#world-development

39 messages · Page 131 of 1

stone marsh
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Select all of your worlds meshes, leaving your world descriptor and spawn point, and disable them. Don't delete them. Just disable them. Then build and test and see if you spawn in. You should just go into the fall loop.

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Right now I'm suspecting it's an issue with the meshes, their colliders, scaling, or something to that degree. But it could still be a few other things. You seem to have a ton of separated meshes so it makes it hard to identify exactly as a few things could easily be erroneous. Doing the above can quickly help identify the root.

bold ibex
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Well, I did put mesh colliders on the capsules. Part of a cliff face was gone and I was trying to patch it up

bold ibex
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I'm gonna try getting rid of all the capsules and see if that does anything

livid citrus
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still need to moddel the seats and tables.... and texture everything

split crypt
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Considering making a VRchat world with whitewater rafting and kayaking. My plan is to do this by simulating buoyancy and using a lot of Rigidbody.addforce, but I've heard that the VRchat SDK doesn't allow for C# scripting, is that true?

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And if it is, would there still be a way to accomplish the desired effect?

pure rivet
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Berry time

wooden hill
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how do i put a scene descriptor in?

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nothing else

pure rivet
wooden hill
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how?

pure rivet
wooden hill
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thanks anything i should also know before i continue and mess things up

stone marsh
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Or just use the prefab that comes with the SDK which is already setup

wooden hill
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no merc

stone marsh
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Called VRCworld

pure rivet
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yeah

wooden hill
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im using a different kind of scene

stone marsh
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.... It's a prefab of the scene descriptor setup with a spawn point as a prefab...

wooden hill
stone marsh
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That doesn't matter....

pure rivet
wooden hill
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wait so both scenes will work with any type of world?

stone marsh
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If you add it yourself to an empty game object you need to create a spawn point for it

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That's not a scene. It's a prefab

stone marsh
wooden hill
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someone said in gen to use 37

stone marsh
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No

wooden hill
stone marsh
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No it isn't

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You can ONLY use 2019.4.31f1

wooden hill
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hmm

stone marsh
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That won't work

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You won't be able to publish any content

wooden hill
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ok can you send me the download?

stone marsh
wooden hill
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the unity hub does not provide 31f1

stone marsh
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Click the top link.

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Go to that page. Click install with hub

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That link will walk you through making your first project.

wooden hill
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i wish it had more images to be honest

stone marsh
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Making content requires time, dedication, lots of reading, willingness to seek information through docs and help sites, and more time. There is often no simple click this then click this to do things. You simply have to learn individual tools, and understand their function.

wooden hill
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and then we realize why others are lazy

split crypt
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Hey if I import the Worlds SDK, does Udon come with it?

split crypt
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Cool, thanks

stone marsh
split crypt
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Yeah, it's SDK3

stone marsh
livid citrus
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a render to make it look fancy soo far, gonna make the est of the models and texture it tomorow

nocturne jungle
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Could someone link me to a video for like UI sounds when you click something

bold ibex
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can someone explain how to make it so that Quest players can play a world, currently, mine is pc only

brittle stirrup
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For Unity, you have to click Switch Build Target to Android under the VRChat SDK Builder Tab and publish

bold ibex
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not just

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i read the form on it

dense ledge
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how do I make an object make you respawn when you touch it

reef marsh
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my world keeps crashing when i open it in the VRC app but when i local test it works fine

upper obsidian
reef marsh
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your not funny

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@upper obsidian its all up to date

upper obsidian
split crypt
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Ugh, this visual scripting is the dumbest shit. Any way I can use code?

reef marsh
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ive done it before but i forgot

upper obsidian
split crypt
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Hah. This udon shit is doing a really good job of protecting us from malicious scripts when crashers are already running rampant. Guess it's time to learn visual scripting then.

upper obsidian
split crypt
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Right, am I able to use collision.collider.tag in Udon visual somehow?

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In fact, to get more to the point, is it even possible to take the properties of something I collide with and use that to fuck with it's rigidbody?

bold ibex
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I'm trying to upload my world but it keeps telling me i need a VRCSceneDescriptor, But when I add one it tells me I can't have two.

upper obsidian
bold ibex
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wdym

bold ibex
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does that look right?

kind leaf
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what does it(VRCWorld) look like in the inspector

bold ibex
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such a pain in the ass trying to figure this stuff out 💀

kind leaf
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and you are using unity 2019.4.31f1 with the latest vrchat sdk?

bold ibex
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yep

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I can screenshare if u want

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im confused as hell

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you should've seen this an hour and a half ago

kind leaf
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any errors in the console?

bold ibex
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not really but

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idk what any of that means

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Lemme get a video showing what happens when I try to "Build and Test"

kind leaf
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restart unity and then try to build again. If you get the same message about scene descriptors you probably have one attached to another gameobject somewhere.

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did you follow a tutorial?

bold ibex
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i followed a few

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i had a hard time finding how to log in

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until i realized im a dumbass and found it

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I have no clue how to model on unity so I built my world in roblox studio and imported it

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and now im figuring out how to actually upload it

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when I try to build and test it tells me I have to have a Scene Descriptor

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Not that I have two

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fuck hold on

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it doesn't show the vrcsdk

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wonderful

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FInally

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Sorry

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im tired

kind leaf
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The best source of information provided without biases or bad habits found in tutorial videos is the official documentation https://docs.vrchat.com/docs/setting-up-the-sdk

The VRWorldToolkit can be used to find issues created by getting confused while setting up a world based on the input of multiple videos...https://github.com/oneVR/VRWorldToolkit
No dependencies are required for the toolkit except for the sdk. So install the VRWorldToolkitV2.0.0.unitypackage and then check your toolbar for the toolkit and open the World Debugger.

These will be essential to a less stressful experience going forward.

bold ibex
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why this complicated 😭

kind leaf
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its actually super simple, but most hate directions lol. take just a few seconds to setup a world thats usable, after that its all lego time.

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login, setup layers+matrix, mesh to stand on, vrcworld prefab as the spawn, upload

bold ibex
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wait

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i didn't have the vrchat executable saved onto the unity

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wtf

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im gonna kms fucking hell

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what the hell is a collider

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holy shit

bold ibex
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is there a way i can add a collider to all of my parts quicker than 1 at a time

kind leaf
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did you build your world in blender?

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if you used unity primitives' then they have colliders.

bold ibex
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just this part

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alright it SHOULD work now

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thank you

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except that its fucking massive

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i can fix that

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it works

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i loaded into vrchat

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and i can see it

pure rivet
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how do i make an object anti-gravity?

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but to where itll still float around if moved

bold ibex
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@kind leaf thank you, I'm now published and ready to go

nocturne jungle
faint folio
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It would have made my life building it so much easier

nocturne jungle
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i should highkey try that 😭

faint folio
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But then ROBLOX has issues with scaling since there's obviously no Unity capsule...

faint folio
nocturne jungle
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?!!?!

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But i mean you can rescale in unity

faint folio
nocturne jungle
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Thats crazy loll

faint folio
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And I think they added the feature if you just have objects in a group (Model) recently

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Alongside that scaling in general is actually better there

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Because you can actually scale just 1 side instead of both

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Honestly the only thing that might be a problem when using ROBLOX is the textures

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The OBJ export just exports them as a non transparent PNG with no colour

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Okay, time for me to add my stuff from the SDK..

