#world-development
39 messages · Page 133 of 1
metalness and roughness mean very, very different things.
Oh..
Would it work, yes, certainly. Ultimately they are just maps. It doesn't really matter what you put there, or if you want to put anything at all even. What toad said is correct however. But just play with it and do whatever visually looks good.
metalness should appear as either 1 (white) or 0 (black) in the texture map. sometimes you'll see it in between, but that's generally incorrect. it tells you if a particular part of the texture is metallic or not. metallic surfaces reflect light evenly from all directions, like a mirror or brushed aluminum. non-metals reflect more brightly at glancing angles (facing away from you) than at angles facing directly towards you. most surfaces behave like this.
Rain already gave you a example of this......
roughness determines how blurry the reflections will appear. a roughness of 0 means a mirror reflection.
roughness can be any grayscale value. chances are, you got a roughness texture, not a metallic one, unless your material is meant to be partially metallic.
the standard shader can read the roughness/ smoothness (whatever) value in as the alpha channel of the albedo map or as the alpha of the metallic map. this is to save on texture reads. you might need to use a photo editing program to combine these channels together if you need to use all these channels. otherwise just leave metallic at 0
You're just working with a tile floor texture tho. Really, just fuck with it. Don't be afraid to play around. Things don't have to be exact. It's up to your eye to make what you think looks good. You can use that exact map in different slots and adjust sliders and just fuck with it to see how it reacts and learn what it all does. Don't think it's some perfect 1:1 science that needs to be perfectly followed like law
it's not, but it's good to know the rules of PBR before you break them
Gotta get dirty to learn. Besides. He was literally already given multiple links explaining PBR in great detail along with image examples
ok
I was just elaborating a bit on my own feelings as it seemed like they were stuck trying to do things like an exact science like this HAS to be done like that. I feel it's good to know these things and what you said is all accurate, but they shouldn't be afraid to just fuck around. It's just a tile floor. None the less. You're not wrong at all.
the reason i try to stress learning the rules first is because of the number of times i've seen people make fucking carpet materials with a metallic value of 0.4 or something. one of the reasons the rules are as important as they are is because even if your material might look nice with fucked up settings in one environment, they will likely not look nice in another unless the values you're using are grounded somewhat in those rules
there's always exceptions, but with most things you learn the rules first, and then when you understand them, you learn the reasons when and why to break them. it's like learning the bohr model of the atom before you start dealing with quantum hell
I mean, that's more down to people having bad eye for what looks good rather that not understanding something. If you make carpet shiny, you fucked up at art. Not at understanding "rules" of pbr. Lol
¯_(ツ)_/¯
i'm a professional artist and i still have to correct texture guys that set metallic to 0.3 or something and wonder why their materials look weird under bright lighting
or set their albedo to 0.01 and complain that there's no bounce lighting
i dont remember, how can i make textures not stretching, what i should google?
UVs
you need UV coordinates on your meshes. they're like fabric dress patterns. they determine how a texture is mapped in 2D space onto the 3D object
typically this is done in a 3D app like blender. if you're using probuilder i'm sure there's tools for adjusting UVs, i just don't know them. you can also adjust the tiling and offset in the shader, if it's just a simple transform.
Yea exactly, in the A point i dont want that its so stretched ( i make the room with probuilder)
ah sorry, can't help you with probuilder. i'm sure someone else here will know
I will try tiling and offset, should work right?
yeah itll work, not efficiently though
tiling is unlikely to help you here, that's not per-face. that's for the whole shader
there's probably some setting in probuilder that will allow you to adjust the UVs for that particular face
i mean if you duplicate the mat and only apply it there but yeah probuilder should have uv tools
don't duplicate the material, that's super inefficient
Since i'm not good at english , what you would google if need this thing?
Like, applying UV's in probuilder?
Probuilder 2020 4.0 Series is coming soon!
In this video we will go over the UV Editor! I love the fact that it has this as a option built right in!
If you are enjoying and they are helpful please like & subscribe here on Youtube! This lets me know that you are enjoying them! ♥ Also Feel free to visit https://www.indiegamehustle.com
Don't F...
oooh thanks!
What decides if a shader is quest compatible or not? Sometimes I've used shaders in my worlds that work on Quest, and some don't at all
I have a 4 texture splatmap shader that I'm using for mesh terrain and I don't know if it'll work on Quest or not
I'm new to this but I think the only third party shaders that Quest will run with are the Unity standard if you need to use it for aesthetics. I think third party ones will always be pink, I could be wrong though
Some third party shaders work. I want to know how they get by without showing up as pink
This one works 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
Anyone ever attempted to toggle the location of the audio source of a video player??
