#world-development
39 messages · Page 129 of 1
There should be a download button when you select it from the long list of build options
No...
You click file. Open the switch build target menu option.
In the editor itself.
I believe you can do it through hub as well, but that's the easiest way if you already have unity open.
Indeed
You need to share a screen of your entire console tab. Not just a single error. You can disable warning triangles and only show the red stop sign errors in the top right of hr tab
Imma head to bed, thanks for the help

Hi! 🌙
So, I’m still new to unity. Anyone have any advice on how I can make my path look similar to the anime? I used a stretched out particle. Struggling a bit
so these are all the errors i have
Not sure if I am any help. If it’s script errors you can delete the script and see if it will work then. Sometimes it won’t sometimes it will.
how do i make it so that a pickup object stays in the hand without having to hold down the button?
FIxed it thanks
Auto hold
Used to allow objects to be picked up and held Requires: RigidbodyCollider RPC's are available via the SendRPC action
my world has a report on the website lmao. does that do anything?
No, not really. Also depending on when you uploaded, all worlds used to start with 1 by default.
Most popular worlds have dozens or hundreds. Someone prob just reported it for something. You can end up with permanent tags from specific issues if reported too often.
Performance, glitches, nsfw content, stuff like that tend to be the most common
oh ok i see
Trying to put bloom on a toggle. It's not working. What part of the post processing thing should I put on the toggle for it to work?
You can either toggle the whole volume itself or target bloom specifically. If you're only using bloom, it's easy nuff to just toggle the game object with the post processing stack on it. That will shut it all off.
That's what I'm doing. It's off by default. It won't turn on.
All my other toggles work.
Does it work at all if it's defaulted on?
Is the scene camera placed as the reference camera in the world descriptor?
Ah, no, the camera was not placed in the world descriptor.
Ayy it works now. Thanks.
Np. That's because your camera is actually replaced at runtime. If you don't list it as a reference vrc will make a default one which in your case lacked the post processing stuff.
help???
Anyway to make a seperate video player for multiple points in the world?
Like 6+?
thx you, now i'll try
uhhh .fbx
i think the materials and whatever shader option you use on them will stay the same given they're the same in blender
textures wouldn't change unless you manually removed them from unity
materials auto generate
given that they're assigned on the mesh in blender
im honestly not sure about the shader one because i stick to the defaults
you could make a new project and test with .blend vs .fbx
i was told that every world uploaded will have 1 report on it nomatter what, just a server thing
every world i've uploaded has had 1 report as soon as they were published
Generally true, but I have some that have 0. idk how it works XD
maybe something to do with community labs? all of mine were done through that
huh 0-0
the single report was a thing 3-6 months ago and beyond. I do recall reading an update where it was removed. So I would assume any new worlds with a report are genuine reports. All true reports should be included with a tag.
Unity will not use your Blender shaders so you model in Blender, setup flat texturing to ensure your maps are correct and export to Unity where you will light, shade, and apply your PBRs.
Hello who can I talk to about why not all my assets in asset folder arnt being included with the build ? As I'm trying to use a visual writing using from assest store ??
Thanks in advance for any help
Scripting*
Is there a way to force assest to be included in the build ?
There has to be a line of code I can change to make this possible
You can only use whitelisted components for vrchat worlds https://docs.vrchat.com/docs/whitelisted-world-components
things not whitelisted are removed at run time on the client so there is nothing you can do to circumvent that, and for good reason
if you want scripted behaviour, you'll have to use Udon, see: https://docs.vrchat.com/docs/what-is-udon
Hey does anyone know how to have bloom effect only one object? or perhaps not affect the players?
Bloom looks nice in the world but when people bring their own avatars they are glowing washed out blobs
is there someone that can help me really quick? I cant access my sdk side window and it wont let me open a new one. i keep getting errors and idk how to fix it. I cant upload or even test it in game without it
build errors are almost invariably due to importing some package without first installing dependencies like u#, or using the wrong sdk version, or using the wrong version of unity for the sdk
if you imported some third party stuff recently, remove it from your project. otherwise double check your sdk and unity versions
this happens so often there should be a bot auto response
bloom is a post process so it can't affect individual objects. the best thing you can do is set your bloom threshold so that only objects that are very bright (luminance>1.0) will bloom. most avatars aren't going to be brighter than that, aside from emissive bits
then make sure the materials you want to bloom are significantly brighter
Alright
Thanks kinda suckks as udon doesn't have great documentation but I'll take a look is there a way to may e request this plug-in to be white listed ?
post processing effects the layer(s) it is told to. So if you want it to effect one single object make a custom layer, tell PP to only effect that layer and set that one object to that layer.
im getting an error and im not entirly sure what it means
what version of unity and the VRC SDK are you using
Oculus directory....
im using unity 2019.4.31f1 and im using the most recent sdk
There's no reason for there to be a oculus directory iirc. Did you elect to use the "VR" version of unity when you made a new project or something?
no i jsut picked the 3d when i made
it worked fine before then it just disappeared one day
Where did the oculus directory come from? I don't believe this is from the vrcsdk
The sdk should only load in the examples directory and the vrcsdk directory
so should i remove the oculus directory
I'd consider removing it yes. We don't use ONSP anymore anyways
I'd assume as asset pack or something you imported had it.
Always check what is being imported when you're importing assets. Don't just mash the import screen. You can wind up importing old sdks or random crap
If you're unsure. You can just move the folder somewhere else as a backup Incase an asset relies on something it has but I doubt it.
Thank you so much it works now

Im having some issues when building my world. it allows me to build and test the world but it does not allow me to build and publish and ends up showing me the error attached.
Try logging out of the SDK and logging back in again
does anybody know how to get working guns on sdk 3.0
Vowgan 0.0
im having an issue where i spawn into my world, i move forward one step but it shoots me backwards and i get stuck in the wall behind me. any ideas/help?
Trying to use an UdonSharp video player prefab and it says im missing "UdonSharpEditor"
You have a erroneous collider
There is most likely a large collider in your world and you're inside of it.
Either that. Or there is a collider on your avatar itself.
Oh ok, sorry I’m really new to world making, how would I find the large collider? Just clicking through the objects?
Yeah. Or you can use the search tool and search for the box collider component or cylinder collider or whatever it may be. But if you don't have much in your world it should be obvious what has colliders on it and what doesn't.
Ok thank you
used a Cloud avatar like that, the sword had a collider. Didnt notice until I drove a car lol. fun times
How do you add gravity to props/items/pickups?
anyone know how to scale an object in unity on one side only? whenever I scale, it extrudes the object in both directions
vrc_pickup which auto adds a ridged body with gravity enabled. +vrc_objectsync
scale is not the same as extrude, scale increases the size mirrored. If you are trying to model in unity you need at least probuilder installed.
mk
They aren't falling in play mode :(
make sure they have a collider and are not static 🙂
pinned video in this channel
ty
Look for errors in the console, remove conflicting scripts.
anyone able to tell me why part of my floors disappeared when transferring my world to unity?
In fact, it only appears on the bottom?
looks like your normals maybe
https://youtu.be/hHdWZlil0gw?t=2926 its timestamped, explains normal facing in 2 minutes
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thank you so much,
unfortunately, this means I gotta do this to like 30% of my world T-T
also, do I have to add lighting in unity or blender?
unity
would you be able to provide a tutorial vid on how?
honestly i would just watch the whole video
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 ...
it has timestamps
thanks
plus theres more than just lighting in it so if you're new, definitely should watch it all
will do
Anyone know where I can find assets like video players?
Furniture?
The Working Eatable chips?
Etc
https://spookyghostboo.booth.pm/ free furniture
https://booth.pm/ja/items/2657402 chips
3D assets and custom worlds for VRChat world building. Visit https://VR.SpaceFree VRChat Room (Tutorial World)(¥ 0), VRChat World Single Attic Room(¥ 1,500), VRChat World My Parent's Basement Small Room [Udon] (¥ 3,000), Simple VRChat Room (¥ 0), VRChat Mansion Suburban Lake House SDK3(¥ 3,000), LA
can someone help me?
