#world-development

39 messages Ā· Page 132 of 1

bold ibex
#

Ah, that worked perfectly! Thank you.

cobalt prawn
# bold ibex Ah, that worked perfectly! Thank you.

No prob, 100000 is very high though, especially for quest. If you see a lot of z-fighting or weird jittery behavior this is gonna be your reason why. I have a big open world project for Quest and keep it set to about 2000, with fog to help it fade nicely like MERC suggested

bold ibex
#

Would performance be impacted if it's say, 10000? The landscape I imported is only like 4-5k polys.

#

Here's how it looks now.

stone marsh
#

Depends how much is in the scene. It can. It might not. It's much worse on quest.

cobalt prawn
#

Performance should be fine, but rendering accuracy might get a little wonky. I'd test it and if it looks fine to you just leave it. If it gets a little wonky you can alternately increase the near clip plane- it's the difference between these two planes that all rendering calculations are made in

stone marsh
#

It can cause lag on quest, but most PCs won't lag from it, just have rendering issues as noted

cobalt prawn
#

Yeah, with a single 4-5k poly landscape I don't think Quest would lag, but if for example you put lots of tiny objects in the distance where you can't even see them but they are still within the clipping planes, that's where things could get nasty

#

Farther clipping plane just means there's more within your view that needs to be rendered, so just be aware of what you have within that range

bold ibex
#

I see. Definitely will mess around with the values. Any way to simulate Quest 2 on PCVR?

cobalt prawn
#

Nothing I know of, but that's a good question I haven't searched super hard

bold ibex
#

Aye, would be a good feature to have for developers. Will keep it pcvr for now and then probably get the quest for when I'm ready to optimize for that. Will keep the limitations in mind for them while making pc version.

#

Thank you for your guy's help! Learning more about this stuff all the time.

lethal ledge
#

Hopefully this is the last thing. I'm officially done with the alpha version of my world and i want to upload it. I go into the vrchat sdk>builder>build&publishforwindows but once it's done uploading it says this

regal sand
#

Does anyone have information regarding how unity separates your build for android vs window ?

glacial panther
# lethal ledge

go into your scene descriptor -> pipeline manager and detatch whatever is in there

#

That means you are using a world id that doesnt belong to you

lethal ledge
#

And where can i find scene descriptor?

glacial panther
#

Its in the scene descriptor/spawn object thingy

#

Wherever you set that up

kind leaf
surreal nebula
#

can quest have more then 50k polygons if you use occlusion culling?

lethal ledge
glacial panther
#

Which object did you setup your vrc scene descriptor?

#

It'll be in there

kind leaf
lethal ledge
glacial panther
#

It looks like whatever you make it look like

#

Mine is invisible

lethal ledge
#

I don't think i have one then

glacial panther
#

Did you set it up or download a prefab from somewhere?

#

Of course you do, it wouldn't let you click the upload button otherwise

#

Well, you gotta find it lol, its usually called spawn or something like that

#

Just click the stuff at the root of the scene to see which one has the descriptor in it

lethal ledge
#

I got nothing in my heirarchy named spawn or anything close to that

glacial panther
#

-> usually

lethal ledge
#

Clicked everything that could be clicked, nothing

stone marsh
lethal ledge
#

Thank you! It worked

willow narwhal
#

I just updated my world but now no one can get into the world since it won't load. Looking at my work Debugger I have lost a lot of stuff but it hasn't been deleted from the actual world. Please help

nocturne jungle
#

how can i send a prefab of a world i made to someone? It was all made it unity and idk how to make everything export as one thing so he can just drag it into his scene

kind leaf
nocturne jungle
#

Oh ill have try try

#

Ty

regal sand
willow narwhal
#

I'm sorry for typing the same thing again. But can anyone help me? I tried uploading a world which before hand in testing the world loaded properly with everything. After I uploaded the world, no one can get into the world and boots them out. My world size has been reduced from 7Mbs to 0.3Mbs... Nothing in unity got deleted but not everything is getting built for some reason...

kind leaf
# willow narwhal I'm sorry for typing the same thing again. But can anyone help me? I tried uploa...

r u using the vr toolkit? What does it's debugger say? If not, it's recommended for pointing out the obvious that we blindside and has the added benefit of speeding up texture reductions and compressions https://github.com/oneVR/VRWorldToolkit

GitHub

Unity Editor extension for making VRChat worlds. Contribute to oneVR/VRWorldToolkit development by creating an account on GitHub.

willow narwhal
#

I do use VRWorldToolkit, there are no errors that I had problems with before like no active reflections probes and stuff about lighting. But in the build report objects, font and textures are not being built

#

I look in my unity console and there are no errors when building... it's very confusing and stressing me out

kind leaf
#

You have no Win notifications (bottom right of your monitor) about Unity? That is odd. Ied expect to see error in your console if anything was being excluded.

willow narwhal
#

No errors whatsoever

random owl
#

If you check the Build Report tab in the World Debugger do you see anything weird there about the latest build you did?

willow narwhal
#

That half of my stuff isn't on that build report. I didn't even delete anything from the world at the point. So some stuff is getting built but some stuff isn't

random owl
#

Can you show some screenshots of what you are seeing?

willow narwhal
#

Ofcourse, one moment

#

So on the PC version you can see that list of assets, font, materials and more are less compared to the quest. However I did get reports that quest users also cannot enter the world either. Everything on the world report for Quest is everything that is suppose to be built.

random owl
#

Can you show a full screenshot of the whole Unity window?

willow narwhal
#

Since this has happened I tried re-importing everything, that didn't work. I then updated the SDK to the current version and that did nothing either.

random owl
#

Yeah I can't really spot any issues in your screenshots

#

What's the world ID? I can try joining and check my output log if that would tell something

willow narwhal
#

wrld_c9230751-40e7-49bb-9b15-011f42757a41

random owl
#

Trying to join the world it seems I get ErrorProcessingScene so something happened to the asset bundle to cause it not load

#

@willow narwhal you might want to try uploading the Udon example scene included in the SDK to see if the issue is in the project or your scene

willow narwhal
#

I ran a Build & Test on the example scene and it got into the world

#

So it's something in my scene that's causing the issue?

random owl
#

Most likely depending on if your main scene works in build & test as well or not

willow narwhal
#

I feel like I am gonna end up having to re-build the whole world from scratch...

#

Well this sucks...

#

What I will do, is make a new scene, copy everything and basically have the basics only. The hopefully keeping adding things from my original scene into the new one till it no longer builds

random owl
willow narwhal
#

It's the project, not the scene. It won't even load it

#

fml

#

I'm gonna have to re-make it

random owl
#

The project is not loading anymore? Thonk

willow narwhal
#

I ran a build test with only the floor, respawn and vrc scene descriptor and pipeline. It just boots me out

#

This is what got built

random owl
#

If it's just a scene issue you need to find what in the scene is causing it

#

Duplicating the scene file and removing stuff is usually effective for that

stone marsh
willow narwhal
#

i'll do it tomorrow because I am done for tonight

digital fox
#

Hello, I would like to make the world be considered a game to disable cheats, how should I do?

pallid cradle
#

hey could anyone get me a simple avatar world? i have a few avatars i would like to publish in an avatar world

gloomy fog
#

I just made it with cubea by setting them to 0.1, 0.1, 0.1 scale. In unity, 1 unit, a cube at a scale of 1, is 1 meter, so a 0.1 scale is 10cm

#

If you want to test your height in unity you can set the y scale of a cube to your height, like 1.6 for me

regal sand
#

Looks beautiful

rigid plaza
#

first room, self teaching as a go, this is my first room so far

regal sand
rigid plaza
pastel lintel
#

Hey just wondering, im new to creating worlds in vrchat, is there a way to like update a world you already published?

pastel lintel
#

Cool! How would I go about it? Do I press "Build and Publish" again?

desert python
#

yes

pastel lintel
#

Damn I feel stupid now XD

#

Thank you!

desert python
#

np

lyric dew
#

Anyone got a free skybox of a city at night?

pearl plume
#

You might be able to find one in Unity’s asset store

lyric dew
#

Already looked

mellow moon
#

can anyone explain why this is happening? Im on Unity 2019.4.31f1 like the documents say. It kind of works at first when its a fresh install but breaks after i reopen it. While its working it says there is an update but i have the latest version of the SDK

left rain
mellow moon
#

if thats the case i might know what i imported

#

I put an old version of merlins UdonSharp thing in... thanks! -_-;

versed plover
#

Quest can’t see any post processing effects or am mistaken in saying that?

desert python
#

correct

versed plover
#

Ok that’s what I thought just wanted to double check

late egret
#

Hi I’m wondering how I can get a double sided texture

#

I downloaded the free one

#

By ciconia studios

#

But it’s leaving my texture full of black spots

#

This tower is just a mesh it is not manifold

#

Im also using unity 2019.4.29f1

stone marsh
#

Wat

late egret
#

I believe I downloaded the. Current version but it messed me up

#

Hi sorry

stone marsh
#

We're also on 2019.4.31f1 but that doesn't have to do with your issue

late egret
#

Should I switch?