Ohh i see
Why try?, do it if you need it.
You can move the animation, you can switch to other audio sources.
Does anyone happen to understand how to set up this prefab?
Having trouble connecting Wolfe's video player with it
nvm I think I got it
Im trying to edit text with udon behavior but for some reason its not recognizing my TextMeshPro assets in the scene as such. It was working at one point but for some reason it stopped working. Any clue to fix it? recreating the whole canvas didnt fix and actually made what was working stop working
Was unsure about how to actually change the source
But haven't really tried yet
oh dude that looks so cool
Just made the text disappear??
The text is still there but refuses to attach to my udon script
Is it even supported yet? https://ask.vrchat.com/t/set-ui-text-string/320 Idk how out of date this is
Posting this here because it took me way too long to figure out: I wanted to have some way of setting debug text in world, and it took me a while to realize I needed to use a UIText component. It also looks like there is currently no way to reference a TextMesh or TextMeshPro component or am I missing something?
TextMeshPro refuses to attach to the script
it was working earlier
i think ill try recompiling the script or remaking the variables till it works
..... this is stupid but what i did was when i first made the stuff i truly had a TextMeshPro. Now I have a TextMeshProUGUI which is a completely different part.
so the issue is unity being unity
we have completely different issues but Unity keeps being stupid and breaking the world SDK for me
picture??
i might know if i see what its doing
alright, your issue is an asset you added to your project. If you added a lot of assets then the fastest way to figure out which is doing it is is to make a new project and test each asset with the SDK
That's gonna be a pain
personally the merline C# asset did it to me
I don't have that asset
hmmm well its definatly an asset issue cuz i bet if you make a brand new file with the sdk and thats it then it should work
the only scripting things I have is KineL, some Udon toggle, and a local clock
also making sure ur on unity 2019.4.31f1
well to make sure its for sure not unity make a new project with just the SDK
if it works after saving and reopening then your assets are the issue
well good luck. if theres still an issue ill try my best to help out
clocks should be easy to make in udon. unity has default time stuff so its about learning what that is
Check "Is Kinematic" on the rigidbody
city
weird should be kinda reverse
Ummmm help
No. It's correct. You want to check IsKinematic. You're misunderstanding what it means/does.
You'll also want to uncheck use gravity.
Setup like that, the object will not be affected by the physics system.
You're probably confusing kinetic with kinematic. Kinetic describes forces that cause an object to move, while kinematic refers to the movement of an object without forces considered. So a kinematic rigidbody can be moved by changing its position but not by applying force (such as gravity or momentum from a throw)
Select your VRCWorld object, and on the PipelineManager component click Detach, then try again
IF you only have one scene descriptor and are POSITIVE you do not have multiple pipelines. Perform the following:
Logout of the sdk
Save your project
Close unity
Open unity
Sign into the sdk
Upload
This is a common bug.
Guys with SilVR water shader how can i put reflections? i want that the water reflects the walls etc , i know probes reflections but i dont know where i should put it in the SILVR water
I would just place it at the center of the surface of the water
You don't put the reflection probe in the shader itself. You increase the reflections of the shader, and as long as there is a probe in the scene, it will reflect that. Often you need multiple probes or an array of probes because the reflection will always be from the position and perspective of the probe itself regardless of where the user is and depends on the bounds of the probe.
That said, you should always bake your probes and use as low of a resolution as possible to achieve your desired look. Realtime reflection probes should be avoided like the plague as their performance hit can be intense. There is a reason to use them, but you should understand their uses and limitations before attempting to leverage a realtime probe. (Such as having a single realtime probe parented to the head of a user without time slicing on a toggle so reflections are from the users perspective regardless of position)
For something like water, it may be best to just reflect the skybox so that you'd only need a single probe and it's position wouldn't matter while still providing nice looking water.
is it easier to make a small VRC world in blender or unity?
Blender is for modeling.
Unity is required to publish your content, deal with shaders, and all the logic for your world.
thanks
I got a question me n my friends are making are making a vrchat world so people can send him pictures of there sonic avatar moments and he will upload it to the world can someone who makes worlds help us we are in VC it's just a wall that he will upload pictures like this
Hi I have a werid bug in my game world where players will disappear there player capsule and mesh goes into the ground a bit and when they move no one can see them they could be behind me but I only see them like in front of me as well as there mic and voice stay at the mesh
is there a way to make an object or cylander bendy? like rubber?
What you're explaining is very confusing so I'm only able to take shots in the dark.
Are you using occlusion culling?