Anyone knows why I drag other objects (a portal) in udon program used by a bottom and the public variable becomes the itself?
And sometimes it just won't happen, like the top 3 portals.
Help, trying to import a light thingy but no worky
If you have an answer please respond to me in DMs being that im getting off of my computer
I'm a tad late to the party, but if all your meshes are in the same blend file, you could probably get away with just pressing A (to select everything), TAB (to enter edit-mode), A again (to select all the verts) and then hit SHIFT + N (recalculate normals) and pick "recalculate outside".
That should tell Blender to try and make all the faces point outwards (which is what you usually want).
Don't forget to check with "face orientation" turned on like in the video just to make sure Blender did a good job and fix the couple faces it might get wrong.
hi, how can I make the character walk up the stairs? I found this tutorial but doesn't work https://www.youtube.com/watch?v=HFGRoFrvpKE
In this Mini Unity Tutorial I show you how you can make steps walkable in your game.
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by moving the character forward into the stairs. If your avatar doesnt use the stairs it means your colliders are wonky or your risers are to high.
maybe try experimenting with a ramp first
and another problem, the character doesn't go down this and another "hole" , he fly
thx you, now i'll try
yeah your not leaving yourself enough space. 2m gaps (2 unity blocks) every hole needs to be at least this to pass through
oh ahahahah okok
a balcony over stairs needs a bit more because you are moving up while moving in, just make yourself a gameobject that is 2 blocks tall and slide it into tight spots, if it fits without clipping ur good
🖐️ thx youuu
Anyone able to tel me how to enable jumping?
It sounds stupid but this is probably the thing I’ve been stuck at the longest
If you use the VRCWorld in your scene, jumping should be enabled by default. Can also change jump height in the attached Udon behaviour of that prefab.
Do I have to drag it into my scene?
Yes make sure to position it where you want players to spawn.
Alr thanks
🙂 if you use vrcworld dont forget to remove your old pipeline manager/scene descriptor or u'll be back
I've changed but I still flying 
@nocturne mason you useng a mesh or a box colider?.
i used 3 box collider, for leave the hole, it is correct?
@nocturne mason All good but you checket that the hole is realy openet maybe the coliders ar stil to near?
yes, I have changed the collider and now I don't fly, but where is the differenc btw mesh and box collider?
Box collider is symbel box to colide and is not so expesive like a mesh but tebent on the mesh you useng mesh colider useng the mesh to colide and can get wery expesive use it only if you need like for mesh you cant use a box colider or sphere i am not so good explaining sorry
that's oke, thx you
hey guys, how do i add a vrc_scenedescriptor in my world, it says i cant publish it until i do
Find VRCWorld.prefab in SDK and place it on scene
Hey everyone Was wondering on the best way to bring in avatars to multple instances via livestream with chroma key. I found a solution. But I swear I saw way to project a 3d avatar either in a same instance or multple. Has anyone seen by chance anything like this?
For some reason it not letting me switch to android bulild
Does anyone know how to fix it?
i suggest researching lox shadermotion
what is error
then it should switch
It doesn’t tho which is weird
close and reopen the project as android
you might not have the Android module installed for unity. you can do this via the hub
That’s probably it
can someone help me with this, I cant upload my world. whenever I hit publish for windows/android it just resets the control panel
Ah yea
Simple light probe placer has issues. You can use it to place probes, but you need to delete the script when you're done.
It does indeed work with our version of unity but will throw errors if you keep in the project after you're done using it to setup all your probes.
Transparent mirror?
ok ill try it out, thanks a bunch
No problem if you need it still, just move the script out of your project and move it back when u need it next time. Cheers
Do you need one?
Yea.
Not sure how to make one
I tried changing the properties in the VRChat mirror prefab, but I'm not exactly sure.
Figured how to make it a LQ mirror though
ill see if I can find the website I got it from
I'll link you it when I'm done eating
I mean like a transparent mirror
Shows everything, but it transparent and you can still see the content behind it
It worked thank you so much!
That's what I linked you.....
Oh. Sorry
Np. It's a good set of shaders. There's a prefab that uses a animator to let users change the transparency with a slider but if you want it to just be a fixed level. You can get rid of the animator and just set it to a fixed value. It uses the normal vrc mirror script so you just set the layers you want to render and quality like any other normal mirror, doesn't have to be players only. There are a few different shaders with it iirc, a transparent and fade option.
Good luck.
Ty ty
Actually struggling to find the animator
I tried checking the mirror, but nothing. I'm guessing its just something to do with shaders then?
Only exists if u used the prefab
Would anyone know why im getting these erros? I have USharp and an asset i want to use
Remove Udon Sharp
Save your project
Close Unity
Reopen unity
and import udon sharp again
That fixed it for me
Alright ill try thank oyu
in VRCSDK, when you're trying to uploading something... but then change your mind
is there a way to cancel the upload window ?
and go back to editing in unity
i have never been able to figure that out
Should i also delete the asset i was trying to use as well and reimport that?
Like once it asks you for world name and stuff? With the upload button?
Haha yeah np
i'm actually in the process of testing my first vrc world upload right now
and im trying to fix mmy ground colliders. What's the best collider to use if the ground plane is rounded or has hills ?
it's essentially just this for now
Should i delete the asset that im trying to use with USharp and then reimport usharp then my asset?
This was after i did what youd say, and it broke still lol
is there a way to upgrade my sdk2 world to sdk3?
when i test my world , everything seems so small, and my avatar is average height ,
is there a way to change the core of the world ?
You've imported the whole udon sharp development project instead of one of the releases
Yep. 1 is correct. You shouldn't have that directory at all. U need to delete that. And go to https://github.com/vrchat-community/UdonSharp/releases
Always read the instructions provided.
Just a very quick question for this large-scale project I am a part of. When it comes to Plastic SCM, is there any problems that it has with the VRChat SDK? I would like to know before my team imports it into our map and potentially borks something up.
..so is it possible to upgrade my world to sdk3 from sdk2
Imported this exact one and i got this
This is everything i have in my program
Anyone able to tell me why inspector variables is all greyed out?
is there not a way to update a world to sdk3 from sdk2?
Imported the new one and got the errors again @stone marsh
You never deleted the master folder....
You should ONLY be installing the unity package.
You need to delete the master folder and anything related to udonsharp and install the correct thing.
how do i solve this?
Ohh
can someone help me with my error? i made a backup and updated the world to SDK3. but now cyanemu gives this error, is ther a way to fix it?
cyanemu says it works for sdk3 but im not sure why i have these issues
Anyone have a video player prefab?
looks like maybe the version of sdk3 isnt matching what it expects. usually "no overload matches delegate" means one of the parameters of the method being called isnt what is expected.
i got it fixed, i recently updated my world to SDK3. and now a bunch of my thing are missing scripts or such. Like a toggle. how do i fix it
I don't see it
Have you imported
1 - The latest SDK3
2 - The latest UdonSharp
In that order?
¯_(ツ)_/¯
whats udonsharp and what sit for or used
u# is a way of compiling c# code to udon. makes it easier to write more complex behaviors without using the noodle interface, assuming you know c# already.
i know nothing about coding
Yea but a whole bunch of prefabs you'll probably use will need it to work
that's fine. if you're using third party packages that require u#, though, you must install it first.
but lets see. the most recent sdk3 is in. udon sharp is now in
and once you've got those in I'd reimport cyanemu
idk what process you took to upgrade to sdk3 but better to reimport that if you had it there from the sdk2 version
i got cyan working.
by only issue is there are a TON of missing scripts for toggles and so on. meaning all the toggles and teleports for my world need to be redon
Well thats just normal, none of the SDK2 stuff will carry over
So, I'm having a bit of an odd issue with the SDK and I can't seem to get to the bottom of it. I have a new project, got the SDK ported in, but for some reason the layer set-up is just non-existent on the builder. I've tried doing a clean import of the SDK, nothing. Lets me test and upload builds, but there's just no option to set up layers at all. Anyone have any ideas of what I might try? Or should I just set up all the layers manually?
That is weird.
new project time. Reimporting or clearing the library doesnt fix it. Although I can replicate it by adding a layer before importing the SDK.