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Wait I think I should make a backup first

faint folio
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What.

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How long do I even have to spend in the game?

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I swear these people trying to crash and do all sorts of things is ruining it for so many people...

stone marsh
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New User for avatars
User for worlds

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If you buy a month of vrc+ you'll rank to new user immediately

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Otherwise just play the game. There's no set time. It's based on actions taken in the game so how long it actually takes varies HEAVILY from user to to user.

faint folio
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So it could potentially take months for New User...

stone marsh
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Hours. Days. Weeks. Depends on how you play the game. And if you're toxic.

lapis nacelle
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I imported the Vrchat sdk 3 and all this popped up?

vast yarrow
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maybe wrong version?

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dunno

lapis nacelle
ornate prairie
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i got mine in about 10.5

livid citrus
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world is done now.... just gotta model some bottles n stuff for the bar area then import it all into unity... god i hate unity

livid citrus
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okay i need help..... i imported it into unity, and u... why wont it let me edit the shaders. the textures dont display

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nvm just making new ones

lyric dew
livid citrus
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also uh..... the vrcworld is the spawn right?

lyric dew
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yes

vagrant stone
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Anyone have any idea what this means?

echo sentinel
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Anytime I go to switch to build for android, unity crashes. Any idea why it keeps happening and how I can fix it?

fleet valley
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yo does anyone know how to make a custom avatar pedistal?
Not a normal one with the avatar picture above it, im saying like you click on a statue or something and it turns you into an avatar

bold ibex
rigid lava
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is there a way to put dynamic bones on an object in a world, such as chains or curtains, and interact with those?

lapis willow
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Would anyone be able to teach me or show me a resource that would teach me to put 3D camera projection into my world? "Camera Test" world has it, the one that shows a 3D projection of a miniature version and a giant version of you and you and the people around you

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Every search I've for camera projection, just brings up 2D projection

rigid lava
echo sentinel
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Ahhhh what’s the quest compatible shader? I’ve been using standard.

kind leaf
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standard is fine in world dev only. not recommended but fine.

echo sentinel
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What should I use then ;0;

kind leaf
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What you use depends on the look you want and what meets your needs. Standard will not stop you from converting.

echo sentinel
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Pog.

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I’m sending in a bug report

echo sentinel
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It was an issue with the HDRI I was using.

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I figured it out tho !!! ^_^

sterile urchin
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Does anyone know of a world maker or Team deathmatch tools am wanting to set up a small simple team death match world but for the life of me can not find anything.

tawdry egret
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How can I fix this?

stone marsh
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Post a screenshot of your actual console. Don't cherry pick errors. The entire console

mild urchin
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does anyone have a prefab of a working ball pit that would be awesome

kind leaf
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A shader based one maybe, a physics based ballpit would be a performance nightmare.

bold ibex
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Im trying to make an illusion of a giant forest and its going amazing so far but people can just look under the leaves to see how small it actually is, I was thinking of putting something like a wall of stumps or clip trees in the ground so people cant see past them, any ideas to make the forest look bigger or should I go with one of these options

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heres a small example

kind leaf
mild urchin
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I tried using that but I can’t figure it out😭

green lagoon
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those are some very short trees and like three different art styles on the textures

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and yeah probably would help if you had any sort of background instead of just black void

bold ibex
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thanks I made the stump texture myself

bold ibex
green lagoon
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like what kind of art style are you going for because your current texture sets don't match

green lagoon
bold ibex
green lagoon
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an example of a PS1 Forest

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like your screenshot looks more like it was made in Wolfenstein 3D with everything looking like perfect little squares

bold ibex
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yeah I should probably mess with the uvs alittle

green lagoon
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like I would say you would want new trees altogether as the current ones look kind of bad

bold ibex
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heres another look

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kinda looks more N64 ngl

green lagoon
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like honestly billboard trees would probably look more PS1 then the current style low-poly trees

bold ibex
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do you know where I can find some

green lagoon
bold ibex
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thanks a bunch!

green lagoon
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hope that works better for you

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and you would definitely want to get a new grass texture as it doesn't look PS1 at all

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like something like this with no texture filtering turned off would look more PS1

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& add some fog

bold ibex
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I tried adding fog it keeps going into spots I dont want it too

green lagoon
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well if you're going for like the PS1 it would just be X distance from the camera

bold ibex
tawdry egret
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How can I fix the stuck flying and my camera doesnt move when I load in the world?

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Omg

autumn berry
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is it easy to add video players to your vrc world?

tawdry egret
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Wack client sim just broke my unity again

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Should have just kept it to cyan emu then make it worse and unprofessional then have it break others unity

fleet valley
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Yo does anyone know how to draw a line from one object on a skin to another?
Im making a joke skin called "little timmy" with a yoyo and i wanna know how i can draw a line between the ball and the hand

vague pivot
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Made my first map in the last few days, just wanna show it off since I'm not trusted enough to make it public.

tawdry egret
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👍

vague pivot
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Need to fix the lighting on the stairs bc there are 2 different mesh faces and it kinda just cuts off

kind leaf
dense ledge
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anyone know how to make a mesh make you respawn when you touch it

kind leaf
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make the collider a trigger and use a script with onplayertriggerenter to tell the player to respawn

dense ledge
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thx

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how do I make the script

kind leaf
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give it a read, and you can try youtube for tutorials https://docs.vrchat.com/docs/what-is-udon

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here is a simple teleport tutorial https://www.youtube.com/watch?v=BheVIHD3Vrg which is all respawning is except you use your world spawn point, or checkpoint point

My old video for teleporting players in Udon is crap and outdated, so here we are with a brand new demo on teleporting players in VRChat.
I've had some technical problems with my avatar program, but I've swapped to VSeeFace for now and am using my new avatar.
Hope everyone enjoys!

----------------------------------------------------------------...

▶ Play video
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a hard respawn I dont think can be forced (reloading the character entirely). Thats a client menu option.

hallow jay
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First world?!

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nahhhh

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you look like you've been doing this for a while

vague pivot
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I've had a fair bit of unity experience, especially with the lightmapper

hallow jay
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ohh okay

vague pivot
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however I only thought about making it a couple nights ago and thought it'd be fun

hallow jay
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yeah, i wish i had the construct creativity like that

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im getting there, very slowly

vague pivot
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Reference photos are a godsend

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just as long as you use lots and never copy anything directly

hallow jay
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ohhh yeah.. i dont use any ref photos at all

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i just finished making a quest Commission, now i have to convert to PC, which is really easy going from Quest to PC

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i was so excited when i successfully got a quest world completed without any issues

vague pivot
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oh nice

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I keep getting a video player one that re-appears after each slight edit

hallow jay
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oh

vague pivot
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However it works fine so I can ignore it hopefully

hallow jay
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oh okay

vague pivot
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yeah "auto fix" removes the error but idk if it enables automatic resync

hallow jay
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oh

vague pivot
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I just did the club part now and I'm spending ages running into walls checking I didn't forget any colliders or stuff

hallow jay
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lol

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i recently made my very one club, im not gonna send it here as that would be self promo

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i'll DM it to you

vague pivot
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I'll hop on in a sec

hallow jay
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okayy

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its not completely finished yet

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i still have a few rooms to create

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fix some lighting

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and add Volumetric lights instead of Cylinder lazers

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I believe i posted a video of my club somewhere up this chat

vague pivot
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I need to look up volumetric lighting tbh

hallow jay
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Lol, i have an asset pack for them if you need it!

vague pivot
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that'd be great if you could dm me that

hallow jay
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sure

vague pivot
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Tbh I like the look of the lasers how they are, would volumetric lighting be better in this case?