#

How do you double side a texture

stone marsh
late egret
#

Ok I’ll do that lol

stone marsh
late egret
#

Yes

#

Right now it’s invisible

stone marsh
#

That has nothing to do with the texture. You need to use a shader that supports setting the rendering mode for the back face. Poiyomi can do this. As can many shaders, but Standard shader can not.

#

In poiyomi, at the bottom, under rendering, there's an option for back face, set culling to none.

late egret
#

Are there free ones?

#

I will check that one out

stone marsh
#

That is free

late egret
#

Ok

stone marsh
late egret
#

Thank you this shader I got from the asset store was very confusing

#

any sudgestions on the floor

#

like how to make it less pixelated?

#

they are from photogrametry scans

#

or is this a shader question?

#

it looks ok from afar but gets pixelated .. should i just shrink it more

cobalt prawn
#

What is the size of the texture(s)? If you select them and look at the inspector, what is the max size set to? Make sure it's at least the same size of the texture so it's not getting reduced

#

You can also reduce compression which might look better but will still be pixelated

#

If your textures are low res and you want to increase them artificially I would suggest using an AI upscaler, there are some free websites where you upload the image and then upscales it with AI and you download it back

stone marsh
#

Also make sure you disable MipMaps on the texture

#

You're not using mipmaps, but having generate mipmaps enabled will make the texture blurry.

raw glacier
#

any big brains here to show me the frik is this

stone marsh
#

You most likely have errors in the console

#

Also, ensure you're using 2019.4.31f1

raw glacier
#

no errors

#

i have updated, reimported this sdk

hardy bay
#

Nothing on the console, all other tabs working just fine

raw glacier
#

I can log in, fetch the content, even settings

hardy bay
#

We've been trying to figure out this issue since last night

raw glacier
#

but builder just doesnt show

stone marsh
#

Screenshot your entire unity editor window

raw glacier
#

well....

#

we found the fix

#

after 10 hours

#

updating cinemachine fixed it

kind leaf
#

ngl that is probably the single most unlikely fix for a blank sdk gg

sullen turret
#

My baked lights turn back to realtime lights every time I play the scene. It says the lightmaps are still there, but the scene is clearly using realtime lights

#

Anyone know a fix?

left rain
#

are your lights all set to Baked?

sullen turret
#

Yes, except for my sun light

#

It's an indoor scene so there's about 20 baked lights

#

Also, I made a backup of the scene before I play tested it

#

The baked lights didn't appear in it either

#

Even though I didn't even press the play button

left rain
#

and you're saying these other lights are somehow changing their settings from Baked to Real-time after running the bake? that seems unlikely

sullen turret
#

No, it still says they're baked

#

Give me like 20 minutes to bake the lights again and I'll record a video

#

I can't really explain it well

left rain
#

then what makes you think they're real-time?

sullen turret
#

The specular that wasn't there before

left rain
#

did you bake reflections as well as global illumination?

sullen turret
#

Here's my lightmap settings

#

They're set pretty low so I can get faster results

left rain
#

did you bake reflections as well as global illumination?

sullen turret
#

I baked the reflection probes, I have no clue about gi though

#

I'm sorta a noob when it comes to lightmapping lol

#

You can tell

left rain
#

global illumination = lightmap baking. lightmaps are for diffuse light

#

reflection probes are a separate system

#

if you're seeing more reflections after baking, this is likely because now you have reflection probes active

#

assuming you baked both lightmaps and reflection probes simultaneously

sullen turret
#

Yeah that isn't at all my problem. I'm really bad at explaining things

#

Give me a little bit, I'll make a little graphic that should show my problem

lyric dew
#

Anyway to make a transparent object for quest? Just want to make a window

sullen turret
#

Damn, it's not doing it anymore?

#

Strange

#

This is the issue I had

#

If this explains it any better

#

Wait! Do realtime reflection probes interfere with anything? I just realized I had one set to realtime whilst the others are baked

stone marsh
stone marsh
# lyric dew what would I do to fake it

Just have a window frame with no glass or mesh at all. Or just make a texture that looks like a window that isn't transparent.

But like I said you can just use standard if you want.

lyric dew
#

I see, okay thanks!

sullen turret
#

I only use standard for my worlds. Always works out for me

#

Does transparency on standard have any performance impact?

stone marsh
#

We're talking about quest worlds....

lyric dew
#

Yeah ^

sullen turret
#

My quest buddies haven't ever had an issue with it

lyric dew
#

I thought though quest couldnt see standard though

sullen turret
#

Quest can't see standard on avatars

#

It can be used for worlds

lyric dew
#

Also you need to remember quest for PC-less people. If they use a quest but have a link cable they play the game as "PC".

stone marsh
# sullen turret My quest buddies haven't ever had an issue with it

You're allowed to use unsupported shaders in quest worlds, but shouldn't. They carry a heavier performance impact. Transparency is particularly heavy of a hit to performance. You should be using standard lite, which is a quest Shader.

However

For one off things you can use unsupported shaders but should expect the possibility of a heavier hit to performance

#

So in a world with nothing but quest shaders, that just needs like a window or something to be transparent, it can probably get away with using standard instead of standard lite for that. But it's bad design to use standard, or any unsupported shader, for everything in the world.

sullen turret
#

Idk, there's never been a performance drop for me. Or my Quest friends

#

For the Quest versions of my worlds I always have baked lights and no speculars

stone marsh
#

I don't care. I'm just saying what is good design and the expected use case of these shaders is

#

Obviously there is a lot that comes into play, as every world will be drastically different in terms of how it's designed and how many draws it has and how many meshes. Etc.

sullen turret
stone marsh
lyric dew
#

Yeah, I mean for people who are just starting off its whatever, but experienced developers who have made 5+ worlds should use the best way possible for all. I use to make a lot of worlds, and they were terribly optimized but I since then I've been trying to make all my avatars and worlds quest and PC compatible with good frames on both

sullen turret
#

What's pass LOL

stone marsh
#

Grabpasses are unsupported on the quest hardware itself.

#

Certain shaders will not work no matter what. As you discovered. Most water shaders use a grab pass for the refraction. But any shader that uses a grab pass would cause that issue.

lyric dew
#

"GrabPass is a command that creates a special type of Pass that grabs the contents of the frame buffer into a texture. This texture can be used in subsequent Passes to do advanced image based effects.

