#world-development

39 messages Ā· Page 128 of 1

late ruin
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I believe this is the error that's stopping me..

kind leaf
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did you install sdk2 at some point?

late ruin
late ruin
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i legit have the newest one from vr chat website

pastel coyote
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VRCDN is whitelisted already

late ruin
kind leaf
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Check your DMs šŸ™‚

kind leaf
kind leaf
# late ruin

Issue was multiple pipelinemanagers. Removing all but one solved this.

idle jolt
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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.

left rain
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if you want a postprocess volume to darken something, just use a color grading override and drop the post-exposure

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to limit the effect to a specific volume, use a trigger-type collider component

leaden plume
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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?

upper obsidian
# leaden plume I have an idea for a world, but I don't see how I can implement it. I want the ...

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...

ā–¶ Play video
leaden plume
idle jolt
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Made a blueprint of sorts lol
Does it look good, or should I change the layout?

azure anchor
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Does anyone know why it's saying this? My world works but like, it's giving me a warning?

lyric wasp
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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?

lyric wasp
azure anchor
azure anchor
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also

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do you have any knowledge about the VRCBillard table?

lyric wasp
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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

azure anchor
lyric wasp
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hmm, yeah sorry not something i've added to a map myself, although was thinking i might in the future

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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

azure anchor
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Did you start the game?

cold meteor
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how do you edit the pose a chair puts you in?

azure anchor
sullen fiber
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does anyone know a short version on how to set up reflection probe?

toxic fulcrum
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Maybe position it roughly in the middle of the room too. ¦3

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Edit the bounds of it too~

desert python
# sullen fiber does anyone know a short version on how to set up reflection probe\?

you locate the center of a room of a mesh. you add a new gameobject ā€œreflection 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

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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

toxic fulcrum
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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.

desert python
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or poiyomi just magically has lit decal option everyone uses

toxic fulcrum
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There's Reros that uses a particle... but I haven't been able to get it working.

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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...

kind leaf
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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.

desert python
fathom ruin
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where can i get the working polaroid camera for my world?

toxic fulcrum
toxic fulcrum
toxic fulcrum
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This kinda thing is what I'm after~

kind leaf
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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.

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BRT? lol meant BRP

toxic fulcrum
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Easy Decals doesn't mention BRP... šŸ¤”

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Wait, yes it does... huh!

kind leaf
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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.

toxic fulcrum
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I didn't wanna do it with textures as it wouldn't work for tiled materials, is the only thing~

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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.

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Gonna read through the docs, and see how Easy Decal works on BRP~

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Fluff it... will drop some cash on it, see how it goes. ¦3

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Cheers for the suggest~

sullen fiber
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Is there any free rain assets?

left rain
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rain means a lot of different things. what are you looking for specifically?

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rain sliding down glass? rain impacting the ground? rain falling? they're all different effects

toxic fulcrum
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Falling rain is pretty easy to make with a particle system. Could even do the splashes with sub-emitters and collision~

sleek swift
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Does anyone have a daytime city skybox?

clear hazel
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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.

sleek swift
fossil wolf
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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?

left rain
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Any object by default is going to be single-sided. It's actually more performant that way... double sided shaders are expensive.

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This applies to both PCVR and Quest.

fossil wolf
left rain
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it's not really transparency, objects simply aren't drawn from the back

fossil wolf
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Thank you mr Waffle Toad Storm

left rain
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anytime

random sphinx
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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?

left rain
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you could probably create a world space overlay and use VRCPlayerAPI.GetTrackingData to parent it to the player's head

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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

misty wave
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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.

misty wave
misty wave
desert python
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however. if youre streaming dynamic content, try to keep it all in one video if possible

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youll have a 5 second rate limit period before another videoplayer can fire

random sphinx
swift trench
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Trying to new the new clientsim and got this error

misty wave
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I wonder if doing this with post processing stack is also possible

random sphinx
misty wave
# random sphinx 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...

ā–¶ Play video
inner bane
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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.

stark skiff
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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

kind leaf
upper obsidian
kind leaf
swift trench
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and clientsim is still ded

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and rip my project

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at this point ima have to redo it

fresh bloom
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where is the best place to find assets? like dj table, chairs,pool table and stuff?

left rain
kind leaf
swift trench
green lagoon
swift trench
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resorted to cyanemu as that actualy functions

swift trench
stone marsh
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Yes it's def in testing lol

green lagoon
swift trench
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I think my SDK corrupted

desert python
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did you import something that included its own vrcsdk?

swift trench
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posibly, I imported ClientSim useing its git method

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and vrc world is a dependency

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yeh there was one in the packages folder

desert python
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that was in clientsim?

