#world-development
39 messages · Page 130 of 1
I found that it let me bake it when I added an extra scene that's how I got the cubemaps in the first place
Dunno if that'd keep if I moved it from the dummy scene to the actual one though
If you are going to just bake it once, use the actual reflection probes
since cubemaps are static anyways
Just give me one second I am doing something
Trying baking it with the other scene
atm sorry If I took up your time
no rush I appreciate it
Try changing your Directional Lights to "Mixed"
Then bake the world
Next you will have two reflection probes:
1st Reflection has day time
2nd Reflection has night time
Just like how you switch the lights, do the same thing with reflection probes.
If that doesn't work, can you DM me and show me what you have
Already set to that
Doing that rn
Good 'ol "Build and test"
If your world goes dark or just changes after some baking, set your world to not static. Then change your world only to "Reflection Static"
Did not go to plan XD
New buttons in action
Is that mesh button?
I mean it's not too difficult when you can still use your Udon scripts inside the canvas. It works the same way. Overall looking nice
Thanks
I plan on adding some more props (ie grass and fencing), some extra effects like scrolling clouds, and mirrors and pens
Maybe some little rocky islands and a boat too
Red_Sim has made a good looking sky shader however it cost a little bit of money
Yeah I know about that
I just meant a few clouds off in the horizon to get a kind of misty effect
The skybox you see in the video isn’t actually the real one
The transparent mirror shader I use with the water only reflects objects inside the mesh of an object using another shader
So I had to make a small skybox and get it inside the reflection capturing cube in order to reflect the sky in the water
Don’t want to toot my own horn but I think this is some of the nicest looking water on Quest
Oh if this is quest then yeah it looks good
That’s also why I have the optimization button lol
I did just somehow the nighttime one didn't bake or was set to the wrong probe idk
Works now I think
The world would get around 30fps yesterday before I optimized collision matrices and mirror resolution, now it gets around 50-60 with a very poor avatar and optimization toggle gets a perfect 72
I put in a demo scene for SimpleAI gotta get the doggo working too
and put the probe in their baked it then moved it back
@cyan eagle The way how you bake them is you first bake the daytime reflection probe. Then for the second reflection probe, you set your world to night time and you bake that one next
If you are baking it in the Lighting window, you are going to bake all of the reflection probes at the same time
That's what I did
Yeah it should work then
Thanks for the help
so i got a prefab for these fade in/out doors for udon and i can't seem to get them to work???? can anyone help me??
I havent messed with anything on them
Could you identify where the script stop?
You don't have to Set Localplayer when "Get Localplayer" already is instanced
Also with "TeleToPoint" you should get rotation as well so it doesn't use the player's rotation
If you want to use Animation, use the "Trigger" condition
The current problem with this is that it teleports the player too quickly so we want to delay it
So our final graph should look something like this:
If it's too confusing, here you go
those buttons look good
I am gonna post this once i complete the functions for vrchat :3 but this fun world building~♡ what do you think?
anyone know why im getting strange spaces that seem to open up the more i move away from them
Has anyone ever attempted to use shaders to transmit data (like how mocap shaders, DMX, etc do) specifically to allow worlds to interact with a database on a webserver? Would be neat to allow users to collect items or something
Please @ me if you have an answer.
I’m wanting to have a ball pit that actually functions. How would I go about it. Would I need an Udon behaviour?
I have ridged body and sphere collider on the bald, but where would I go from there that an avatar can interact with it?
I am having weird behavior on the latest SDK release. I have no errors or warnings, I have logged in fine. Only thin is on the " Builder " tab, well its blank. Theres nothing there. I have the vrc world descriptor in my scene as well.. again no warnings or errors. I have deleted, reimported. I have restarted the project.. I cant seem to find a reason why. Figured I would ask here before submitting a ticket.
(Fresh Unity project 2019.4.31f1, only a few things in the scene. SDK was the first thing I added in the project)
if this is not the place for me to ask about this let me know and I will delete it
I have noticed that it may be project specific somehow. My other world projects are fine ( I was nervous for a few min ) but even using the older SDK's that are in those, they wont work within that fresh project :/
Maybe this would help?
https://github.com/jokerIsPunk/soccerbox/releases
Yeah probably just extend that so it adds colliders to hands too
working on building my first world, im watching this video https://www.youtube.com/watch?v=ofzw6hKhI3k
im at 4:22 and not sure what he means when he says "plus plus plus" i dont know what he is pressing. I attempted to add more floor and it was uneven so im not sure what to do
VRChat Discord - https://discord.com/invite/vrchat
Written Guide - https://steamcommunity.com/sharedfiles/filedetails/?id=2507157026
iconoclass.booth.pm
https://ko-fi.com/Iconoclass
https://twitter.com/IconoclassVR
Music: FynestLyk - Noir Et Blanc Vie
0:00 Intro to Probuilder
4:45 Starting to build room
6:00 Edge Loops and Extrusions
11:39 C...
Your SDK may be corrupted if the buttons in the menu disappeared. Or its one of the editor scripts breaking it.
The best you can do is make a new project, import the newest sdk and slowly start adding assets to your new project, EXCEPT the old vrcsdk.
Weird thing was it was a brand new project, latest SDK, nothing else in the project but the scene with the vrcworld prefab
And you don't have the menu?
hello! im really confused watching the video mentioned by gogetagirl4u. I imported the probuilder asset but for whatever reason when I go to the preferences to edit, it will not show up. If anyone has any clue whats going on, please help!
So I was like " ok maybe theres a bug in the latest SDK " So I removed everything, restarted, imported an older version I have been using on another world just fine... same result.
Check Authentication
I am logged in
Does the vrcworld prefab have any blueprint in there
well at first I did, now I dont cause I wanted to bake a scene
Are you using Bakery?
Unitys
not once
Thats what it should do in the beginning
If you press Play on top of the screen and check your console, do you get any error messages
Yeah, I had one once not ask until I went to build but whats what I was looking for was the layers
No errors or warnings on play
I’m assuming you added the vrcworld prefab to the scene right?
Turn off Error Pause
Done, same result
Thats honestly weird. Usually the problem comes from the editor script or corrupted sdk, meaning there are two sdk versions combined
Thats why I am baffled on whats happening
I have never seen this happen ever
so I figured I would ask here before I made a support ticket about it, save this project for later and try and make another NEW one xD
You don’t have any weird assets or anything imported do you?