Yeah, I was in the process of getting a new one set up to re-import the rest of my project piece by piece and work it out. Good to know, though! Thank you.
I have used unity collaborate and it works fine. I assume plastic will be the same.
Sometimes the lightmap gets weird but that just means we do the rebake on the computer that uploads.
As always, make sure to backup!
^^Could be a bakery thing 🤔
Dope! Thanks~
anyone able to tell me how to edit jump height?
That script should be on a udon behavior on a game object in your hierarchy
Youre selecting the script in your asset folder.
Select the game object with it, typically this is on your vrcworld gameobject if you used the prefab. And simply change the public variable in the inspector
what is the average jump height?
Oh my Lord. I hope to God you're using baked lighting.
Whatever it's defaulted to.
I noticed you have like, an absolute shit ton of point lights. You absolutely need to bake your lights if you have that many. You should not be using realtime lighting with so many points or you will absolutely kill people's performance.
ya this is my test world
also, that jump was "too high" apparently T-T
I've been experimenting for like 3 hours trying to get emissive lighting to work properly lol
using sdk3 now lots of broken scrips. is there a quick way to remove broken scripts?
how does labs work lol
I dont remember what its called but ik theres some stuff on the asset store (for free i think) that allows you to search for and mass select specific scripts-so id suggest looking there
Community labs?
Upload a world as labs and itll be placed in the "Community Labs" section, if it gets popular enough (alot of people over a short period of time) itll become public; you can only upload one world to labs every 7 days though
Though its very possible your world ends up in community labs hell for all eternity
think you could find its name?
I can try but ive got no guarentees
i dont think these are the ones i remembered but id imagine theyd prolly work
Property search (free)
Component Search (free)
Maintainer (paid)
NG Missing Script Recovery (Free)
Missing Component Finder (paid)
Go Go Gadgets (paid)
i found NG missing script and im currently trying it. so far it has fixed all my avatars
pumkins avatar tools might still work, but i havent used it for missing scripts since 3.0 came out (id hope it doesnt need the avatar sdk to run; so it should work on your project-but im not certain on that)
also just to note: "popularity" is whats important, not total joins
100 people in a day is worth way more than 300 people in a month
how do i do button in udon
https://youtu.be/ibDu0dCeUE8 try this maybe; i havent watched it but it came up first
With the recent Udon updates, some of the basics have changed, so here's my most basic tutorial redone with the new editor, and not recorded at 2am! If I get enough requests, I'll redo my "Contextual Buttons" video as well, which will give me an excuse to just rename them "Event Buttons" which actually makes sense.
00:00 - Intro
00:20 - Udon Gr...
i saw that but that is for physical object button. Im talking about UI / 2d buttons
I also have cyantrigger if anyone knows that.
but i want it to be when i click this 2D / UI button. it teleports player
id assume just take that method and apply it there; ive never bothered with doing this so id say go look at how it was done in 2.0 and just carry over the method to 3.0
better yet
looks like you could just disect this
i would but the events or such dont exist in this form
if i could send the link
yeah i tried it. not helping very well lol
how to fix it?
yo I know this is gonna sound noobish of me but I was in the mood to try to re-install all the assets to develop a new world for myself and the public. Where are we at currently as far as what unity version I need these days?
also what do I need to do to make it quest ready?
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use by VRChat is Unity 2019.4.31f1. Ensure you are using this exact version! ...
Thanks for the version. But how do I make it quest compatible again?
Setting up a cross-platform world or avatar is actually quite straightforward! In short, all you have to do is use a duplicate project to build an Android version of the asset, and upload it to the same content ID as the VRChat PC asset. The client will manage which version it needs to download. If ...
hm attempts to get a humanoid rig to point at playerlocal have so far failed ;_;
simplest way is just using predefined animations. OnPlayerTriggerEnter, rotate towards localplayer, play animation https://www.mixamo.com/#/?page=1&query=point
hm in this application predefined animations for that wouldnt be practical
Maybe a bit of a noob question for someone that's been in VRC for a while, but can anyone clarify exactly what the video streaming situation is at the moment?
As I understand it (and stand to be corrected),
- Most video players handle streaming/playing of youtube links but only for PCVR and PC users since Quests block YouTube for some (presumably uncompetitive) reason.
- VRCDN can be used to get around this. Basically, using OBS you stream just about anything to VRCDN, then stream your VRCDN feed to VRChat and you're all good. EXCEPT, that Questies and PC users might need different URLs. (MPEG-2 for Quest, RTSP for PC/PCVR as suggested by VRCDN on the "Live" page) - I haven't tackled the VOD route much yet, tbh.
- Outside of using VRCDN, I tried uploading a file to pinata.io to host an mp3 and plug the .mp3 url directly into my video player to get everyone on the same page, BUT... Quest users had a really tough time and streaming was incredibly slow... That may be because the pinata server just wasn't up to the task. (Disclaimer: I'm based in South Africa, although I have a pretty good line ~50mbps)
- I also hear that Vimeo links aren't blocked by Quests... But last time I tried to stream a Vimeo link via my VRChat video player (Mainly using ProTV atm) there were also issues... Please shout if this is the way.
So... I suppose my question is "What's the best way to stream to PC and Quest visitors to my worlds, preferably using the same URL?"
quest is simply not supporting all codecs/container
also no ytdl
Yeah, issue here is no YouTube-dl on quest so they can't resolve the YouTube, Vimeo, etc links to their raw video streams. The best method IMO is either VRCDN or for VOD host a static HLS stream for Quest and then MP4 for PC ..... HLS can be funky on PCVR thanks to AVPro weirdness but Quest seems to support it just find
Can anyone assist with UI button in udon? please dm me
I got a issue I don’t know how to fix… my world is uploaded fine but I did some updates to the world and when I uploaded and go into vrc nothing is updated. On the vrc website it shows it’s updated but in game it doesn’t. I even tried reinstalling my windows and android builders to see if that would fix it but still nothing
Any suggestions???
Hey. So, every time I launch a world I made I fall through the floor infinitely even though the floor does have colliders- I checked repeatedly. My only guess is maybe the player collider is turned off some fucking how? since I started the world in a pre-made scene. But I've tried the "Force Configure Player Settings" button a few times and it still happens.
Anyone have any clue as to what the hell is happening? I moved the spawn point further up too incase it was clipping in the floor or something.
check your layers and make sure they're correctly defined
How should they be when correct, I never touch layers because I haven't learned that yet and I know its easy to break.
huh wait
howmst the fuck
when I click "player" the floor disapears but the walls and props stay
how the fuck were these prefabs set up what the actual hell
sounds like you accidentally put your floor on the player layer
select the floor or its parent and set it to default
bruh alright thanks, I never would have thought it was that. Thats so fucking bizarre.
would have been here a loooong time lmao
it's easy to accidentally swap a layer of a child object without thinking about it
or maybe your prefab was built in an extremely silly way, who knows
happy it's an easy fix either way
Does anyone have a link to a tutorial video or something similar on how to make those Udon buttons that you actually push with your fingers in VR?
I feel like I'm close but I'm clearly missing something
if you didn't want to use physbones or the equivalent, you could probably rig up something simple that just checks the distance between the button position in world space and the tracked hand positions from the VRC Player API and decide if you're pushing the button or not based on a distance threshold
I may try that, yeah
I’m new to sdk3. Is there a timer or delay function? And I am using cyantrigger since I know nothing about coding.
So I am making a UI for my world and I'm trying to set up my buttons so that the texts glows green when it's on, and back to it's base color when off. I have this working properly on my test toggle, but I have another layer to this that I can't get working. I have an optimized button that I am wanting to trigger the animations to swap the text color back to off when these options are toggled off (the toggling off for the objects works, but the text color indicator does not).
The first picture is my toggle to turn particular buttons on/off when the optimized button is pressed. isOn being the toggles that get turned off when the optimized button is turned on, and isOff turning the base toggles in the world back on to default when the optimized button is toggled off.