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thats like. extremely new

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was cyanemu even made in 2017 unity?

swift trench
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IDK lul

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I thaugh SDK3 was 2018+ only lul

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also this is an intersting outlook on quest 1 support being droped

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quest 1 ^

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quest 2 vvv

green lagoon
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that's a big difference in the amount of triangles and where are the screenshots from

swift trench
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redit post about quoteing oculus

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out of the birds mouth directly

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1Million tri on 2

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I allways thaugh 1 was 100k tho, thats what they said early on

green lagoon
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like that difference is probably why the maximum triangle count on avatars got doubled a while ago

swift trench
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probably

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as my calculations say 80 good avatars are sod out of luck on quest at 800,000 TRI
Leaveing 200k tris for the world

green lagoon
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the CPU would probably die in pain like the CPU cost of avatars existing before the triangles killed it on 80 avatars on quest

swift trench
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40 avatars (hard cap without funneling) is kinda more reasonable

green lagoon
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also that 80-count one would leave like no draw calls left for the world on quest one

swift trench
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Its ither 200k spare if poor
400k if medium
600K if good
and 700k if you hate your users

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(quest 2 math)

swift trench
green lagoon
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good to know

idle jolt
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Does anyone know where I can find some good shipping containers house models? Something like this https://sketchfab.com/3d-models/containher-house-3df987d661e1408f85d40bf05d8dd4a1

swift trench
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remember VRchat wastes a few of them on true transparent HUD

green lagoon
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definitely good info to know as I would like to try my hand at making Quest compatible world

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so good to know my budget as far as how nice can I make it while still being very performant

swift trench
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that mesh is dence

idle jolt
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Maybe I could apply a cloth in blender? Never done anything like that before

green lagoon
scarlet moon
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Can anyone point me in the right direction on how to make carpet like this in Blender? Shoutout WispyWoo's - The Reservoir.

near escarp
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A custom shader

swift trench
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that looks like an absolute nightmare if you tryed to polymesh that

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RIP the quest 2 1Million Tris on 1M^2 of carpet

green lagoon
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that does appear to be a custom Shader

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not sure it would go much better going with hair cards for the carpet on quest

left rain
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looks like heightmapping to me. that's built into the standard shader

kind leaf
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Yeah noise shaders tend to work well on pcvr but ultimately fail for quest. Ive yet to find one. Heightmap support would be nice.

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if heightmap is supported I havent gotten it to work without distortion. I just avoid that particular map

left rain
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they're kind of tricky to work with, and expensive, so it's best to avoid them if you can either way

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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

green lagoon
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I probably just go with a flat carpet for the quest build

left rain
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export fbx

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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.

green lagoon
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you would want to convert those into regular geometry

kind leaf
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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

left rain
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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.

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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.

heavy wasp
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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)

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Not sure if anyone has any idea what's wrong.

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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.

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The fog itself seems to be correct, but it's being mapped to the wrong place when in VRChat.

dim veldt
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Looking for remote control cars to put in a world that works.
Ping if any.

green lagoon
# dim veldt Looking for remote control cars to put in a world that works. Ping if any.
bold ibex
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I’m not sure where this goes but how would you have an avatar world? I just wanna use an avatar and I’m too low of a rank to upload it myself

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I can’t find anything online and I’m in a bit of a rush to figure this out tonight since my sibling wants to use my oculus

kind leaf
bold ibex
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No it’s my own avatar that I let someone else upload since they have the rank and I don’t

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and I can’t search for avatars soooo yeA

kind leaf
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You cant, tell your friend to enable cloning and when they wear your avatar you can clone it

bold ibex
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I’m in oculus and they aren’t

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So they can’t wear it

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Bc it’s for oculus

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I just wanna know how to make an avatar pedestal thing

kind leaf
bold ibex
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Tysm

idle jolt
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I’m trying to find music for my world but I can’t find any I like… The world will be post apocalyptic with cyberpunk and robots.
Any suggestions?
I like Noki Bay, but I’m worried about copyright.

gaunt egret
nocturne jungle
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aye could someone send me a "honeycomb" shape

gaunt egret
bold ibex
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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

kind leaf
idle jolt
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Yeah, but those probably aren’t post apocalyptic and aren’t the mellow tunes I’m going for.
I’m stuck between Noki Bay from Mario Sunshine and Water Land from Kirby’s Epic Yarn.

kind leaf
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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.

idle jolt
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Huh. So companies can’t take down my world because it’s not for profit?

I had an issue with Disney about using old Star Wars commander models, but I guess I shouldn’t worry

kind leaf
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If they could Nintendo would have nuked vrc years ago

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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

idle jolt
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Will do, lol

nocturne jungle
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and should i continue the neon lights all the way around the room

azure anchor
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Does anyone know how to fix the VRCBillard table? It won’t work at all and I don’t 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 it’s in my world, it’s just an unworkable table.

nocturne jungle
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Wrong menu for uploading worlds?

