#world-development
39 messages Ā· Page 132 of 1
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
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.
Depends how much is in the scene. It can. It might not. It's much worse on quest.
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
It can cause lag on quest, but most PCs won't lag from it, just have rendering issues as noted
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
I see. Definitely will mess around with the values. Any way to simulate Quest 2 on PCVR?
Nothing I know of, but that's a good question I haven't searched super hard
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.
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
Does anyone have information regarding how unity separates your build for android vs window ?
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
And where can i find scene descriptor?
Other than the temp directory Unity doesnt separate your builds. If you want separate build you need to duplicate the project. I assume Unity does store information about the two variations in the temp directory because conversion time is minimal after the first conversion is made.
can quest have more then 50k polygons if you use occlusion culling?
You lost me
if OC is setup and working as expected yes š
Does it look like a colorful ball?
I don't think i have one then
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
I got nothing in my heirarchy named spawn or anything close to that
-> usually
Clicked everything that could be clicked, nothing
Log out of the sdk
Save unity
Quit unity
Reopen unity
Log into the sdk again
Upload
Thank you! It worked
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
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
you just right click the prefab in the project folder and export package. A prefab is when you take a gameobject from the hierarchy and copy it to the project folder which "prefabs" it and it becomes a blue box.
Thank you so much! Is there a way to point the directory for android build to a specific folder?
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...
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
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
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.
No errors whatsoever
If you check the Build Report tab in the World Debugger do you see anything weird there about the latest build you did?
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
Can you show some screenshots of what you are seeing?
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.
Can you show a full screenshot of the whole Unity window?
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.
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
wrld_c9230751-40e7-49bb-9b15-011f42757a41
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
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?
Most likely depending on if your main scene works in build & test as well or not
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
You can also just duplicate the scene file in Unity and start removing stuff
It's the project, not the scene. It won't even load it
fml
I'm gonna have to re-make it
The project is not loading anymore? 
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
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
Can you screenshot your vrc scene descriptor
i'll do it tomorrow because I am done for tonight
Hello, I would like to make the world be considered a game to disable cheats, how should I do?
hey could anyone get me a simple avatar world? i have a few avatars i would like to publish in an avatar world
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
Looks beautiful
Would love to party there
ā¤ļø ā¤ļø ā¤ļø
Hey just wondering, im new to creating worlds in vrchat, is there a way to like update a world you already published?
yes
Cool! How would I go about it? Do I press "Build and Publish" again?
yes
np
Anyone got a free skybox of a city at night?
You might be able to find one in Unityās asset store
Already looked
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
check your console for errors. you've almost definitely imported something into your project (a prefab, standard assets, a custom package) that's broken and preventing your project from compiling
if thats the case i might know what i imported
I put an old version of merlins UdonSharp thing in... thanks! -_-;
Quest canāt see any post processing effects or am mistaken in saying that?
correct
Ok thatās what I thought just wanted to double check
Hi Iām wondering how I can get a double sided texture
I downloaded the free one
By ciconia studios
But itās leaving my texture full of black spots
This tower is just a mesh it is not manifold
Im also using unity 2019.4.29f1
Wat
We're also on 2019.4.31f1 but that doesn't have to do with your issue
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use by VRChat is Unity 2019.4.31f1. Ensure you are using this exact version! ...
Ok Iāll do that lol
I don't understand what you're asking. Textures are only one sided. Are you wanting the back face of the mesh to also be rendered and not culled?
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.
That is free
Ok
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
Do you mean shrink the world? That'll look less pixelated yes but Idk how small you want your world to be
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
Also make sure you disable MipMaps on the texture
You're not using mipmaps, but having generate mipmaps enabled will make the texture blurry.
Nothing on the console, all other tabs working just fine
I can log in, fetch the content, even settings
We've been trying to figure out this issue since last night
but builder just doesnt show
Screenshot your entire unity editor window
ngl that is probably the single most unlikely fix for a blank sdk gg
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?
are your lights all set to Baked?
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
and you're saying these other lights are somehow changing their settings from Baked to Real-time after running the bake? that seems unlikely
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
then what makes you think they're real-time?