Sometimes some assets broke my stuff
Nah, it was empty when this started. First thing I do is the SDK every time
Yeah that is really strange
I even deleted everything and relaunched the editor. same result
Whats the build settings in unity
Okay let me ask couple of people that can probably help you further
How did you imported it? Did you installed it through Package Window?
ahhh yep that was the issue, i jumbled some steps! thank you ^-^
Yeah I would blame the video for not showing that part lol
But I really recommend learning Blender
Faster workflow than Probuilder
hahah I think its more on my end. I messed something up by not having the right version of unity then going thru by memory
hahaha
yeah Blender seems better but a bit more daunting imo
Its understandable, I first time started with Probuilder as well
Blender is very daunting yes, blenderguru donut tutorials are a good starting point imo
those dang donuts
I love and hate thoes donuts
And thank god I picked up Blender because it only takes 1 second to make a room instead of placing every single wall and ceiling with probuilder
I made my first world with just the unity cubes…. That was fun
Oof
oh Fr??? I feel torn because probuilder seems more labor intensive but more digestible if that makes sense
Yeah Probuilder is simple.. too simple that it takes time to make complex structures
its prob for the best for what i'm going for anyways
Yes pro builder is a good starting point, blender is definitely worth trying to learn if you need more options
but I deff should look into blender. I've only used blender to modify vriod models
Yeah I mean the good thing is that its all in one program
yeah tru that. I just hope i can make something nice tbh
It’s just like 3d legos
I forgot how to use probuilder lol
Too much I have to remember in Blender: all the shortcuts and stuff
Make sure not to rely too heavily on produilder, it is a crutch !
Hey I'm not at my pc at the moment I think I might know what it is one sec
I'm not even sure if this would work
and it's obviously better that I baked the reflection probes
But that doesn't stop me from going "Oh, ofc I should've checked here"
Realtime isn't that good for probes anyways
Realtime reflection probes is absolutely ASS for performance.
did probuilder get rid of weld vertices because its not in the probuilder toolbar
thing
mmm ass
Are you using it to connect corners or something?
Man optimization really is everything
I spent all of today and yesterday optimizing just this
2 days ago:
Medium Avatar equipped: 40 fps
Very Poor Avatar equipped: 30 fps
Now:
Medium Avatar equipped: 72 fps
Very Poor Avatar equipped: 57 fps
There's an optimization mode that fully maxes out the framerate to 72 regardless of what avatar the user is currently using
If there's a way to measure current player count with udon I'm going to force optimization mode on once 10 players are in the world
what kind of optimizations did you do to get it higher framerate
Made decimated collision matrices, lowered reflection resolution, lower far clip and increased near clip
I'm about to add some more decorations and prefabs so I want it as good and future proofed as possible
Also these stats are for the QUEST version. PC version has stayed consistent 90 fps across the board
Why is happening Dx
i did try to edit my path and nothing changed
I fixed it ^^ i feel like i keep running into wall after wall with this project xp now i must figure out why when i test it my character isn't loading in the proper area or somehting, it keeps like glitching out if thats the proper word. looks like its loading in on the side of the build
Does anyone know how to make an animation play when a player is in a vrcstation? I know I need to add an animator, but it doesn't seem to work, and I can't find a single tutorial anywhere after an hour of searching
After the 2 links about vrc_stations from vrchat.com the next link on google has your answer. Gotta work on them search skills 🙂 https://www.reddit.com/r/VRchat/comments/b9pasw/help_how_do_you_play_animations_on_avatars_in/
3 votes and 3 comments so far on Reddit
Thats from 3 years ago, and when I tried that, it just doesn't work on SDK3 or SDK2 avatars. All I did was adjust the Avatar leg angles, but it spawns the sdk 3 avatars standing straight up, and sdk2 halfway in the chair
its as explained in the response. If your animations arnt working its the animation or you are missing something.
hm apparently when a collider is activated by an animator and the player is inside it, the onPlayerTriggerEnter callback isnt raised.
Hi Everyone! I am new to the VRChat SDK Worlds and I experienced Unity programmer. For my world I would like to use scripts, that I have already wrote. Is it possible to use them or do I have to rewrite them in Udon?
uh i would say try to adapt them to udon sharp
Read the documentation and learn the components of vrchat.
It doesn't matter how and with what the collider is activated.
It will always work if the player is inside.
0.o
then the same old collider game objects and animation events i was using in SDK2 should work for that event.. but i have a ton of areas where when the collider object is enabled via animation frame and the player is inside it and the player collision enter callback never happens
anyone have a good music player or reliable video player prefab?
I already read the documentation and I found nothing there. So you can not reuse scripts? Is there a way to whitelist the script in a debug mode or so?
Well, what will work in vrchat. https://docs.vrchat.com/docs/whitelisted-world-components
The following is the complete list of scripts usable within worlds. Components that are not in this list will not work. Unity Components WindZoneVideoPlayerTilemapTilemapRendererTerrainTreeSpriteMaskParticleEmitterEllipsoidParticleEmitterMeshParticleEmitterParticleAnimatorParticleRendererWorldPartic...
running straight up c# scripts is disallowed because of exploit concenrs
Do you happen to be using UdonSharp 1.x?
The public release of the UdonEssentials breaks on UdonSharp 1.x and you have to use the latest prerelease: https://github.com/Varneon/UdonEssentials/releases/tag/v0.2.1-beta
Oh hey i was the one that had issues recently to whom you responded to lol on twitter
v0.20.3 Of USharp
Its just when i try to add a playlist or songs it doesnt update in the player
1: Ensure that clicking the "Active Music Player" field highlights the correct player in the scene
2: Just to be sure, unpack the music player prefab
3: Try again
And I "Apply Library To Player" correct?
First "Save Library", then "Apply Library To Player"
"Save Library" saves the underlying scriptable object to your assets
Could you make sure that you don't have any standing errors on your console first
The Tunify's inspector has defaulted
Something is preventing the custom inspector of the Tunify from compiling
Click "Clear" and ensure that no errors show up
But right after clicking "Clear" do any errors show up in the console, not just from UdonEssentials, but from anything
Could you drag in a fresh instance of Tunify prefab into the scene and send a screenshot of its inspector
My first recommendation at this point is to download the latest prerelease of UdonEssentials from GitHub: https://github.com/Varneon/UdonEssentials/releases/tag/v0.2.1-beta
The public release will be updated soon and it looks like the current version might be broken already
Pretty sure I have the latest version but Ill try it
I can confirm that it is not the case, "UdonDebugger" is an ancient term for "UdonConsole" from last year
Ah
Oh shoot i did have the wrong one haha
Let me try to add a song
It worked! Thank you so much man
My pleasure! Glad to hear it works!
So smooth too, one of the best UIs ive seen
Thank you! 💙
Still local, I'm developing my own VRCPlayerAPI interface which allows different prefabs to store synced variables of all players in the instance in a more optimized way, e.g. what music they're listening, their status, activity, in-game currency balance, etc.
Essentially meaning that in the future there will most likely be 2 different ways to listen along: either forced ownership of the player or ability to join listening parties of other players in the instance
Awesome to hear, looking forward to it
thx! Sounds like a solution
how can you make a chair that can be picked up but also can be sat on?
attach vrc_pickup
kinda funny how i keep finding a free floating HUD mic icon in random places in maps....
if I attach pickup to a chair, it will only say hold to grab and then I grab it and then I am sitting but not exactly on the chair
i think normally i see a chair attached to a platform and the platform is the pickup object
I'm trying to find flowers for a world I'm making and my friends have very annoying requests of course, anyone know where I can find Campanula flower and Edelweiss flower models
Make a model of a chair in several parts, a large part for gripping, and one for landing, add a collider trigger on both, a pickup on a large one, a station on a small one. Or, with triggers, set the pickup collider to turn on if someone is sitting there, and turn off when you exit.
anyone got experince with this prefab?