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I just realised it's 1am in half an hour

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rip

hallow jay
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oof

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i believe Volumetric lights will look better, if i edited them a bit

vague pivot
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fair, I'll have a play with them when the sun's up lol

hallow jay
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lol, okay

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have a good night!

vague pivot
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thx, gn

hallow jay
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well, im about 7 hours behind you

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lol

pale wolf
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audio sources are so quiet is there way to fix this?

left rain
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increase gain, or increase near distance

pine viper
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how do i fix this

stone marsh
pine viper
pine viper
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i've already tried reimporting the sdk

mild spade
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Simple Light Probe Placer is not compatible with the current Unity, you will have to remove it from your project

stone marsh
# pine viper here

Yep. You can still use light probe placer, and it will still work just fine. But once you're done using it to set your light probes, you need to delete or move the script out of your project as it will generate an error.

lapis pewter
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Hi! Is there anything like a message board in VRC for people to leave messages, and it can be preserved even after everyone left the room?

white moon
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There is not.

lapis pewter
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Ok, thanks!

stone marsh
white moon
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Cool feature. Although its not leaving a message preserved in the room, just in discord.

lapis pewter
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Hope I can figure out a way to get messages from discord server, and show them in VRC.
What I want to do is make a world for my friends to visit, but it's impossible to have everyone in the same time, so I hope to have this message board that people can left messages for the one visiting later

white moon
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VRC doesnt allow you to make API classic web calls to outside sources.
I've seen some very roundabout ways that people make calls to video urls using video players and then the data is encoded in the returning video stream.
So in theroy you could send the messages to discord, and then run a service that scrapes those from the channel and encodes them back into the request and places the text for them on the wall.

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So its technically possible but also a huge pain in the ass.

lapis pewter
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I see, it does sound painful especially I am in fact new to VRC and coding in Unity.
It's good to know that it could be possible to do so, though, thanks you ModerateWinGuy and M E R C.

stone marsh
# lapis pewter I see, it does sound painful especially I am in fact new to VRC and coding in Un...

Yea. That was what I was talking about. It abuses video player urls.

That said. The prefab is just drag and drop, and has no setup past you putting in the info for your webhook into the inspector and running the setup. Very easy to setup. It is a panel that goes in your world with a keyboard to allow users to type messages to your discord server, there is also a simplified version that just sends Emojis instead.

That said, the reverse can't be done. Sending info into a world. You'd need a permanent Livestream to do something like that.

I will try and send a link later today, I'm just not able to rn

tawdry egret
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Why does my console say samplescene.vrcw does not exist?

stone marsh
tawdry egret
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Yes

stone marsh
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Yep. Feel free to share a screenshot if you want but the errors point to the issue

tawdry egret
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ok

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Theres like 700 of them

stone marsh
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Press clear. Then screenshot the red stop sign errors that remain. Triangle warnings don't matter

tawdry egret
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only 5 went away

stone marsh
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Screenshot your entire unity editor window

tawdry egret
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It says UdonSynced stuff for most of it

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Dont worry about the scene its a mess

stone marsh
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Do you have UdonSharp?

tawdry egret
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I did but deleted it

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Prolly didnt do it properly

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Does that stop the vrcw file not going where its supposed to?

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Definitely not properly

stone marsh
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The vrcw error isn't the problem

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You installed a package from GitHub without reading the instructions

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You didn't install the dependencies listed in the instructions

tawdry egret
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It only said udon sharp

stone marsh
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You need the newest version of UdonSharp and UdonToolkit

tawdry egret
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If I delete the package then should it be able to upload then?

stone marsh
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If you delete everything that requires udonsharp, the errors would most likely go away, which would be the entire Inari directory

tawdry egret
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ok

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The materials too?

stone marsh
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Or you can just... Add the dependencies it needs.

tawdry egret
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Its the only reason why I have it I downloaded everything because there was so much to check and uncheck

atomic grove
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Heya, I was working on a world just now for practice in unity and stuff, and it seems my world is crashing as soon as I attempt to test it? It isn't giving me any errors and it opens vrchat loading into the world, then the screen goes black, then it goes back into the loading screen loading me into my default world. Is this common? Idk how to troubleshoot.

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I hope that made sense

stone marsh
atomic grove
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yes I do

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I might have to reassign it! I think

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lemme try that

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Yeah I forgot to assign the spawn entity to the spawns element thing

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sorry and thank you!

stone marsh
atomic grove
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Thank you!

tawdry egret
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How can I fix when I load into the world Im just floating and my camera is locked?

stone marsh
tawdry egret
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oh okay thank you

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I was trying to stay away from using prefabs since it doesnt help me learn anything in specifics

stone marsh
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That's not a good way to look at prefabs. They're a necessity in many ways.

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Regardless, you can just use the script that is provided on the prefab

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And just put it on any game object

tawdry egret
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I know, I just used to rely on them alot before im trying to make everything from scratch on this world

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upmimporter script?

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Oop

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Now my descriptor comp is gone

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This is some short bus

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Im just about to move all the assets into a new one and import everything else after

royal edge
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hello

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i made 2 worlds but one cant be set as a comunity labs can i deleat the first world so i can make my new one a comunity labsa?

tawdry egret
stone marsh
royal edge
stone marsh
royal edge
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br

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can i just update my first one then?

stone marsh
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You can update a world as many times as you want without limit.

royal edge
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alr alr

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also

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is this correct

stone marsh
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You can even just replace it outright with a whole nother world. The thing that matters is the World ID. You can only submit one ID per week.

royal edge
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its my first time

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but when i press it

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the object itself goes

stone marsh
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In the inspector, you don't have the mirror set.

royal edge
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wdym,

stone marsh
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That behavior goes on a game object, in the inspector on the udon behavior, there is a public variable, assuming you have the public variable check box checked. You need to drag and drop the game object with the mirror into that variable in the inspector. If it's left empty, it defaults to self, so pressing the button disables the button because I'm assuming you have the behavior on the button.

royal edge
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im still confused can u send a ss

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wait

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is it that?

stone marsh
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No. But you can send a screen of you behavior on the button.

In your screenshot, the thing named "vrcmirror" isn't actually the mirror. You just named your variable "vrcmirrro" you need to tell the script what to actually disable

stone marsh
# royal edge

Exactly lol. See how it says vrcmirror and then it's empty. Because that variable is just saying "get this gameobject" but you never actually told it what to get, you just named it vrcmirror1

royal edge
stone marsh
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That's why it says "self" because it's targeting itself since it's empty.

stone marsh
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You need to drag and drop your mirror game object onto that variable box

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Where it says "self"

royal edge
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kk

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ight let me test it

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i can make this world my first world with the pipeline mamager right?

reef marsh
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how do i make users move faster in my world

tawdry egret
white moon
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Does anyone know why an object with an animation (but not a controller) will animate just fine in Cyanemu but in game it wont work and needs an animation controller to work?

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would be nice for simple animation things to just work with the looping animation / no controller.

stone marsh
white moon
tawdry egret
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They prolly toggle the parameters that the animations run off of if im not mis hearing the question

white moon
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There's this component here that play's a specific animation instead of having a state machine to play animations, and will just play one by default.