The second picture is of my second script for the button that is using the isOn state of the optimized button to toggle a float (trying a bool as well) on and off in the animator for the button transitions between on/off colors. I cannot get this script to interact correctly with my other button's animator to turn the text color to a different color based on if the optimized button is on. I essentially just want it to toggle the text of all of the isOn buttons in the first script to the off color and then the text for all of the isOff buttons to green when optimized is toggled back off (indicating that those toggles are turned back on).
Anyone have any ideas on the best way to go about this?
yeah there is, but since you are avoiding VS and text, try looking in the CT documentation for a rundown of the features/examples.
what is VS? and text?
see this link for cyans discord for help with cyantrigger or the wiki https://github.com/CyanLaser/CyanTrigger
am i doing something wrong? When i run my world in unity things work. using cyanemu. but when i test and build and get into it in vrc it doesnt work
usually that means you're running a non-whitelisted component. C# scripts on a prefab, something like that.
When you say using physbones, you're referring to the new ones in the Avatar Dynamics beta?
yes. i can't help you much with those, though, haven't messed with them.
I see.
I was hoping to make a big button that you'd be able to press with your hand/fingers
Not sure how I'd do that with that proximity method but I'll have to work on it
If you're willing to spend money, Reimajo has an amazingly well designed and scripted button and slider pack that can do that. It's on his Booth page.
so I'm working on a nice and comfy world, which obviously must have a cozy fireplace.. now my question is, what would be the best way to create the actual fire? (in case it matters I'd like for it to be quest friendly)
Hmm, tempting
Ideally I’d like to learn it myself
I’d be tempted to buy it just to see if I can reverse engineer it
There are simple free options available but they aren't well protected that may be better for that. Reimajo's scripts are insanely complex and very well hardened against client abuse, sync issues, etc. The most basic, absurdly dumbing it down gist is they check for your distal or proximal bones in a collider.
I forget the name but there's a free udon based interactive button on a GitHub somewhere that is much more simplistic in it's approach with far less code.
Performance is a bit worse, and it's not protected, but it would be much easier to reverse engineer if that's something you're into.
for creating fire:https://www.youtube.com/results?search_query=unity+fire
Or you can just download a fire particles effect that looks the best for you. You can use the Unity Asset Store, github, booth, gumroad? and https://vrcprefabs.com/
Rollthered has a free fire shader on his discord that also supports audiolink if you want actual flames. Would have to Google him.
What does “protected” mean in this context?
Protected against abuse by toxic users with illegal modifications
The part of the sdk needed to finish world upload that pops up in game view is not showing up and my view is from a deleted camera like it’s just stuck there. I’ve updated this world several times.. Halp please
This is typically because of an error in your console. Can you please post a screenshot of all of the red stop sign errors in your console?
anyone knwo what world this is ?
Anybody happen to have a guide/link explaining how to make a list of videos/songs next to a video player, similar to movies n chill? Looking to make a bar but want users to be able to click a button and play a pre-defined list of songs. Would seriously appreciate any tips!
Something like this for each button, the rest depends on your fantasies
Thank you!
Two reasons, it or still does not work and you need to watch the console for errors.
And the second - it still works correctly without errors, but the path to VRChat.exe is not specified in the SDK settings.
The path is correct and no errors involving the SDK are showing
Any red errors, even those not related to sdk, will most likely block the build. Version of the unity and sdk I hope you have the correct ones installed?
I have both unity and the SDK in the correct order
I have no idea what any of these mean
Try reinstalling sdk
breaks own neck
Do you have a spawn point? (Scene descriptor) also "error pause" is enabled, try disabling it (on the console tab)
That won't cause errors or break the sdk tho
Your screenshot also only shows a few errors, you have 12.
Can't really judge what is wrong only seeing less than half of the errors
anyone know if vrc works with the audio mixer? Trying to add an EQ through the audio mixer but it doesn't seem to manipulate it at all
If the audio source has a sound file, then it works.
And on video players, it is possible that scripts are intercepted by priority.
I had no idea this was something I even had to worry about.
What kind of harm could these toxic users do with a local mirror button anyway?
Not much if it is indeed fully local. The harm comes from anything that is networked either unintentionally or intentionally as they can potentially call public variables and mess with shit. People run into issues with having bad logic like a networked event that TPs users that they thought was local. Or something that disables the world mesh. Anything that can be called over the network. It's always best to use _ before all your public variables so that they can't be called, that's one of the most basic steps towards protection. Small world's don't need to worry, but larger worlds that get traffic have to pay attention to these things more.
Ok so i tried loading into my new world that i have just uploaded but everytime i try it send me back to my homeworld
Oh, very interesting!
I had no idea. My world is pretty small and usually it's my friends in there so I won't worry about it too much but it's definitely something to keep in mind!
usually means your missing something essential. Use the toolkit https://github.com/oneVR/VRWorldToolkit
no
it will not do that
I have this cow avatar that I want to use as a model in a world. Baked lighting isn't working on it properly as it is. Removing everything but the plane makes it invisible.
I have to go out for a couple of hours. If it's something simple, please ping me a solution for later. Otherwise I'll ask again later. Many thanks :)
use a normal “mesh renderer”, youre using a “skinned mesh renderer”
Thanks, I'll try that when I'm back 👍🏻
vrworldtoolkit is not compatable with unity 2019.4.31f1
it is, use updated versions of it if having trouble
Anybody have a way of getting me in touch with altis who made the VRC Bloodgulch map?
How do i tell the size of a texture? like i need to compress some files but idk the size of the file,
https://docs.unity3d.com/Manual/class-TextureImporter.html
and you can use https://github.com/oneVR/VRWorldToolkit for changing all texture sizes as well as compressing in bulk.
ok. well I used to be able to click on a texture and see the filesize on the bottom. Now i dont. why
should see it in the inspector.
nope
see the bottom bar with the RGB button, its moveable, make sure yours isnt just moved all the way down https://docs.unity3d.com/uploads/Main/class-TextureImporter.png
oh i see now. the preview thingy was just crushed at the botton. i pulled it up and now i see it
do you know a way for me ato change the size of a avatar pedestal hit box thingy / avatar icon? Or do i just change its physical scale?
If so is there a way to change the scale / size of an object without effecting the ojbects inside it?
Ive never played with pedestals, if I change the scale I just change the scale of the prefab provided. Outside of that, never bothered to see what else can be done with them.
Did it and it was still invisible. I then tried changing the scale and it turned out it was too small to see! I scaled it up to 100x and it's hopefully now all good. I'll know as soon as I bake the lighting again. :)
Urgggggg I can't get the QV pens to work. They can be picked up, they can. be moved, but they won't draw. for referance, udond sharp did go in first than the pens.
I[m grttting these type of errors. (I am working on a mac)
How come Pc users can reach my UI buttons from SUPER far away? Is there a way to limit it?
Is there an easy way to have a collider that the pointer does not collide with? I have an extra collider on a VRCPickup object, and from certain angles it blocks the player from being able to interact with the pickup. I want this collider to provide physical collision but not get in the way of the player's pointer from hitting the other collider associated with the VRCPickup. Hope this makes sense
Tried putting it on IgnoreRaycast layer but that doesn't seem to work
Anyone able to tell me why I keep falling through my world when I spawn but box colliders are in place?
Is your spawn point above a collider? Also make sure the collider is not set to be a trigger
its above it
and it isn't a trigger
Hmm is it on default layer?
Hrmmm
Is your spawn point set correctly in the VRCWorld Scene Descriptor settings? Like are you sure you're spawning at the correct point that you set?
I believe so
I can check again
yep
it's all good
It worked in my other world which is why im confused
Weirddd I dunno
Is there anything different in the way your floors are setup? Like are you using some random model you found online or something
nope
the only difference is that the new world's floor is one piece with the walls
but it still has the same colliders
In that case it's probably putting a giant box collider around the floor and the walls. Box colliders aren't hollow, so if you spawn inside of one you'll immediately get shoved out
ah, well
Try using a mesh collider instead of box
Mesh colliders aren't great performance wise but they'll fit to whatever shape your mesh is
alr
it's only the spawn area that has that problem so hopefully it won
wont drop performance too much
Assuming it's a simple cube shaped area it should be fine, you mainly just wanna avoid mesh colliders for really high poly stuff
^
i was about to say try using a mesh collider
ez collision for low poly or one room worlds
my entire world looks like an off-brand minecraft world
i think itll be ok lol
isn't even 2Mg big
👌
Sweet, np
one more question:
I have a loooot of questions. Finally wanting to make my own world. And I have a SDK 2 world with a bunch of animations still made for it. How would I go, in SDK 3. Go about adding these animations to be... played. Or is this a question for the Udon section.