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and it doesnt let me upload

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it works when i build and test

azure anchor
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It looks close but doesn’t like right

nocturne jungle
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yeah no

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and im using the normal vrc sdk

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the top one is the one i imported and the bottom one is the one i downloaded to double check

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let me try build and publishing again and check errors

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this is all my errors

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scared to delete and import a different sdk

nocturne jungle
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if i delete my old sdk and reimport a new one will that break everything

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since my sdk doesnt have the correct upload screen, shown above if you want to try and see

nocturne jungle
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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.

azure anchor
nocturne jungle
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?!

azure anchor
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You don't have anything that is for sdk2 instead or 3 do you?

nocturne jungle
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I fixed it, literally all i did was move the Scene Descriptor from VRCWorld and put it onto main camera and it fixed it

azure anchor
# nocturne jungle uh?

This isn't even showing the option to upload your world to Community Tabs which is weird

azure anchor
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I am glad you fixed it!

nocturne jungle
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it was weird but now its fixed, when i moved the scene descriptor from that to that it worked

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Why was that the issue? I have absolutely no clue 😢

azure anchor
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I have no clue tbh xD

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I am confused myself

nocturne jungle
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this has been a 3 hour long issue :-;

misty wave
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Is there any way to use Shader Graph with Built-In and VRChat?

green lagoon
# misty wave 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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00:00 - Intro
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dim veldt
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Looking for air hockey table that works for vrc. Want to put it in a world. Ping if any.

nocturne jungle
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How could i make a scrollable UI on a little screen thingy?

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For like sound, colliders, and and other thingds

nocturne jungle
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also who could help me make a sound toggle,

modern ridge
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anyone know why this is happening whenever I add a post processing layer to my camera?

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its supposed to look like this

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This happens everytime I add a post-processing layer to a camera

nocturne jungle
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opinions on this really dumb "UI" just threw the ui ontop of the little board thing

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how can i use the udon sharp video player?

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It tells me i need a udon editor or something along the lines of that

worthy horizon
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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

kind leaf
bold ibex
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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

kind leaf
sleek swift
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Sorry to spam but does anyone have a Daytime city skybox or know where to get one?

nocturne jungle
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how could i make my pickups global? When someone or I pick up an object it only pickups for them

left rain
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include a vrc object sync component

nocturne jungle
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on all objects correct?

left rain
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on anything that's a pickup, yes

nocturne jungle
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ill have to try it ty

rugged jolt
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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.

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my vrcworld object is placed where i want to spawn too

nocturne jungle
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Did you add any colliders to your floor? Or maybe try raising the spawn

rugged jolt
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when i respawn im fine its only on the first spawn that the location is wrong

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and yes i have full colliders and they work

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Thats the normal spawn location

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this is where i spawn on the first try

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at 0 0 0

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it's not a collision problem

nocturne jungle
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Setting this to public but it doesnt show anything in my public variables

kind leaf
nocturne jungle
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so i made a collider toggle and it works to turn the colliders off, but not back on

bold ibex
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Made this

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It's Sunset Chill world

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By Emerald

sour patrol
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what's the mask shader called so you can't see the separate part's on the map?

kind leaf
# bold ibex

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 šŸ˜›

bold ibex
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Awww thanks

bold ibex
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I wanna play sport now to

nocturne jungle
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so i made a collider toggle and it works to turn the colliders off, but not back on

kind leaf
nocturne jungle
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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

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when i have Get IsOn not put into Set enabled it will toggle the colliders off, but not back on

kind leaf
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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

nocturne jungle
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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

kind leaf
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shruggs - dunno, the logic of graph is no where near the logic of script so I dont bother with graphs.

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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.

nocturne jungle
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Didnt even know that channel existed, thank you

weary root
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I'm trying to create a secret area in my world; is there a way to hide the main area when you're there?

kind leaf
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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.

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I bake after every change while building because i need to see instant results so the process just seems fluid to me.

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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

sullen fiber
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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?

kind leaf
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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

sullen fiber
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Even when I save materials to said object? Ive imported stuff like that before

gloomy salmon
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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

kind leaf
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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
gloomy salmon
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uuuu ok, i'll see what i can do

nocturne jungle
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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

kind leaf
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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.

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the pickup component needs a 3rd tick. Initial state, and then the two idle states. eliminate some coding on our end

gloomy salmon
kind leaf
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trigger is a toggle for every collider minus mesh

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unity related not sdk related

gloomy salmon
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@w@ ur confusing me

is it the "event trigger" component

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is it a component at all? 🄓

kind leaf
gloomy salmon
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thank

kind leaf
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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.

hasty anvil
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hey could someone tell me why i can't change the image anymore?

kind leaf
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makes sure you are applying your light changes to the bakery component as well

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your shadows on the bakery are probably .05 this is a hard shadow. use .5 for a medium soft.