This command can significantly increase both CPU and GPU frame times. You should generally avoid using this command other than for quick prototyping, and attempt to achieve your effect in other ways. If you do use this command, try to reduce the number of screen grabbing operations as much as possible; either by reducing your usage of this command, or by using the signature that grabs the screen to a named texture if applicable." @sullen turret

#

I googled it, because I didn't understand either.

stone marsh
#

Nice copy and paste.

lyric dew
#

lol yeah, figured its best to keep original so I don't mis-translate it

kind leaf
lyric dew
kind leaf
sullen turret
#

Trigger warning

kind leaf
# sullen turret Trigger warning

lol that'll do it. So 999+ in all 3 categories isnt kosher. Make sure you are clearing between builds only after you sort out issues. 999+ is common with scripts that have no return and error out, but should not be seen with an sdk and most prefabs from vrcprefabs.com

#

^ This doesnt mean to enable clear on build, I never recommend this, this limits the information you have after a build. Manually clear your console if you have fixed, or are willing to ignore unimportant errors

versed plover
#

is the a way to make vrc pickup objects bound to certain constraints, like only having it move along the y axis from -1 to 1 and then it just stops and cant move past that?

kind leaf
#

did you try playing with the rigidbody of the pickup? There are constraints there, just not sure how they function in vrc.

versed plover
#

haven't tried to in depth yet, just thought id pose the question

#

i was thinking how to make a cool sliding door type thing where it could only move based on constraints where the railing would be

kind leaf
#

neat, i would try the rb constraints. I think a majority opt for scripting their constraints, but technically it "should" work

versed plover
#

kk thanks

nocturne jungle
#

Using probuilder right now, how could i make this look not so poly like

kind leaf
#

"smooth"

nocturne jungle
#

it makes it look so shiny though lol

kind leaf
#

shine is shader, smooth uses a hacky hightmap

nocturne jungle
#

lemme try again

#

okay i got it now

kind leaf
nocturne jungle
#

idk what im doing but i kinda like it lmao

kind leaf
#

you have an abstract design going, keep going šŸ˜›

stark skiff
#

Can someone help me figure out how to toggle on and off the snapping feature.. I'm not talking about control snapping I actually hit a button and I don't know which one I did but now my whole project is just snapping everywhere anywhere I move I can move it in a singularly way

#

Is there a way to toggle that off or does anyone know how to do that

#

I have no clue what I said be able to do that

mild spade
nocturne jungle
#

nvm got it

#

sorry for pinging you

nocturne jungle
#

dont know what im doing with this lo

outer terrace
#

So I'm running a Vampire: The Masquerade LARP via VRChat. Using a custom world that has the LARP rules and character sheets programmed in. First game is Saturday. Very excited.

#

Fun fact: this world will run on Quest. vrcTupSmug

hallow mist
#

pog

#

im pc user but still nice

outer terrace
#

It looks better on PC, for sure. But having a quest version means more opportunity for players

#

And, like, I definitely need players

hallow mist
#

true

thick magnet
#

can I make a world use different shaders for the quest upload but still have the fancy ones for pc version?

#

so like how in some games things look different on quest but its still the same game as what the pc players play

versed plover
#

Yes by duplicating the world in your files, and then you’ll have two different unity worlds and you just copy the world ID or whatever’s it’s called under the vrc world prefab

#

Then you can have higher res textures, different shaders and stuff, Basicly two worlds but the same upload one for pc one for quest

thick magnet
#

cant I just upload for pc with good textures, change build to android, swap for lower res textures and upload to quest

#

instead of copying world

versed plover
#

You can, i do this way personally as I’ve run into some issues switching back and forth between versions a couple times (world just breaks and I couldn’t switch back)

#

But yeah you can

thick magnet
#

ah I see ty

dusk sapphire
#

Keep in mind that the scene hierarchy between quest and pc versions must be perfectly identical or you can and will run into desync issues
Unless absolutely needed I'd recommend against duplicating the world.
https://github.com/JordoVR/EasyQuestSwitch
Easy quest switch can automate switching of shaders on materials among other things when switching build targets.
Your texture import settings are already platform specific so those don't need to be manually switched.

raw glacier
still viper
#

Alright so: my wall is supposed to look like this

#

but on the slope it looks like this

#

the texture seems scaled up for some reaosn. It looks fine in editor.

#

why

cunning wolf
#

Hello! Hopefully this is the right channel to ask.
I'm updating my world at the moment and have a couple of problems. I have 13 sounds playing at various areas on the map, but audios number 12 and 13 are so quiet that you can barely hear them.

Is there a maximum number of audio tracks you can use in a world before it starts muting them?

#

For instance, when I first started the map, I could only add about 10 lights before it would start turning off previous lights whenever I added a new one. I eventually learned you had to manually up the light count for Unity to stop doing that. I wonder if it's something like that with my sounds?

left rain
#

32 is the default limit

stone marsh
hidden iron
#

can someone hel pme pls? if i test my world localy im getting spawned in but if i upload the world then it crashes every time

#

plsss i dont know how to fix the error

coral patrol
#

does vrchat support urp ?

#

Cause i made a world with that pipeline but when i go to test it its all pink

left rain
#

nope. built-in render pipeline only

coral patrol
#

Uh, what you suggest for water ? i just need to add some water in a pool in a vrchat world but i cant find a solution

#

All unity asset store are URP or some others pipeline, and the only one with built in i found was very very bad for a pool xD

left rain
#

I know I've seen some water shaders out there for pools specifically, but I can't think of a good one off the top of my head. S-ilent has a pretty nice general-purpose water shader that's efficient enough to run on both PC and Quest

#

i know there's others out there that are fancier but probably will have a harder time running on quest, not sure if that matters to you

coral patrol
#

Actually i'm building a world just for me and my friend and we both got htc

wind stream
#

anyone know how to make a mirror turn off after you walk away from it?

bold ibex
bold ibex
#

NP

nocturne jungle
stone marsh
bold ibex
#

im trying to recreate this effect in my world (guy shows up in the mirror but not in the actual room) the only way I was able to figure out this is using a transparent mirror and a copy of the other room but it has alot of negatives compared to this effect.

#

maybe I hide the mesh render and mess with the reflective layers of an actual mirror?

trim fjord
#

Can anyone help me out or lead me to resources on the following:

-Allowing gun models in my world to be "shootable" (a sound and a muzzle flash with button press
-Adding a "reset" button to reset all the items in my world to their original positions

Thanks!

still viper
#

How would I go about having pickups not collide with the player?

#

I want them to collide with everything else, just not the player

sage junco
#

so im working on a world and now i cant load into it and when i try it crashs my game ??

#

anyone help

#

And it does this when I try to load

#

And it says there no errors

runic epoch
#

is there a way to set a trigger to respawn?

#

so an audio source will turn back on when someone respawns

pure rivet
#

can't remember

sage junco
#

thanks man

kind leaf
coral patrol
#

Guys i'm making a world like this in vrchat , for my little zen personal space
What do you suggest for making water like this? i'm new to unity but i understood t he basics to make the room, but i actually need to understand the water functions since i cant use different pipeline than the built in for Udon kit
(Tried URP but failed xD)

green lagoon
gray sleet
#

I have post processing how do i make it so bloom doesnt make Everything bloom. like i want neon or certain things to glow, not the entire world to get brighter

green lagoon
#

a guide on post processing for vrchat

sage junco
gray sleet
green lagoon
#

the post was literally edited last week

kind leaf
#

outdated is a stretch, nothing that is of any concern to most basic users was changed between Unity 2018 and Unity 2019. As far as a basic user is concerned, Unity got a face lift and nothing more. How the pieces fit together hasnt changed. Outdated would imply its no longer relevant. Look beyond the art and read the words instead

pure rivet
#

The only change I noticed in 2019 was dark mode

#

and the icon changes that messed me up for a bit

#

I had been used to the old look for 3 years

kind leaf
pure rivet
#

I never changed it šŸ˜‚

gray sleet
#

well anyways, is there a way for my world post- to not effect everything? as iv said, turning weight up makes everything / world brighter. I just want specific objects to glow.
like i add post volume on a glowing object. but then it makes EVERYTHING brighter / glowy XD

green lagoon
#

"Bloom
This should be enabled and tweaked according to taste.
An ideal set-up means having a low bloom intensity and little to no threshold. This combination means normally lit objects don't produce visible bloom, but bright objects and glancing reflections will, properly simulating a clean but not perfect lens into our world.

Intensity: 0.01 to 0.3, don't go any higher!
Threshold: Below 1.0, but ideally 0.
Soft Knee: 1.0
Clamp: 30
Radius: 7-10
Anamorphic: Ideally 0, but tweak as desired.
Fast Mode: Off, unless your scene has no bright objects.
Dirt: Off. Don't use dirt. As Unity will tell you, "Using a dirt texture in VR is not recommended."

Bloom is additive. Any light that comes out of the bloom effect is added onto the image. If the bloom's Intensity is set to 1, that means the average brightness of everything is doubled, and everything is blurry on top. Also, eye adaptation values are calculated before bloom, so it won't stop your bloom from making the image too bright.
Ideally, when using bloom, you should lower the Post-Exposure in colour grading, to compensate for the additional brightness added by bloom."

patent rose
#

trying to update my world, but it doesnt seem to let me. upload keeps failing at either the "Uploading file signature" stage (most common), or just a bit into the world upload (roughly 1/8th)

not entirely sure how to fix this, unity usually outputs a couple "null/empty value for header: content-type" error shortly after starting. full Editor.log attatched

gray sleet
kind leaf
#

"like i add post volume on a glowing object"

soo how many post volumes do you currently have in your scene?