Idk there's a channel for lighting stuff #world-lighting
Is there any way to add reverb or a lowpass filter to an AVPro audio source? I've been banging my head against a wall on this one
Is copyright music allowed in VRC worlds? Not trying to get the FBI at my house at 3AM
anyone know of a way to get videos from other websites (specifically 9anime or other streaming sites? or twitch?) onto a tv/media player?
or is youtube the only option right now?
i see copyrighted things everywhere, should be fine usually just dont make money off it i believe
alr thanks
not trying to gain anything from it, just have a good experience :)
ok so i made a world and it crashed while uploading and now the scene is empty is there a way to fix it
Probably best to use a video player
is having two different players laggy? I wanna have a music player + tv, with toggles
Yes and no. It depends how it's implemented. It can have a substantial hit to performance if done poorly. I'd HIGHLY suggest using ProTV off of Booth, it's free. It can do exactly what you want and it's scripted in such a way that the performance overhead is minimal. It has a prefab for non synced background music and can have multiple synced players.
I followed this video
https://www.youtube.com/watch?v=yC9h-51jvBg
Made a graph (script?) to change the skybox on button press
but I want to make it change the material of some game objects too
and also rotate a game object
How would I go about that?
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...
Is there a way to hide name tags in my game world
vrchat only works with the legacy pipeline yeah?
You're not supposed to obfuscate or obstruct any of the VRC UI which includes nameplates
Why vrchat uses to have a game that did that for people on the other team
Nameplates used to not be on a protected layer. It was always technically possible but also technically not supposed to be done.
Well vrchat did it in there worlds so.....
Considering Name tags sometimes get obstructed in a few game maps I feel it's probably fine but unsure (I could also be misremembering, though I know it's not good to obstruct name plates with avatars I feel world should be able to)
No cus in games you can see you friends from far away with the friend tag so In shooting game I can see them from far away
Wait a minute it should be fine jar dose it in some of there games
@stone marsh
You don't need to ping me. I was simply sharing information. You can do whatever you want with it.
if i update the playercount on one platform does it update for the other
When I use VRCPortalMarker, it shows a portal leading to a public instance. How can I make it lead to an invite only instance?
The capacity?
I believe so yeah
You don't. Instances are not constant, they only exist after a person creates an instance of a world. So you can drop a portal from your avatar, but you cannot have a prebuilt portal that leads to an invite only world. Everyone will be sent to the same public instance until it is full and then a new instance should be automatically created for anyone joining from the portal after 40 (or whatever the occupancy is).
I have a couple of unused public variables and can't find a way to delete them 
On Udon Behaviour (Script)
Does anyone know how to get rid of them?
Nevermind, I have to delete them in the graph editor
i wanted make custom card game how would i do it?
the only thing code sided would be picking cards from deck with randomized values on it
youd make object pool of 52 cards, assign all them a number, do random(1, 52); in a script to get random number to draw, call it when some one "interact()" or "OnPickup" and enable said randomized ard with assigned value
there are other card prefabs out there that have similiar functionality
nono lets say theres no card count and they instead being generated randomly
they are custom and i wanted generate custom numbers on them
i thought server can sync to client?
so like 1 and half of spades?
no
you mean "instantiate"?
custom cards layout
oh, so you lock them to a table?
any photos?
numbers would be generated
numbers is only thing that will be randomized
lets say like this
ok, so you would set the number of the ards whilst they be there in begin?
cant i just clone them each time user clicks on the deck
so there wouldnt be actual limit
clone template and assign random numbers
well, issue is, you cant sync things that are not pulled
well. technically you could but itd take a lot more effort
syncing randomly generated number?
if you sync just the number, if would be fine
number, color values should be ok
what else
its just if you spawn in a new object is what the issue i would see appearing
well i saw these blocks falling from the sky endlessly in the template i thought cloning is easy then
it is, locally, but globally. its a bit harder unless you use object pooling
log in
the best thing is that every time I try to publish it I got logged out
try newer sdk/unity 2019.f.31
okay then i would clone 99 of same card object
could i then teleport it to deck and assign random numbers and colors?
technically, but i can see that getting slow and innaccurate relatively quickly
keep in mind, not all c# and scripting is exposed here
game will be purely player controlled
nothing else than deck picking
i just want pickup card with random properties
oh, then ig itd be ok
and it to be synced for everyone
i still feel like an object pool would be best
but object pool needs numbers pre defined pretty sure?
its just if you need to move those cards. itll most likely not happen
move
right, which helps set customized params
Here is a deck of cards that you can use in your world! Place it down and you're ready to go. You can even add a "Reset" button that lets you reset the entire deck back to normal. UdonSharp: https://github.com/MerlinVR/UdonSharp/releases Demo World:
Probably sperated textures that aren't compressed.
I'm sure that can be reduced using crunch and compressing the fbx to medium compression
vowgan doesnt do much for textures
im p sure theyre all seperated and not atlased either
ir in sdk2. there was an uno prefab that was like 200 kb cus it was atlased and not really scripted
Yeah that's what I figured. There's a few card deck prefabs now tho. Would probably be pretty easy to reduce the file size impact with a few min of work tho
where do i put folder
or ill just take the model
how do i add text to the model
should come as a unitypackage
k
so how i put text
i will have like 10 separate text fields and script would change ones that rng decides to pick
right click space in hierarchy, go to ui, then text stuff should be there
iirc, youd do like "Text.SetText(string.string);" or is "= string.string"
tis been a bit since i touched UI scripting
double check its on a canvas
i think
when canvas spawns, itll default to "screenspce" which youll not want, make sure its set to "world space"
changed it as well
double click the gameobject "canvas" and see where it takes you
cus canvases default to screenspace, they also default to be massive
try setting th scale to "0.03, 0.03, 0.03, "
might be 0.003
what is relation with canvas and text
as one seem to breaking other all time
how i change color
anyone know why its tilted
doesd anyone know hot to help me with post processing sliders? I amusing Fiona's UI tutorial but mine doesnt seem to work. If you canhelp out let me know
Try click the little thing in the corner a couple times, aka the square in it all.
How do I make it so my objects don't fling across the room when I load in?
uwu
You most likely have a collider that is massive and everything is inside of it.
uwu
When you spawn, all the objects inside of the collider get yeeted out of it.
Thank you
owo
@bold ibex i like cat
Clicked the cat thing that pops up when you type cat by accedent
Hey everyone! I had a question! I wanna be able to make a scrolling list of players names and have a way for the world to detect who’s on from rank to notify the world they are on! Kinda like the patreon list a lot of world use! How can I go about making this? Or is this an asset that’s floating around? Thanks!
I’m trying to add an audio source to my world, but for some reason nothing is playing. The .wav file is in the audio source and I have it on play on awake and loop. What’s going on?
How do I make an item have a function when the trigger is pulled?
like a gun or pen?
https://www.youtube.com/watch?v=cQ3hWKY-NiA
Might help
A simple tutorial, covering how to make a button that plays a sound in udon. I've seen a couple of post asking about how to play a sound in udon, so hopefully this will give a good foothold to bounce off from.
If there is anything I missed, please leave a comment bellow!
Im not sure if this is the place to ask this question. Im relatively new to making VRChat worlds and ive come across errors like these a few times before. I was never able to figure out how to fix it and had to restart. I got this kind of error(s) again and i've made way too much progress to just restart. I got this after importing a asset and removing it as I didnt like how it looked in game. Is anyone able to explain how to understand this or fix this?
