assistance and tips would be appreciated thank you!
you dont have the luxury of free forming terrain. its will always be square, and you can change the size in the terrain settings. You can find other assets for painting billboarding grass of other surfaces. Check the asset store
when i export my world as fbx to unity works fine but some parts of meshes are missing
could be invalid meshes caused by weird boolean operations, nonmanifold geometry, that sort of thing
sometimes it can help to triangulate before exporting to fbx
might be normals are the wrong way too lol
no i already double check
how exactly i can tringle them?
i don't know what application you're using, and if you're using blender i don't know blender. any 3D application will have a function to triangulate polygon geometry.
Select the mesh in edit mode -> Ctrl-T
yes i do have blender
ty
Is there an easy way to make a frosted/blurred glass material?
it's not that straightforward. usually it involves taking a grabpass and then sampling it multiple times at different locations around the current pixel, then averaging the result (or using a blurring kernel)
you can do it with command buffers instead of using a grabpass if you know what you're doing https://github.com/andydbc/unity-frosted-glass
grabpass shaders do not function at all on quest so be warned
how exactly do i fix this error
the highlighted one
^this was on the android build
You need to share a screen of your ENTIRE console. Don't exclude errors or pick what you think the issue is. These errors are typically symptoms of an issue and not the issue itself.
Eheh thank you for the good vibes ā¤ļø
hm i wonder if one could script the arm of an npc to point at a player..
I'm pretty sure this is doable with Udon
They were the only errors minus CyanEmu "errors"
Press clear, attempt to enter play mode. When it fails, post screen of entire console.
found script "lookat target" hmm
This would be very easy and you wouldn't need anything more than a bone follower and a constraint. A bone follower example is included with the sdk
Just constrain the arm to a follower and parent the follower to the player of voice.
Well I had only gotten the error on the Android build and not on the Windows build. But once I go back to Android if I have any issues ill for sure post em here
hm lets give it a try
it's legit not letting me upload
i'm spaming the upload button it's just doing nothing
Question,do I need a package to add an npc to my world? And how I add one of an avatar I made?
naw, its just a doll playing an animation, unless you get interesting with it and add some AI, neither of which require you to import anything. The least you need is your idle animation which is probably inside your fbx already.
make sure you dont touch the avatar sdk tho. Import that over your world sdk and you will have problems
has spamming a ui button ever worked for you? Try checking the console for errors and verifying that you are using the proper version of unity and the sdk.
So just adding in the avatar and setting an animation?
a blank avatar yes, no dynamic bones, no vrc scripts from the avatar project, a clean avatar rigged
you know there has been an error time to time so let me find that hold on
Ok thank you sm!
@kind leaf so what does this mean?
exactly what the error says. But I suspect thats not the only error. How many errors do you have? You can toggle debug (white) and warnings (yellow) off.
here's all the errors i have
unity 2019.4.31f1 with the latest sdk 2022.02.16.19.13?
so do i have to remake everything in unity 2022.02.16.19.13?
no 2022.02.16.19.13is the sdk version
so i'll just remove the current sdk (2019.4.31f1) and add 2022.02.16.19.13?
no, stop lol you arnt listening
nvm maybe someone else can help. The Unity version and the VRC SDK are two different things
i'll just deal with this tommorow
Hi guys,I'm making vrchat map on unity,but i don't know how to fix a problem: how can I cover up this hole under roof?
i can't shape the cube/ triangle
i have probably very stupid question, how do i update a private world, i mean, i did a world and i have it private on vrchat but i m adding stuff and would like to test with other people, do i just click again on "build and publish" thing and it updates automatically?
If probuilder try inserting an edge loop down through the middle of each cube. Grab the newly created middle top vertices and drag them upwards
Correct
Having this issue when updating world from SDK2 to SDK3
is there a way to fix the mirror's reflection to have the same lighting as the world? (sry for how dark image the image is)
there's a line in the middle of the screen where the mirror touches the ground
Does somebody know how i can preview Quest builds from PC to find out if everything would look as desired on quest, without owning one?
its probably compiled assemblies stuck in the cache or something. I had to scrub a project by starting a new project and pulling the whole asset tree and scene into it.
Guess I'll need to do that
So create new project, drag over assets, drag over scene file, load scene?
of course you'll have to purge missing scripts and re-script everything
i think cyanlaser might have actually made a tool to convert SDK2 scripts to SDK3 + cyantriggers
What are the best settings for .wav files? To keep their size down and still sound good?
id say step 1. dont use wav, use ogg
It doesn't matter what you use, when you import it will be converted to ogg
Delete the mention of sdk2 in this line, or delete everything altogether.