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Seems to work when testing in the editor in play mode, but not in VRC

left rain
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it's probably not a whitelisted component

tawdry egret
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Im not sure then, im not a nerd in this kind of stuff

left rain
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vrc has their own specific compatibility list. you could just build a very simple animator controller and it will work fine

white moon
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unity forums says its a legacy animation component that hasnt been updated in a while. Guess they probably done have it whitelisted like you suggested. 🤔

bold ibex
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how do i turn a mirror off as default

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like when i start up a world i want them off

stone marsh
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Animation controllers are pretty easy to setup and very useful in managing your animations. Just know it's best to have a single master controller and not a controller and a ton of different things.

bold ibex
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There will be check mark in the inspector

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Uncheck it and it won't be visible anymore

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thanks

#

can the same udon script apply to a couch with a collider on and one with a collider off?

#

just different variables?

#

@bold ibex

#

I actually haven't tried toggling colliders on and off before but I imagine it's the same script but you just need to tell the script to target the collider

#

If the collider is the a separate object it would be very easy but if it's a mesh collider or a box collider attached to the object already then I'm not too sure on how to tell unity to target that specific part

#

im gonna test it the same way as the mirrors

#

It most likely won't work if you make the target the couch it will just turn off the couch

#

i have two different buttons for each

#

that probably kills performance

#

but meh

#

my world my rules ig

#

Nah multiple buttons won't do much

#

Things that kill performance is real time lighting, unoptmized meshes, and too much high quality prefabs

#

For example my club takes quite the performance hit due to animated objects and real-time lights

#

wtf

#

the wait

#

wait

#

wtf

#

?

#

wonderufl

#

killing myself RN

#

I've never seen that happen before

#

What am i looking at

#

Lmao

#

you've never heard how i made the assets either

#

Looks like you dragged the collider out maybe?

#

Ohh

#

You made it?

#

Nice

#

I make everything on roblox.

#

couches, buildings

#

Thats an interesting way to do it

#

and import them into unity

#

I've never made assets like that before

#

its painstaking because it generally never works

#

I just use pro builder to make the buildings and get prefabs off unity store

#

because the roblox rotation is fucked and 1cm=1meter when importing things

#

Ahh lovely

#

so i have to manually scale everything to normal size

#

Someday I'll learn blender to model

#

and then the rotation gets fucked

#

and then stuff like this happens

#

Sounds scuffed

#

hella

#

i need to find out where the scuffedness comes from

#

and fix it

#

Mhm

#

i think its the roblox rotation

#

because the assets used generally come from already finished games

#

so they've been rotated to fit in with the game

#

but not unity

#

so everything rotates in different directions even if they look like they wont

#

wait

#

i fixed it

#

WTF

#

BRUH

#

turning it inside out fixed it

#

new problem, getting it back to the original dimentions

#

Good luck

#

It's nearly 1am imma hit the sheets

#

fuck

#

i have to take my brother to school at 7

bold ibex
bold ibex
#

now its inverted and looks like a dick

#

wonderful

thick magnet
#

why is my world quest only

#

I clicked switch to android and it said windows and android supported but when I uploaded it the windows support turned off

#

this is the second time its happened and I cant get my world up

#

I've restarted from pervious save files and it still turns off windows

white moon
#

They are done separatly.

#

You'll click the "switch build target to windows" to do it

thick magnet
#

but before I could just click switch to android and windows would stay on

#

and that was a few days ago

#

I'm also having the issue of my world not updating

ruby jay
#

whatever that was you saw, you must upload the world for both platforms to be available on both

white moon
#

Yea sounds like a bug or it didn't switch right or something

thick magnet
#

ah idk then, the main issue is the world isnt updating anymore, I switch to android, it shows both windows and android support, I upload it again and it doesn't update

stone marsh
thick magnet
#

I'll try it out

#

ah it finally works thank you

#

now my door teleports work but they throw out the player when they are teleported, its not a stationary teleport

shrewd palm
#

So the distance-culling mirror prefab i found isn't what i thought it would be. All it does is cull object layers in the reflection based on distance, not the mirror itself. What I want is a mirror that enables/fades in based on the player's proximity to it. Anyone know of a prefab for that?

shrewd palm
upper obsidian
shrewd palm
#

👌

#

I'd prefer not to do any scripting if there's a prefab for it, but i'll take a look

upper obsidian
shrewd palm
#

Ah okay cool

stone marsh
shrewd palm
#

📋 🖊️ i see

#

Also, Hey Merc! 😅

stone marsh
#

There's already setup examples of area triggers in Jetdogs Udon Prefabs on GitHub. But the logic is stupid simple if you use Udon graph.

On player enter trigger> enable game object
On player exit trigger> disable game object.

green lagoon
#

out of curiosity would area triggers be a decent way to handle turning on and off NPC's for a world

stone marsh
#

Sure. No reason it wouldn't.

green lagoon
#

cool was just wondering as I haven't seen many worlds with npcs so I'm not quite sure the best way to go about it

stone marsh
#

Yea. You can do so much more with udon I'm surprised more haven't popped up.

I used to have an old one that wandered around and stopped when you'd get close using an area trigger.

green lagoon
#

so is like the area trigger parented to the NPC so it moves around with the NPC

stone marsh
# shrewd palm Is this is?

You drew a line through the text. I can't read it lol.

But it's called area trigger.

It might be a UdonSharp example. cloulda sworn one was in there.

It's also stupid easy to make in the graph. It's like two nodes.

stone marsh
#

You're just doing whatever on trigger enter or on trigger stay, whatever

shrewd palm
#

woops sorry, its "VRCPlayer Proxy"

green lagoon
#

so out of curiosity how would I use a area trigger to like make a NPC move their head to look at the player

stone marsh
#

Jetsdogs prefabs come with graph examples and udonsharp examples

stone marsh
#

Scripting it, you could find the nearest head bone and rotate the npcs head to face it. Could be done in the graph too. But would be a few nodes and some maths

#

You'd be messing with the quaternions.

green lagoon
#

myself I haven't done any scripting so this would be quite new

stone marsh
#

Yeah. Could be done using noodles tho.

Or just janking it with a bone follower and constraint

green lagoon
#

yeah I might try the constraint version for a 1.0

stone marsh
#

No guarantees but I can't see why it wouldn't work. I'm just speculating tho. Like I said. There's a bone follower with the sdk. Create a empty game object, parent to local player head with no sync. Use a constraint so that no matter where the gameobject is, the npc head is facing it.

You may be able to prevent it from rotating too far in the constraint settings though. Otherwise you could end up with a npc with a head that can go backwards lmao. This is where scripting the quaternions would be better. But would be easy nuff yo fuck with.

shrewd palm
stone marsh
# shrewd palm Couldn't find any "area trigger" in U# or Jetdogs

I see your in jet dog's discord. Could ask in there. But honestly it's a very easy graph to make.

Create two public variables one for the collider trigger and the other for the game object to toggle.

On player enter trigger set game object on

On player exist trigger set game onect off

Also try searching your asset folder for "area" just to be sure using the search tool.

If you have issues you could ask in #udon-general

#

The trigger itself is just a box collider set to IsTrigger that is as big as you want it around the mirror

nocturne jungle
#

to send someone a premade world, id just export a package of it and send it to them right?

stone marsh
#

Pretty much. Would be a pretty big file tho. You can also zip the project.