Standard Assets are bad, delete the entire standard assets folder. No need for anything inside
you can avoid that in the future by reading your import list before you click continue. Uncheck anything with a .cs coming from the asset store.
so just double checking. Im deleting the very top folder to remove everything else?
yep, its all garbage
You may have moved the rotation of in the process
so i'm updating my world and it's just showing up with the new world creation
even though it's updating
what do i do
I have a slight problem, when I go to download the SDK from https://docs.vrchat.com/docs/vrchat-home-kit the following screen appears: (apologies if the photo is terrible)
Resource Links Download Unity - Find the correct version at Current Unity VersionVRChat SDK - http://vrchat.com/download/sdkHome Kit - https://assets.vrchat.com/kits/VRChat_HomeKit_v1.unitypackage Description Home Kit is a Unity Package with the assets you’ll need to customize and upload your own ho...
I don't know if it is a lost file or if it has been moved, removed, or updated, but I can't get it
nvm fixed it
Yeaaaa.... You should be using your VRC account to download it it. Login to vrchat.com and click the download tab then download the SDK3 for worlds.
The page you linked was over 2 years old.
Can anyone help with these errors?
could someone help me with UdonVoiceUtils?
I set it up for different floors but inside of them ppl sound laggy af
Is there a way I can export stuff that isn't unity assets to blender. I made a house with blocks and I need to mess with UVs
I did put everything in its own folder
That's not a folder, it's just a game object. You can merge them all into a single game object and then export it as a fbx into blender though.
Ok thanks
So I uploaded a world, and went to update it and unity froze, so I force quit it expecting it to revert back to the previous version. When I opened it back up, the whole project was gone. Why did this happen? Doesn't it autosave when you upload?
How do you do it lmao
Projects never disappear. And his files always remain, although there is a project that breaks.
I couldn't find it so I just started over. Actually came out better than the first so far
Nvm I got it
How do I get it back to normal
can anyone help me build pickup gun for the world? because now I have no clue what I need to do
Could someone help with light and ui?
why has no one updated it?
Thank you so much, by the way
because it uses sdk2 probably
sdk2 isnt being used anymore
you can find it on the unity asset store though
It said something about that, is that an old version?
yes
sdk2 is deprecated so its no longer getting support but honestly i just grabbed the fbx house and got rid of all the old scripts
I took the old place and removed the balcony entirely
Not going to lie, this is my first time using unity
pinned video is good for starters
I watched it till the point of importing it to vrc
Can you tell me the dimensions of the player?
i use the default cube size as a reference
all avatars are different but the cube is average height i think
Player collider doesn't resize with avatar. It's always the same height
Thanks again M E R C. but now an error is occuring in unity:
i don't know what to do about that
what unity version you are using
if you use new sdk use 2019.4.31f1 since this error happens when you usually use wrong version
you can't use that unity since vrchat isn't using 2020 version
... VRC didnt hide the information from you
i didn't find any information on that
cant miss it
guess they could reword it to "Read this shit before downloading anything", might be more practical
Could someone help me set up some lights?
Can i still upload a world from this version?
question on a keypad if it got a boxcolider and a uishape can it be that you get a problem to interact with it ? i testet in destotop and it was working on vr also but on quest no can it be this why?
Is there a way to make avatar pedastals intereactable without having a box colider? Or is tehre a way to make the colider able to be walk through?
On the collider, turn on the trigger option, or change the layer on an object that does not interact with the player.
so what one of thoes would allow the box colider for the avatar pedestal (the square that you click on for the avatar) to be interacted with but also be able to be walk through
if i turned on "is trigger" wouldnt that make it so if a user walks into it then it would activate and change their avatar?
In order for it to work like that, you need to change the udon trigger itself from the interactive to the input to the collider.
The very same option trigger on the collider disables only the collider on it.
so... for what im wanting, what do i need to do? Im brand new to udon / sdk3
from what im reading or think im understanding (XD) either change / manage the udon code. or turn on "is trigger"
to disable collisions on interactive colliders just set the trigger option on them. Or change the layer for an object that doesn't have a collision with the player.
i tested it with "is trigger" on. and i can walk / jump through it and it doesnt change my avatar. hope thats intended.
and your also saying I could set the avatar pedesal to say... "interactive" and players could walk through them but still nteract with it?
I’m a bit rusty and getting into the whole thing again. So I do apologize
sobody know why a keypad dont working only not on quest ? pressing on the nummbers but thay not showng up on the text field and also iven pressing the button stil dont work why only on quest ?
Add Raycast target to canvas
@upper obsidian like this one if yes it got one
@upper obsidian in vr and desktop is working only quest not
hihi, ive never made a world but i've been fascinated by it and not that i plan to do this but the thought made me curious:
If you built an environment in Unreal Engine and ported it to Unity could you turn it into a useable world for vrchat?
yes that would be doable but it might be a bit of a pain in the butt to convert over the unreal particular components
Anyone know how I can create a collider that the player's pointer does not interact with?
I have an interactable thing but there is a collider in the way preventing the player from doing the interaction. I need the collider there but just don't want it to block the pointer from the interactable object behind it
Hey, uh, I have a slight problem, it's not letting me open the control panel for the VRChat SDK
Nevermind! Found out that the MirrorReflection layer can be used for objects that do not interact with the pointer/hand raycasts.
I assumed IgnoreRaycast would do it but cool now I know
Hello I have a problem with unity,I would open a assets prefab and it would make everything blue and everything would disappear and idk how to reverse it
Does anyone know how to make it so players absolutely cannot leave a chair? I have an animation that sends the chair into the void so they respawn.
The "Disable Station Exit" property gets auto-turned off when in play mode.
Issue with stations when they are prefabbed
Unpack it and the values wont revert
Thanks alot!
Can someone help me
Try deleting it and re-importing it and delete the .META file in the explorer
I... Idk what that is
was attempting to install android build support
Are all avatars given the same generic player collider, regardless of avatar shape/size? If so, does anyone know what exactly the scale of that collider is? And is there any way to override this? (for example, to make a miniature house that only people with small avatars properly walk around in)
there's not any way to change the Collider
Bummer. Well I found this log which states the height is 1.65m. https://docs.vrchat.com/docs/vrchat-202141 Anyone know the width?
Or if the CyanEmu collider is accurate to what VRChat uses?
1m
It's just a capsule. They recently lowered the hight slightly tho to allow players to walk under a 2m gap.
Using a capsule on its side is best for scaling and planning things since that's basically what it is.
Don't try and get it to the 1.65m, the extra head gap is valuable to have. Just go off a normal capsule
Hey guys! Im trying to make a world asset that displayers a list of players by tiers, but also detects them as well! Its kinda like those Patreon things in Jars world etc, can anyone point me in the right direction?
Oof this stuff is difficult
you're still using the wrong unity version
Requirements We're going to need a couple things before we can get started. Current Version of Unity. We strongly recommend using Unity Hub, available on that page.VRChat SDK - See the Choosing your SDK page to see how to choose the correct SDK for your use. Step 0 - Installing Unity Check the Curre...
Hi so I'm working on a game world but cause of name tags people get shot cross the map how can I hide peoples name tags on the opposite team
Has anyone ever added objects with dynamic bones to their worlds?
I made a long cat plushie that i gave a bone to the length of its body so it could wiggle when people pick it up and move it round. But when you move it in game its really stuttery and kinda jumps around?
Weirdly with CyanEmu it was moving round just fine in the editor, but not in game
Sounds like a sync issue. What part of it are you syncing? It may be best to have the pickup be a small sphere collider with no mesh and then use a parent constraint to parent the cat plushie to that so that the object that is being synced is just the sphere and the plushie's movement is determined purely locally by physics of the local observer.
Yea i thought it might be an issue of what part the sync was on or something, but wasnt sure the correct way to set it up
Ill check where i had it set.
So I made a 3d model of my friends logo to use as a sign in her world, but when I imported it into unity, it shows up invisible in the scene. At first, it said it didn't have proper normals, so I took it into blender and reestablished the normals. The error went away but it still shows up invisible. Any ideas?
Has it got a really big or small scale thats just making it hidden?
Protip, selecting an object and pressing F in the scene view will focus the view on the selected object and zoom according to its scale/bounds. Pretty handy for immediately checking/finding something like this!