Trying to make it work so that if you toggle on a mirror. like it i toggle the mirror. it will disable the one that is active
Doesn't matter about the prefab to do that, it's just a mirror. You just need a udon behavior that can toggle through an array of game objects. Pretty easy to make, but you can also download Jetdogs Udon prefabs and use the one he provides with the pack. One may also come with the sdk in the examples folder but I'm away from my computer and can't remember
If what you're describing is wanting to disable a mirror elsewhere in the world when another mirror is turned on, it's much easier to just use Area Triggers for that, and disable the mirror when a player walks away from the mirror. This is as simple as making a trigger volume around the mirror and a udon behavior that is basically on exit trigger disable game object.
the issue that im having is that this one. uses transparency for mirrors. so how to do the graph is kinda confusing for me
or cutout
You just toggle the game object.
The shader on the mirror means nothing to what you're asking
so in general. even with an UI button system. i would just have to make the button itself enable a mirror - so if i activate an LQ mirror - and then turn HQ on. it will automaticly disable the LQ one during switch?
Yes. In that example you have two different mirrors. Each are its own game object cuz that's how unity works. The Udon Behavior just toggles through an array of game objects, so when pressed the first one turns on, then pressed again, it turns off and the next object in the array turns on.
This is provided in Jetdogs udon prefabs, but is also an easy behavior to make. I can't remember but one may be provided with the sdk in the examples folder as well but no promises.
This can also be easily setup using CyanTrigger
sry for the stupid questions xD
anything simpler than that?
It's truly as easy as taking the prefab of the vrc chair and attaching it to a pickup object...
i do feel kinda stupid at that point. realising that i dont need to worry about the udon for the mirror but just the UIbutton xD dear lord
When publishing a world to vrc, should I switch the target to android before I publish it with the windows target?
If I want to upload it to PC and Quest *
It doesn't seem to matter which platform to upload first, but it's easier to test on a PC.
I already did that and it only lets me sit on the chair but not grab it
When I read your comment it sounded like you put the pickup on the chair, not the other way around. And your pickup needs to be in a position that can be grabbed while seated of course.
but I want others to grab the chair while I am sitting on it
Exactly...
Just create a cube. Add pickup. Add vrcsync. Go to the chair prefab provided with the sdk. Attach the chair prefab to the cube. Done.
The chair has to be attached to the pickup object.
and what if I want to add a custom chair to it?
do I just put it under the custom chair prefab to the one provided from the sdk?
Just delete the mesh on the provided chair and place your own mesh in the same place
Ya, I always test on PC.
Thank you
ok, now it kinda works but the place where I want to sit is far away from the chair
Then move it..
Developing a world for my Frog Avatars
No idea how to make the technical stuff for the world but I’ve modeled my vision! :)
So I have made a world but people who join seem to turn into green and other robots it seems to only do it to quest people?
and my self even though my safe setting are turn off so I can see everything?
quest people can only see a limited amount of avatars compared to pc users. as for the green people - do yoy mean brushes?
Looks neat !
no ill try take photo now
So people who load in seem to look like this once they been in my world it mess there setting up and they can not see other avatars in other worlds?
like my world is breaking people vrc setting?
including my own?
might be quest only avatar
oh wait. it is
if you look at the clone button, if the blue bubble is not blue. it will not be seen if on pc
hmm? I see what your saying now so it has nothing to do with my world then?
Thanks I thought I have broken people safety setting with join my world.
Hoping to get some help. I was able to login and upload an avatar from unity yesterday. Today I cannot login from unity at all. Thanks
whenever i try to add vrcsdk it says you dont have permission to import this file
idk
why
i have added my world it says content successfully uploaded but its not there
and i go into content manager and its not there even tho it says content successfully uploaded
i try the build and test thing but it just brings me to my other world
Hi, where I could find a free "post processing" for glowing the light? I found it in unity but it's 15$
the unity post-processing is a package not something on the asset store
oh, thx you
I must have overwritten something and messed up. Is there a way I can save my scene and reinstall the VR Chat SDK because its not there anymore 😅
It's not there because you have errors in your console that prevent build.
Oh boy, this is my first build and I am a bit lost. Is there something I need to do to get rid of the errors.
Maybe some of the prefabs I used are not good
The errors will point to the issue. If you're unsure, just expand the console and screenshot all of the red stop sign errors
Ya I'm prob just going to restart the project. There are soo many errors I don't know how to resolve lol
Sometimes I find getting rid of all the VRC scripts and reimporting them can help.
Also, does anyone have an udon script for an audio playing when you pic up and item. I want to apply audio to a hair brush and a rattle.
I have a question, when I go to test a world, is it possible to run it through the steam version?
might have to delete and reimport the SDK. also, sometimes closing unity and starting again resets the console
Nevermind, I figured it out
What version of Unity are you using
hmm what makes a canvas button interactable in vrc 0.o
the vrc ui shape component
why does unity suck now
last year i used it it was fine
now it barely works and when it does work it locks half the features behind unity hub
which i am not downloading because im not wasting 20 gigs on my 200 gig storage for something i Will Never Use
i just wanna make a world but i cant because it will not let me use the asset store
using the wrong version of unity if you dont have the asset store available
no, i'm using the specific version vrchat tells me to
and its available but it won't let me do anything with it unless i get the hub
unity hub isnt 20gigs
i still do not want it
i am only going to use one version of unity. it's a complete waste of space and i'm not exactly in a position to waste space
i fixed the builder being blank by reimporting the DDLs but it keeps happening
is there a way to stop it
im using 2019.4.31
your rant is so un-factual. Hub is less than 400MB, my lighter has more space. Hub is not required for anything only recommended. You will never only be using one version of Unity, next year we will upgrade to 2020. And the hub is recommended because it makes managing versions and modules easier. Nothing is locked in Unity 2019.
are you physically incapable of processing the idea of someone not wanting to download shit they aren't going to use
unity doesn't even open right anymore like
i open it
sorry i don't have thousands of dollars to blow on disk space so i can download more bloatware asshole
uhh any mods?
Hub is tiny and if you're using unity, you really should use it. Makes your life so much easier. The few hundred mb from hub is NOTHING compared to the cache space unity itself uses.
i open unity and get this, which to my knowledge is not what's supposed to pop up when you first open unity
then i hit create empty project and it prompts me to make a folder
so i do
and then nothing happens
and last time when it actually WORKED
i did some shit, then saved it and closed unity because it locked asset store behind the hub and got frustrated
came back to it the next day, saved project mysteriously gone
Well, I did say hub makes your life so much easier....
what part of 'i don't want it' do you not understand
lol
you're attacking me personally because i don't want to download something
i mean this in the nicest way possible you're fucking stupid
If you're getting into using these tools, you will have to get used to using things that are recommended to make your life easier and make using these tools better. We're suggesting it. As is the literal screenshot you shared. Because it's truly something you should be using. There is no logical reason to not use it.
because i am ONLY USING ONE VERSION
It manages your projects.... Not just versions
if vrchat gets updated and uses a new version, i'm just gonna download the new version and uninstall the old one
then why the hell would they lock the ability to manage your projects behind a hub
You'll need hub to migrate projects from one version of unity to another
Hey people, i get this message when i try to build my world: Unable to open Assets/VRCSDK/Plugins/VRCSDK3.dll: Check external application preferences.