#

for bloom in particular

gray sleet
# kind leaf for bloom in particular

i have 2 now as iv started reading and watching youtube.
I have a Post bloom. that has a slider.

im now trying to make a ball glow.
So i put 1 post volume on it.

kind leaf
#

1.... you dont use multiple volumes unless you are weighing them for zoning. 1 volume with your bloom and only one bloom for the whole scene.

#

the single bloom will regulate all emmissive materials on the layer affected by post processing

kind leaf
gray sleet
#

ok so then i got a post processing bloom for my scene. how do i make certain objects glow more or less.
I turn up the weight of the post bloom but that makes the entire world brighter

kind leaf
#

you turn up the emission intensity. the bloom effects all emissions equally

green lagoon
#

you would be modifying the material settings of your objects to make them brighter not the world's post processing

#

because it's post-processing it only knows about the final image so there's no way to tell the post-processing itself to only affect certain objects

#

so you need to modify the object's to fit with your post-processing settings so the glowing stuff glows and everything else doesn't

gray sleet
#

or do i limit the weight. Like everything looks good at say .5 Limit it there and only allow it to be turned down?

gray sleet
frigid estuary
#

[SDK3] i need a shader or another way to show a stereo image made out of 2 pictures in a world that should be shown as stereo in VR too.

potent forge
#

Anyone know of any good sites I can find assets ? I am not very good at Blender and I haven’t found many things I like in the Unity asset store.

bold ibex
green lagoon
#

that website would break vrchat Terms of Service

#

as that involves asset piracy

bold ibex
#

and you could modify the models and textures in blender

#

for the model resource

gray sleet
#

when moving text i can see it through walls. how do i stop that. nvm fixed it. wasnt on a layer

cyan eagle
#

With Cyantrigger how do I make it so when a player enters an area an event happens?

cyan eagle
silent aspen
#

Is there a way to make a music playlist for a world that will have multiple songs?

cyan eagle
versed plover
lyric dew
#

Anyone have a good tutorial for a mirror toggle? I want to set it up with a menu and have two options, one for low quality and high quality. This is on the new SDK 3 system too.

dusky quarry
#

hey guys, so, im having trouble with having a problem with objects in my world falling through the map, im pretty new to making worlds so maybe im just missing something simple, any insight would help

dusky quarry
#

yeah

#

what about it xD

cyan eagle
#

add it and a mesh or box collider to the pickup

#

And if it's a cross-compatible world (Quest and PC)
VRC Object Sync or whatever

dusky quarry
#

both the collider and rigid body on the same object?

cyan eagle
#

That's what I did
I think
Maybe you can remove the rigid body?

#

idk

dusky quarry
#

boutta find out

#

nope

cobalt prawn
knotty valley
#

looking to add a mini display of the world within the world so you can see the avatars running around in it. I've seen this in a couple worlds but haven't found any tutorials on how to do that as of yet anyone run into anything that might help?

#

to clarify it would be like 3d mini version of the world not a 2d overhead camera view.

#

i also saw this done in a camera testing world

deft pollen
#

Would this work in VRChat?

ruby jay
# cyan eagle ?

you should join cyan's support server
you will need to add a cyantrigger on the is-trigger collider, then use the on player enter trigger action

verbal rose
#

need help setting up the karaoke song thing

#

dont understand the 3rd step

cobalt prawn
#

The karaoke system is an add-on to the video player, so follow the main setup guide for the video player first

exotic forge
#

created a new project for a quest world, and when i opened the sdk panel, the build panel was blank

sturdy garnet
#

does the basic unity 6 sided skybox texture work on quest?

potent island
#

Hello! i recently encountered a very weird bug with the world sdk, i cannot upload or interact with the world uploading screen, any ideas on how to fix this?

dusk sapphire
#

you have error pause enabled in your console

#

disable it

potent island
#

ty i am dumb

cyan eagle
sturdy garnet
#

poger

static epoch
#

how do i make an audio toggle?

patent rose
bold ibex
#

trying to get music in my world but whenever I drag in a music file it looks like this and cant get used

bold ibex
# static epoch how do i make an audio toggle?

Here's a tutorial covering how to create a music toggle button for one or many music in your world! The first part only covers how to toggle it for one song/ audio source, but then I expand the script to covering a multi button setup. That does however come at the cost at needing more nodes, which I hope doesn't become too overwhelming...

As f...

ā–¶ Play video
#

is this what youre looking for?

static epoch
#

thanks

bold ibex
#

NP!

tropic ferry
#

Hi !! Which reflect layer should be disabled in a VRC mirror , so that the menu and the camera is not reflected ?

#

interactive ?

#

I disabled ui and uimenu, but they still show

bold ibex
#

how do i fix this

weary root
#

I have multiple seperate anim files for different objects in the world; is there an easy way to click one button and make them all initiate?

versed plover
bold ibex
versed plover
#

Hmmm ok, when I got the same problem as your my error was ā€œunspecified error during importā€ have you tried some other file types?

bold ibex
#

yeah I did MP3 and OGG

versed plover
#

You could try wav or aiff but I still haven’t been able to find a solution to this myself

bold ibex
#

which is weird because I heard unity usually works nice with them

#

ok ill try it

versed plover
#

I used to have it just drag and drop

bold ibex
#

you know any good converters?

versed plover
#

And it would just work with mp3

#

Pretty sure any online one with work fine

bold ibex
#

ok thanks ill try it

uneven kraken
#

hello i got this problem when i import the script, how can i fix this?

#

if anyone knows the issue

jovial apex
wind stream
#

anyone know if theres a way to change the render distance?

cobalt prawn
torn belfry
#

Heya guys, is there a way I can view my world somewhere besides Unity while I work on getting more ingame time?

left rain
#

what exactly are you trying to do? you can test locally without any trouble, just hit the build & test button in the SDK window

wide terrace
#

Random question but I imagine that the UI overlay would conflict with anything built within a world, correct? Like if you were to creation an actionbar or HUD of some kind? The questions might be a bit too vague I realize.

#

also might be best for this to go into the udon channel hm...

lethal ledge
#

Anyone know how i can add a pool table to my world?

#

Or maybe a yt video showing how?

left rain
kind leaf
#

VRCBilliards is on github

left rain
#

read the instructions

lethal ledge
#

Alright thx

bold ibex
#

Anyone know why when I design the base mesh for my world and i import it into unity it’s missing some faces specifically I’m the high poly areas like the center [it’s a maze]

stone marsh
exotic forge
#

yeah i created a new project

gray sleet
#

whats the best way to have a world PC and Quest compatible? Just use the change version to quest / windows? Or have two different projects (copy and paste). Or is there an easier way

uneven kraken
#

and the map doesn't get me in

#

it gets me back to my home

bold ibex
#

I am having that issue too

left rain
#

whether or not a world can be compatible depends on how complex it is, and how good you are at optimization

verbal rose
cobalt prawn
# gray sleet whats the best way to have a world PC and Quest compatible? Just use the change...