Urrrrr since I don't know what that is I'ma say nope
Yeah I think you are meaning matcaps
Lmao no, they don't mean matcaps.
matcaps? i got this catbug pooltube thingy. but id also like it to be somewhat rubbery / bendy. how do i do that
Hard to tell from that. Looks like you have an erroneous collider or something. Like you're in a collider.
You made that entire world? Sure you'd understand what occlusion culling is, if you're able to make that. Are you sure you're not using it?
But it does look like you're either in a collider or being affected by a collider.
Matcaps have nothing to do with that.
You'd need a rigged object with an armature and then use dynamic bones. Or it would need to be raymarched.
You can pretty easily rig some bones to a capsule in blender since it's such a simple shape. The more bones, the smoother the bends.
Respawn doesn't work
Where did you get this world from? I'm assuming you didn't make it.
No but it's the same thing happening in my world
World looks really familiar, but it's not public....
yeah that's the vrchat like cowboy PVP shooter map
If you didn't make it.... You ripped it
Then why are you asking this question in world development?
Then it's related to your avatars or mods
Then there wouldn't be an issue in the world in your video. It would only affect your world
Either:
You're using mods
You have a collider on your avatar
You have erroneous bounds
Or something, because there was never an issue with steel n gold, and I obviously can't help you with world development questions regarding a world you can't do anything with. Maybe show video or screenshots of the issue with your actual content.
.....
Ok. I guess delete all ur comments.
If those videos were of someone else and you just happened to find them and thought it looked similarly to an issue in your world, then I'm sorry. You certainly didn't clarify that or make that obvious.
If you have video of the issue in your actual content. Feel free to share it. The only thing I could think would be a possible erroneous collider as I mentioned earlier, as that will cause the avatar to move, be placed wrong, enter fall mode, or block your ability to use the menu.
Good luck.
the pool is inside of a room so it will not reflect the skybox, in that case the baked probe should be as the same?
Does anyone create worlds we are trying to create a simple world to upload photos can y'all VC us to help us we r so confused rn me and @Juju Animates
This is the best i've done so far
Hope to improve it in some way
Next step is making it looks like this for the reflection
Assets\com.vrchat.ClientSim\Runtime\Helpers\ClientSimSpatialAudioHelper.cs(8,48): error CS0246: The type or namespace name 'ONSPAudioSource' could not be found (are you missing a using directive or an assembly reference?)
^ I wouldnt use that until an actual attempt at the ever growing issues list is addressed. Stick with what works. CyanEmu. Same thing, CE is just the main branch. ClientSim will be the go to branch at some point but today aint it
Does CyanEmu work for 3.0
this is for 3.0
3.0? U mean sdk3? yes lol
oh fuck yes i meant sdk3 my brain fried
we dont give advice for sdk2 here 🙂
LOL good
if you want to try and fix ClientSim there is a ticket on your issue with a fix, but its bs shit we shouldnt need to deal with https://github.com/vrchat-community/ClientSim/issues/6
I imported this url into package manager which imports version 1.1.0 specifically. https://github.com/vrchat-community/ClientSim.git#1.1.0 and I get 2 issues as soon as I import it Library\PackageC...
Yeah Im the one that made the ticket lmao
My SDK Panel has disappeared and ive tried deleting the SDK in my folder and reimporting it but it didnt work
when i clear the console this is the one error popping up
question
deleting the sdk and reimporting it is usually never a practical solution, if anything you are only forcing a script collection to recompile. Look at your modern furniture error.
i only have one error that sticks, ive had the error with things before but it never made my sdk disappear
the 2nd pic shows the error im stuck with
Guys for some reasons my water does not render correct once i joined on build and try
Quest or pc? If PC, it's probably not made for the built in render pipeline.
Oh i see
I'm struggling to understand how to make any sort of water cause it seems working on others assests (about water) give no effects on what i really wanted to create
Every tutorial on youtube i found are URP or other pipelines that vrchat does not support
What shader are you using for your water? And is your lighting and shaders enabled for the scene view in unity? Take a screenshot of your editor if you're unsure.
I'm using Perfect Water Shaders and seems work but still i dont know if its possible or it will be too hard to build one from 0
Light and shaders enabled
The light probes are super big for me and I need them to be smaller? Is there any way to achieve this?
Does vrc Support cloth components inside of worlds
Yes
cause im having a issue of cloths disappearing when i upload it
you can adjust the size of icons like that in the scene view, top left, gizmo menu drop down and just move the slider if thats what your talking about
Thank you!
top right nvm
also interested in the water topic just to chime in, would be handy to know in future projects
I'm wondering could it be viable to do a water effect via textures?