It's best to not include any SDK or things that need to be updated. Send package and instruct to download sdk, udonsharp if it's used, and any shaders you may use, and add them then import your package so that dependencies are loaded first.

nocturne jungle
green lagoon
#

question can one test the bone following in CyanEmu as the test Avatar doesn't exactly have any bones

frosty goblet
#

It's saying my User rank VRC account doesn't have permissions to upload to Community Labs

#

Is something funky going on?

#

The wiki page for it still says you only need to be User

sullen fiber
#

Anyone know a good place to look for udon systems?

kind leaf
ember light
ember light
#

What was that chair?

upper obsidian
#

It was a chair to sit on.

ember light
upper obsidian
upper obsidian
#

Many assets from the asset store are incompatible with the SDK, and often with the Unity version as well. To install something or even more so to buy from there, you need to be very careful.

sullen fiber
#

Question. Ive noticed worlds with a decent amount of camera's that don't lag the world, but when I have cameras and a rendering texture, my world lags. Any fixes?

desert python
#

what are rendertexture settings?

ember light
#

How to remove?

desert python
desert python
ember light
#

Next?

desert python
#

that should work

ember light
#

And now that's enough :)) Everything works.

rare wraith
#

any ideas on a fix for this? only happens when trying to upload on windows, android works fine.

#

still persists even in an empty project with nothing but the vrcsdk

ember light
#

Technical work Completed 🛠️

ruby jay
short surge
#

why

#

How to solve this

rare wraith
glass moon
#

What would be the best way to go about making a world?

Blender? Raw Unity?

desert python
glass moon
#

I’m trying to make a space world

if I want Udon, does it have to be in from the start?

desert python
#

udon is the coding langauge provided from sdk3. you will not need to worry about it until later when scripting becomes a requirement such as mirror buttons

glass moon
#

So it doesn’t need to be imported like in avatar creation?

desert python
#

not yet

#

when you import the world sdk, it will be there for you

glass moon
#

So it’s included in the SDK

#

Ok

tight sleet
#

im trying to test my world when i have just started and this have come up

surreal nebula
#

shade smooth doesn't look like it's working in material preview when I add textures and normals. Even without having auto-smooth ticked. anyone know why. or will it look normal rendered

near escarp
#

Try clearing custom normal data and giving it another try thumbsup

earnest anvil
#

anyone know what world this is ?

placid violet
#

@earnest anvil It it says it on the photo

merry roost
#

so i’m new to making worlds and i’m having trouble. When i try to drag the SDK file it won’t allow me too, but when i click open it opens and put everything together but i don’t see vrchat along with file, edit and stuff like that. i went to my console and cleared everything and all but one went away

near escarp
#

What's the last error left ?

merry roost
near escarp
#

Wrong version of unity thumbsup

merry roost
#

🧍‍♀️is there a way u can send me a link to the right one

near escarp
#
merry roost
#

thank you 😅

#

its still not working

surreal nebula
near escarp
#

Ah no, there's a button to do that under the Normals menu, Green upside down triangle window while in edit mode

merry roost
#

do i click i made a backup?

near escarp
#

Your project is empty so not necessary

merry roost
#

ok

near escarp
#

Sorry, if you meant clicking that button or not, yes you should

merry roost
#

and what if i didnt..

#

im sorry if im asking so many questions

#

i think i still have the wrong one.. its still not showing it and these keep popping up

kind leaf
#

Are you using the Hub?

merry roost
#

am i not supposed to?

kind leaf
#

Close Unity, and then switch the editor version to 2019.4.31f1

#

then launch it

merry roost
#

how do i do that?

kind leaf
#

Close Unity, Open the Hub, where it says EDITOR VERSION will have the version of your incorrect project. Its a selection button, Press it. Select the correct version. Launch the project.

misty wave
#

Anyone encountered this before?

merry roost
#

when i click that nothing shows

kind leaf
#

Need to fix your errors in the console.

#

I suggest starting over and following the setup guide provided by Ruuubick above. There is no point in wasting energy walking back a series of mistake on a first attempt. If you follow the guide there is little chance for issues.

merry roost
#

thats what im doing, im starting over

rare iron
#

Does anyone know where I can get a HDR or Skybox of this image? I've seen it in so many places and I can't for the life of me figure out where to find an image to use as my skybox

merry roost
#

ok so i cant find "ProGrids" on the package manager

tawdry egret
#

Do you have it downloaded?

merry roost
#

im trying to download it but i cand find it

tawdry egret
#

But you have it downloaded?

#

Not installed into your unity project

#

Just downloaded, like it should be in there but isnt

merry roost
#

how do i install in?

#

it^

rare iron
tawdry egret
merry roost
#

idk

tawdry egret
#

Is it a custom package or does it come with unity already?

left rain
#

skyboxes are just textures

tawdry egret
#

If its custom then you need to download it then install it

left rain
#

it's not built-in. you need to find it.

merry roost
#

i think custom

tawdry egret
#

You need to download it. then install it into your project

merry roost
#

alright how do i do that-

near escarp
tawdry egret
#

I cant help after that since I only know so much about unity

rare iron
#

I'm just baffled how multiple worlds are using it, cause it seems like it doesn't exist

tawdry egret
#

Ill try to find it for you, it might take a little time tho since I have multiple methods

#

or just use multiple browsers/search engines, my last message sounded like I hack worlds or something

rare iron
#

Cool thanks, I'm gonna keep on searching too

merry roost
#

i cant find it

left rain
#

try to find one that's up at high elevation, it'll sell the illusion a little better

#

lat/long images should have an aspect ratio of 2:1 if you want them to map correctly as a skybox

merry roost
#

like i looked at the link and i dont understand anything and i tried everything else

bold ibex
#

what are good shaders for world objects? or do people just user standard.

tawdry egret
#

Personally I would always go with some kind of shader, it could be poiyomi toon or anything along those lines because it gives you more options to your liking like higher customizability with lighting and reflections if thats your thing

#

There is also shader packs like mochies unity shaders which gives you a whole folder full of different shaders which you can test out and use

#

How do I fix my camera stuck and my avatar floating when I load in? Im using the prefab that comes with the vrc sdk so idk whats wrong

cobalt prawn
#

And yes this is dumb and I hate it lol. Most times I use the package manager it's for preview packages and this extra step is just so pointless and annoying

tawdry egret
#

If you upload a private world can you still invite people to it or do you need to have it public for anyone to join it regardless if you invite them?

cobalt prawn
tawdry egret
#

Okay, thank you very much 🙂

pure rivet
#

I love it too much

tawdry egret
#

That looks awesome

cobalt prawn
merry roost
#

i found it

cobalt prawn
#

Sweet 🙂

merry roost
#

its not showing up in tools ;-;

cobalt prawn
merry roost
#

yeah

#

i only have pro builder

cobalt prawn
merry roost
#

its checked

merry roost
merry roost
cobalt prawn
#

Yeah it looks like the installation got bugged, I have no clue

cobalt prawn
lethal ledge
#

I'm having the same problem, can't find progrids

lethal ledge
#

Can anyone help me out?

cobalt prawn
cobalt prawn
# merry roost yeah

Reading your issues above it sounds like you converted an existing project from a different version of unity?