The specular that wasn't there before
did you bake reflections as well as global illumination?
did you bake reflections as well as global illumination?
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
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
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
Anyway to make a transparent object for quest? Just want to make a window
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
While it's best to fake it, you can just use standard and set it to transparent for a quest world.
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.
I see, okay thanks!
I only use standard for my worlds. Always works out for me
Does transparency on standard have any performance impact?
We're talking about quest worlds....
Yeah ^
My quest buddies haven't ever had an issue with it
I thought though quest couldnt see standard though
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".
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.
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
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.
I have experience with this lmao. One time I forgot to change out a water shader and it completely disabled the right eye screen on the Quest
That's because you can't grab pass on quest.
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
Damn you making me feel really stupid with this. I'm a caveman
What's pass LOL
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.
"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.
Nice copy and paste.
lol yeah, figured its best to keep original so I don't mis-translate it
Thats the point right there. Few are the days we even tolerate PCVR only. All the webdevs in house will confirm we had zero tollerance between ourselves making websites compatible to all. Anyone that focused on a one browser was shunned until they evolved. The best practice is to develop for all supported platforms. Until then, you arnt done.
Exactly, I'm also a bit of a perfectionist, So like even when I did coding class back in HS, I would always finish my program first, and then I'd rewrite it again until I could get it in the fewest lines possible. Just because obviously no one likes spaghetti code that leads to unoptimized development.
MERC is real good at making experienced people feel stupid lol. But that is an important part of learning. MERC is very knowledgeable at what they know.
Trigger warning
I don't know jack shit.
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
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?
did you try playing with the rigidbody of the pickup? There are constraints there, just not sure how they function in vrc.
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
neat, i would try the rb constraints. I think a majority opt for scripting their constraints, but technically it "should" work
kk thanks
Using probuilder right now, how could i make this look not so poly like
"smooth"
it makes it look so shiny though lol
shine is shader, smooth uses a hacky hightmap
lol that sounds so dumb, both of those are shader related, but yeah, probuilders smooth is just a heightmap trick which is seperate from the shine of the shader used.
idk what im doing but i kinda like it lmao
you have an abstract design going, keep going š
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
On Unity? Check if you have this enabled. Is like a little magnet on a grid.
Oh yes thank you
hey kev, how could i go about fixing these spots that wont take a texture?
nvm got it
sorry for pinging you
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. 
It looks better on PC, for sure. But having a quest version means more opportunity for players
And, like, I definitely need players
true
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
Yes by duplicating the world in your files, and then youāll have two different unity worlds and you just copy the world ID or whateverās itās 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
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
You can, i do this way personally as Iāve run into some issues switching back and forth between versions a couple times (world just breaks and I couldnāt switch back)
But yeah you can
ah I see ty
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.
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
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?
32 is the default limit
Which includes avatars. Unity can only handle so many sound sources.
If these sounds are in different areas, there's no reason you can't just put them on area triggers and only play them when a player is near to them. That way you can have as many as you desire without a negative hit to performance.
Also. Your unity is really out of date.
bake the lights instead
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
does vrchat support urp ?
Cause i made a world with that pipeline but when i go to test it its all pink
nope. built-in render pipeline only
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
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
Actually i'm building a world just for me and my friend and we both got htc
anyone know how to make a mirror turn off after you walk away from it?
@wind stream https://www.youtube.com/watch?v=3JqgS-F1M4o&t=185s
A simple tutorial to make a script to turn on a mirror when you walk in front of it. You could do a simple LOD component and base the activation on the distance instead, but that wouldn't give as much control
Hope this helps!
Feel free to check out my Hub World:
https://vrchat.com/home/launch?worldId=wrld_5dc3ee23-ec06-46c1-b7e9-d42aca5405a9
thank you!
NP
halp
Please post a screenshot of your entire console, don't cherry pick errors.
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?
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!
How would I go about having pickups not collide with the player?
I want them to collide with everything else, just not the player
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
is there a way to set a trigger to respawn?
so an audio source will turn back on when someone respawns
I had this issue, trying to remember how I fixed it.
can't remember
thanks man
Errors are displayed in Unity not in the VRC Client.