Haha, no shame here. Scale causes a bunch of weird issues. It'll cause lightmapping issues too.
Thank you. Will definitely come in handy
Sobody know maybe why a ui keypad would work in vr and desktop and not on quest?
Any speedier way to test networking on multiple clients? Can CyanEmu do this?
The type or namespace name 'ONSPAudioSource' could not be found (are you missing a using directive or an assembly reference? - Anyone know how to fix this error? reimporting the most recent udonsharp and VRC SDK 3 didnt work
Anyone know how to do a half transparent mirror?
what are some neat prefabs to put in a home map?
i've put a video player and a billiards table besides the other stuff on my main map
oh pens are good
Does anyone know how doppelgänger "mirrors"/3D duplication works? In https://vrchat.com/home/launch?worldId=wrld_65adea60-eef7-4c45-b6b7-9bf9abff4372 on the second floor there is a figurine that duplicates your player model, and in 3D.
Im wanting to add something like that to my avatar test world, to be able to walk around and look at models from multiple angles, but I can't get a beat on how it works, and search results here are scarce.
Im not finding much luck online either.
Like, I can pick it up, rotate it to see my avi at different angles, it mirrors every movement and its even Standalone (Quest) compatible. — And Im coming up ditto on sources.
Closest I can come up with is a Doppleganger prefab on booth, but the world its used in isn't standalone compatible so I have no idea if it even remotely behaves the same let alone is what this world used.
hey i was wondering if anyone had tips on getting good props for worlds for like a club just asking for help is all thanks
Nevermind all good now 👌
Very early wip
Anyone who can do a mockup of a blueprint in blender?
Low poly? Open with in this next week?
Hey guys! So i got assets from a game (road). The road is not flat. It got bumps etc. What would be the perfect way to use colliders? I can't use planes under the road because at some places you would be going trough the road with your feet
anyone can help with audio link for worlds?
no, neither cyanemu nor clientsim can, building and running with multiple clients locally is fastest
Mesh collider
But object that i can pick up fall trough. Only in mesh collider this happens. idk why
unity does not support collisions between 2 mesh objects unless at least one of them is set to convex
Is it possible using the SDK or just a standard Unity script to detect the model of VR system a player enters the world with and automatically deactivate any performance-intensive assets if the user enters with a Quest headset or similar model?
(i.e.: disabling HQ mirrors so Quest users aren't adversely affected, etc.)
if the world is being built on android compiler. you can check for that and change stuff accordingly for quest users if needed
Dope, thanks man. 🐷 ❤️
https://media.discordapp.net/attachments/949718711487574086/960558604568641576/unknown.png?width=832&height=468 does anyone know how to fix this issues its like when i go into the prefab it just dissapears
My issue when testing that was that both clients received the midi input so it didn't really accomplish what I wanted to test at all. I guess I could try to make it detect the instance owner or something?
I'm not sure I understand the problem, can you elaborate?
its kinda hard to explain
By chance would u be able to call so I could show u the problem
Anyone have a weapon prefab that makes impacts on a person's model and walls?
Anyone have an idea?
press f with the object selected in scene view. If you built this i8n blender its the same thing that happens there
any tips on how to add footsteps in game for avatars? like the sound for the world
Anyone have any sort of depth fog shader?
Hey! I apologise for the slow reply, I was out with a friend at school -- did @kind leaf 's suggestion help?
hey.. i think i ask here
but i have this error,
Assets\WORLD\Udon\EventProxies\OnAudioFilterReadProxy.cs(10,27): error CS1061: 'UdonBehaviour' does not contain a definition for 'ProxyOnAudioFilterRead' and no accessible extension method 'ProxyOnAudioFilterRead' accepting a first argument of type 'UdonBehaviour' could be found (are you missing a using directive or an assembly reference?)
i just bought a world from gumroad and followed the steps they gave on the description, and tried to upload, and got this... idk what to do specifically and dont wanna break it more >~<
if anyone can help explain so i could maybe get it fixed so i may upload >~<
Hey could someone tell how to add like sounds to items. like if i wanted a ball to make noise
i need a name for this map some one help
The left door mocks the animation of the right door even though they have different animations?
sorry for poofing your post out of existence 😭 But honestly for chill worlds like that id just do "Your Name Chill World"
yea im realy hard stuck i cant think of a name that sounds good and id rather not have Ya Boi Aids's chill world as a name
yea but when ive got this world floating around i think ill pass
😂
no like 100% is a pretty cool world was the 1st one i made
Nah i was bein serious lol
dm me a link to it i want to check it out lmao
I have a different animation on each door but the left door just mocks the right door?
New Quest world WIP
Erm, when i click on something it doesnt pop up in the inspector? its not locked either
Close Unity and re-open it
I've had that issue before
Got it yeah
got the name and cover image wanna see it?
Here's a fun one. I'd like to keep memory use by objects in my world down. It's got multiple zones so the object count could potentially be pretty high. We can only use one scene in VRC, so switching scenes is out. I don't think we can use addressables either since scripting is off limits. Is there any other way to cull objects from memory until they're needed?
should a vrchat world generally match what is in the unity game view, or is there some discrepancies sometimes
Should match the game view
Sometimes there are slight differences
would custom camera setting make a difference? i have a asset attached to the main camera in order for it to show some volumetrics?
Yes, camera makes a big difference sometimes
I had a respawn animation completely fail because the far clip was too close
thanks for your help, i guess i just try some different thing
I have a different animation on each door but the left door just mocks the right door?
Anyone have any ideas? No?
really need help... total noob and trying to create first world
if anyone can help please dm me
How do you make mirrors show a cubemap/reflection probe/textured box thing for the LQ option instead of a Skybox?
I'm hoping it's not that you make a cube with that texture and put it on a layer the mirror can see
@nocturne jungle do you have copy the 1 door animation to the 2 door?
https://gitlab.com/s-ilent/vrc-mirror-proxy-area this is pretty much what you need to do for that
Its two separate animations
yea but do you copyet the animation of the 1 door to the 2 ?
not the animator the animation
@nocturne jungle it look for me that you copyet the 1 door animation to the ather animator for the 2 door also you not need the position animation of the door only the rotation also do not use the same animation for the other door
i'm curious to ask, not sure if it has been asked before, but i am wondering how to go about making a "model poser" world.
The idea being, the user steps on a pedestal of sorts or clicks a button and they are put in a "pose" position in front of a mirror until they click a button on their controller. anyone got examples or a link to something that would help xD
anyone know how to hide 3d text behind walls in unity?
Fixed it
@nocturne jungle 👍
This is just something that will happen in editor but not in game. You can fix it by entering play mode and exiting play mode. Sometimes restarting unity also fixes it. Regardless, in game, text will be occluded by walls like normal
I already tried testing, still can see it through walls :(
Is there any way that I can put a depth limit on how far I can see them?
is there a limit to camera based render textures in game? i have 4 in the editor working fine but they are black in vrc
How do you add fire into a world
dose anyone know if this works in vrchat by chance??? https://assetstore.unity.com/packages/tools/particles-effects/aura-2-volumetric-lighting-fog-137148#description
that would depend on whether it just uses shaders or scripting to accomplish its lighting
Can I put 2 udon behavior scripts on a single object that get switched to be on/off by another object's toggle?
yea i know about that one but this one just dose more than just lighting dose fog and clouds as well 😪
then go see if you can find some fog and clouds shaders
https://booth.pm/ja/items/2098480
https://booth.pm/ja/items/2552465
https://booth.pm/ja/items/3368655
VRChatでボリューメトリックなライト表現が出来るパッケージです。 ボリュームレンダリングによって3次元のライトシャフトをVR空間で表示することが出来ます。 スクリプトを使っていないのでprefabをシーンにドロップするだけで使えます。アバターに組み込むことも可能です。 (unitypackage形式、VRC SDK2に対応) ・詳しい使い方は下記を参考にしてください。 https://voxelkei.fanbox.cc/posts/1076573 https://voxelkei.fanbox.cc/posts/1123541
A shader for Unity that adds fake lighting and volumetric fog to the area they cover. The fog can be used to add depth to any 3D scene. They support Unity instancing, so multiple can be instanced together into one draw call. To install, place the Shader/ folder with the shader into your Assets/
have to check that out making a small cozy world on a pond of some sorts wip of the water with some calm audio link effects
Is it possible to toggle another object's udon behavior script?