Any tips ?
Look, you don't have to use hub, but you shouldn't insult people trying to help you, nor should you illogically not use the tools you should be using for no reason except to make your life hard. Good luck, figure it out on your own at this point.
Have you directed the SDK to your vrchat installation?
wow i get personally attacked by multiple people for having a perfectly valid reason to not like something and i get warned for biting back
It's not valid.
I guess i did it, since i imported the sdk directly into the project assets
i personally like it. everyone who dislikes it is wrong.
Ok. Well good luck making your life hard.
Open the sdk build window, the settings tab on the far right there is a spot to point the sdk to your vrchat.exe
and open letter to the admin who's stalking this convo, maybe actually worry about the people calling me a damn npc for disliking something LOL
correcting misinformation is not attacking, and we said unity works fine without the hub. That is only the recommended path. If you want help getting unity to work the hard way seek Google.
Wow, you rock. Thanks a lot!

Nix honestly you started this, someone corrected you on how you claimed the hub to be a much much larger size than it actually was, and just recommended you use it. To which you insultingly said "are you physically incapable of processing the idea"...
It's honestly best to just move on. If he doesn't want help. He can learn to read Unity documentation and Google links.
like you made the size of it such an issue, which yeah, size can be a big deal if you have little storage. Kev corrected you on this, so you might not mind the hub as much, with some added reasons why it's nice to have.. honestly there was no reason to start snapping at these people.. as Merc said, if you don't want it then good luck with Unity documentation and Google links.. only trying to make your life easier with Unity Hub, and explaining why it's not all that bad of a download
but yeah.. enough words dirtied to this whole thing
hmm i wonder why the ui menus only register as clickable when the game menu is open
I honestly couldn't imagine having spent the last 3-4 years working with unity without hub... The few mb for the sanity, improved workflow, management, ease of use. Is worth it. Working with unity consumes hundreds of GB if not Terabytes of space...
ur using the UI layer, use default instead
Wrong layer
Or create your own custom layer just for your UI.
hm i think they might have been automatically generated on UI
I try and keep everything off of default and have custom layers for organizing
That's common. I've seen a lot of prefabs erroneously do this, especially JP one's. Just change the layer or make ur own
i worked without the unity hub for the longest time but it became too much of a hassle to try and manage the ever changing versions
Yeah, I mean it's not required. But just makes things do much easier. More a single project kinda thing to not use it.
The custom layers can get you at times, I was hit with the pool table when it had its own ball layer. Overwrite the spot i had
Lol gotta watch out indeed
but it is wise on a build thats 100% u
hm that mive have it..
back to another brain grinding udon adventure
hm interesting, one would think the audio source component would have events like IsPlaying() or PlaybackStopped() or PlaybackEnded() etc
If I add background music that's on a loop, will it play for everyone on Quest and PC?
should
Depends how you're playing the music. If its with a video player you need to take a few quest specific video requirements into account to get it to play
Not on a video player, looked up a vid and apparently I can just implement it in as it’s own audio file
Make sure the decompression type is set to streaming on the audio file in unity
Alr 👍
Added a music toggle button but it turns the music off for everyone in the world as well
how can i make it so that it only affects the person using itr
Remove the network syncing from the udon behavior. Set it to none.
Heres a picture
On the udon behavior component...
Are you changing the bool "isplaying" anywhere on the graph? If you are not, then the value will stay the same and it will always play when you press it. I would recommend using AudioSource "IsPlaying" instead of using your own bool. This way it will Play if it is not playing anything and it will stop if something is playing. (based on your graph setup)
how do i make brushes
@grim jungle I recommend trying this for sure, do space to bring up the search menu, then search Audiosource then search Get IsPlaying
apparently now udonsharp is just purposefully trying to piss me off, and its working..
Assets\Udon\UdonBehaviour.cs(59,27): error CS0426: The type name 'SyncType' does not exist in the type 'Networking'
Any idea what could be causing this error?
Share a screenshot of your entire console showing all the red stop sign errors, don't copy and paste errors.
Sorry to burst out in the middle.
Anyone has any idea how to make a world public without the Community Labs? I heard they don't work either
Community Labs is the vetting* path to verify your work is good enough. No there is no other way
Oh woah is that really so
Didn't know that...
Yikes I got to wait an other week then, I deleted my world from it 💀
Much thanks xD
If you leave it in community labs long enough it'll eventually become public.
no worries, no one is checking skill or anything debatable. Its just to make sure you arnt breaking rules and performance wise its good.
So long as it doesn't have content where it's going to be reported
I had this happen to me too, thnkfully I hadn't actually deleted the world... there was a mishap with the orignal file and I copied the blueprint ID to the new one
Okay. So I'm trying to make a toggle where when I pick up an item, it makes a sound and continues to play. If I really wanted to get tehcnical I would love it if it worked when I moved the object around. (like a miraca) anyways. This is what I have. However, for it to stop, I have to pick up the item again. how would I change this so that when I pick it up it stops when it is set down again
change on pickup to on use
well on use would mean you can toggle it on or off while holding it. if you want it to shut off when dropped you use the ondrop event
well i'm officially 120% beyond cranked off now. power outages just corrupted the scene file for quest build of the world i've been building for years.
Yeah i feel your pain, i mean i never worked on a world for that length but jeez man.
for years and you never made a backup?
only of the PC scene. the quest scene was so new i hadnt bothered yet.
Hello, Have anyone can recommend a skybox like this? I just learned to make the world for the first time. Thank you.
Posting incase someone else has my error, delete udon sharp and reinstall it. instantly fixed. No clue why.
looks like skybox i've seen in a few club maps
hmm now i need to solve the secret of how some of these mmd maps are loading camera vmd files.. this should be fun >.>
https://assetstore.unity.com/?q=cityscape&orderBy=1
or google free HDRI's
Why is it that every so often the box colliders on my assets reset, and when I cntl-z a screw up when I'm redoing them they reset all of them again. :annoyed:
the wonders of unity \o/
Still struggling with login into the VRCHAT control panel. It worked and then didn’t work and then worked and now to not allowing me to login again. Would appreciate some help. Thanks
Are you sure ur using the correct SDK and unity version and hitting the right email and password?
Also I need some help as well. Been stuck for well... almost 2 hours trying to upload an image to use as a sprite.
The image won't even load in the following menu
But they can be found in my assets menu...
Anyone has any idea as to how to fix this debilitating issue?
Darn. Fixed it
The images's texture wasn't set on 2D & UI
Yes, I am using correct version of unity and SDK.