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)
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
a guide on post processing for vrchat
thats the thing there isent any error in unity
ty that helped some but id still like to know more. plus that wiki is outdated.
my issue is when bloom is turned up the world gets brighter. How can i do this so only neon or gloing objects get brighter or such
the post was literally edited last week
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
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
thank the cyber gods for that. was getting tired of using my regedit version for dark mode
I never changed it š
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
"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."
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
i read but that doesnt work ;-;
"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
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.
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
and unless you are building a large open world rpg, you aint zoning
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
you turn up the emission intensity. the bloom effects all emissions equally
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
not too sure how to do that too well.
but alright. So my only concern rn is that when turning up bloom the entire lights up too.
or do i limit the weight. Like everything looks good at say .5 Limit it there and only allow it to be turned down?
yeah that would probably be a sensible approach
hmm ok. my text in my world seems a little bright. should sliders and text be static?
also im using a prefab called "better text"
[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.
Anyone know of any good sites I can find assets ? I am not very good at Blender and I havenāt found many things I like in the Unity asset store.
https://www.models-resource.com/ has models from other games
The #1 source for video game models on the internet!
and you could modify the models and textures in blender
for the model resource
when moving text i can see it through walls. how do i stop that. nvm fixed it. wasnt on a layer
With Cyantrigger how do I make it so when a player enters an area an event happens?
Deviantart read the rules, Booth.pm, Gumroad, Sketchfab,
Is there a way to make a music playlist for a world that will have multiple songs?
You could use a video player and a youtube playlist
ProTv has a playlist prefab thats pretty eassy to setup
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.
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
rigid body
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
both the collider and rigid body on the same object?
The object needs a collider, and the object it's on top of (floor, table, etc) also needs a collider
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
?
Would this work in VRChat?
https://assetstore.unity.com/packages/vfx/shaders/water-caustics-effect-for-urp-201037?aid=1100liaKp
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
You need a Wolfe Video Player in your scene to connect the karaoke system to
The karaoke system is an add-on to the video player, so follow the main setup guide for the video player first
created a new project for a quest world, and when i opened the sdk panel, the build panel was blank
does the basic unity 6 sided skybox texture work on quest?
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?
ty i am dumb
I believe it does yeah?
poger
how do i make an audio toggle?
anyone able to help me figure this out?
trying to get music in my world but whenever I drag in a music file it looks like this and cant get used
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...
is this what youre looking for?
thanks
NP!
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
how do i fix this
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?
Do you get a console error that says something about failed to import, canāt remeber exactly but itās something along thoes lines?
no, but it has an error about something else
Hmmm ok, when I got the same problem as your my error was āunspecified error during importā have you tried some other file types?
yeah I did MP3 and OGG
You could try wav or aiff but I still havenāt been able to find a solution to this myself
I used to have it just drag and drop
you know any good converters?
And it would just work with mp3
Pretty sure any online one with work fine
Best way to convert your MP3 to WAV file in seconds. 100% free, secure and easy to use! Convertio ā advanced online tool that solving any problems with any files.
ok thanks ill try it
hello i got this problem when i import the script, how can i fix this?
if anyone knows the issue
Friend of mine composed some music for my Avatar world. It's all coming together.
anyone know if theres a way to change the render distance?
Increase the far clipping plane of the camera in your scene, and make sure that camera is set to the Reference Camera in the VRC scene descriptor
š
Heya guys, is there a way I can view my world somewhere besides Unity while I work on getting more ingame time?
what exactly are you trying to do? you can test locally without any trouble, just hit the build & test button in the SDK window
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...
Anyone know how i can add a pool table to my world?
Or maybe a yt video showing how?
VRCBilliards is on github
read the instructions
Alright thx
Anyone know why when I design the base mesh for my world and i import it into unity itās missing some faces specifically Iām the high poly areas like the center [itās a maze]
Ensure your faces are facing the correct way. In blender you can change the render mode to show face direction.
you got it fixed?
yeah i created a new project
Awesome, thanks!