Depends what part of the player you want to attach to
I guess it doesnt really matter, Im trying to get an object to follow the player around
I thought maybe I can have an invisible cube attached to the player and it follows where that cube goes
or if it can follow the player directly thatd be better
Are you using SDK2 or Udon?
Udonsharp
So you could just have an object follow the players position and have whatever object you want as a child of that object
my issue is that the player isnt an object in the heirarchy so I dont really have anyway to reference it
im still super new to udon so I dont know if theres some way to reference the player
For player position you can use Networking.LocalPlayer.GetPosition()
okay Ill try that
Thanks! this worked
Has it been observed that avpro based players will not work with a full cache?
What is the easiest way to start making a world
Download Unity - https://docs.vrchat.com/docs/current-unity-version
Download VRCSDK - https://vrchat.com/home/download
https://github.com/CyanLaser/CyanEmu/releases/latest
https://github.com/oneVR/VRWorldToolkit/releases/latest
https://github.com/Varneon/WorldCreatorAssistant
https://ask.vrchat.com/t/world-creator-assistant-automate-vrchat-wor...
What is the hardest way to start making a world?
doing all of your modeling using Mario Artist: Polygon Studio on 64DD/s
using blenders programming mode for modelling probably
anyone have any idea why an object in my world isn't casting shadows? or maybe that an object I have isn't receiving the shadows?
this is how its supposed to look vs how it looks in game
both objects (The caster and the platform) have shadow casting enabled
but I do notice that the casting object doesnt get shadows on it even in the viewport
the main casting object doesnt seem to be effected by light probes and shadows
yeah, it has to be the main object as putting a clone of the platform above it casts the shadow properly
figured it out, its the material
you are trying to bake light with lights set to baked and the mesh is set to static (contribute gi is needed only)
well I fixed it by changing the object material, it was standard lite
turns out it looks pretty bad with shadows, so I'll just use the temporary fix I found as the main fix
Anyone know of a permanent fix for this during builds? Restarting Unity fixes it but it's been happening a lot.
you are running out of disk space
You're not wrong. Good to know, thanks!
you are welcome!
if i send function to all clients that has rng in it will every player have different results?
yes, everyone will have a different result, you could seed the rng, but even then it's gonna be unreliable with late-joiners
you better let one do the rng and sync the result
hey did anyone have a problem with unity plastic scm now? I cannot upload my project to the team, so my friend cannot continue working... any solution for this?
@frosty flicker i am looking for a simple world preexisting i can get for free
Simple as a single cube being on your world?
You can just build a simple room with cubes and then find google for "furniture 3d free" and put in your room
is adding stuff on player screen easy or requires scripting
make canvas. make sure its set to screenspace and that should be it
and then i can make gui even out of 3d objects
uhhhhh, i think so
ive never used 3d objects in a screenspace canvas
i believe so. ive used quads before
but it isnt binded to camera
i want do like score counter
that be all time visible
Can anyone point me to some really good free furniture packs? Or a site to get them
Unity asset store seems abit crap lol good skyboxes and textures would be good too!
Hello,
When publishing a map to comm labs, how long does it take for VRC users to see it listed online to visit?
There’s no set time from labs to public, it depends on how much visits and popularity of your world, and user enjoyment, and reports hurt that score. My first world got a couple hundred visitors instantly and I think it went public within a day so take that as you will
Er, let me clarify. Once I upload a map thru unity, how long til I'd be able to go to it in game?
For it to appear on the search or viewable in comm labs.
Oh… instantly
In the past it was not instant, but this was like 2+ years ago.
Or maybe back then my event partners forgot to search in comm labs not public.
I’ve always seen it within 30 seconds of uploading in vrchat
Thank you that is very helpful!
back then, there was a spreadsheet online that would show the queue, but that's all gone now and replaced by labs
Thank you
glad to be of help I find it to be a pretty good video tutorial series
if that dont work, you can attach stuff to the players head bone
Question, the new Contacts system, can I implement contacts into worlds?
not yet they are working on it
Ah alrighty, thanks a mill
kind of
yes kind of with colliders but not true support
worth a while to wait for them to drop for worlds
Is there like a time limit on how often you can update a world's description? Made a small writing mistake when I posted an update and it took a while to actually go into effect
(I tired fixing the mistake which is what took the longest)
no but we are the lowest on the api request totem pole 🙂
your updates will push, just stop hovering, get a coffee instead 😛
Any time I do a world upload seems I just get stuck spinning
when I go to test
along with that my feet are stuck stepping. tested in other worlds and there are no issues
grabbing footage, I've tested my ground colliders but it does not seem to affect anything
SDK 2 avatars function fine
all 3.0 avatars do this
crouching does not seem to have this issue only happens when standing
1: ensure you have no mods installed
2: ensure you don't have an erroneous collider, such as a large collider encompassing the world or a post processing volume with a collider on it.
non modded client.
double checked all colliders already, went through each thing in the hieracrchy
Use the physics debugger instead
Trying to figure out why I have this problem in my world.