Have u tried logging in through the website seeing if it works?
Well if the Unity version and SDK are both correct and you have 0 errors in the console and you verified your credentials. Outside of reimporting the sdk, or restarting unity with your fingers crossed you can try #vrchat-support and submit a ticket. A couple of times a day it is possible to hit an API bottleneck, so trying again in 10mins might be useful.
After all the obvious issues are cleared all that remains in server-side bs.
hmm interesting..
third person flyover camera triggers avatar head to vanish as well
😒
camera's render is set to localplayer layer ?
this layer removes your head because the local player doesnt need to see their own face lolo
naturally, unless you like looking at your own snout 24/7 perhaps 0.o
dont you normally? i can see mine
maybe now i have unlocked all the tricks to finalize this crazy system..
woops looks like playerlocal off simply makes local player disappear entirely xD
hm i see whats happening, the head culling of the avatar camera is being applied to the flyover camera
Yes I can log in on the website fine. As I said sometimes it works just most of the time it does not. Will try again later. Thanks
I’ve gotten mixed answers from different people, can anyone confirm whether or not I can use copyrighted background music or no?
I don’t want the FBI at my front door at 3am 
The vrchat rules say that it is not recommended to add such things to the world and avatars.
Not recommended or not allowed?
Either way, still not adding copyright material, but want to make sure i wouldn’t get in trouble if I put in a song that said “no copyright “ but actually was
They will not specifically check each world and avatar, but if there are complaints, the uploaded content will be deleted.
hey evreyone ive come to ask a question, so in a month its my birthday and im planning to make a world for us to have a party in, problem is i dont have any insporation or ideas of what to include and make, any help with ideas?
Alr, I’ll probably do quite a bit of research to check for music copyright status
Thanks
You'll need to use MirrorReflection to get the local player with the head intact
nm actually i just found a bigger issue to shit bricks over.
take your deepest desires and great accomplishments of the years along with accounting of thy friends with to encompass what you truelly believe and agree upon and love to create something meaning full from the tree of live youve been given
seriously thinking about migrating all my assets back to chilloutvr
sure as hell not making any new vrchat content
that makes the most sense and the least sense but the most moving thing and determining thing ive read
hope that helps
vrc has one of the most massive security breaches i've ever seen front and center for the world to see and what are they doing about it? making patches for more quest bells and whistles.
not to get political but being public about how security is being delt with in front of a community that can just bite at anything said doesnt seem smart
yeah business do not address how security is handled. They only report the breaches.
vrc is also the only platform that doesnt hold your nuts in a vice for development. Guess that makes developing on other platforms easier I suppose. Less creative, but certainly easier.
as a CEO and social platform service provider i'm aware how these matters should be handled, i've had to deal with massive security breaches.
we halted all production on frivilous expansions and took the core service backend apart piece by piece and hardened every section of the backend from one end to the other
i've been awake far too long to worry about this now, everything is foggy and incoherent.
hey i just published my world and i go to join it and it just sends me back home
make sure you have a spawn set up or didn't accidently delete the one you had
iwas lookign for that but couldnt find it
under vrcworld there should be a "spawn" tab that you can expand
just replace that with an empty game object wherre you want them to spawn in
right click in hierarchy and make one
create empty is what you want actualy
yes
i think it worked i will test now
i keep falling thru the floor i load in falling
like it has no collision
yeah you probably just need to put a collider on it
so do i just put a random cube in my world
in inspector, add component, search for collider
whatever your heart desires
Why are you looking at the physics material tab?
cause i selected my mesh but there is still no collison
Your floor has no collision?
yep
Click on the game object for the floor. In the inspector, click "Add component" at the very bottom. Search for "mesh" and add a mesh collider.
IF your floor is just a perfect unity cube, and not a complex shape. Search for "box" instead and add a box collider
And yea. Close that physics material tab
i am using a mesh collider not a box
Ok. Cool.
but there is still no colider
Your floor game object has a mesh collider component on it?
now its saying my vrcw dose not exist
Does your floor game object have a mesh collider on it, simple yes or no so we can work through trouble shooting
Click ok the floor, the mesh collider component, is "IsTrigger" selected?
it isnt
Is "convex mesh" selected?
no
The spot at the top of the component that asks for a mesh, is that empty? If unsure. Screenshot the component
What is the position of the game object set as your spawn point?
a gameobject i was told to make
Right, is it placed above the floor plane?
it is floting in the middle of the room
Above the floor tho, correct?
yes
The mesh collider component on your floor. Click the three dots in the top right of it, and remove component
Then click add component, and search for "box" and add a box collider.
Now u said you had errors. Are you able to enter play mode? The play button at the top. Does it work?
Alright. Lemme know if it works.
Can you please screenshot your world showing the location of your spawn point and the floor.
Show the entire unity window
there is a screen shot of my screen
Your floor game object, there are two cubes under it, and I don't actually see a floor? Is your floor black?
when i look under it its invis
Delete the plane, which is your floor, and add a Quad instead, then resize it to what you need
the quad is invis
It only is shown from one side
Rotate it so that the one side visible. Is facing up
Just like the plane, you have a front face and a back face, and standard shader culls the back face. So you can't see it from the back.
ok done
Nice. It should already have a collider on it, but just check to make sure
If it doesn't, just add a box collider again
Hm? During upload? Just try again
i have it asked me to save so i pressed save and its didnt work the second try
Manually save your project in the File tab, then restart unity
You shouldn't be able to upload if you have errors. Something may be bugged.
saving failed
Does it say why?
i fixed it i had a monoscrip in a place it shudnt
Odd. That shouldn't stop u from saving and should have broken the upload window. Oh well.
Using avatar pedestals. A prefab is provided with the sdk. Search your asset folder in unity for "avatar" or "pedestal"
Used to display and / or switch to an avatar, often used in combination with a VRC_Trigger. Example can be found in the SDK as VRCAvatarPedestal. RPC's are available via the SendRPC action
Oh no, that's not what you do with those components
i think i have done it
Delete all those off your world descriptor object
?
The three components you just added to the game object with your scene descriptor. Remove those
That's not how you use them or where they go
Yeah. Ok, so you have the actual pedestals. Just want to make sure you removed the 3 off your scene descriptor that you showed in the screenshot up above
why cant i click em it it cause there priv
Are they your avatars? What rank are you?
Are you able to click anything? Do you have other buttons for like the mirror
also how do i implement a mirror
By adding the mirror prefab
ok
and no cause there is nothing els to click
i made one of em public so i can test
nvm i just cant click em
iam going to eat will update u on how it goes
did you enable this?
dunno if this will be helpful or interesting to anyone here, but i've started doing a technical write-up on how i approached building The Conservatory. it goes into some detail about how texturing and shading were approached, and how some of the special effects shaders were handled. i'll be adding more stuff later on about how all the plants were constructed. https://www.toadstorm.com/blog/?p=861
that is awesome
if im uploading a world to quest, should i start on the quest world first, and then go onto the PC version?
either way would work but yeah probably easier to optimize starting with the quest build in mind and then adding niceties for the PC version
and question do you have a quest yourself to test
world ambience development, 1st pass
im currently a bit confused. didnt use unity much and just got it for vrchat stuff. thought id try to make a world and created some meshes in 3rd party 3d software. but somehow the mesh collider doesnt seem to work. no matter what i set it to. i cant use a box collider since my terrain mesh isnt flat.