I use audacity and mix them all down to mono. This is what you will want for any audio that isnt meant to be played out of speakers. rain? mono. background music? mono. you'll reduce by 50%
All this is done in the inspector, both setting mono and compression level.
k, well you do you š I like control
the advantage of doing it in the inspector, if the setting exists there, is that you can quickly adjust your compression or mix from within unity without having to rewrite source files. it's similar to how it's usually better to import texture maps at the maximum resolution you'd consider using, then use the inspector to dial in compression and resolution for the build, so you're starting with the highest possible quality.
obviously anything more advanced than that you'd want to handle in a dedicated app, but it's good practice to import things as uncompressed and high quality as you can, then dial in those settings in-engine so you're always working from the best possible source material
yeah, non destructive editing. I get better quality and smaller file sizes using audacity so I use it.
If you are not doing frequency and other sound correction, but only mixing to mono, this is a waste of time. In this case, if you need to make a stereo - you have to look for the source file. Which again is a waste of time. The size of the project, if you're doing it through audiocity, doesn't really matter.
I'm setting up reverb zones for my map but they don't seem to be working
the audio sounds the same in the reverb zones
Erm, i guess maybe build and test or use CyanEmu when your in the quest build?
Or to be honest upload the world and get some people on quest to test it and point out things you think might be missing and they could tell you, thats what i do tbh lol
cyanemu only builds the desktop version iirc
Yup
you need to have the quest to be able to test it, and even then you cant "build and test" it on oculus because i dont think the oculus has that
errr someone else explained why a lot better than me
id assume because there is no mechanic to get the build and test version onto the occulus to test it without just uploading it?
but i can do quest pc and quest standalone if you need a tester :)
yeah that sounds right
You can always just detach the build id and upload a private version to test, no harm done
^^
well if they dont have a quest in the first place theyll need something but thats what i do
someone*
Yea true. I dont so i just yolo it and upload it and let the questies tell me of any issues XD
i think most of my worlds are quest compatible but its taking me so long to get to the next rank
been making a flower/edible arrangement assets that are just collecting dust š©
yeah unfortunately you can't sideload a quest build to test it locally at the moment, so uploading a private build is the best way to test
i need help figuring out what to put in this hallway
How can I stop textmesh pro from being visible through walls?
It should only be visable in unity
wow this worked, thank you so much
its only visible in the editor. if you build and test, it wont "bleed" through
Iām looking at creating a few smaller worlds just for friend/personal use (since they look doodoo) but I donāt quite understand the advantages of using Blender instead of hopping right to unify for world creation. Anyone have any input?
Trying to follow a tutorial on adding post processing. It say to set the layer in this component to "post processing," but that's not an option...
hello i have a question about after the world is built so i know this is an odd way to do things but ehar me out
im using a rpg plugin to use visual scripting such as trigger enter and exit for a card game im working on and when i test using unity editor with out vr it works but when i run in vrchat in any way it doesnt work like as if its left behind on the build stage or something
i have the stripping detting disabled
blender has a lot more freedoms than unity does imo
i haven't tried probuilder in unity but with blender you also have access to things like UV mapping
Using UdonSharp for the first time and it is so refreshing to code again
Iām just getting constant problems with importing it to unity and collisions not properly working (because Iām kinda new) but I get what youāre saying
cries in corporate programmer
You can actually just import the .blend file directly into unity
You'll always have to set up collision separately though
which is not nearly as difficult as it sounds
i would make sure you have the right version of unity and the latest world sdk, but collision can be manually made in unity
There isn't even a Blueprint ID attatched to the descriptor
This is happening to my world, not an avi
If you're positive you don't have an extra pipeline manager somewhere. Logout, restart unity. And log back in, ensuring you log into the correct account.
cant find anything online about it, all the vids people just skip over it (that I've watched) are there any particular sites or docs I could read to find out how?
Is there a way to check to see if there is an extra one somewhere
I wouldn't expect there to be a 2nd since I updated the world from SDK2 to SDK3
The search tool. If you're unsure, just do the steps I mentioned in the order I mentioned
when i test or build with vr chat my triggers dont work but when i use unity editor it works and ive used plygame before for a pc game and android build so it should work but why does it not ?
Explain what collision you're taking about. You need to add colliders to a mesh for it to... Well collide.
Just put it on water to be honest
the only object with a script on it is the spawnpoint thing which has only 1 pipeline manager so lemme try the thing mentioned
I just fall through my world whenever I spawn in
do you have colliders
it's there, but I just fall thorugh
You need to add a mesh collider or box collider to your mesh
If this doesn't work I'm submitting a support ticket and going to bed as I'm exsausted already before having to deal with this
please explain
Then it's erroneously set.
Send screenshot of your project with the mesh selected so I can see the inspector
@pearl plume Click on your floor and send a screenshot
of your whole unity program
one sec i will
Lemme try build n upload again first with this ^ (It'll take about 10 mins)
you dont have a mehs
oop accidentally had whole thing selected
Mesh
You have the wrong thing selected
Select your floor
So we can see the inspector for it
Can see jack if you don't select the floor mesh
You need to add abox collider
Go to add component, and add a box colider
mhm
Do I need to do that for every thing that's gonna collide with the player?
floor, wall, ceiling, etc
Yes
You should be able to?