lethal ledge
#

Thank you, that's all i needed

cobalt prawn
#

I would start a new project from scratch in the correct version. Downgrading is bound to screw things up like that

hasty charm
#

im having this issue with unity this error how do i fix it [Always] Could not fetch fresh config file. Using cached if available.
UnityEngine.Debug:LogError (object,UnityEngine.Object)
VRC.Core.Logger:LogError (string,VRC.Core.DebugLevel,UnityEngine.Object)
VRC.Core.RemoteConfig/<>c__DisplayClass1_0:<FetchConfig>b__1 (VRC.Core.ApiContainer)
VRC.Core.APIResponseHandler:RetryRequest (int,BestHTTP.HTTPRequest,BestHTTP.HTTPResponse,VRC.Core.ApiContainer,int,bool,string)
VRC.Core.APIResponseHandler:HandleResponse (int,BestHTTP.HTTPRequest,BestHTTP.HTTPResponse,VRC.Core.ApiContainer,int,bool)
VRC.Core.API/<>c__DisplayClass35_3:<SendRequestInternal>b__4 (BestHTTP.HTTPRequest,BestHTTP.HTTPResponse)
BestHTTP.HTTPRequest:CallCallback ()
BestHTTP.ConnectionBase:HandleCallback ()
BestHTTP.HTTPManager:OnUpdate ()
BestHTTP.HTTPUpdateDelegator:Update ()
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()

nocturne nebula
#

May I ask why, the model I import from Blender have no collision?
Ex: A plane, made on unity, is already walkable. But a plane made on Blender, isn't, making my avatar fall instead of walking on it

short surge
cobalt prawn
short surge
#

Have you ever used this plugin, I imported it into minecraft but I can't use it

nocturne nebula
cobalt prawn
nocturne nebula
cobalt prawn
#

Yeah all my floors and walls and stuff are just mesh colliders on each object. Easy

nocturne nebula
#

does this looks right for you? I just slap this mesh colliders on it and call it a day?

cobalt prawn
#

No, it should be on the same object that has the mesh filter/renderer components

nocturne nebula
#

the whole room is a model itself tho

cobalt prawn
#

And you shouldn't use a terrain collider unless you're using Unity terrain which is a specific type of object

nocturne nebula
cobalt prawn
#

Yeah but you have the parent of the room model selected, not the room model itself. You need to go down in your hierarchy

nocturne nebula
#

ooh

cobalt prawn
#

You should see stuff like this in the inspector

nocturne nebula
cobalt prawn
#

Yee

nocturne nebula
#

Alright ty I'll test it

#

I can finally walk! damn tysm I'm so glad I don't have to use unity for building

#

tysm

#

I wonder if items such as couches, beds and stuff are models already inside the VRC sdk thingy or I need to make models by myself

cobalt prawn
#

No, the SDK doesn't come with anything like that except a simple chair I think. But you don't need to make everything yourself, there is a ton of free stuff on the Unity Asset Store, on 3d model websites like sketchfab.com, a lot of VRchat creators put stuff on booth.pm, etc

nocturne nebula
#

dude you have no idea how much you're helping me
I'll write your name somewhere if this project becomes something big🥴

cobalt prawn
#

No prob. It's crazy how many free resources are out there, and how many cool people are willing to help out and just give you rad stuff to build with and use

#

Like I started building my first serious world a few weeks ago, I'm already a unity dev so it's not much of a learning curve for me, but it's been awesome to see how much the community has put together. VRCPrefabs.com is a great place for for finding pre-built interactive stuff to add to your world too.

pine viper
#

hey so uh

is there a prefab for like, an in-world twitter feed that reads recent posts on a list of accounts

cobalt prawn
pine viper
#

and where can i get concert lights (audiolink reactive + syncs with video color via proTV)

pine viper
#

I'm not sure if anyone has tried to make the Twitter API and VRCHAT work together

cobalt prawn
#

Yeah but I don't think VRchat will allow you to access it

cyan eagle
#

Hey, is there a shader that supports vertex colors like Poiyomi/LilToon and lighting from like point lights?
(Must support Android/Quest)

My world is using VRChat Mobile Toon Lit for Opaque stuff because I baked AO into Vertex Colors
But Liltoon for Cutout/Transparent stuff, and I've noticed that lights effect Liltoon stuff properly but not Toon Lit
Can't use Liltoon for Opaque stuff though as it doesn't support my Vertex Color AO

cyan eagle
pine viper
#

well, if no one's gonna write it, I'm gonna bother my friend who knows C to write it for me

:)

wary token
#

Hey guys 🙂

Does anyone know of any LOD fade shaders?
LOD fade needs a specific parameter set in the shader itself and I can't find any.

#

Would love to have my trees fade in / out on distance

mild urchin
#

so i recently imported a unity file which caused my scene to disappear, does anyone know how to get something like that back?

wary token
#

this clipping into view is what i want to fix 😄

kind leaf
kind leaf
wary token
#

😄

reef marsh
#

where cna i find reasons inside the unity project why my world doesent work on quest

stone marsh
#

Not using lod, but just a function of the shader

wary token
stone marsh
#

Yea. The dithering looks nice when faded in

wary token
#

Also thankfully i dont have a ton of trees so I can just batch them

#

only about 6 or 7 trees

stone marsh
#

Ez

#

Pz

wary token
#

🙏

#

❤️

#

good idea using poi btw, my brain go brrr and i didnt think of it hahaha

surreal nebula
tawdry egret
#

How would I be able to be able to hear the music in an animation while mapping the animation?

#

Or if I add a enable audio keyframe, it would play the music, so I dont have to keep playing the project to make sure the animations with the audio are synced up

near escarp
surreal nebula
#

I shaded smooth and also ticked auto smooth so hard angles aren't smoothed

bold ibex
surreal nebula
#

now they look like they have depth too

vapid lotus
#

dose anyone know how to make only one person able to pick up an object because i wamt to be only able to pick up an object

bronze fern
#

hey i was wondering if anyone has come across this before its stopping me updating my world

UnityEngine.Debug:LogError (object)
VRC.Udon.Wrapper.Modules.ExternUnityEngineDebug:__LogError__SystemObject__SystemVoid (VRC.Udon.Common.Interfaces.IUdonHeap,System.Span`1<uint>)
VRC.Udon.VM.UdonVM:Interpret ()
VRC.Udon.UdonBehaviour:RunProgram (uint) (at Assets/Udon/UdonBehaviour.cs:979)
VRC.Udon.UdonBehaviour:RunEvent (string,System.ValueTuple`2<string, object>[]) (at Assets/Udon/UdonBehaviour.cs:1182)
VRC.Udon.UdonBehaviour:ManagedUpdate () (at Assets/Udon/UdonBehaviour.cs:505)
VRC.Udon.UdonManager:Update () (at Assets/Udon/UdonManager.cs:254)```
#

any help would be appreciated

bronze fern
#

i worked it out it was a audio player issue

wary token
tawdry egret
#

How would I be able to hear the audio when a key frame in an animation enables it?

solemn plover
#

I'm having a weird texture issue in my world after I upload it to VRChat. On the left is my world in Unity, on the right is my world in VRChat... what is going on with the eye?