I do not, this is a commission world
that's going to be a lot trickier to debug
on the right of your screengrab you can see the rotation.
then try holding v to vert snap.
have a read https://docs.unity3d.com/Manual/PositioningGameObjects.html
can anyone tell me why the rain shader on my windows are going from this
to this
its like slowly fading after a minute or so
does anyone know how to fix the error "Unspecified error during import of AudioClip Assets/strings.mp3" ive tried a bunch of different file types too
What is the Largest Hard cap for a single instance? lets say i want to have 200-300 people in one instance is this possible
so 100?
Have you ever been in a high pop world?
yes
ive had 100 people in one instance and we all had to use optimized avys. But my buddy wanted to do a concert in vrchat and wanted to find out what we can really push
Then ya should be aware of the difficulty in running and managing so many avatars. But whatever you want. Getting that many people to willfully join a single instance is a whole nother thing.
There's realistically no cap. The true cap is just what people are willing to tolerate.
Maximum players per instance is 82.
There has always been a softcap and hardcap
Idk about always. But I suppose I've never had any reason or desire to push that since I never personally join world's with more than 20 people as performance is absolutely dog shit. Could a sworn I've seen far more years ago. But I'm old.
Yeah, performance is the primary reason for the hardcap.
And there has been instances with more than 80 but that has only happened when VRC staff have wanted to do load tests as far as I know.
like even everybody is fall back isn't going to help when you get to a certain number of folks because of the base CPU cost of having any vrchat player
And the audio sources...
After about 120 players things start to break regardless of performance.
Mostly audio starts to break.
Yeah. I mean unity can only handle so many sources at once
like probably any real-time engine would Buckle under way too many audio sources
anybody know why this is happening? it is perfectly fine inside unity. in vrchat however, it is pink. tried messing with the material settings but on first inspection, it doesnt look wrong
changed the shaders and it works. i did use some other assets that had legacy shaders applied but they somehow work
I've got a Wolfe video player in my world that I'm trying to link my twitch stream to. It says invalid URL, but it loads other twitch streams just fine. I also noticed that my twitch stream loads in worlds with other types of video players just fine. The official Wolfe player world does not load my stream (invalid url just like the one in my world). Anyone know why this would be happening?
we generally say legacy doesnt work because its how the shader is written. Some will as you have discovered. But now you know.
makes sense
are you verified?
Verified like I verified my twitch account thru phone/email?
small time streamers usually dont work until your twitch is verified and I think they mean partnered but I am not sure.
I thought that makes sense too, but I'm curious why Wolfe video player seems to make the distinction while other players don't
Wolfe doesnt, nothing in the code checks this... but try ProTV
Cuz I can load the stream into other players, I'm just hoping I don't have to replace the one in my world cuz of this 😦
Yeaa
Fair nuff
this is the first world I'm doing in Blender, I'll be back to show the berries once it's done or I need help
I really like that grass texture, if I may ask, where did you get it?
old vrchat world, specifically The Hub 2019, world is for old vrchat made worlds that arent accessible in the search list
Export Exception - System.IO.FileNotFoundException: C:/Users/kalan/AppData/Local/Temp/DefaultCompany/New Unity Project/scene-StandaloneWindows64-hehe.vrcw does not exist
File name: 'C:/Users/kalan/AppData/Local/Temp/DefaultCompany/New Unity Project/scene-StandaloneWindows64-hehe.vrcw'
what should i do\
i have no idea
i need someones help
please <33
Can someone message me on How i add these photo frames to my wall
I noticed that changing Bounce Threshold (Physics) in the Project Settings does not change the bounce threshold for my world.
So I would like to know the value used in worlds of VRChat.
Can someone please tell me this?
im having a problem where i can only grab a slider from the start and end positions. i cant grab it when its anywhere in between. anyone know a fix? reply to this msg if u reply so i see it. thx
Don't think changing anything in Project Settings in unity actually works, otherwise you could really mess up and crash peoples Quests by maxing out shadows or something.
Thanks for replying. I didn't know that the effect of changing Project Settings. I reverted values which I changed.
Do you know Bounce Threshold (Physics) value used in VRChat? If you know please tell me it.
anyone having problems updating their world
Anyone mind to help?
Tired exporting a world,
its getting this weird
"Inside 3D look"
¯_(ツ)_/¯
If anyone know any dope disco dancing worlds with music you can put in the world, DM me I'LL PAY!
I'm so confused what I'm supposed to be looking at.
A failed texture
my world has this tag now. does anyone know what it means?
People reported the world for audio related issues. Prob stuff like:
Global audio
Audio too loud
Broken audio
Nsfw or toxic audio
Etc
can someone send me a file or tutorial to make a gameobject that respawns you on touch not grab like murder 4 knife\
You make a pressable cube with an udon graph to make the player be respawned
Unfortunately I don't have the exact udon graph
legitimate reports do affect your world yes. If you have a legitimate issue it needs addressed or your world will be made private. If your tests return no issues, and you are not using anything inappropriate, then you can ignore the report.
The report system is half-assed and dysfunctional at best.
ok sounds good
carpet
ngl I didnt even know this was possible
how do I fix this, I tried resetting the scene light settings
click the ight bulb
thanks lmao
Anyone know a decent water shader that doesnt lag quest?
Thank you
whats a good tutorial for making collider toggles. im trying to make it when you put a item on something like a table, it turns the table' s colliders off
vowgan or player bush might have a tutorial for it. if not. im sure if you find a unity csharp tutorial for it, it can be translated into usharp code
Gist is, give the object a custom layer. Create a area trigger around the table. On layer enter, disable collider
How do I disable collision on objects, for example a cube and a mirror
Remove the box collider
So that the player can pass through it
Remove it or uncheck it?
checking out vowgan' s colliders and bush's proxy mirror
doesnt matter
If you don't need it..m just remove it
Oh
Thanks
Oh and also does anyone have ideas on what I should do with the rest of the space
I can't just leave it empty
is it meant to be a house
Yeah
try moving the room placement, the extra space could be hallways
tv. add bean bag. carpet. get a shelf on north. make the whole west wall a mirror
or add something like a gaming room, spare bedrooms ect
futon
I already have a lot of mirrors-
can never have too many
Unity's FPS:
The FPS in VRChat:
just think of all the mirror dwellers
and have toggles, fps should be fine unless all are on
I have a room that looks like this already though
getting there
That's 6 mirrors... And I plan to add another here-
I just realised I could probably make the walls have the soundwave of never gonna give you up or something...
So I should add bedrooms and maybe some beanbags
yeah
Probably windows too instead of a door to get out, nobody wants to touch grass
||/j||
so true
I should probably remove the garden area in mine
kinda worried to talk about my world ngl.