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yes

hasty anvil
kind leaf
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is your playmode paused?

hasty anvil
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nope

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ooookay it apparently was the fog

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figured it out

kind leaf
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wtf why

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Using unity fog?

hasty anvil
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i dunno

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just the fog in the lighting settings

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even lowering the opacity to the maximum low doesnt fix it lol. Oh well, at least I solved the problem

gilded summit
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Anyone know how to blacklist people

azure anchor
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Does anyone know how to fix the VRCBillard table? It won’t work at all and I don’t 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 it’s in my world, it’s just an unworkable table.

kind leaf
gilded summit
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What is tos?

kind leaf
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terms of service.

green lagoon
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basically it's against the law in vrchat to have automated moderation like that

kind leaf
#

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)

kind leaf
#

same as blacklisting but for allowance only lol. Like a password on a door.

#

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 šŸ™‚

nocturne jungle
#

Anyone have a good 3d rug material?

kind leaf
#

gives the illusion of 3d. 3d carpet would murder any game šŸ™‚

nocturne jungle
#

well yeah the illusion haha

kind leaf
#

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.

nocturne jungle
#

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)

kind leaf
#

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

nocturne jungle
#

well im done with unity for a long time

#

my pc just bluescreened and the scene got reloaded

nocturne jungle
#

the most recent file of the scene i have with absolutely nothing done it it

low quest
#

You ever just make some normal maps and just

umpf

worthy horizon
#

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.

gloomy salmon
kind leaf
#

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

gloomy salmon
#

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

kind leaf
#

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

bold ibex
#

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

slate relic
#

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?

upper obsidian
slate relic
#

oh gotcha

#

so wait i have to make a project from sdk2 and copy it to sdk3?

upper obsidian
slate relic
#

i did somehow just import the needed file from sdk2 to my sdk3

#

thx pal šŸ˜„

upper obsidian
#

Yes, you can just select a few files when importing, but be careful not to import everything else.

slate relic
#

yeah dw

#

thx

bold ibex
#

Hi, how can I fix an issue with a quest world being laggy only when facing a mirror?

green lagoon
#

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

bold ibex
#

Yes developer

green lagoon
#

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

🌸 3D Mo...

ā–¶ Play video
stone marsh
#

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.

bold ibex
#

Also, where can I find my player mods? They used to be here. They’re gone now after I reinstalled everything.

stone marsh
#

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

green lagoon
#

also helps if the mirrors is not pointing towards like a giant area with lots of stuff in it

stone marsh
#

Indeed. If it is, it would be best to only render the player layer as I mentioned everything in it's frustum is rendering

green lagoon
#

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

bold ibex
#

Ah I don’t like this. I liked how it was before lol šŸ’€

green lagoon
#

you can't really keep good framerate and constantly on full mirror at the same time

bold ibex
#

Oh I mean the player mod stuff

glad dove
#

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

Gumroad

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...

lyric dew
#

Anyone have a good youtube video for a tutorial for making ui menus? I want to make a simple toggle for a mirror.

inner pawn
#

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

kind leaf
tired crystal
#

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

kind leaf
kind leaf
#

I normally put my own update stamp in the description anyway. Its not like vrc has an updated date filter when searching

idle jolt
#

Does anyone have a small .wav file of water waves? I don't want to have to splice an 8 hour video lol

minor stirrup
#

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?

sleek gull
#

Wouldn't a box collider work for that?

minor stirrup
#

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 ^^

desert python
#

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

minor stirrup
#

whats physbones? Sorry i just got started ^^

desert python
minor stirrup
#

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:

desert python
digital bay
#

I don't think the avatar dynamics work with the world yet even in beta.

minor stirrup
#

is there some other source for shared assets, other than vrcprefabs.com?

sleek gull
#

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.

minor stirrup
sleek gull
sleek gull
#

In the control panel

desert python
#

the layers are for the general physics and camera rendering layer set up for vrc

#

there shoukd be an auto fix button

minor stirrup
#

you have put the VRCWorld asset into your scene already?

sleek gull
#

Yeah it's all in there, already tested it to make sure it all works

kind leaf
#

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

sleek gull
#

Now I'm onto optimization and adding features

desert python
#

ok so you were just curious

sleek gull
#

Yeah just checking and dotting the I's, making sure I'm not missing anything

minor stirrup
#

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 šŸ˜‚

desert python
#

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

sleek gull
#

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.

minor stirrup
#

Takeshis Castle door race? ^^

sleek gull
#

I did move it far closer to the 'map' but haven't done a test of it yet.

desert python
#

or bubble wrap

desert python
sleek gull
#

I'm not too sure how to measure distance, haven't done anything around this game in 3 years and slowly relearning it all

desert python
#

main camera

#

i mean. transform component

sleek gull
desert python
#

ig that would be close

misty wave
#

building a vr setup for the lab be like

desert python
#

do you know what shader it might be using? and do you have occlussion culling baked?

sleek gull
#

The shader is from the pack 'Space graphics toolkit', occlusion culling bake I have no idea.

desert python
desert python
#

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

left rain
#

wait... vrc uses urp? i thought it used the standard renderer

desert python
#

usrp

#

its the one everyone normally uses. name is dynamic

misty wave
supple drift
#

VRC currently uses the built-in render pipeline (not URP or any of the scriptable render pipelines)

digital bay
desert python
#

ic. my battery headstrap was $70 but i never knew a carrying case would be included with it

minor stirrup
#

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 ._.

stone marsh
#

First I've ever heard of that lmao. Prob bad setup with the lighthouses

minor stirrup
#

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.