#

There are noticeable seams everywhere in the world when in Unity they're undetectable. I'm not sure how to prevent this or how to even diagnose it.

true hound
near escarp
#

The ID is cleared ?

solemn plover
#

I'm going to try turning off compression completely on the textures.

solemn plover
#

I've also turned off mipmaps on the textures, I tried rebaking them in blender to a smaller resolution (I want it to be 8k) but I'm still getting the same weird tearing when the texture is 4k or 2k...

#

Here's some UV seems that make even less sense. it's almost like on upload, VRChat is shifting each UV island slightly.

#

To be completely clear, this is for an avatar world- these are just meshes baked into the world; they're not avatars. The actual avatars do not have this UV problem.

cyan eagle
solemn plover
cyan eagle
#

Could it be the shader that's messing with the UV?

solemn plover
#

I'm using standard shader

#

what's really bizarre is that it all looks fine in the scene viewer in unity. These seams only show up in VRChat.

#

I initially thought that it was maybe mip maps? but.... even after turning those off it doesn't make a difference.

cyan eagle
#

Does it happen for other users/players?
Do VRChat graphics options change anything?

reef mulch
solemn plover
solemn plover
cosmic mesa
#

I’m not a world maker but if you want an idea you could make SCP 3008

random sphinx
#

anyone know where to get that squishy waterbed shader?

regal sand
#

Hi All - Is there a guide that explains how android build vs windows build work and what is shared between the two? For example I modified my skybox after switching build target to android and it changed it in my windows build also

spiral fox
#

Hi how can i fix it?

lone birch
#

can i make a world for vrchat using unreal engine 5?

green lagoon
solemn plover
lone birch
#

i see

glacial panther
#

did you download a prefab from someone? you'd need to clear it out first

green lagoon
bold ibex
#

Is there a way to prevent people from using any kind of flashlight on mymap

kind leaf
#

no... you have no control over someone's avatar.

rain shadow
#

So if all the lighting in your world is baked that would be an option

solemn plover
green lagoon
#

doesn't run fast enough to hit the VR framerate targets

solemn plover
solemn plover
#

Just a regular mesh renderer. these are baked into the world mesh.

tardy owl
#

hey so: how do i change a world from 2.0 sdk to 3.0 sdk? wouldnt it break everything?

solemn plover
#

I'm using standard shaders for everything.

left rain
solemn plover
#

this is it:

#

just that square plane and the gecko cup

left rain
#

what's your mesh import settings look like?

solemn plover
#

the scene is just a few objects in total, so the issue is pretty much isolated to just something with this cup:

#

I should note I've tried a lot of different adjustments to these import settings, so they might currently be in a weird state.

left rain
#

are these objects static? is lighting currently baked?

solemn plover
#

I've tried uploading them as static and non-static. Lighting is all real-time.

#

One theory I had was that somehow the UVs were getting compressed such that all the islands were moving around a bit? I haven't really found anything to substantiate this, though.

left rain
#

have you tried stripping down the material to just be a simple unlit shader with that texture applied?

#

trying to isolate whether this is an issue with the mesh / mesh import settings or something about the material

solemn plover
#

I have not. I'll try that now. It should be noted that I am using the standard shader for all 3 materials. Additionally, I'd like to reiterate that the problem does not show up in unity: it only presents itself after uploading the world to vrchat.

left rain
#

yeah, that's a bit weird. did you mess with any of the quality or graphics options in the build settings for this project?

solemn plover
#

Here it is in Unity.

I did try baking lighting at one point and playing around with the quality setttings there, but this issue was present before I started doing that.

left rain
#

at least with the unlit shader we can omit possible normal/height/AO issues and focus on the mesh + diffuse texture settings

solemn plover
#

oh, this is a picture where I'm using a 4k texture instead of an 8k texture- problem happened for both.

left rain
#

if there's still the same problem, try using an uncompressed texture (no crunching), see if that still has it. or try triangulating the model in your 3D app and then re-exporting if it's currently quads

#

just gotta go by process of elimination

solemn plover
#

Is it alright if I I use the standard shader for the other material slots so that I can keep the transparency?

left rain
#

yeah i don't think the other slots are likely to be important here

solemn plover
#

alright, UV issues still present with the unlit shader:

#

these issues are all over the mesh btw, this is just the most notable example.

#

textures are already uncompressed fully, though... there has to be some compression happening on upload since the 8k texture is 50MB and the world download is less than 20MB

#

I don't know how to turn that off.

left rain
#

are you testing on PC or Quest?

solemn plover
#

PC

#

And also other people I've brought to the world see the same UV issue

left rain
#

do you have mesh optimization enabled?

near escarp
#

Try Edit>Project Settings>Player and changing Vertex Compression to 'None'

solemn plover
left rain
#

your screenshot shows that Optimize Mesh is set to Everything. if Ruuubick's setting alone doesn't fix it, try changing that one as well

#

if you're using an 8K map, my guess is that the surface area of the uv shells around the eyeball is pretty small, and the optimization settings are essentially fusing some of those uv seams

solemn plover
#

that was it!

#

\o/\

#

and the world size barely even changed.

near escarp
solemn plover
#

what is the difference between the import settings and the project settings? It feels like there's a lot of duplicate options, like mesh optimization, and lightmap generation that are present in both the project settings and the import settings.

near escarp
#

I think import settings is on asset import while project is on being built

solemn plover
#

do the project settings also affect avatar builds as well?

near escarp
#

Some settings might, but I can't recall seeing any of them ever need to be changed

quartz epoch
#

Hello i have this problem during the "build and publish" for my world, i dont know how to fix it, even though this problem i can "build and test" ty in advance

vapid lotus
#

lol the pick up thing i cant get working can someone do it for me

tawdry star
#

Does anyone know how to get qvpens working? I've imported udonsharp first then the qvpens but they won't write or respawn or anything

vapid lotus
cobalt prawn
glacial panther
#

I had that problem and had to basically make a new project to solve it

#

Import world SDK -> udonsharp -> qvpens in order

#

Then add the pens prefab into your map

tawdry star
tawdry star
cobalt prawn
tawdry star
cobalt prawn
#

Oh gotcha, well yeah there should be an example scene in there. If the example scene works, then you'll know it's an issue with your scene. If the example doesn't work, then you'll know it's an issue with how it was imported

dapper trout
#

Can someone help me. My old world wouldnt upload to vrchat so i just started over again redownloading everything. I have tried to set the SDK again and it just keeps saying a vrcscenedescriptor is needed and it threw 6 errors any help would be great.

white moon
#

search in the assets for the "vrcWorld" prefab and place it

rigid lava
#

Any good websites for finding skyboxes?

dapper trout
#

Ah i forgot that had to be down. Thanks @white moon

white moon
#

but the other errors in the console sound unrelated to that

dapper trout
#

they were because something wasnt in a the same spot as vrchat files i think

#

thye gone now

white moon
#

Ah found the answer

VRChat does not use the HDRP or LWRP/URP rendering pipelines offered by Unity. We only support the "Built-In Render Pipeline", sometimes referred to as the "legacy" or "3D" renderer.
So it should work just fine.

rigid lava
#

anyone know offhand how to, with pro builder, snap an object to another pro builder object? right now I'm making a new cube, typing 0 0 0 for coords, and then holding ctrl until I edge the object over to where I want it but I'm pretty sure there's a faster way to snap things over.

misty wave
#

Any idea what could be leading to this?

rigid lava
misty wave
#

Restarting seemed to help

tawdry egret
#

Im a desperate little boy

#

How could I hear the audio when playing an animation after it goes over a keyframe that activates it?

indigo stump
#

I hadded Occlusion Culling to my world a few builds a go, but I want to remove it for now and revisit it later. I can't figure out how to get rid of it though.... any idea?

stone marsh
white moon
tawdry egret
#

Thats what the audio source is already set on unfortunately

cyan fern
nocturne jungle
cyan fern
rigid lava
#

Was looking for something a little beyond that. Simply because I haven't been able to find a decent cyberpunk-ish city on there.