Why
Im scared im going to pull a Todd Howard
I already know about the sex dungeon what else is there
add games
accidently promise stuff Im planning to do but cant pull off. Or as Todd says it, "it just works"
Oh wait I should probably also put a toilet or something
go for it
attempting to publish a world on linux leads to a scene not found error. anyone know of a fix, or am i gonna have to spin up a windows vm?
i recommend windows
linux isnt natively supported by vrc
god I cant wait to switch to linux.
yeah, but i try to avoid microsofts garbage as much as i physically can
Okay I'm going to try to inspire them off of these ||/hj||
let me fight that baby
what are all errors unity gives ine console?
Im starting to hate lighting more and more, area lights do not work with the type of ceiling I have
this is what it outputs after it fails
this is the exact error message, which makes me think it might be solvable with a symlink somewhere
dont know enough about unity to know where to start looking though
hit the play button real quick and see if itll compile?
play button works fine
my best idea i could come up with is that its not able to find “appdata” (the folder on windows) to put the vrcw file when building to then upload
oh god appdata, youve brought back memories of installing minecraft mods lol
thats a lead though, ill see if i can get it to behave with a symlink somewhere
Yeah but if it can't find AppData then I'm pretty sure that your windows install would be fucked and most apps won't install
They only way it wouldn't be able to find it is if you have another folder named AppData in your Users folder, which is impossible, or if it didn't exist at all??
im on linux lol, thats why it doesnt exist
i think i found where its putting the scene that it cant find (in /tmp), working on figuring out where its trying to read it from
r/place?
Youd honestly be best off running windows ina. Virtual machine at the very least.....
would rather not if i can avoid it
https://uber5001.gumroad.com/l/VRPlace uberrr rrr rr
you guys think the mirror is a big issue or should I leave it as is?
Your mirror must not be set to render the layer the counter is on.
Either change the mirror layers that are set to render, or change the layer the counter is on
its a transparent mirror, its part of the gimmick for my world
Then I don't get what you mean by "I hate that my mirror does this"
I just dont like how it shows up like that. I dont think I can really change it without removing it and replacing it with a regular mirror but its going to cause issues
You can change the layers rendered like any normal mirror
What the fuck?
when playing The Sims
Help I just realised it does look like the sims especially from that angle
But where's the cut out in the wall
No where. That's the point. Sims can't use bathroom and forever try and find the toilet before pissing all over
Then they die of embarassment
I switched it to ISO view and I-
Also also can someone tell me a normal size for a toilet-
Is it just like 1 square or
Use a capsule to size things
The player collider is a unity capsule
Well, it's technically slightly shorter than a capsule now at 1.65m but just using a capsule is best practice so you have slight headroom. Capsule is 1mx2m.
Ah yes, the holy d r u g s
Give me a link I need to download textures yellow and black kind of safe
Thats the funniest link I have ever seen. pure gold. ty
Help that killed me 💀
@stone marsh Give me a link I need to download textures bathroom black and white kind of safe
It took an hour for a bathroom...
And it's not even complete too
I still need to add mirrors, etc
I hope that the scripts didn't break otherwise I'll have to switch projects again
But so far this world isn't too bad
Why did the bedroom take so much less time???
Wait the photo's the wrong way wtf
How do I add post processing to VRCCam?
Vrccam is a generated camera. Take a photo of what you want to use as your world image. During upload, create a quad, put the image on the quad and take a photo of the quad.
You can change any parameters on Vrccam, but they will not be saved.
So the world is basically finished now, I just need to add my mirrors and video player and then the spawn location?
I can't make the Control Panel show up because there are errors with my World, but both errors take place inside the VRChat SDK.
Your using the wrong version of unity
We use 2019.4.31f1
Download the correct version and open your project using that.
Ok, thank you
hi,
I've got a question, I think this is the right place to ask... is there any reason in particular that a world would lag for specifically the instance owner and no one else? A world I was working on gets 80fps for everyone else and like 20 for the instance owner, and when the owner switches the new ones frames immediately drop. I figured it may be udon related but I thought I'd ask in the "general" worlds channel first
Check your disk utilization when this is happening. There is a bug with attempting to improperly sync an animation that can cause the master of the instance to write extensive errors to a error file that will balloon in file size. Eventually consuming all free space if left unchecked or noticed.
The heavy utilization causes a massive hit to performance for the master only.
It could also be from too many sync objects.
Alright, I'll check that out and report back once I do, thank you so much!
Task manager should be kinda obvious, you'll see really heavy disk utilization on your hard drive. You can also check the error log file for vrc and see if it's massive in size. If you delete it. And then load the game for just a moment so it can write a error without making the file super huge, you can open it and it will point to the animator causing it. But it's related to attempting to sync an animation improperly causing error log spam.
If you're syncing any animations in your world, that would be an obvious culprit. Disable it,and upload and test it. Being disabled alone should stop the issue.
It may not be this, but it's just something I've encountered in the past with the same symptoms. Again, it could also be too many sync objects or other syncing related problems.
Mirror dwellers seeing this:
There was an issue with trying to sync unsyncable variables that would cause the exact same type of framerate loss for the master.
Though newer SDK versions should prevent you from doing that
Yes. Basically same thing I was describing. It was error log spam that would kill performance.
Writing to the log doesn't cause that much performance loss though
You could spam it with hundreds of lines per second and so long as you didn't have the log open you wouldn't notice it.
It does absolutely
When you say newer SDK versions, how much newer?
I've encountered this personally
Though I don't have my VRC installed on a slow drive so that could make the difference
Always use the newest
Using an M.2 would negate most of the issue of course. Any physical disk drive will kill performance and drop your frames
because I remembered I haven't updated mine in ~5 months
Ive seen it before so im just gonna ask here, does anyone know where i can find a tutorial on how to make a mirror cut-out the players and nothing else, just the players
and im not talking about low quality mirrors im talking about you can see the world behind the mirror as if it was gone, you can just see the players
Anyone know where to find a free City skybox that takes place during Nighttime?
My VRChat world is centered entirely around the idea of just looking out the window and a pure night sky is boring af to look at
this is the log size
yeah it's uh 2.7m lines of log from my session last night
i was on for 4.5 hours and 20 minutes made up 1.7m lines of that log when I was testing my world
Search for HDRIs.
At that rate delete the whole game I- 💀
Post your issue here or in the correct thread and someone will help you
Okay I finally finished adding my mirrors, chairs, and other things...
erased
You'll need to elaborate and form an actual coherent question with an explanation. That tells me nothing at all. Screenshot are always helpful too
so essentially I spent 2 days making a world... I load on to it just now and everything is black no objects and most files gone
Idk man. That still doesn't tell me much. Did you load the correct scene file?
yeah
Are you positive?
Have you checked the project folder itself
A project can have many scene files
mabye not i just started this 2 days ago, first time using unity
I already uploaded this to Vr chat
can I download it back off the site?