Box colliders are just single boxes
One box collider would be very bad
is it posible to included a rpg plugin like plygame within the vrchat world ? to use visual scripting and other features that it comes with like trigger enter and exit. as when i test using vrchat it doesnt work but using just the unity editor it works and ive used this before
each wall would get a box
ah, ok
Your walls should use mesh colliders looking at them
yeah
A box draws a solid box around the whole mesh. Which doesn't look ideal for your walls
Add a mesh collider, and set the mesh to -> whatever the object you're adding the collider to is
Floor = Box Collider
Walls Stairs or anything else a player shouldnt be able to walk through = Mesh Collider
^
(separate topic) but how exactly am I supposed to pick an area for spawn?
Ah, I actually opened the image more. Your world is literally just cubes.
Box collider on each cube would be fine
From the thumbnail it looked like a more complex mesh
Search VRCWorld in your project tab and then drag it into your world
for every little detail would I need one?
mk
Where ever you put it is where youll spawn
No, for each item named "cube"
o
Prob the planes too. But idk what you're using all those planes for
wow... this worked...
does it matter where it goes?
Its your spawn location, so id hope so lol
But yes it does
Naww your good
Figured. Nice.
im off to bed and will come back tmrw to try and ask again cheers everyone
gn
https://github.com/CyanLaser/CyanEmu
Download and import this aswell, it will save you time being that you can play the scene in unity as if youre playing ingame without having to build and test everytime you want to test something
I have a solid 2 hours of youtube experience, so I'm classified as a n o o b
Tbh im still learning and dont know much myself lol, i know youre pain right now haha
so it helps with testing basically?
lol
Yes, because when you play the scene in unity it lets you move around and interact with any pickups, teleports, chairs and whatever else you have within unity
is it a "unity test" or is it a replica of how it will be in vrc?
vrc
nice
Little "Example" for you to see
ay reduce your bloom a little xd
nice
Vrc has their own forked version of this now
@gaunt egret HAPPY?!
and now I can't enter my world 
nope. It just sends me back to my home world
wish I could, but everyone is asleep
maybe tmr
Ripp
Erroneous spawn placement or no spawn point set in vrc world descriptor
xd it looks better, i was only teasing a little bit
vrcworld can act as the spawn
I honestly never realized how bright it was lmao
If it's set as self in the spawn list. If it's empty, you'll get booted
well theres my answer
what do I need to put as the spawn?
i thought it defaulted to itself, weird
Make sure your scene descriptor on your VRCWorld has a spawn
If you use the provided prefab it is. But people mess it up
Honestly the prefab for some reason doesnt work every time
and i have no clue why it doesnt
let me try rq
You should always unpack prefabs containing udon logic
Well, you should always unpack prefabs in general.
can the VRCWorld just be floating a bit above the floor?
alr
if its not, you'll just fall through xp
time for test number 17!
still no worl T-T
work
I think it has to be on a separate block
I always keep it as its own separate thing
Lol yes. It should be on its own game object....
I cant even load in when it's attached to the VRCworld
You should have just used the prefab Included with the sdk
Any empty game object can be set as the spawn point tho
I personally use an array of empty game objects as the spawns and have them set to sequentially spawn to them
Many ways to do it. But that may not be the issue. A few things can cause you to get booted on load
Yessirrr
so I FINALLY finished Step 1 :D
Is there a way to mass-replace materials on multiple objects to a diffrent one
this actually turned out better than I thought. I just want to make an eerie world with a secret or two
Select them all and drag and drop
I'm merc. Nice to meet you just super tired.
so, technically speaking, if I wanted to intentionally make a world with no shadows or anything besides just plain colors, I could make the world in unity, couldn't I?
Course
o wait nvm I forgot about the sky background lol
Just remove the lighting and set your world light to ambient
oh
I just want the entire sky, background, and color to be pitch black
On the lighting tab, set your lighting to ambient and set the color to light a soft gray. Then remove all light sources and directional lights in the scene
will objects still be visible?
You can just create a skybox material and add a black PNG as the texture for the skybox in the lighting tab
If you set the color mode to ambient and set the color appropriately yes
alr sounds good
imma work on it more tmr as well
1 more big question before I go:
are there any special requirements for importing to quest?
Lots
100mb limit. Best to use quest mobile shaders but not required. No grab pass, no raymarching. No cameras. Limited draw distance.
Yea, that sounds fine lol
I heard I need to download an android conversion or something?
or is that already implemented in unity?
You need to download the android build for unity. In the file tab, there is a switch build button, in there you choose android
Won't work if it's not downloaded tho
Ive never had to download it?
I said already
It tends to be selected by default but not always. When you install unity for the first time. You most likely always had it selected but not everyone does
Many people don't check the android box when installing it
Ohhh didnt even know that lol
But you just donwload it in the switch build tab there's a download button
Been so long since ive installed it haha