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
i did, i uploaded it, and now its not showing anymore
and the map doesn't get me in
it gets me back to my home
I am having that issue too
install EasyQuestSwitch, it'll make it easier to toggle settings on various components when switching build types
whether or not a world can be compatible depends on how complex it is, and how good you are at optimization
I have it already I bought a world, but Idk how to setup the karaoke thing in a right way, basically step 3 of first part has me crazy
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
that's sad
i can't get it fixed
idk what's wrong
If you click the karaoke object, in the inspector, somewhere there is a slot for the wolfe video player that it should connect to right? So find the video player in your scene hierarchy, then drag and drop it into the slot. Done
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?
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 š¤·āāļø
so install Easy quest switch and then juse use the switch platform?
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
oh ok. Well i got it installed anywways.
But other than clicking switch platform or making a copy project is there any way to easy manage the same project but for dif versions
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?
Ques and PC is what i meant
I just mean i would like an easy way to be able to change textures, objects, and whatever else. Because if i change a file or texture while in quest mode it changes it for pc too
Yee that's exactly what easyquestswitch is for
ok so i got it installed. how do i use it or how does it work
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?
Click window > easy quest switch. Click the button to set it up in your scene. Then click the + button to add a new object/component to the list, drag and drop it into the slot, then change whatever you want for each version
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)
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
wait. uhh so how do i do that with textures
can anyone tell me if there is a prefab for the Jello beds everyone seems to be using?
why can i see text and canvases through walls?
can i have help with something
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?
It's a Mochi bread shader on Booth. Sorry I'm on mobile so can't pull it up.
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
Ensure untrusted URLs is enabled. I forget if twitch is whitelisted.
Twitch streams are playing but the lights not react
Thank you š
Ah I misunderstood. The stream player actually is AVPro and standard uses unity player. Both have their own audio sources.
It'll automatically replace if you replace the file in the projects files
but be warned depending on what you change stuff could break
For avatars I'd recommend keeping the original in the scene (even when broken)
and copying everything you set up to the new one
Similar for worlds but I don't know of tools to copy stuff like collision data so it's more manual
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.
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 ?
What does this mean.... Assets\Udon\UdonBehaviour.cs(57,28): error CS0426: The type name 'SyncType' does not exist in the type 'Networking'
Thanks! In this case I'm simply making small edits to meshes (like fixing an issue with a quad that didn't get unwrapped properly) and re-importing. So it sounds like that should be relatively safe.
does anyone know the name of this world
Is it possible to save a texture in game?
Few questions, is it for PC or quest, what's in it, and how did you originally find it
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
nope it doesn't function like that
Dang, hopefully I can find some good repellent for them lmao
vrchat currently doesn't have any age gating functionality
I'm surprised, I saw lots of videos talking about it being an issue. Hopefully vrc devs get to that soon
Impossible to deal with without requiring ID and a total revamp which would kill the platform without solving the issue as people can just take their parents IDs or fake IDs. If there was an easy solution to preventing under 13, they would have taken it. But there simply isn't.
Yeah thats true
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 . Iām going to bed soon just putting this out there Iāll update in the morning
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
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
I havenāt created worlds for a long time and I donāt 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
can you help me @oak phoenix
I tried almost all the tips for solving including regedit. I can't even imagine what went wrong.
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 donāt 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? 
can you help me?
what is your problem i dont understand
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?
the scale of the avatar is about 1.6, so the room is about 3 high, maybe 3.5
I do everything by eye, the average room will be approximately 20x20. try different. do build and run.
make a room scale 20x20 or even 20x30, check in build and run. and decide what to change
will that match irl meters
what i am mainly looking for is a conversion of real life meters into vr chat meters
?
I told you the approximate dimensions. try different ones and build and test. multiply by about 10 or so.
wont that be bigger than my room
im trying to go for 1m in vr chat is 1m irl tho
is there an alternative way of doing this
im just trying to remake my room in vr and need help
thanks
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
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 š 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.
you need to change the description, and all that other upload screen shit for the recently updated to change.
- And of course general ignored you. The entire Discord isnt a help channel. You need to post in the correct channels. General is for trolls to troll each other lol
we are using Unity 2019 now and you need to follow the migration guide to continue updating. https://docs.vrchat.com/docs/migrating-from-2018-lts-to-2019-lts .