The best/easiest way is probably just switching platform, and using EasyQuestSwitch if you're swapping assets and materials and stuff. If you don't like the time it takes to switch platform, it's a bit more complicated but you can also have two separate projects and use a windows symlink from one project's assets folder to the other so that they share the same assets and you don't need to copy paste

uneven kraken
#

i can't get it fixed

#

idk what's wrong

cobalt prawn
bold ibex
#

Ok I don't have much time to talk rn so I'm not taking a screenshot

#

How do you get the control panel back?

cobalt prawn
#

Check your console for errors and try to solve them, restart unity, reinstall vrcsdk, delete any assets or packages that you added before it broke šŸ¤·ā€ā™‚ļø

gray sleet
cobalt prawn
#

Yea, easyquestswitch won't do anything on it's own though, it's just a tool that you use to give different settings to objects for either platform, and then it automatically changes them when you switch

gray sleet
cobalt prawn
#

Well what do you mean by different versions? (like quest/PC versions? Or like v1, v2, v3 so if you break something you can revert backwards?) And what do want to be easier to manage?

gray sleet
cobalt prawn
#

Yee that's exactly what easyquestswitch is for

gray sleet
versed plover
#

Whenever i export my world and try to get it to a state to give it to someone, my post processing volumes scripts always go missing and it says "the associates scripts can not be loaded" any fixes or better ways to export worlds?

cobalt prawn
#

If you want to change a specific component you need to add that component

#

(for example if you want to swap materials on an object, you need to add that object's mesh renderer component to the list since that's where the materials for the object are stored)

uneven kraken
#

still cannot find the issue with my problem. Does anyone know why i cannot join my own world? i click to join, it loads, after downloading the map, it goes black and then it takes me back to my house

gray sleet
rich trellis
#

can anyone tell me if there is a prefab for the Jello beds everyone seems to be using?

gray sleet
#

why can i see text and canvases through walls?

restive vortex
#

can i have help with something

gaunt egret
serene patrol
#

General question I hope is easy to answer. In Unity, if I reimport an FBX that I've changed that is a newer copy of one I imported previously, will Unity automatically replace the old copy with the new copy? Or do I have to delete all instances of the old copy (including deleting it from the Project folders) before adding the new one?

stone marsh
fleet pollen
#

Does anyone know how to make the usharp player works with the twitch streams that use stage lights? For me it's only work with yt videos but not with the stream button

stone marsh
fleet pollen
#

Twitch streams are playing but the lights not react

potent forge
stone marsh
cyan eagle
stone marsh
#

You'd be better off using ProTV as it can handle this better. But is a bit more complex to setup for audiolink like that. Audiolink can only have a single audio input.

You can also just have a single audio source for both players, rather than using the default setup which uses multiple. That way you can have audio link set to the single source.

fleet pollen
#

So it could work with copy the stage light's & audiolink and put it at the same location where the other light's are just for the stream ?

violet flicker
#

What does this mean.... Assets\Udon\UdonBehaviour.cs(57,28): error CS0426: The type name 'SyncType' does not exist in the type 'Networking'

serene patrol
median lily
#

does anyone know the name of this world

peak basalt
#

Is it possible to save a texture in game?

bold ibex
#

Also anyone know where I can find or make PS1 style noises

#

Random thought: If I add the nudity tag to my world even though there is no nudity will it help prevent annoying brush kids from entering

#

Like if vrc will prevent the world from showing up for them or something

green lagoon
bold ibex
#

Dang, hopefully I can find some good repellent for them lmao

green lagoon
#

vrchat currently doesn't have any age gating functionality

bold ibex
#

I'm surprised, I saw lots of videos talking about it being an issue. Hopefully vrc devs get to that soon

stone marsh
bold ibex
#

Yeah thats true

late egret
#

Hi again after updating I decided to start a new world I got the poiyomi shader works great, but now my jumping is not working when I go to test my world.. I went in to vrc world and have increased it to 10 but nothing . I’m going to bed soon just putting this out there I’ll update in the morning

bold ibex
#

i search world maker for a Commission

#

I have a commission and $400 budget if you know someone who makes amazing world udon with avatars inside activities etc... beautiful shaders and perfect optimization

#

i want professionnal

solar iron
#

hey guys i am trying to make a 1:1 replica in unity to port to vr chat and im having some trouble with scale and was wondering if anybody could help

#

of my room

oak phoenix
#

I haven’t created worlds for a long time and I don’t remember such a window, what should I choose here? Now no matter what I do, I get a lot of errors and VRChat SDK does not open. I can't even imagine how to solve these errors and what to do now.

#

I'm afraid now to open the old worlds

solar iron
#

can you help me @oak phoenix

oak phoenix
#

I tried almost all the tips for solving including regedit. I can't even imagine what went wrong.

solar iron
#

i have no idea hopw to help im new to unity

#

im just having problems with scale

oak phoenix
#

has anyone else had this problem? anyone?

#

I just saw that there is another version of SDK on the site, I'll try to use it, I hope it helps.
but then the question is - will my old projects open with the old version?

#

I don’t understand anything, yesterday I was tormented all day and nothing helped, now I opened the project to change the SDK and everything seems to be working. amazing! how is this possible? vrcThinking

solar iron
#

can you help me?

oak phoenix
#

what is your problem i dont understand

solar iron
#

im trying

#

to remake my room in unity

#

but when i go to touch a wall im touching it irl but my model isnt

#

my world is to scale in unity but vr chat any ideas?

oak phoenix
#

the scale of the avatar is about 1.6, so the room is about 3 high, maybe 3.5

solar iron
#

so i should x my meausremts by how much

#

or do i need to divide

oak phoenix
#

I do everything by eye, the average room will be approximately 20x20. try different. do build and run.

solar iron
#

any suggestions so it lines up with my irl measurments

#

20x20m

#

meters

#

?

oak phoenix
#

make a room scale 20x20 or even 20x30, check in build and run. and decide what to change

solar iron
#

will that match irl meters

#

what i am mainly looking for is a conversion of real life meters into vr chat meters

#

?

oak phoenix
#

I told you the approximate dimensions. try different ones and build and test. multiply by about 10 or so.

solar iron
#

wont that be bigger than my room

oak phoenix
#

Street 50x50

solar iron
#

im trying to go for 1m in vr chat is 1m irl tho

solar iron
#

is there an alternative way of doing this

#

im just trying to remake my room in vr and need help

#

thanks

turbid flare
#

Ayyo, anyone else having trouble with not getting your public world in "Updated recently" after is been updated?
Posting again cause got ignored in general chat

kind leaf
# solar iron im just trying to remake my room in vr and need help

add a capsule to your scene. set its y scale to 1.8m. now you have your vrc scale. Unity and VRC are already 1:1 its a game build in unity šŸ˜› The avatar scale wont ever be perfect but 1.8m is the current collider y size so scale to that. Making doorways exactly 1.8m probably isnt the best idea.

kind leaf
kind leaf
late egret
austere hull
#

would anyone help making a world

oak phoenix
celest bramble
#

hey i need help pls. if i build a world and i will upload or test it i become that error every time -.- i have already updatet the SDK, UdonSharp etc. have anyon a idea to fix that?

ruby jay
celest bramble
#

yea i know i have see that xDDDDD

gray sleet
#

whats a good place to find prefabs / things for your world

bold ibex
#

When trying to compress my world size using the texture crunching option on the vrcworldtoolkit, it will gather the assets for awhile and then unity will crash everytime. Does anyone know how to fix? I am wanting to upload my world for quest use but I am not able to with this issue.

celest bramble
#

i have another question ^^ uhm know anyone how to use ReverbZones on Udon Players? Anything i try will not work

kind leaf
celest bramble
#

@kind leaf have u maybe a idea for my problem too qwq? i think u know what u doo with udon xd

kind leaf
celest bramble
#

i use the PROTV Player and set all right. All sounds will work with the reverb but only the videoplayer will not

kind leaf
#

yeah, BPA is for players only. Ive never setup a reverb for a soundsource sry

celest bramble
trim fjord
#

Guys how would I make a gun shootable in my world?

#

as in a Bang sound and a muzzle flash

#

lots of guides on it for avatars; nothing for a gun chilling in my world

near escarp
#

That's probably because the avatar author doesn't allow for public distribution, so some users are reporting the world tohrushrug

sturdy garnet
#

oh it doesnt?

green lagoon
#

basically like most paid avatars don't allow you to use the upload public avatars of them

stone marsh
#

Kon hasn't changed, it allows public use so long as it has the QR code, and the poster in the world with the booth information.

Avatar inappropriate can also mean you have inappropriate animations, toggles, nsfw stuff, etc. On the avatar.

sturdy garnet
stone marsh
#

QR code is also supposed to be on kons cape

sturdy garnet
#

theyre literally just kon recolors with pokemon following them

sturdy garnet
runic inlet
#

so, Im trying to make a world, but it keeps saying that i need a scene descriptor, despite the fact I have imported it

stone marsh
runic inlet
#

the SDK

#

keep in mind, I have no idea what im doing here

stone marsh
#

Yeah... You don't have anything setup.

Read the following and maybe watch a tutorial on YouTube:

https://docs.vrchat.com/docs/creating-your-first-world

runic inlet
#

ok thanks!

stone marsh
# runic inlet ok thanks!