#

like here it's vibrating in a 1/32 tact ^^

wary coyote
#

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

kind leaf
#

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

desert python
#

avatar height shouldnt change door collider hieght. also i think height was changed to 1.8 or 1.6 at some point

wary coyote
#

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

desert python
#

maybe they did something for it in OB. are you on OB right now?

wary coyote
#

OB?

#

if i'm asking, i probably am not

kind leaf
#

open beta

wary coyote
#

nah

kind leaf
#

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

wary coyote
#

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

kind leaf
#

lol well at least you got it sorted

wary coyote
#

thanks for helping me out though, i appreciate it haha

whole sleet
#

hi, im wondering where i can get prefabs such as flashlights, games etc for my world (preferably for free)

chilly shoal
whole sleet
sleek gull
stone marsh
#

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.

whole sleet
stone marsh
sleek gull
stone marsh
#

Are you even using occlusion culling? If not ignore that

sleek gull
#

I haven't gone out of my way to, so I assume not

stone marsh
#

Then no you're not lol

sleek gull
#

Yeah seems empty.

stone marsh
#

Have you set your camera as the reference camera on the world descriptor?

sleek gull
#

Yeah it's set as

#

only cam in the scene

stone marsh
#

Is the planet using a skinned mesh renderer?

sleek gull
#

Yeah it is

stone marsh
#

That's a mesh renderer not a smr

sleek gull
#

Shieeeee

stone marsh
#

You're fine. If it was a skinned mesh renderer it could have been a bounds issue

sleek gull
#

Skim reading strikes again

#

Long ways away from making sketch shaders

stone marsh
#

It doesn't show at all or does it show if you look around and move your head

sleek gull
#

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

stone marsh
#

What's the render queue of your skybox and of the planet?

sleek gull
#

May have found the problem, some leftover script fuckery lemme try and see if that fixes it

small rock
#

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?

stone marsh
small rock
stone marsh
#

Ensure you have the require dependencies such as UdonSharp as stated

#

Drag and drop prefab into scene.

Done.

sleek gull
#

Post process still doesn't seem to be doing much of anything

bold ibex
#

How do you bake lights?

#

And I'm missing the control panel for VRC is there anyway I can get it back

green lagoon
bold ibex
#

thanks

rain radish
#

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

uneven bane
#

guys i need help pls

#

is it possible to get back a scene

#

i downloaded a pack and it removed my whole world

near escarp
uneven bane
#

is it a microsoft visual studio solution file?

near escarp
#

No, it's a unity .unity file I'm pretty sure

uneven bane
#

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

bold ibex
#

Found the reason why but idk what to do now

near escarp
kind leaf
kind leaf
kind leaf
leaden hare
#

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?

kind leaf
#

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.

leaden hare
#

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

round arrow
#

Hia I need some help anyone know how to do x-ray shaders for the quest for like game markers

minor stirrup
#

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

minor stirrup
#

and you tried? ^^

bold ibex
#

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?

minor stirrup
#

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

kind leaf
#

how exactly are you trying to make the slider work with the tv?

minor stirrup
kind leaf
#

musta missed something then, the methods work.

minor stirrup
#

I did not checked myself now, is it using udon graphs or u#?

kind leaf
#

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 šŸ™‚
Merlin, Wolfe, ProTV ProTV being the most robust.

minor stirrup
#

I like Wolfe's Player

kind leaf
#

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.

minor stirrup
#

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)

stone marsh
minor stirrup
#

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 Sadge

#

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 šŸ˜„

kind leaf
#

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.

steel topaz
#

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

minor stirrup
#

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?

steel topaz
minor stirrup
#

Many thanks ā¤ļø

steel topaz
minor stirrup
#

Where would it complain when the hierarchy is not 1:1? On World upload?

kind leaf
minor stirrup
#

ohh

#

you could make some game, Quest vs PCVR ^^

kind leaf
#

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

GitHub

EasyQuestSwitch is a Unity editor tool developed for VRChat world creators, it can automate changes to components within a scene as soon as the build platform is changed from PC to Android (for Ocu...

minor stirrup
#

is 50MB still the limit for a Quest compatible world? (heard about that in some video)

kind leaf
#

100MB

minor stirrup
kind leaf
#

Its an easy setup and easy to test, and documentation is provided

minor stirrup
#

i'll check it out, many thanks again

hollow cosmos
#

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

bold ibex
#

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...

hollow cosmos
stone marsh
#

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.

kind leaf
hollow cosmos
kind leaf
#

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.

hollow cosmos
#

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.