When i swap between my two door with animation them animation gets set to the same one as the other?
They are not related at all.
Got it fixed
published the map btw
How could i make my animation make an animator controller
I’ve dragged and dropped the Unity video player into my world, but only the audio works. Is there something I need to do apart from what’s already in the prefab?
Anyone Else having a really slow upload on worlds? I got half a gb in upload so it doesnt make sense to me
Build and test seems fine though o.o
My Vertex-Color-Pens U# Script broke. How can I fix it?
Assets/Prefabs/vertex-color-pens/Scripts/VCPensEraseAll.cs(9,4): System.Exception: User type VCPensEraseAll could not be foundAssets/Prefabs/vertex-color-pens/Scripts/VCPensEraseAll.cs(9,4): System.Exception: User type VCPensEraseAll could not be found
It's on all U# scripts
From Vertex only.
All my scripts for Cyantrigger just broke aswell.
Help.
My whole unity is breaking
You have errors in your console.
How do I add jumping to my world?
the "VRC_Player Mods" doesn't exist when i want to add a component...
It's not a component. It's a udon behavior
If you use the prefab "VRCWorld" included with the sdk under the examples folder, it will be on there
Anyone know how I can fix this error for my ProTV?
is udonsharp imported?
oh. the image loaded. you need audio link. if you do not want to use audiolonk, do not import that add on for protv
@desert python I added audio link but for some reason it just spouted a crap ton of errors along with that as well, udon stuff is tricky with all of these compiler errors, maybe I just don't know what I'm doing, lol
remove the audiolink plugin for prptv and see if resolves
Ensure you're using the newest SDK3
Ensure you're using the newest UdonSharp
Ensure you're using the correct AudioLink
Hmm?
I'll try to use that link instead
That is the only place to download audio link
is there a way to get this working in for worlds?
https://github.com/Ayfel/PrefabLightmapping
sry belongs to world lighting i think
@stone marsh Unless for some reason I just need to reimport all, not sure.
If you're positive you're using the newest sdk and are on Unity 2019.4.31f1, try restarting the editor
Yes sir, and sure, I'll try restarting the editor
Yeah unfortunately still same errors
Screenshot your asset folder
Such that we can see the contents of the root of the asset folder.
Is there a TV that works for Quest that I can have preloaded video on? If so how would I choose the video?
@stone marsh Yes sir, give me a sec
You need a direct mp4 file for quest
ProTV works for quest it's free on booth. You can load a video off DropBox
thanks
Just be careful with Dropbox if you worlds get a lot of visits, I got banned from Dropbox for bandwidth limits
@stone marsh https://i.gyazo.com/9c98b8778b4884b28fdfba679eae50da.mp4 this is kind of the best I could do, there are a lot of things in my project.
@stone marsh So, I removed audiolink, the world creator assistant, and protv, and did a new import of proTV, so this is the unfiltered console before i clean anything of just the ProTV errors
Usually if I clear the console it gets rid of the "UdonSharp" errors, so I doubt they're issues preventing a build, but they're still there nonetheless
That should be a temp ban (24hrs), Ive always used dropbox and I get them in worlds that are prone to hyper-aggressive clickers (children around a button). You have to use up the 10GB of bandwidth before that suspension occurs lol which is plenty of videos for the day.
It was temp ban yes, but I would had easily exceeded the limit the next day too, I used a cdn now and some days it’ll hit 100gb a day, other days it’ll hit .1gb. But yes true if it’s a small world Dropbox works good
how would window glass work on quest?
how do i install android builder after installation on unity? its not allowing me to do anything from the install editor
Transparency murders quest, I'd probably just make a non-seethrough window that is very reflective
For avatars yes but it should impact performance very little on worlds
Considering it only needs to load one world and not a million avatars with 30 particle systems
very little on quest isnt exactly true
Is this shader not compatible with Android/Quest?
https://gitlab.com/s-ilent/vrc-mirror-proxy-area
The mirror just shows a black void on Quest with it
or is it that the Quest can't do realtime reflection probes?
When i build and test my world it sends me home, any help?
maybe not message 4+ channels with the same thing first
your vrcworld prefab acts as the world spawn by default, so check if its assigned in the scene descriptor
yeah thats ignorant
So standard shaders work in world dev for quest. A few transparencies will not murder Quest, but over doing it will. The level of usage is based on the number of objects+their poly count as all rendered faces are what will be calculated. So a quad/plane would be alright, a transparent sphere would be awfully taxing. Use a little moderation and you will be fine.
which things should i check if i want to optimize the world, bc is a small one and is reaching 80mb
Try crunch compression on your textures and light maps if you have any
It reduces the file size quite a bit but doesn't have much of an effect on the visual quality. Same goes for audio. Compress it as much as you can to where it almost starts to sound different
Disable the error pause in the console, and reset the package base. Check the Internet, Run the unity as an administrator.
CRUNCH
Has anyone ever used Varneons music player? Need help adding music because when i do it the way he does it in his video it does not work.
Its called Tunify
would anyone know why this "progress" window isnt showing for me and do i need it?
I believe those are from one of the grid snapping addons, not part of probuilder. You can use it without it.
Ok thank you so much ^^
So im making a world for a friend, anyone know how to do moving snow particles?
Does anyone know why the VRC SDK causes unity to freeze whenever I go to the "Builder" tab?
Often caused by too many objects in the hierarchy
Is there a way to plug a cubemap into this instead of a reflectionprobe?
(I can't bake my reflectionprobe because I don't know how to setup my lighting for it rn and if it's set to "realtime" then it doesn't work on Quest)
You can, but the shader has to support quest version
I suggest learning how to bake lighting so you know how to use reflection probes
Is there an absolute maximum your reference camera render distance can be? It seems to be maxing out at 2000 or so in game no matter what I enter
yea
The default value is 1000, but there is no limit to change.
Huh, guess the issue's somewhere else then. Thanks
Made some familiar looking buttons
OOooo are you gonna make them prefabs or release them?
I'd love to use them in future
Oh I could just send them right now, they aren't exactly difficult to make
The shader supports Quest it just only looks for a reflectionprobe
if you know how to put a cubemap into it instead I'd love to know how or where to look instead of just "You can"
I'd love to and I am trying
but for now something that just "works" being put a cubemap on the shader for the mirror cube (put very simply I know it's more than that) would be nice
Thanks for the buttons
If you are going to make a quest compatible world, you really need to bake all the lighting regardless. There is no escape from that unless if you want to ignore how performance can affect the world. Check this video out you can only watch 12 minutes of the video: https://www.youtube.com/watch?v=dKgUJccjWRU
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 ...
My world runs fine on Quest even with like 10 other people
My Quest 2 gets 40-50+ fps
I'll get to it eventually but my world only has 2 directional lights that I switch between
Baking rn messes it up
plus that adds a new thing how do I do a day night cycle with baked lighting?
I'd love to have some point lights around and better shadows etc that I could get with baked lighting
but I don't have the time rn
Already watched it, It's useful for scenes where the lighting doesn't change
doesn't help in my case though
How about baking the other lights except Directional Lights
"my world only has 2 directional lights that I switch between"
There aren't any
Okay so I assume it's the Day light and Night light?
Yep
Let me do a quick test
Its a little bit difficult because in order to bake your reflections, it needs to have the world baked too. I think with Bakery you can do that separately
But yeah that cost money and Unity hasn't implemented in their version yet
But let me see if I can find a workaround with your stuff
Also for point lights and such I'd need to use a different shader for my world but then I'd lose the AO I've baked into the Vertex Colors
since rn the only shader that seems to work with that is VRC Mobile Toon Lite (Maybe Diffuse but then the world looks weird same with Standard etc)
I guess maybe the AO option in the lighting settings would work but I'll find out when I get there I guess
The problem is that you can't use realtime reflections in Quest version because it's just too much
I'd get that if it was actually realtime but I only have it set to refresh on wake