Migrating your project from Unity 2018 to 2019 LTS isn't as difficult as you might think! Here's a guide providing each step in detail.
I saw a video on this but donāt think I can find it the guy was saying itās an avatar thing because he was trying to touch the floor maybe try it out with other avatars
would anyone help making a world
Thank you 
thanks, I'm already using the latest version. I concluded that I was getting these errors because of vpn, if possible.
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?
you are likely running out of disk space
yea i know i have see that xDDDDD
whats a good place to find prefabs / things for your world
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.
i have another question ^^ uhm know anyone how to use ReverbZones on Udon Players? Anything i try will not work
Dont use the importer for all textures in the project, select only the option for the textures in the scene
@kind leaf have u maybe a idea for my problem too qwq? i think u know what u doo with udon xd
I thought BetterPlayerAudio had a reverb setup. It can also be found at https://vrcprefabs.com/
yea i know but the Videoplayer will ignore that too thats my problem
i use the PROTV Player and set all right. All sounds will work with the reverb but only the videoplayer will not
yeah, BPA is for players only. Ive never setup a reverb for a soundsource sry
oh okay no problen thank u
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
That's probably because the avatar author doesn't allow for public distribution, so some users are reporting the world 
oh it doesnt?
basically like most paid avatars don't allow you to use the upload public avatars of them
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.
oh i see. ill put that info in my world. these dont have nsfw toggles or anything though. im really not sure why it has that tag
QR code is also supposed to be on kons cape
theyre literally just kon recolors with pokemon following them
oh i see
so, Im trying to make a world, but it keeps saying that i need a scene descriptor, despite the fact I have imported it
Have imported what? The VRCWorld prefab? You placed it into your hierarchy? Show a screenshot of your entire unity window
Yeah... You don't have anything setup.
Read the following and maybe watch a tutorial on YouTube:
Before getting started, ensure you have a Unity project with the SDK set up. If you want a great intro to creating your first world with pre-created assets, a tutorial video, and detailed steps, check out the VRChat Home Kit! Step 1 - Setting up a scene The first thing you need is a scene. This can ...
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.
That shall be very helpful. Thank you
Press E or use the transforms component
is there a video for music selection in a world
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?
Is it possible to change the respawn height using cyantrigger/udon based on events/triggers?
I don't believe you can target that no. But you can move the entire world and the player itself, up and down relative to the position of the respawn height.
do worlds have access to c#
nope you can only use udon
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.
This doesnt even feel or look like anything in vrc ive seen before, its soooo good
crazyyy
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.
Search for all audio sources in ProTV, connect them to the audio link.
Can i subtract objects from another one in probuilder?
if you mean Boolean, yes. Enable experimental features.
Is there anyone know why my object act like this. I've already set necessary scripts
not sure, but check if that coffee pot/thing is static
let me have a look
OMG, u are right!!
I didn't even notice that property
thank u
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...
For comissions you go to the vrc traders discord in #community-servers-old
This is more about helping with worldmaking issues
uh where do i go to get help with worlds?
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
Here
you should be able to find it in prefabs
wich
mirror
you want VRCWorld, not VRCSDKWorld
but the error they have suggest they already have a scene_descriptor, just no spawn set
what does the SDK prefab do then, because Its the spawn location for my world
"VRCSDKWorld" is used by the sdk to generate the upload screen you see
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?
mesh collider
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.
click on thou mesh. when in the inspector, add component. search āmesh colliderā and then add and try again
Is there a way to save data like high scores between instances of a world?
theres no official way. sorry
Is there an "unofficial" way? š
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
ah ok
if both the building and the npc's use mesh colliders, one of them needs to be set to convex.
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
ok so. its a little bit hard but one massive roadblock will be āgenerating vrcurls during runtime and then playing themā as that is technically extremely protected
Ahh.
but technically. thay idea can work but recently. an experiement using a simuliar idea had a lot of issues with people having access to āvrcxā and other 3rd parties and inevidentally made bots that disrupted the server. thus, ending the experierment. so be careful
anyone know this shader this is?
its built into one of my avatars and I want to use it for my world
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
do you have it paused?
is pause on error enabled? what is console say
When i try to subtract two gameobjects for some reasons it doesnt do nothing , what i'm missing?