In certain places you look, if you jump and move at the same time you glide until you hit a wall.
Why is this happening 😂
That 100% sounds like a bad collider
If you're being pushed around, spin, or move especially when you jump, you're most likely inside a collider
3D assets and custom worlds for VRChat world building. Visit https://VR.SpaceVRChat Golf Game Udon(¥ 0), Free VRChat Room (Tutorial World)(¥ 0), VRChat World Single Attic Room(¥ 1,500), VRChat World My Parent's Basement Small Room [Udon] (¥ 3,000), Simple VRChat Room (¥ 0), VRChat Mansion Suburban
don't see any issues as to why the stepping issue would be occurring
I've tested with both a mesh collider and a box collider
no collider, I just fall of course.
just noticed my physics debug was not set on, I see those buttons now
though the buttons to toggle it were in it
seems setting it to static fixed it, not sure when it got unchecked
Odd. Your world may have been moving downward slightly, or upwards or some shit
hard to say
Prob downward from you standing on it. Would need a rigid body tho
does stacked capsule coliders cause lag
What you mean? Like stacked one above another in a tower? Suppose it means how many of them you use lol.
Why the absolute.....
where can i find the graphic settings in unity
i just moved it to a different project its fine now
is there a way to compress a TON of files? I downloaded a thing from the asset store but each texture is like 5mb+ and there are hundreds
Is it possible to have a video player emit light that dynamically changes color and casts real time shadows from the players and dynamic objects in the room? I know it's possible to light a room with baked light that changes with the video, but I want shadows.
Get VRWorldToolkit, if you Google it it should be the first result
It has a mass texture import tool in it that allows you to set them all to crunch compression at once
You can click the first file and hold shift and click another file to select all between them, or cltr-A to select all, or hold ctrl and click to select individual ones just as you would in file explorer, and then in the inspector, so long as you have selected only items of the same type, you can then change the parameters for all at once as desired. The options that are different in the selection will have like a dash through them, and the ones that are the same will look normal.
How much would it partially cost for someone to make per say a base And add like working guns and a couple vehicles I just need a estimate
That could vary wildly depending on what you wanted the base to look like, what you consider "working guns" to mean, do they damage other players or just play a shooting animation?
Do the cars need to drive, take damage etc too?
1.Like the size of the night forest world
2.do damage
3.have only 2 that fly the rest are stable witch are like 3
Sounds complicated. Not my expertise in world style but I'd expect minimum of $600+
But I guess it depends on the creator and how much they know
Ok thanks for the estimate
anyone able to explain to me how to make emissive materials actually shine on surrounding objects?
What's new on world sdk?
You have to bake your lighting, and make sure that both objects are static
thanks for the tip, but got a bigger problem now
Detach the pipeline I'd on the world object
Sign out of the sdk
Save your project
Close unity
Open unity
Sign into the sdk
Upload
alr i'll try
nope didn't work
Well, then it's not the common bug, assuming you followed that exactly and signed out of the sdk, not unity.
Only alternatives are:
You're not signed into the correct account
You have two pipelines in your scene
can someone help me i cant figure out what reflect layers too set to only show players and not the world or anything else
Has anyone been experiencing weird physics-based glitches and problems in VRC worlds since the update? Particularly with regard to rigidbody collisions?
I've been working on a racing world and since the update, things are randomly jittering, colliding with nothing or moving at the wrong speeds compared to before
Need help can’t figure out what I have done wrong
hi, I'm wondering if this is the right place to ask. My VRC world SDK broke after following the update instructions for carrying out an in-place upgrade. I attempted the Advanced Update Process, that didn't work either. I also tried updating/reinstalling udon sharp but that didn't seem to fix the issue either - NVM, found my issue, reimporting USharp a second time fixed it for some reason
yep i have the same error. with udon sharp it seems like it needs to be installed before everything else, or things break. can i replace it without the same problems?
yes. you will need this
get 2019.4.31f1 unity. as it is the one for vrchat
Alright thank you
When trying to upload my world to vrc it takes FOREVER going through stuff and at the end it crashes. Any ideas?
Make sure you have future proof disabled.