kind leaf
#

it wont until your compile issue is solved, only errors please

hollow cosmos
#

Ive got over 700 now, I think this project is just borked completely. tried reinstalling the sdk just broke all the udonsharp things

runic pike
#

Can someone send me the pool table package for quest n pc?

green lagoon
runic pike
stone marsh
#

Literally the first thing when you type "vrchat pool table" into Google. Common

green lagoon
#

yeah I did just grab the first Google result of vrchat pool table

strange sigil
#

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'

stone marsh
strange sigil
#

yeah

strange sigil
indigo stump
#

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?

nocturne jungle
#

Anyone know how i could fix the shader going through the walls for my text?

bold ibex
#

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

nocturne jungle
#

@bold ibex Just go to the "Reflect layer option of the mirror and disable players

bold ibex
#

oh zamn

#

what a convenient thing

#

ty mate

nocturne jungle
#

yeah seriously lol np

nocturne jungle
#

Anyone know how i could fix the shader going through the walls for my text?

stone marsh
nocturne jungle
stone marsh
#

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

silk prawn
#

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

nocturne jungle
indigo stump
bold wren
#

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

kind leaf
#

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.

bold wren
#

My initial idea was to animate vignette, but I'm not exactly sure how to add its properties to an animation...

kind leaf
#

did you try just using record mode?

bold wren
#

None of these affect it

kind leaf
#

enable record, set the post settings to their darkest, move the timeline and then set the, to where you want them to end.

bold wren
#

Animation should be applied to the Post Processing volume in the scene, right?

kind leaf
#

yeah

bold wren
#

Recording doesn't affect any of the overrides, as if they are not public

kind leaf
#

nvm, the animator only recognizes the component and not the values.

bold wren
#

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...

ā–¶ Play video
kind leaf
#

yeah you can script it

bold wren
#

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"?

kind leaf
#

for the onvalue changed part of the slider, you would use the custom event name there.

bold wren
#

Right, but what should the name be? I couldn't find any documentation exposing it

kind leaf
#

good luck finding a graph example, i think the ones on vrcprefabs are also written in U#

bold wren
#

A good opportunity to learn U# then

#

Thanks

unreal lily
#

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

misty wave
#

Did some work on my Lava Lamp assets today! Thoughts so far? Added glitter lamps as well

kind leaf
misty wave
kind leaf
#

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

bold wren
kind leaf
#

sweet

kind leaf
# unreal lily I'm having issues getting unity set up to make a world

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.

smoky sky
#

How do you make a full screen of MMD World?

bold wren
minor stirrup
#

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? ^^

versed plover
kind leaf
minor stirrup
#

whats VRCX? ._.

#

oh i see

misty kayak
#

Hello, anyone knows how can i solve this null reference error? or at least the way to know where this file is located?

minor stirrup
#

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?

kind leaf
minor stirrup
#

hmm, i think i'll try out protv, comes with a audiolink "connector" plugin

nocturne jungle
nocturne jungle
#

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...

ā–¶ Play video
wild knoll
#

anyone know how to fix this?

nocturne jungle
#

Why when i change my font on my text it becomes super blurry and i can only make the font size but so big

glossy relic
#

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

mild spade
nocturne jungle
left rain
nocturne jungle
#

ty

sinful wind
#

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!

kind leaf
sturdy jungle
#

when i export my world as fbx to unity works fine but some parts of meshes are missing

left rain
#

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

gaunt egret
#

might be normals are the wrong way too lol

sturdy jungle
sturdy jungle
left rain
#

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.

bold wren
#

Select the mesh in edit mode -> Ctrl-T

sturdy jungle
#

yes i do have blender

sturdy jungle
versed plover
#

Is there an easy way to make a frosted/blurred glass material?

left rain
#

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)

#

grabpass shaders do not function at all on quest so be warned

nocturne jungle
#

how exactly do i fix this error

#

the highlighted one

#

^this was on the android build

stone marsh
misty wave
worthy horizon
#

hm i wonder if one could script the arm of an npc to point at a player..

bold wren
#

I'm pretty sure this is doable with Udon

nocturne jungle
stone marsh
worthy horizon
#

found script "lookat target" hmm

stone marsh
#

Just constrain the arm to a follower and parent the follower to the player of voice.

nocturne jungle
worthy horizon
#

hm lets give it a try

proven vigil
#

it's legit not letting me upload

#

i'm spaming the upload button it's just doing nothing

dawn fossil
#

Question,do I need a package to add an npc to my world? And how I add one of an avatar I made?

kind leaf
#

make sure you dont touch the avatar sdk tho. Import that over your world sdk and you will have problems

kind leaf
dawn fossil
kind leaf
#

a blank avatar yes, no dynamic bones, no vrc scripts from the avatar project, a clean avatar rigged

proven vigil
#

you know there has been an error time to time so let me find that hold on

proven vigil
#

@kind leaf so what does this mean?

kind leaf
#

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.