In short, you need to add the VRCWorld prefab included in the examples folder into your scene and place it where you want users to spawn.

You'll also need to appropriately scale the mesh that is in your scene. If you spawn a 3D capsule, that is the size of the player collider so you can scale your world around that as a measuring tool.

You'll also need to add a mesh collider to the mesh you've added.

runic inlet
#

That shall be very helpful. Thank you

pearl plume
#

anyone know how to rotate an empty?

#

as in change its direction

near escarp
#

Press E or use the transforms component

analog pollen
#

is there a video for music selection in a world

fathom cargo
#

Is there any way for me to determine if the following is a known issue? We are observing video player content within our world is not presenting to users with a full cache. For example, a user will download our world with a slammed 20GB cache, and comment that the video player/audiolink isn't working.

Upon a clear this does work, however this goes against our understanding of how caching works. Does VRC require a certain amount of space to run the player, and if so, how can we determine this? If so, why does it work this way, and are there alternatives?

cyan eagle
#

Is it possible to change the respawn height using cyantrigger/udon based on events/triggers?

stone marsh
cyan eagle
#

Interesting

#

I imagine I'm gonna run into sync issues if I try that though

austere hull
#

do worlds have access to c#

green lagoon
#

nope you can only use udon

nocturne jungle
#

hELppp

stone marsh
# nocturne jungle

You need to delete simple light probe placer. It's not supported in our version of unity.

It does work, you can use it to place your probes. But when you're done, delete the folder.

nocturne jungle
#

Ah ok

#

Thank you

#

Worked ā¤ļø

nocturne jungle
#

This doesnt even feel or look like anything in vrc ive seen before, its soooo good

#

crazyyy

fathom cargo
#

If I have switched my player (moved from AVPro to ProTV), should I just reinstall audiolink from scratch? It has understandably stopped using a material that grabs color from the video to display color. Changing the mediasource didn't seem to get this to work.

upper obsidian
coral patrol
#

Can i subtract objects from another one in probuilder?

kind leaf
alpine crow
#

Is there anyone know why my object act like this. I've already set necessary scripts

gaunt egret
#

not sure, but check if that coffee pot/thing is static

alpine crow
#

let me have a look

#

OMG, u are right!!

#

I didn't even notice that property

#

thank uayaka

frail hemlock
#

Could someone make a VRC world for mock combat simulation between players then as well as practice against a dummy with a variety of both ranged and melee weapons that work for both VR and PC users? I think this is appropriate here...

glacial panther
#

This is more about helping with worldmaking issues

vague sun
#

uh where do i go to get help with worlds?

bold ibex
#

Hey mini game people and horror map people, how do I come up with a lobby idea for this horror game I'm making

#

I already had a few but nothing really stook out

bold ibex
vague sun
#

so what is happening here

bold ibex
#

you should be able to find it in prefabs

vague sun
dusk sapphire
#

you want VRCWorld, not VRCSDKWorld

#

but the error they have suggest they already have a scene_descriptor, just no spawn set

bold ibex
#

what does the SDK prefab do then, because Its the spawn location for my world

dusk sapphire
#

"VRCSDKWorld" is used by the sdk to generate the upload screen you see

bold ibex
#

oh shit my ADHD meds haven't kicked in youre right lmao

#

my bad

earnest nebula
#

So, asking for a friend, but there's an issue in a building where the stairs are fine, but non-player characters phase through the floor of the building and onto the terrain.

#

What could I have missed?

desert python
earnest nebula
#

I... need you to explain a little more. Am I missing it or is it on the wrong layer?

#

Since I'm trying to help someone who is too stubborn to come here, it sucks playing the middleman.

desert python
#

click on thou mesh. when in the inspector, add component. search ā€œmesh colliderā€ and then add and try again

tepid mango
#

Is there a way to save data like high scores between instances of a world?

desert python
tepid mango
#

Is there an "unofficial" way? šŸ˜›

desert python
#

theres avatar save state by nestory. theres some weird ways with videoplayers. you can make a string generator that saves the scores

#

eventually. therell be ways of saving progress

tepid mango
#

ah ok

dusk sapphire
tepid mango
#

my idea was to set up a server and have a video player call like myserver.xyz/savescore=56;username=Veln and then just have the server handle it

#

but I've never done something like that before

desert python
#

ok so. its a little bit hard but one massive roadblock will be ā€œgenerating vrcurls during runtime and then playing themā€ as that is technically extremely protected

earnest nebula
#

Ahh.

desert python
#

but technically. thay idea can work but recently. an experiement using a simuliar idea had a lot of issues with people having access to ā€œvrcxā€ and other 3rd parties and inevidentally made bots that disrupted the server. thus, ending the experierment. so be careful

bold ibex
#

anyone know this shader this is?

#

its built into one of my avatars and I want to use it for my world

cloud cliff
#

Running into an issue where dropping any Video player into a build prevents me from updating a world; This happens in all project including a new project including just the video player (prerequisites are installed)

#

THe proper splash screen does not show up with a video screen in the build

desert python
#

do you have it paused?

cloud cliff
#

The video player or the scene?

#

THe answer is no to both

desert python
#

is pause on error enabled? what is console say

cloud cliff
#

Jesus christ is was paused

#

Thanks

coral patrol
#

I get a stack overflow error

gray sleet
#

Any good areas to find prefabs or assets for worlds?

cobalt prawn
indigo stump
#

What video player prefab has the compatible quest player to it?

coral patrol
#

Cause without using a custom pipeline i cant make cool water for like pools etc 😦

cobalt prawn
#

Naw I haven't done any water stuff yet. But I'm sure if you search "vrchat water shader" you'll find some

#

If it needs to be Quest compatible it's gonna be hard to find one that looks good and is also optimized though

coral patrol
#

Is it real that Udon doesnt support URP?

cobalt prawn
#

Like here is one I just found from a quick search that says it's quest compatible https://booth.pm/en/items/3259425

A water shader for quest. Comes with several presets like Acid, Lava, Water. Technical Stuff: The shader is UNLIT, uses no Depth and no Screen Space effects which makes it very performant. Because it is transparent it fits well into every environment. It uses the normalmaps and a matcap (you can use

cobalt prawn
coral patrol
#

Tried to put the Tsunamoo crystal water, would be perfect if just.. would be visible xD i dont know what i did wrong

#

A bit too much crystal xD

cobalt prawn
austere hull
#

why cylinder object rolls like sphere and has box colliders

versed plover
austere hull
#

cylinder so broken it changes size as it rolls

kind leaf
#

if your scale isnt uniform it will.

austere hull
#

once again how do i put text on world

#

i made it once but it died need make again

#

i use canvas+text

analog bloom
#

What do I do if the SDK for worlds got broken and this is all I have?

austere hull
#

make new project

analog bloom
austere hull
#

probably

analog bloom
#

So exclude VRCSDK, VRChat Examples, and Udon, got it

versed plover
#

Sdk *

analog bloom
#

I did

versed plover
#

Welp then yeah export

analog bloom
#

halfway there

#

anyways, some sneak peeks

versed plover
#

Nice nice

austere hull
#

how i apply text material

#

because i want change text color

runic inlet
#

Is it possible to set background music for a world?

#

If so, is it also possible to switch the background music using an in-game object, like you click on an image and it changes the song?

cedar saffron
# runic inlet If so, is it also possible to switch the background music using an in-game objec...

Here's a tutorial covering how to create a music toggle button for one or many music in your world! The first part only covers how to toggle it for one song/ audio source, but then I expand the script to covering a multi button setup. That does however come at the cost at needing more nodes, which I hope doesn't become too overwhelming...

As f...