Hey guys doese anyone know if it’s possible to get an old version of a save back? I accidentally writ over a save and deleted a whole scene by mistake after adding another scene in error
I can’t find a previous version anywhere, if not is it possible to download a file uploaded to vrchat?
has anyone noticed any problems with ProTV lately? Seemed to work fine before but in the last week or so, sometimes it gets stuck on loading the video for people. Doesn't happen to everyone, and it doesn't happen consistently, just randomly. Any ideas on this?
uploading can take a long time sometimes; especially if your world is large, or if you're running other applications at the time, such as VRC; or if your computer specs aren't very good
My world isn’t that big. 23mb
My specs are not horrible. And it never took this long before.
I did install some large assets from the unity store though. For like one thing. Should I delete all the unused files : prefabs or such from the assets files?
unused assets shouldn't contribute to your upload time
Weird. Well not sure then. It just takes AGES to upload. Never did before too.
how long is "AGES" exactly?
Lol. About 30 mins maybe.
When it used to be like 10
that is pretty long. never really taken longer than 10 for me. are you running other apps at the time?
No I am not
what's your GPU?
1060max Q
hmmm.... could be part of the problem
idk
do you have any weird packages in your project?
Iv uploaded with this before and it was much shorter before.
And not sure. Idk how to tell
idk i just mean like are you trying to use LTCGI or volumetric lighting or something like that?
No idea what LTCGI is but I don’t think I’m using any of them
Cable
beats me then
Dang. Alright
Any ProTV users experience problems with the video stuck on loading for people? It happens randomly, no idea why. Selecting a song from the playlist doesn't fix it for users who have the problem, nor does queueing up the next song in the queue.
Is there a way to launch a world from a link?
Is there a way to build & upload worlds from a batch script? I.e. if the same minor change is being made to 3 similar worlds, instead of uploading manually 6 times, I'd like to write a batch file to upload them all in one click.
https://github.com/BocuD/VRBuildHelper maybe this tool could help
Thanks! I'll look into it.
will it cause problems if you use both a Queue and a Playlist with ProTV?
This is my only error and my SDK is gone
Ok deleted some things, now it says remove one of the "System.dll" but when i search system theres a bunch of stuff that pops up ;-;
May have gotten it
havent you already posted an image with an error regarding that furniture pack or whatever it is
try to not use it and see if it happens lmao
i deleted it and it did nothin
so i scrapped the whole world lmao
tried to reimport the sdk like 5 times deleting multiple other things and nothing changed
soooo screwww it lol
your furniture package looks like it's coming in with all kinds of dependencies it's not supposed to have
like what kind of furniture pack comes with DLLs
can someone send me a mirror that dose not show literly everything
Change the reflection layers
how lol have not messed with mirros lol
Should be in inspector tab and then under one of the either shader or script, don’t remeber exaclty where but in inspector tab
It looks like you have a build in the assets folder, which is not great. Get rid of the Demo Build folder entirely.
I deleted the world already lol, im just gonna work on finishing one of my other worlds
does anyone know of any realtime digital clocks i looked into one but it was missing scripts
i bought that but after importing its missing scripts so i cant use it jk i was importing an old thing not the new one sorry
buttons of mirror and collider work in cyan emu but not when uplaoded to vrchat plz help 😦
Peebis
Do you have a VRC_UiShape component on the canvas? Is the canvas on the Default layer? Is there an eventsystem in your scene?
Gonna check these things tomorrow thanks
Is it possible to instance a private uploaded world to friends+ and allow friends to invite people without publishing it to labs first? I dont think its possible but I'm just confirming that
yes afaik
elden ring?
How exactly do i do this, nothing comes up when i click on the build button?
Does anyone know where I can get this asset ? 👀
I'd assume Booth.pm or Gumroad
using cyan trigger and my buttons have no logic, the canvas has a box collider and isTrigger is enabled
Guys anyone know why the water looks like this? this is the weirdest bug i've ever seen
Would be nice if you used MP4 so it would embed the video instead of having to download it.
Without looking at it, Gunna just guess it's a water shader that doesn't support BIRP
looks like some kind of clipping distance problem specific to that water shader. does it have some setting for maximum reflection distance maybe?
Lol what Shader is that. If it's not a distance culling, then it's unsupported in Birp.
Yes. But if I was able to provide help for your question, I would.
Reee
Can of worms I'm not wanting to open. Good luck lol
Lmaooo
Cyan has a discord, probably the best place to ask lol
Yes... If you're just wanting to toggle a game object on and off there are much simpler ways to do it anyways. But I'm not able to just post an example since I'm traveling.
anyone know of some nice steam type particle effects?
might not be what you're after, but i used this once for coffee steam https://assetstore.unity.com/packages/vfx/particles/environment/steaming-hot-tea-and-coffee-68676
itr seemed decent
looks nice thanks
mine was actually giant cups of coffee and tea, like twenty feet tall
geeze
How often can you update a world in Labs?
i think you can update it as much as you want, but you're only allowed to upload 1 world into labs per week i thiink?