I get a stack overflow error
Any good areas to find prefabs or assets for worlds?
I find most of my stuff on VRCprefabs.com, unity asset store, sketchfab, booth.pm, gumroad. Are you looking for anything specific or just wanna browse?
mostly browse.
What video player prefab has the compatible quest player to it?
Did you know a good water prefab?
Cause without using a custom pipeline i cant make cool water for like pools etc š¦
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
Is it real that Udon doesnt support URP?
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
Yeah, VRChat only uses the built-in render pipeline. URP/HDRP are not supported
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
Tinker with the material and your lighting then? I'd say make it less transparent, give it a slight tint, and use a reflection probe for better highlights
why cylinder object rolls like sphere and has box colliders
I know protv and usharp video are able for quest, but it really dosent matter about the video player, you need direct links to mp4 files for it to work on quest
cylinder so broken it changes size as it rolls
if your scale isnt uniform it will.
once again how do i put text on world
i made it once but it died need make again
i use canvas+text
What do I do if the SDK for worlds got broken and this is all I have?
make new project
Do I export everything except for the SDK?
probably
So exclude VRCSDK, VRChat Examples, and Udon, got it
You could also try just reimporting the ask
Sdk *
I did
Welp then yeah export
Nice nice
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?
This might be something https://www.youtube.com/watch?v=4ENVC7cCiUU
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...
Check if you have any errors in your unity console and try to resolve them if there are any. That is usually a good place to start.
how i make text not visible through objects
That's exactly what I need
change the UI layer to something other than UI.... Default is an option.
it is on default
.... 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).
Does anyone know where I can find that playable pool-table that are in a lot of worlds?
Google vrc billards and you'll find it. Or just look on any of the pool tables in-game and they have the web address written on the side
Cool thanks
Hi I'm looking for shaders for the quest for ui markers
QV Pens works fine on quest
<path><world>.vrcw does not exist
How do I fix this now?
Qv pens ? No I mean UI markers in a game
No pens
Not
Guys where i can get those textures , material?
maybe just search for "seamless pool tile texture"?
anyone know how to add a videoplayer to a vrc world?
you could modify the color texture in image editing software to be blue
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
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?
Oh , yes, and for learning how to apply those textures what i should google? i'm new at this
Wood texture selection - https://ambientcg.com/list?category=&date=&createdUsing=&basedOn=&q=+wood+flooring+&method=&type=&sort=Latest
6:53 You donāt have to use a calculator, you can just type the equation into the text box and it will do the math for you.
Good texture sites:
https://cc0textures.com/
https://texturehaven.com/
https://freepbr....
video tutorial that mentions how to apply PBR materials
PBR textures typically include a normal map and other maps such as metallic and roughness
https://www.cgbookcase.com/textures/blue-tiles-01/
Idk why this won't embed but it looks the closest to your pic. Cgbookcase has a lot of PBR tile textures
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
This is the one from cgbookcase
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!
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.
the video I linked mentions how to use the textures
^
like your description also get the point across very quickly but I figured the video would be helpful as some require visual aid
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
Yes. There is a fbx exporter tool you can add in the package manager
do you remember the name of it by chance?
Fbx exporter....
oh... bruh
i thought you just ment that as a general term, ok thanks
You might have to enable showing experimental stuff in the package manger to see it. Can't remember.
kk thanks
do you guys know where I can find a 5x5 keypad?
For like passwords? There's quite a few on Booth
yes and Ill go check them out, thanks
I somehow dont see the ones youre talking about, do you mind sending me a link?
Did you enable experimental/preview packages? You can't link to package manager assets
You are also looking in the package manager, right?
I see them now, thanks
https://assetstore.unity.com/packages/vfx/shaders/stylized-water-2-170386
URP When, I want š¦
unlikely to happen as that would literally break all the contents in the game if the renderer swapped over to URP
You can make that exact look in the BIRP....