proven vigil
#

here's all the errors i have

kind leaf
#

unity 2019.4.31f1 with the latest sdk 2022.02.16.19.13?

proven vigil
#

so do i have to remake everything in unity 2022.02.16.19.13?

kind leaf
#

no 2022.02.16.19.13is the sdk version

proven vigil
#

so i'll just remove the current sdk (2019.4.31f1) and add 2022.02.16.19.13?

kind leaf
#

no, stop lol you arnt listening

#

nvm maybe someone else can help. The Unity version and the VRC SDK are two different things

proven vigil
#

i'll just deal with this tommorow

nocturne mason
#

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

uneven bane
#

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?

quiet oak
novel lance
#

Having this issue when updating world from SDK2 to SDK3

bold ibex
#

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

minor stirrup
#

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?

worthy horizon
novel lance
#

So create new project, drag over assets, drag over scene file, load scene?

worthy horizon
#

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

idle jolt
#

What are the best settings for .wav files? To keep their size down and still sound good?

worthy horizon
#

id say step 1. dont use wav, use ogg

upper obsidian
#

It doesn't matter what you use, when you import it will be converted to ogg

upper obsidian
kind leaf
upper obsidian
kind leaf
#

k, well you do you šŸ™‚ I like control

left rain
#

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

kind leaf
#

yeah, non destructive editing. I get better quality and smaller file sizes using audacity so I use it.

upper obsidian
#

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.

stark talon
#

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

nocturne jungle
#

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

gaunt egret
#

cyanemu only builds the desktop version iirc

white moon
#

Yup

gaunt egret
#

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

white moon
#

id assume because there is no mechanic to get the build and test version onto the occulus to test it without just uploading it?

gaunt egret
white moon
#

You can always just detach the build id and upload a private version to test, no harm done

gaunt egret
#

^^

#

well if they dont have a quest in the first place theyll need something but thats what i do

#

someone*

white moon
#

Yea true. I dont so i just yolo it and upload it and let the questies tell me of any issues XD

gaunt egret
#

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 😩

left rain
#

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

nocturne jungle
#

i need help figuring out what to put in this hallway

vestal oriole
#

How can I stop textmesh pro from being visible through walls?

nocturne jungle
novel lance
gaunt egret
pearl plume
#

I’m looking at creating a few smaller worlds just for friend/personal use (since they look doodoo) but I don’t quite understand the advantages of using Blender instead of hopping right to unify for world creation. Anyone have any input?

vestal oriole
#

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...

wheat bloom
#

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

gaunt egret
#

i haven't tried probuilder in unity but with blender you also have access to things like UV mapping

desert agate
#

Using UdonSharp for the first time and it is so refreshing to code again

pearl plume
desert agate
#

cries in corporate programmer

desert agate
#

You'll always have to set up collision separately though

#

which is not nearly as difficult as it sounds

gaunt egret
#

i would make sure you have the right version of unity and the latest world sdk, but collision can be manually made in unity

novel lance
#

There isn't even a Blueprint ID attatched to the descriptor

gaunt egret
novel lance
#

This is happening to my world, not an avi

stone marsh
pearl plume
novel lance
#

I wouldn't expect there to be a 2nd since I updated the world from SDK2 to SDK3

stone marsh
wheat bloom
#

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 ?

stone marsh
nocturne jungle
novel lance
#

the only object with a script on it is the spawnpoint thing which has only 1 pipeline manager so lemme try the thing mentioned

pearl plume
nocturne jungle
pearl plume
#

it's there, but I just fall thorugh

stone marsh
novel lance
#

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

pearl plume
#

please explain

stone marsh
#

Send screenshot of your project with the mesh selected so I can see the inspector

nocturne jungle
#

@pearl plume Click on your floor and send a screenshot

#

of your whole unity program

pearl plume
#

one sec i will

novel lance
nocturne jungle
#

you dont have a mehs

pearl plume
#

oop accidentally had whole thing selected

nocturne jungle
#

Mesh

stone marsh
#

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

pearl plume
#

that is just the floor

stone marsh
#

You need to add abox collider

nocturne jungle
#

Go to add component, and add a box colider

pearl plume
#

mhm

nocturne jungle
pearl plume
#

Do I need to do that for every thing that's gonna collide with the player?

#

floor, wall, ceiling, etc

nocturne jungle
#

Yes

pearl plume
#

so why can't i

#

highlight everything

#

and make one box collider

nocturne jungle
#

You should be able to?

pearl plume
#

oh?