I never knew how stressful it was to stare at a world you set to public finally.
I marked an animation as legacy and now it's not animating in game
Works fine when I hit play in Unity but in game it doesn't happen
so don't use legacy
sounds fascinating but legacy means old, out dated, depreciated, but we like to remember it... At least here anyway 😛
Yes
neat, i was going to make that place, guess not lmao
Thanks, still a wip, need to work on the distance fog. Also all your worlds you make are amazing by the way, I’m sure you’d do am amazing job if you do choose to still do it
nah, I don't like to create competition
That’s fair and I appreciate it, no idea when it will be up but in the near future. Just a little passion project of a friend and I.
using cyan trigger and my buttons have no logic, the canvas has a box collider and isTrigger is enabled
the cyan discord was useless so far
I don’t really know what you mean by an event system, the other 2 things are where they are supported to be
i replied in cyan's server just now
to sum up the solution:
the layer with the vrcuishape/collider of the canvas was set to Ui, setting it to Default fixed this
FIXED!! my box collider of the canvas was turned off, turning it back on let me interact with it again
box collider is not needed on canvas for interactive to work.
actually a collider is required, but if you use vrc_uishape it is autogenerated in play. We add our own colliders to UI when we need more flexibility.
Yeah I added my own box collider because the standard one is too big
guys i got a question, so for those avatars we put in our worlds, do we need to uprade them to phys bones?
and will they be interactive?
You don't place avatars in a world. You place NPC's in a world. But any avatar should be upgraded to phys bones as soon as you can if they use dynamic bones.
i'm sorry i meant NPC xddd, so the 3.0 world SDK can be upgraded by just importing the new one , right?
yep
make sure to check your world dependencies as well, sometimes, not always, an SDK update is also accompanied by dependency updates as well (UdonSharp, Cyan*, w/e).
thanks a lot, i will check on that
Are we going to be able to get a version of the phys bones script to use in world stuff? would be nice for some jiggly things rather than using dynamic bones still
we should. Seems like the world love has been put on the back burner for Avatar Dev.
👍 Alright, good to know.
wait, so no phys bones for worlds?
It's planned but no release date
Yeah that's currently what I've decided
I only marked it as legacy because either the VRCSDK or VRWorldToolkit told me it needed to be
anyone know where you can find a combat system prefab for 3.0 worlds
vrcprefabs.com think they are all projectile based tho
Noobie world maker here. I added a couple of the stuffed hamsters to my world but when I load in they fall through the furniture/floor. What could cause that to happen?
I make some reflection probes for my room, but when I had generated light, is like that the sky go into the room, what I can do about it?
With no colliders you have no collision with any surface
How can you upload your world after making it?
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 ...
How do you add post processing to a 3D world??
does anyone know how to upload PC and the quest version but the PC sees the PC version and the quest sees the quest version
Setting up a cross-platform world or avatar is actually quite straightforward! In short, all you have to do is use a duplicate project to build an Android version of the asset, and upload it to the same content ID as the VRChat PC asset. The client will manage which version it needs to download. If ...
the duplicating the project part is not strictly necessary
what if its two seperate files?
they just need to share the same build ID
whichever one you upload first
are you using custom shaders
not sure, i was just given the world files
and i just needed to upload them
so the problem is that the PC version can see the PC version but quest sees a grey void
If the shader wasn't supported it should break to magenta. Might be a lighting issue.
can someone please tell me why my glass just looks like a mirror?
can't even see through
Unless all your materials lost the textures and are just gray empty standard shader material
uh
I would point out that your blender materials wouldn't transfer to Unity as far as the slider values
^
so should I just add glass in unity?
Wasting your time making shaders in blender.
yes
aight thanks
Yes. Just put a normal shader on the glass. Such as standard or a glass shader if you want refraction
so like the only real point to setting up the materials in blender is so you have something to look at for doing uv unwrapping on tiling textures
Basically.
well in the mean time, do you guys know how to disable the option for quest user to join
Would only do it, if it was quick. Doing more advanced Shader work would be kinda pointless
there isn't you'll basically have to upload a new-build ID
Once the world is uploaded, you have to file a support ticket requesting it be removed
i see
If you request it to be removed, they will remove the quest version, but you have to wait for support. There's no other way
alr thx
Like rain said, just making a new ID is fastest but you'd have to take down the PC version too and re-up it
ok
also, should I set up lighting in blender or unity?