Do you have a rec for prefab? Especially the river and stuff looks really nice
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)
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
when you build cross platform world, both scenes must have the same hierarchy for things to be synced. AKA you cannot delete things on quest from the PC version. Instead they just have to be disabled
so dont delete them, uncheck the objects. Then they should be synced
yeah well everything is the same
like everything else is synced just the door and then the keypad not working
do not have different objects enabled on one platform and disabled on the other, it screws with networking and results in a different hierarchy with different network ids on objects
but disabling the components is fine
any chance u could go through the projects with me and see whats wrong?
oh, my bad then
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?
Camera layermask doesn't get copied to the players camera. https://vrchat.canny.io/feature-requests/p/respect-reference-camera-layer-mask
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?
The most used method is to just have such objects on the MirrorReflection layer
Didn't think of that, that makes sense. Seems to work well enough for what I'm doing. Thanks! :)
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
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.
In unity! And thank you for the quick reply <3 I tried but it remains the same sadly ;;
Possible your Normals are flipped?
@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
what is keypad you usin right now?
I change it to box colider and used acanimation for it
animation
Befor it was a normal keypad buttons
Ui
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
build and publish again when done making changes to upda
awh thanks!
I have the same issue. It was working fine last week and now it is broken... Did you find any solution?
try and reimport yet?
I opened a completely new project and did a fresh import and reimport, still there
Using 2019.4.31f1
go to packet manager and install cinemachine
I was rethinking about this and found it weird. I mean you can disable gameobjects during runtime, esp when making toggles, and that works fine. Is that really a problem when building the scene?
Big Thanks! ā¤ļø Seems like Unity is no longer preinstalling the Cinemachine and Post Processing packages for me. Didn't know about these.
Anyone know if amplify shader editor is compatible with vrchat?
yes, i use it all the time
how i set object position to certain coordinates
while keeping the modifier of parent
Nice, Iām assuming you like it if you use it all the time?
yeah, it's very well thought out. worth the cash especially if you're stuck with the built-in render pipeline as we all are
Nice, itās 50% off right now so sounds like a worth wile purchase
Hey friends, are there any video players or live streaming services that you can live stream to quest users with?
vrcdn is what youre looking for
protv is the videoplayer id recommend
Thank you so much @desert python
that would explain why I seen that logo a lot
which one?
vrcdn
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
so I suppose the quest compatibility is just a nice bonus for those club Owners
if they wanted
<3 vrcdn. Use it to stream into my world. Way cheaper than alternatives
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
I'm using ProTV and I'm wondering; will it break the player if you have more than one control panel for it?
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.
ok, i figured.
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?
height, normal, roughness
and d is for diffuse?

Oh so i did a mistake put it to albedo
Diffuse albedo is the same, afaik
** **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
No one here can really give you a solution that wouldn't break VRChat's TOS 
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
basically color Albedo and diffuse can be treated interchangeably @coral patrol
its also already uploaded from my accont as private only ... not public
roughness what does stand in materials?
smothness , metallic , occulsion or detail?
roughness is inverse of smoothness
Noob here, but metallic is basically how shiny/polished it should be iirc
Cant really help with the others :P
not quite that's more if it should render like a metal or not
roughness / smoothness is the channel for how shiny
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
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
Far clip on the reference camera
Yo, started a world and been testing it and itās been working fine, but today I added a prefab from booth and for some reason when I load in to build and test Iāve got no hands šš anybody know the cause?
You need to set your main camera as the reference camera in your scene descriptor and ensure the far clip is far enough. Scene view doesn't use the main camera. The Game tab would show the same view as the second image.
it worked! thank you!
so i should but rough on smoothness right?
Sorry for noob questions
You need to invert the roughness texture first before applying to material
Oh i can do it in unity or i need a image editor program?