No
For me it's not my first time but before I was trying to do something entirely different with it-
2 million of these
can I restore to a previous version?
That's ofubscated code and a lot
Wtf were you even doing can you remember
Check your project folder and open every scene file you find
Show a screenshot of your unity editor as it might help for someone to explain what might have happened
ok
Can someone actually help me, every time I save and re-open it this happens to my mirrors and all the other scripts
im launching the project
This happened last time and I switched to a different project because of it
Vrcworld missing prefab. Lol wat
Even VRCWorld has missing scripts
Literally everything that's from the SDK prefabs, even the Udon chair has missing scripts
I saved, closed it and re-opened it just like before
Is this supposed to happen
Start opening different scene files. You may have saved in two different scenes. You may have also just deleted shit. The red missing prefab means you at least deleted the vrcworld prefab or the folder it was in, or removed the SDK or some shit. Who knows.
i tried to edit what I thought was the problem and now I have a different error
You can track the exact issue by just disabling gameobjects in your project and build and test with 2 clients in the sdk window.
Can also just make a few buttons that toggle different things off and press them in game while testing
Am I not going to get any help for this...
Who knows man. If it works, whatever. Stuff like that tends to happen when you have errors in your console.
I found the script that has the issue
Where is the VRCSceneDescriptor
Thank you
Any of those types of images you can find online work. When imported to unity, change the texture type to Cube and use with a skybox cubemap shader.
was unable to solve issues with running natively, so ive bit the bullet, but im struggling to get up and running in a vm. unity hub shows a blank screen (sometimes it doesnt even get that far, showing a rather unhelpful error), with this in AppData/Roaming/UnityHub/logs/info-log.json
the link in the error logs doesnt seem to work properly, just takes me to bing
also tried installing .net manually (entirely possible i installed the wrong version, tried windowsdesktop-runtime-3.1.2.3 and 6.0.3, neither worked)
anyone know what the issue is?
Does this happen when you open and close a unity project
seems i can consistently replicate the difference between the blank screen and the error, first run after startup / process kill thru task manager gives the error, trying to open it again will display the blank screen
IIRC Win7 isn't even compatible for VRChat worlds
It's only Windows 10 and up
oh for
It might also be the same for Unity itself
unity says its fine with 7 sp1, so i thought it would be fine
W10 is free... Just download it and run that in a vm....
You're doing something that isn't really supported so good luck.
Not if you run ameliorated windows.....
dunno what that is
Get gud.
i did already, currently trying to get bad
Installing arch doesn't make you good.. lmao. Regardless, you're doing something that's not really supported so you won't find much if any support for using unity or vrc or the sdk in Linux. Good luck. If you're a power user, these shouldn't be issues for you tho and building ameliorated windows 10 should be trivial. Plus it looks like you have plenty of overhead to just run normal w10 anyways in a vm. Cheers
@patent rose I literally just checked you actually can't create content for VRC if you don't have 10/11
update: it was my synced string[] causing issues for wahtever reason, I changed it so that the array isn't synced anymore
Why that is is actually even confusing to me...
Nice. Good job.
this is why i dont like windows lol
K
i can make avatars fine, why must worlds be any different
Once again, I don't know!
me suffering from monoculture 💀
Well it turns out it doesn't work...
There's supposed to be a tab at the top called VRChat SDK
That's completely gone...
So now I have to put the entire thing into a new project again...
which means you have errors or your sdk was removed
How is the SDK being removed by me re-opening Unity
This happened last time
Ok where are you saving your projects to?
you cannot by default save directly to a system drive. A main storage device. Windows will block it until you allow access
C:\Users\ [username]
theres ur problem
Why is that the default save area for projects then!?
Unity???
its not for me lol
my unity is installed on my ssd and everything is saved on a different drive including the temp dir.
there's no restriction against saving files within $HOME
Wait so my projects cannot be saved on the system
it's the equivalent of ~ on unix
So it cannot be saved on C:
it can't be saved to the root, but you can absolutely create projects within your user directory
Even though that's literally the only drive I have, I never made any partitions it's a 256GB SSD for god's sake
saving projects to your user directory is fine
Also why would that be why the SDK keeps getting removed
if the SDK isn't showing up, it almost always means one of a few different things
1.) wrong version of unity
2.) wrong version of sdk
Both 1 and 2 can be ruled out
3.) some custom package you installed that imported shit you don't want
4.) some custom package you installed that is missing dependencies
their sdk only goes away after closing unity and restarting*
I never installed any packages at all
So literally what is happening
Unless packages also includes any assets I imported
what assets did you import
...in which case there'd still be nothing???
and how did you import them
Literally just some materials and prefabs
I pressed Import on the asset store..
prefabs can contain scripts and have dependencies.
many things in the asset store are totally incompatible with vrchat
None of them did
okay. you don't see any errors in the console at all?
There's 34..
show them.
DMS??
(it was custom packages)
@faint folio I recommend making a VRC folder to organize everything lol
So can you just not go into a world period if it isn't listed? Or is there something I'm missing?
Do you have a VRCWorld prefab in your scene?
Yes...
Could you send a SS of the inspector
(Idk if ima be able to help but ima try lol)
Screenshot of what, exactly?
The vrcworld in the inspector
Try dragging your Main Camera into the Reference Camera
That won't stop you from loading a world tho. A camera is generated at runtime if it's empty
Merc you help them lol idrk what im doing haah
Can you explain exactly what is happening? Are you crashing out of it at load?
Nah, u were smart to ask for screen of inspector cuz empty spawn with it still set to 1 can result in bring sent home
Yeah, when I try to load it, it sends me back home
Can you screenshot the entire unity window?
Also, you should put your camera in the reference camera spot regardless as it uses that to generate a camera so if you make any changes to your camera or add post processing, but don't add your camera as a reference, none of those changes will be used and thus wouldn't work in game. But won't make you return to home if it's not there, just something you should do anywho
When you spawn in a cube or a capsule, is it super small or super large compared to the rest of your scene?
Smaller
I guess what I meant was, a cube should be 1x1 meters. Which is like a small avatar. A capsule is 1mx2m which is a tall avatar.
Is the world scaled appropriately for avatars if you imagine a cube or capsule to be a avatar in gamr
Should be. Place is already big as-is
Should be, but can you please confirm
How...?
By spawning a cube or capsule and looking with your eyes and telling me if the world is scaled correctly if you imagine that cube or capsule being a avatar...
Ok, some parts may be tight for something average...
A capsule is the size of the player collider so that should be able to fit in all areas. If it can't fit, you'll return to home, or get launched.
Can you click on your spawn point, press F to focus on it, and take a screenshot so I can see where it's placed?
Are all your meshes each using a mesh collider?
I'll double check
Yup, that's all good. The stuff I added afterward for the rails use box colliders
You have two spawn points?
I see two objects labeled spawn point in your hierarchy. Is the one you showed the one that is placed in the spawn point slot on your world descriptor?
did a little 45min blockout/scetch for an idea of a cruise ship lounge iv had in my mind for a while
Yes
How did I miss that...?