#

alr

desert agate
#

Box colliders are just single boxes

stone marsh
#

One box collider would be very bad

desert agate
#

like

#

the floor would be a box

wheat bloom
#

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

desert agate
#

each wall would get a box

pearl plume
stone marsh
#

Your walls should use mesh colliders looking at them

desert agate
#

yeah

stone marsh
#

A box draws a solid box around the whole mesh. Which doesn't look ideal for your walls

desert agate
#

Add a mesh collider, and set the mesh to -> whatever the object you're adding the collider to is

nocturne jungle
#

Floor = Box Collider
Walls Stairs or anything else a player shouldnt be able to walk through = Mesh Collider

stone marsh
#

As long as they're low poly

#

Mesh collider on high poly meshes is very bad

nocturne jungle
#

^

pearl plume
#

(separate topic) but how exactly am I supposed to pick an area for spawn?

stone marsh
#

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

nocturne jungle
#

Search VRCWorld in your project tab and then drag it into your world

pearl plume
nocturne jungle
#

Where ever you put it is where youll spawn

stone marsh
#

No, for each item named "cube"

pearl plume
stone marsh
#

Prob the planes too. But idk what you're using all those planes for

pearl plume
nocturne jungle
#

But yes it does

pearl plume
#

oH

#

I'm stupid lmao

nocturne jungle
#

Naww your good

stone marsh
wheat bloom
#

im off to bed and will come back tmrw to try and ask again cheers everyone

nocturne jungle
# pearl plume oH

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

GitHub

CyanEmu is a VRChat client emulator in Unity. Includes a player controller with interact system. Works with SDK2 and SDK3. - GitHub - CyanLaser/CyanEmu: CyanEmu is a VRChat client emulator in Unity...

pearl plume
nocturne jungle
pearl plume
nocturne jungle
pearl plume
#

is it a "unity test" or is it a replica of how it will be in vrc?

gaunt egret
#

vrc

pearl plume
#

nice

nocturne jungle
gaunt egret
#

ay reduce your bloom a little xd

nocturne jungle
#

SHUSH

#

I need to bake again aswell

pearl plume
stone marsh
#

Vrc has their own forked version of this now

nocturne jungle
#

@gaunt egret HAPPY?!

pearl plume
#

and now I can't enter my world vrpill

nocturne jungle
#

Errors at all?

#

Screw it , can you VC?

pearl plume
#

nope. It just sends me back to my home world

pearl plume
#

maybe tmr

nocturne jungle
#

Ripp

stone marsh
#

Erroneous spawn placement or no spawn point set in vrc world descriptor

gaunt egret
#

vrcworld can act as the spawn

nocturne jungle
stone marsh
pearl plume
#

what do I need to put as the spawn?

gaunt egret
#

i thought it defaulted to itself, weird

nocturne jungle
#

Make sure your scene descriptor on your VRCWorld has a spawn

stone marsh
nocturne jungle
#

and i have no clue why it doesnt

stone marsh
#

You should always unpack prefabs containing udon logic

#

Well, you should always unpack prefabs in general.

pearl plume
stone marsh
#

Yes

#

It should be slightly over the floor

pearl plume
#

alr

gaunt egret
pearl plume
#

time for test number 17!

pearl plume
#

work

#

I think it has to be on a separate block

nocturne jungle
#

I always keep it as its own separate thing

stone marsh
#

Lol yes. It should be on its own game object....

pearl plume
#

I cant even load in when it's attached to the VRCworld

stone marsh
#

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

pearl plume
#

I just set it as a cube

nocturne jungle
#

Yessirrr

pearl plume
#

so I FINALLY finished Step 1 :D

novel lance
#

Is there a way to mass-replace materials on multiple objects to a diffrent one

pearl plume
#

this actually turned out better than I thought. I just want to make an eerie world with a secret or two

stone marsh
novel lance
#

oh wait there is im just dumb

#

yea sorry I'm just super tired

stone marsh
#

I'm merc. Nice to meet you just super tired.

pearl plume
# nocturne jungle Yessirrr

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?

stone marsh
#

Course

pearl plume
#

o wait nvm I forgot about the sky background lol

stone marsh
#

Just remove the lighting and set your world light to ambient

pearl plume
#

I just want the entire sky, background, and color to be pitch black

stone marsh
#

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

pearl plume
#

will objects still be visible?

stone marsh
#

You can just create a skybox material and add a black PNG as the texture for the skybox in the lighting tab

stone marsh
pearl plume
#

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?

stone marsh
#

Lots

pearl plume
#

im tryin to make a void with a few cubes

#

I can't imagine that being "too much"

stone marsh
#

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

pearl plume
#

I heard I need to download an android conversion or something?

#

or is that already implemented in unity?

stone marsh
#

You need to download the android build for unity. In the file tab, there is a switch build button, in there you choose android

nocturne jungle
#

This button in the SDK builder panel

stone marsh
#

Won't work if it's not downloaded tho

pearl plume
#

where can I find the link for that?

#

to download*

nocturne jungle
#

Ive never had to download it?

stone marsh
#

I said already

stone marsh
#

Many people don't check the android box when installing it

nocturne jungle
#

Ohhh didnt even know that lol

stone marsh
#

But you just donwload it in the switch build tab there's a download button

nocturne jungle
#

Been so long since ive installed it haha

pearl plume
#

it says "switching to android disabled"

#

error message