#

Found a few of just skys and space that looked decent enough.

green lagoon
rigid lava
#

Yeah, that's kind of why I was asking around to see if anyone knew of places where one could find them.

ember light
#

The cause of the bugs?

ruby jay
#

what material/shader is the asset using?

white moon
#

It generally means its unse an unsupported shader

dapper trout
#

Can anyone help me with this error? It threw right before I finished uploading my world. I'm soo close.

upper obsidian
kind leaf
# rigid lava Yeah, that's kind of why I was asking around to see if anyone knew of places whe...

Thats the thing, we dont find them, we make them. You purchase the most bad ass looking cyberpunk city assets, and using the demo scene you slap a reflection probe in the middle of the map at level you plan on standing in vrchat, then you bake that at 2k. Now you have a custom cyberpunk skybox. Not flashy enough? Decorate it more and then bake again. When you are done you can take it anywhere and use it in multiple projects.

ember light
#

Yes does not work, i remove it from another find on the internet I have already downloaded works fine.

upper obsidian
#

You could just change the shader on the material to the standard.

last fractal
#

It get stuck at this point

bold ibex
#

making my first world does anyone have a good floor/wall texture?

bold ibex
#

im trying to make collider toggles and i have to make my varible public but it wont sync

versed plover
# bold ibex making my first world does anyone have a good floor/wall texture?

Here are 300 free materials from AMD https://matlib.gpuopen.com/main/materials/all

bold ibex
#

TY

green lagoon
dapper trout
#

@upper obsidian thanks, I figured it was something like that but the older Reddit posts were throwing me off.

brisk bane
#

I messed up my world heavily, however, I haven't uploaded the messed up version, I have the world ID but idk how to use it to restore the project. I did try to backup the file but I used Bolt or something like that but couldn't get it working. So my alternative is the ID. Can I use that to try fix everything?

left rain
#

you can't really get a unity project back from a compiled build

#

sorry to say you're SOL unless you can somehow get your backup working

brisk bane
#

Well, the dive begins. Thank you

quiet oak
hardy remnant
#

idk where to specifically ask... but anyone know where i can get the generic measuring pole that's in avatar testing worlds?
i wanted to have that in my world, but i want it to match the same height...

scenic kraken
#

just wondering, is the visits counter on the site unique visits or is it when someone joins a world regardless if they've been there before or not?

dapper trout
#

Sorry guys im a real issue today does anyone know why this error is throwing when i try and create a new udon graph on a 3dcube

mighty ermine
#

decided to rework my cabin world

lethal ledge
#

I need a little help

#

I believe i finished everything but when i try to test my world this message keeps popping up

#

Can anyone help me out with this??

stone marsh
#

You have errors in your console

sullen fiber
#

Anyone know how to make a despawner of singular objects?

lethal ledge
stone marsh
lethal ledge
stone marsh
#

Standard assets isn't supported

#

Delete the standard assets folder

lethal ledge
#

Done

#

Anything else?

stone marsh
#

Nope. If it doesn't work take another look in the console but that's the only error I see on that screenshot

lethal ledge
#

I deleted the folder but i still can't join my playmode

stone marsh
#

Then take another screenshot of the console

lethal ledge
stone marsh
#

That's part of standard assets too

#

The error directs you to a location, there is a script there that needs to be deleted too

#

Samplescenes>scripts>particle whatever.cs

#

When you make a new unity project moving forward, always just choose 3D core. You don't need anything pre loaded in the default project.

lethal ledge
#

Everything deleted

#

But those message still remain

#

I already tried clear but nothing changed

stone marsh
#

Hit clear and try and enter play mode. The error can't stay if you deleted the script

#

Just keep working through, if it shows new errors each time, there more be a few more bits from standard assets elsewhere

#

Again, just screenshot if you're unsure.

#

It may also take a moment for unity to compile once all the scripts that cause error are deleted

#

Odds are, everything in that scripts folder in sample scenes needs to be deleted

lethal ledge
#

Yea i checked every folder aswell as my hierarchy to see if maybe something was hiding, everything from that folder is deleted, those messages just won't clear

stone marsh
#

Screenshot then so I can see if it's the same errors. Otherwise just save and restart unity

lethal ledge
stone marsh
#

Error for a script can't stay if the script is deleted tho

#

Just delete the whole script folder itself

lethal ledge
#

Been did, it's no longer there

remote bobcat
#

it's annoying when people use phone

stone marsh
#

Did you delete your scene file too.... I said only to delete the script folder not he entire scene folder. Idk where your current scene is located

#

And it may be best just to restart unity

#

Also can't see how many errors to exactly have since it's cut off in your images

#

Doing as whiren siad is best

lethal ledge
#

I redownloaded that folder and those codes are now gone but a new one popped up

#

thats the code

cobalt prawn
#

Bruh why did you redownload the folder you have been told to delete

lethal ledge
#

i did delete it then they said i shouldnt have deleted the whole folder

cobalt prawn
#

You misunderstood. You should delete the entire Standard Assets folder. There are other files in another folder called Sample Scenes which you should also delete. But MERC meant that you shouldn't delete the entire Sample Scenes folder, because it may contain some of your own personal files (as we do not know where your personal scenes are)

stone marsh
#

^ nailed it.

#

You need to delete the entire Standard Assets folder

#

You need to delete the scripts folder inside of the sample scenes folder

lethal ledge
#

so delete standardassets folder as well as samplescenes folder

stone marsh
#

NO

#

READ

lethal ledge
#

thats what the message says

stone marsh
#

no it does NOT

stone marsh
#

wtf are you on about. He explained the same thing I explained.

#

You need to delete the SCRIPTS folder INSIDE of the sample scenes folder. I never said to delete the entire scenes folder as that may or may not contain your actual scene files, but it seems like you deleted it.

glacial panther
#

Lol

stone marsh
#

please focus on the words. They're explained clearly. I don't mean to be rude or blunt but it's important to read so you don't accidentally delete things that may be important.

lethal ledge
#

There. I deleted the ENTIRE standardassets folder as well as the SCRIPTS folder INSIDE of the sample scenes folder.

stone marsh
#

Nice. If there are any more errors, please screenshot your entire console window and we can go from there.

bold ibex
#

Quick question: How do you increase render distance? Trying to make a large open world but the view distance isn't large enough.

stone marsh
#

You might want to add some fog under the lighting tab to blend the far clip so it's hidden. Fog is very cheap

#

Do note that increasing the far clip too far. Can have a negative impact on performance and rendering of meshes in some cases and is harder specially for quest hardware.

bold ibex
#

Increasing the Clipping planes "Far" value didn't seem to change render distance when rebuilt. Are we talking about the Main Camera that Unity has in the Hierarchy by default, or another camera?

#

Value set to 100000 so should be good enough if that is the right camera.

cobalt prawn