ā–¶ Play video
cedar saffron
austere hull
#

how i make text not visible through objects

runic inlet
kind leaf
austere hull
#

it is on default

kind leaf
#

.... default doesnt show through objects in game unless you are also using a weird shader for the font. Text will always show through objects in the editor though

#

The VRC font shader I think is one that shows through objects (played with it on a jam world).

pearl plume
#

Does anyone know where I can find that playable pool-table that are in a lot of worlds?

white moon
pearl plume
#

Cool thanks

round arrow
#

Hi I'm looking for shaders for the quest for ui markers

stone marsh
analog bloom
#

<path><world>.vrcw does not exist
How do I fix this now?

round arrow
#

No pens

#

Not

coral patrol
#

Guys where i can get those textures , material?

old robin
pearl plume
#

anyone know how to add a videoplayer to a vrc world?

green lagoon
#

you could modify the color texture in image editing software to be blue

coral patrol
#

Oh that true

#

if i have a flat texture, can i make it less flat but a bit 3d? i dont know if i explained correctly

#

If i have a bump map + the texture

gaunt egret
#

it comes with all of that if you look at the page it brings you to

analog wyvern
#

im considering getting maya student edition for faster/better uv mapping n making stuff for vrc, would it be better than blender/worth the trouble?

coral patrol
# gaunt egret

Oh , yes, and for learning how to apply those textures what i should google? i'm new at this

green lagoon
#

video tutorial that mentions how to apply PBR materials

stone marsh
green lagoon
#

and basically normal map is the map that makes it look less flat. roughness is how shiny any given pixel should be. metallic map says if a given pixel should render like metal or not

stone marsh
#

This is the one from cgbookcase

coral patrol
#

Ommg its looks like exactly what i wanted! now i need just to learn how to use and my dream come true , thank you guys alot!

stone marsh
#

Download the textures, you'll have the base, normal, and roughness. Use a shader like standard, poi, mochi, or whatever, and apply them in the correct spots.

green lagoon
#

the video I linked mentions how to use the textures

stone marsh
#

^

green lagoon
#

like your description also get the point across very quickly but I figured the video would be helpful as some require visual aid

versed plover
#

is there a way when exporting fbx's from blender to use the scene collection data if i have everything grouped and named in blender to unity just for like sanity and easy of work purposes

stone marsh
#

Yes. There is a fbx exporter tool you can add in the package manager

versed plover
#

do you remember the name of it by chance?

stone marsh
#

Fbx exporter....

versed plover
#

oh... bruh

stone marsh
#

It's in the package manager

#

Just search fbx

versed plover
#

i thought you just ment that as a general term, ok thanks

stone marsh
#

You might have to enable showing experimental stuff in the package manger to see it. Can't remember.

versed plover
#

kk thanks

bold ibex
#

do you guys know where I can find a 5x5 keypad?

stone marsh
bold ibex
bold ibex
stone marsh
#

You are also looking in the package manager, right?

misty wave
green lagoon
#

unlikely to happen as that would literally break all the contents in the game if the renderer swapped over to URP

stone marsh
misty wave
stone marsh
#

Poiyomi for everything. RedSims beautiful water shader or Silents water shader for the water..

#

Everything else is down to color grading using post processing.

Render pipeline doesn't have much direct impact on the visual styles. That's more to do with shaders, post processing, lighting, etc. (Simplification)

deep ether
#

i got a question for quest syncing

#

i have a keypad in a world that doesnt work for quest but it does pc and the doors should be defaulted to open and they are for pc but quest an admin has to be there to open it for them once then its synced with pc

#

if someone could help me with this please dm me

earnest frigate
#

so dont delete them, uncheck the objects. Then they should be synced

deep ether
#

like everything else is synced just the door and then the keypad not working

ruby jay
#

but disabling the components is fine

deep ether
cedar saffron
#

Hey, do anyone know if it's impossible to use the camera culling mask on the player reference camera? Seems like I can cull stuff from different layers on cameras placed in the world. But culling layers on the reference camera does nothing. Am I just missing something here?

cedar saffron
#

Voting that bad boy right up then

#

Well. That changes things I guess.

#

Is there another way to hide objects from the players vision then?

rain shadow
#

The most used method is to just have such objects on the MirrorReflection layer

cedar saffron
ionic hornet
#

Hihi! Im having a little issue where structures go halfway invisible when I look at them, no matter where I tilt the angle the "invisibleness" follows. The world "box" where I have my structures in is also visible if im zoomed out, but when I go "inside" the box it completely dissapears to where I can only see the skybox and Im unable to see it from the inside. Does anyone have any idea what I may be doing wrong if anything? or if this perhaps is an easy fix somehow? I tried the internet to no avail sadly ;; Haven't worked on worlds in three years either so im kinda lots on certain things.. Thank you in advance <3

kind leaf
#

In unity or in game?
In Unity, your camera uses a point of reference from an initial object, once that gets lost everything beyond that reference is culled just like in Blender. Select the gameobject in the scene view and press F to refix your position on a new object.

ionic hornet
pearl plume
cerulean echo
#

@deep ether i got told that ui keypad is not working for quest thay are closed no idea why maybe the ui buttons are genaral closed for quest you need to test that.i gotet the same problem in quest with the keypad

desert python
#

what is keypad you usin right now?

cerulean echo
#

I change it to box colider and used acanimation for it

#

animation

#

Befor it was a normal keypad buttons

#

Ui

vagrant arch
#

anyone know if when making updates to a world if I would need to make an entirely new project and take down the current version/re-upload it? Or just make changes on the previous version and it would update on the system? :P

desert python
quick lance
#

I have the same issue. It was working fine last week and now it is broken... Did you find any solution?

desert python
#

try and reimport yet?

quick lance
#

I opened a completely new project and did a fresh import and reimport, still there

#

Using 2019.4.31f1

remote bobcat
earnest frigate
quick lance
versed plover
#

Anyone know if amplify shader editor is compatible with vrchat?

left rain
austere hull
#

how i set object position to certain coordinates

#

while keeping the modifier of parent

versed plover
left rain
versed plover
real kettle
#

Hey friends, are there any video players or live streaming services that you can live stream to quest users with?

desert python
#

protv is the videoplayer id recommend

real kettle
#

Thank you so much @desert python

green lagoon
#

that would explain why I seen that logo a lot

desert python
#

which one?

green lagoon
#

vrcdn

desert python
#

its commonly used as a low latency service for clubs or as a vod cdn

#

theres actually not a lot of people who use it for quest compatibility

green lagoon
#

so I suppose the quest compatibility is just a nice bonus for those club Owners

desert python
#

if they wanted

stone marsh
#

<3 vrcdn. Use it to stream into my world. Way cheaper than alternatives

desert python
#

ofc. theres other services and work arounds that can be used. its just vrcdn is dedicated to this space much more than most

#

also cheaper yesh

random sphinx
#

I'm using ProTV and I'm wondering; will it break the player if you have more than one control panel for it?

stone marsh
# random sphinx I'm using ProTV and I'm wondering; will it break the player if you have more tha...

One controller controls one screen set. You can have as many sets of screens with their own controllers around the world as you want. But adding multiple controllers to control one screen is most likely not possible without heavy modification. You can't just dupe the controller itself. You'll have one working controller and a ton of broken ones if you did that. You can however, just move the controller around. Have a button to move it, position it locally with no sync. Add a pickup so players can move it around, or use area triggers to place it where you want depending on the position of a player.

random sphinx
#

ok, i figured.

coral patrol
#

Guys sorry just a small question : i have a pbr texture, how does those letters means?:

#

First one is for albedo, right? but the other ones?

#

some should be bump map, some roughness , some diffuse but how i understand which one?

near escarp
#

height, normal, roughness

coral patrol
#

and d is for diffuse?

near escarp
coral patrol
#

Oh so i did a mistake put it to albedo

near escarp
#

Diffuse albedo is the same, afaik

coral patrol
#

oh really?

#

Ok!

humble jetty
#

** **i saved another scene over my world ... but i have teh vrcw file ... how can i get it in unity

#

?

#

it does not work with utiny ripper

near escarp
#

No one here can really give you a solution that wouldn't break VRChat's TOS sweat

humble jetty
#

i have the complete assets with textures and so on, but i oversaved the scene1.unity with scenetest.unity

#

should i write the support ? bcoz its a very big and longer project

green lagoon
#

basically color Albedo and diffuse can be treated interchangeably @coral patrol

near escarp
humble jetty
#

its also already uploaded from my accont as private only ... not public

coral patrol
#

roughness what does stand in materials?