or just use a Shader that has a roughness slot
https://github.com/lilxyzw/lilTextureUtil a Unity extension that can handle doing the conversions in Unity
you need a material type? cause i heard i cant use URP or others in udon
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
https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Standard and here's a nicely written article on how the standard Shader works and what all the maps do @coral patrol
Poi works good too
yeah but that's not the kind of overwhelming the amount of options it has Poi
I mean each section had a direct link to a tutorial video on using that specific section. Fair nuff tho ig
how i publish world as private
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
does not publishing to labs automatically makes world private
yes
quest destroyer
questies tremble at your might
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)
whenever i create a cude it has the material FX mirrorreflection. why
Yea you can't change those. Do your shadows need to be realtime dynamic? If you're just talking about static environment stuff then use baked lighting and you can have shadows as far as you want
That's what I'm looking at now, but apparently Unity 2019 doesn't bake terrain system trees into shadowmaps
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
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
Why is the default material for objects i make fx/mirrorreflection
Did you read thru this? It looks like it should work in Unity 2019 https://forum.unity.com/threads/forests-and-gi.300552/#post-4801850
The version of Unity that VRChat uses is 2019.4, so I don't see how moving to 2019.3 will help
I just mean if it worked in 2019.3 it should work in 2019.4
can anyone help with my weird material issue?
Is the default material for when i create a Cube supposed to be Fx/mirrorreflection?
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?
3d object. cube.
but i tried replacing files and now everything broke. how do i go back to an older thing before it saved
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
now im just getting this issue
If you don't know what files you replaced that made it break Idk what you can do or how to help
well how do i fix this error.
Reinstall vrcsdk maybe? Dunno
i placed the latest sdk in. nothing
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?
@cobalt prawn Several hours later... looked at my tree prefabs...
Life is pain š„²
Idk. I can delete all the sdk files and just put them all back in maybe
It sounds like you are really recklessly throwing files around and replacing and deleting things. Maybe don't do that lol.
Wel idk whatās wrong and idk why everything broke
Well if you moved the sdk files you need to delete the ones you moved before reinstalling the sdk
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?
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
It worked with spaces before
lemme try renaming it
it might work, but we do generally avoid spaces and special characters when developing. Use underscores instead_of_spaces.
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?
"only" if they are grouped in a single fbx at their root. Typically no, only the tree's used will use up world space
well i fixed my break issue. But i still have the weird thing of the Cube being Fx/mirrorreflection
how do i sync pickupables across all players
Add the vrc sync component to the object
only that and nothing more?
That's it. So long as the game object with the pickup component also has the VRC_ObjectSync component, it will sync.
thanks 
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
and what about script
i have script that toggles on certain objects
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...
i dont use udon
You're using sdk2? You really shouldn't be...
udonsharp or whatever is
Move to #event-system-sdk2 if you need help with that tho
i thought i can just add component like with sync
so its pretty much one line to add?
Depends.
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
can i make objects not respawn when fall out of world
use a trigger to disable them when they hit the trigger volume
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
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
im pretty sure vrcobjectsync dont work till someone picks it up
No, it just needs an owner. You assign it to master. Having a volume above the respawn height that teleports the objects position based on layer interaction is easiest.
does local scripts that move objects will move them for others if they have vrcsync component
You can sync them via scripting too
but scripts are shit
so does local scripts that set object position sync with vrcsync
Tried to use it
But actually dont let me click on roughness - smoothness
that tool is for converting textures not changing how the shaders work
https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Standard I suggest giving this article a read
Can anyone help me find out why new objects default material is fx/mirrorreflection
You would have had the default material and the VRCMirrorReflection component on the same gameobject
Restarting unity will fix it
Anyone experience UI just randomly not showing up on a canvas element?
Huh? Iv restarted unity. No fix
You will need to remove any game objects that have a VRCMirrorReflection component on them
That also have the default material that is being changed
How do I do that or know. I donāt know anything. I thought only mirror used mirror
If you search "vrcmirrorreflection" in your hierarchy you will find all objects that have the component on it
I keep having like, text and UI elements visible through walls and it's super annoying lol
Going into play mode and back out should fix that I think
For some reason the canvas I was working on has just entirely disappeared lol this is odd ;~;
Only mirrors have that it says
Create an empty scene and restart unity to see if your materials go back to normal
Just a new scene or new project
Scene
Yeah itās normal in a new scene. So what do I do
[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?
In a new scene itās normal. But when I go back to my world scene itās broke
Are mirrors supposed to look like this?
Just delete all the mirrors in your scene and replace them with the VRC prefabbed one
Yes. That's a mirror. You can resize it however you want and lift it up so it's not in the floor.....
you probably don't want to reflect everything though
What you mean, it's so great when nameplates and the literal menu is reflected xD