#

smothness , metallic , occulsion or detail?

frosty flicker
glacial panther
#

Noob here, but metallic is basically how shiny/polished it should be iirc

#

Cant really help with the others :P

green lagoon
#

roughness / smoothness is the channel for how shiny

glacial panther
#

and rendering like metal is how shiny/polished it should look

#

but yea

green lagoon
#

you can have a low shininess High metal material in pbr

stone marsh
# humble jetty it does not work with utiny ripper

What you're asking violates VRChat TOS and isn't supposed to be discussed here. It doesn't matter if the world is yours, you can not rip any content from the game. Nobody here can help you with that. Tough luck. Use it as a learning moment and backup your projects moving forward

bold ibex
#

In the editor the city I have works fine, but it clips in testing, the only thing I could find that changes this is for the unity scene camera

stone marsh
#

Far clip on the reference camera

dense umbra
#

Yo, started a world and been testing it and it’s been working fine, but today I added a prefab from booth and for some reason when I load in to build and test I’ve got no hands šŸ˜‚šŸ˜­ anybody know the cause?

stone marsh
coral patrol
#

Sorry for noob questions

frosty flicker
coral patrol
#

Oh i can do it in unity or i need a image editor program?

green lagoon
#

or just use a Shader that has a roughness slot

green lagoon
coral patrol
green lagoon
#

yes you can only use the built-in renderer

#

https://gitlab.com/s-ilent/filamented and here's a replacement for the standard Shader that has a roughness option

stone marsh
#

Poi works good too

green lagoon
#

yeah but that's not the kind of overwhelming the amount of options it has Poi

stone marsh
#

I mean each section had a direct link to a tutorial video on using that specific section. Fair nuff tho ig

austere hull
#

how i publish world as private

green lagoon
#

and personally I just like Filamented for World development as it has some nice features like being able to handle specular highlights with baked lighting and filtering the light Maps

austere hull
#

does not publishing to labs automatically makes world private

desert python
#

yes

bold ibex
#

quest destroyer

glacial panther
#

questies tremble at your might

clear mantle
#

I notice that these settings all seem to reset every time I open the project or hit "build & publish"

I assume that's the SDK forcibly overriding them?

#

(And if so, is there a way for it to not do that please?)

#

I want to increase shadow rendering distance slightly for reasons

#

(Turns out they're hard set by VRChat since they're game side not map side)

gray sleet
#

whenever i create a cude it has the material FX mirrorreflection. why

cobalt prawn
clear mantle
cobalt prawn
#

Wow really? That sucks... Maybe you can use unity fbx exporter to make the trees just normal meshes instead of terrain system trees or something. I'm just spitballing tho

clear mantle
#

After a lot of googling today it seems that any tree that goes through Unity's terrain system just doesn't get grabbed by the baking process

#

So I'll just place them manually I guess

gray sleet
#

Why is the default material for objects i make fx/mirrorreflection

cobalt prawn
clear mantle
#

The version of Unity that VRChat uses is 2019.4, so I don't see how moving to 2019.3 will help

cobalt prawn
#

I just mean if it worked in 2019.3 it should work in 2019.4

gray sleet
#

can anyone help with my weird material issue?

#

Is the default material for when i create a Cube supposed to be Fx/mirrorreflection?

cobalt prawn
#

No it's not and I have no clue how or why it would be anything besides the default white material

#

How are you creating the cube?

gray sleet
cobalt prawn
#

Well it's up to you to manage your files and different versions of your projects. That's what version control is. Unity has it's own free version control but it's not automatic and you get limited storage space

gray sleet
#

now im just getting this issue

cobalt prawn
#

If you don't know what files you replaced that made it break Idk what you can do or how to help

gray sleet
#

well how do i fix this error.

cobalt prawn
#

Reinstall vrcsdk maybe? Dunno

gray sleet
#

i placed the latest sdk in. nothing

cobalt prawn
#

Wait do you have 2 copies of the sdk in there?

#

What is the VRChat_SDK_Kit folder? Did you move the SDK into a new folder and then import it again or something?

clear mantle
#

@cobalt prawn Several hours later... looked at my tree prefabs...

cobalt prawn
#

Life is pain 🄲

gray sleet
cobalt prawn
#

It sounds like you are really recklessly throwing files around and replacing and deleting things. Maybe don't do that lol.

gray sleet
cobalt prawn
analog bloom
#

Export Exception - System.IO.FileNotFoundException: C:/Users/theco/AppData/Local/Temp/DefaultCompany/Coder's Chill Wworld v5/scene-StandaloneWindows64-Coder's Chill World.vrcw does not exist
How do I fix this?

left rain
#

i'm not certain this is the problem, but generally speaking having spaces and apostrophes in your file paths can be really confusing for file systems

analog bloom
#

It worked with spaces before
lemme try renaming it

kind leaf
#

it might work, but we do generally avoid spaces and special characters when developing. Use underscores instead_of_spaces.

oak phoenix
#

Hey
if I download a set of assets, for example, where there are a lot of trees, I import everything, but I use only one, do other unused items take up the size of the world? or not?

kind leaf
#

"only" if they are grouped in a single fbx at their root. Typically no, only the tree's used will use up world space

gray sleet
austere hull
#

how do i sync pickupables across all players

stone marsh
austere hull
#

only that and nothing more?

stone marsh
#

That's it. So long as the game object with the pickup component also has the VRC_ObjectSync component, it will sync.

gray sleet
#

If possible. Can anyone help me figure out why or know why any objects I make. Like a 3d cube has the material Fx/mirrorreflection

austere hull
#

i have script that toggles on certain objects

#

these objects are synced but toggle isnt

left rain
# austere hull these objects are synced but toggle isnt

So this took me longer than it should have.
Time to toggle objects again, but this time, for everyone! You'll see that syncing is a little bit more complicated than it was in SDK2, so to set everything up we have to tell every player to toggle that object, but also catch up anyone who joins in after the button was pressed!
All assets are availab...

ā–¶ Play video
austere hull
#

i dont use udon

stone marsh
#

You're using sdk2? You really shouldn't be...

austere hull
#

udonsharp or whatever is

stone marsh
austere hull
#

i thought i can just add component like with sync

stone marsh
#

Ah. That's udon

#

Udonsharp is a c# compiler for udon.

austere hull
#

so its pretty much one line to add?

stone marsh
#

Depends.

austere hull
#
    public override void Interact() {
        GameObject test = GameObject.Find("Deck1");
        if(test.transform.childCount != 0f){
        Transform selection = test.transform.GetChild(Random.Range(0, test.transform.childCount));
        selection.parent = GameObject.Find("Deck1 active").transform;
        selection.gameObject.SetActive(true);
        }
    }```
#

what i need to add

bold ibex
#

city

austere hull
#

can i make objects not respawn when fall out of world

left rain
#

use a trigger to disable them when they hit the trigger volume

austere hull
#

no i mean dont tp them back to spawn

#

i want to tp them far away when not used and tp to game when needed

left rain
#

look into VRCObjectPool if you have a lot of objects you want to spawn / despawn

#

otherwise, if you're just trying to move objects around, all you need to do is set the transform.position of the gameobject and ensure that there's a VRCObjectSync on there

austere hull
#

im pretty sure vrcobjectsync dont work till someone picks it up

stone marsh
austere hull
#

does local scripts that move objects will move them for others if they have vrcsync component

stone marsh
#

You can sync them via scripting too

austere hull
#

but scripts are shit

#

so does local scripts that set object position sync with vrcsync

coral patrol
#

But actually dont let me click on roughness - smoothness

green lagoon
#

that tool is for converting textures not changing how the shaders work

gray sleet
#

Can anyone help me find out why new objects default material is fx/mirrorreflection

rain shadow
#

Restarting unity will fix it

misty wave
#

Anyone experience UI just randomly not showing up on a canvas element?

gray sleet
rain shadow
#

That also have the default material that is being changed

gray sleet
rain shadow
#

If you search "vrcmirrorreflection" in your hierarchy you will find all objects that have the component on it

misty wave
#

I keep having like, text and UI elements visible through walls and it's super annoying lol

rain shadow
misty wave
rain shadow
gray sleet
rain shadow
#

Scene

gray sleet
#

How do I make a new scene

#

Nvm

gray sleet
frigid estuary
#

[SDK3] VRC Panel gone after trying to migrate a project from SDK2 to SDK3. I did it by making a unitypackage of everything except the VRC SDK, Udon and other folders (which means I did not just overwrite the SDK3 project).
What should I do?

gray sleet
gray sleet
rain shadow
stone marsh
left rain
#

you probably don't want to reflect everything though

stone marsh
#

What you mean, it's so great when nameplates and the literal menu is reflected xD