Unity
mk
Blender should only really be used for 3D modeling
aight
can someone add and help me with my unity stop working can build anymore its just frozen on one frame
how do i add a component to say, a cube, that lets me click it, and it toggles on a gameobject, say, another cube
using sdk3
walls disappear when i get close or too far away
applying materials in blender allows you to assign materials per-face in unity using the same face sets you defined in blender. the blender materials you use can just be stand-ins, their settings don't matter, but the names are useful so that you can define the matching materials in your unity project to assign to the material sets in the mesh import settings
I'd definitely say that for all but the simplest one-material imports, you should create named materials in blender for this reason. just don't bother tuning any of the shader settings
My gut tells me something with camera depth maybe but idk that looks very strange
it's how substance painter expects to work as well
I have no Idea if you guys know how to fix this but when trying to upload the world the console says System.IO.FileNotFoundException: C:/Users/"my name"/AppData/Local/Temp/DefaultCompany/EMBER'S THEATER/scene-StandaloneWindows64-SampleScene.vrcw does not exist
avoid spaces and apostrophes in your file paths
k ill try that
occlusion culling, it's been buggy.
What do i do if I cant access the control panel?
its been a pain and Ive been stuck for a while now
vc?
if the control panel isn't showing, check the console for errors
it's almost always a compile error caused by some third party stuff you imported, or the wrong version of the sdk
Idk if anyone can help me with this, ive just started world creation. It was going great and had a world down, im trying to push an update and when I go to upload it I get 7 errors. if anyone has time to help i would appreciate it, other wise its okay ill try and figure it out. I did get some of my assets from the unity asset store if that matters?
The only issue with the Asset store is when you blindly install the assets. Standard Assets break the SDK. Are these the only errors?
yeah these are my only errors
so I need to go back and delete all the assets from the store?
no
how do i fix this issue then?
press clear, see what remains. Also restart Unity. What did you just install?
SE Basic Assets: Delete the folder that says First Person Player. All the other scripts are useless but MouseLook breaks Unity some times. So cant hurt to delete the entire folder
^Inside the Brick Project Studio folder
its in another folder called Scripts and Animations
copy thanks deleted
can you also show your entire Assets folder, go ahead and make the icons small with full text. *If the error persists.
the SGB is from ghosti and they use that in their worlds so i figured itd be aight
just got this aswell
I don’t know what I’ve done but, everytime I move around my world the walls disappear behind me for a split second/when I get close to them (out of the corner of my vision). Anyone know if maybe I clicked something by accident or how to get rid of this? Thank you in advance (I am very very new to this)
Occlusion Culling isnt baked correctly
Did you save and restart Unity since deleting that folder?
Ooo! Do you know how this is fixed? I appreciate any help/tips.
also, I apologize for interrupting
Did you make the world, download a prebuilt free VRC world, or buy it?
Your good, i may just have to uninstall the brick project folder
I am in the process of making the world
i didnt use many assets from it anyway
you shouldnt have to, nothing else in the asset is game breaking. But if its not many assets, its worth a shot.
yee
And you did attempt to setup Occlusion Culling already then correct?
thanks for the help, its still not working but ive got stuff too attend to. Ill try again some other time
Is there a way to “bake” a 5ish second looping video into a world?
Without a video player
I apologize for not answering. I believe I’ve fixed it myself. Just rebaked everything and it seems to be working now
yeah, anytime you move or add a new static you need to rebake occlusion culling if you have it setup.
never mind it’s not working 😢 maybe I do not have it set up
So as VRC doesn't allow scripts, I'm trying to hardcode the values that the script sets, into the shader that uses it but I'm running into a few issues. Basic values are easy enough, but in some cases the configuration script sets images for things like noise. Does anyone know the syntax format this would be expected in, in the shader itself?
Or even some way of seeing the shader's calculated values.
but vrc does allow scripts, this isnt altspace... We script with Udon ( a visual scripting language) or UdonSharp (a C# -> Udon compiler). If you want to script within a shader, see #shaders for assistance.
You know what I mean. Standard Unity scripts, not Udon scripting.
The shader came with a Unity script to control the wind (via the editor initially), that obviously doesn't work at runtime in VRC.
So instead I'm trying to hardcode the values into the shader as they don't need to change anyway.
How would I project a circle to ground as a fake shadow effect for players?
does anyone know where i can get a pool table like this? for a world
There is no way to change camera options for vrchat?
Would anybody happen to have a blaster/pvp weapon prefab I could use? Or if anybodys available to teach me how to make them.
yes you should move over SDK 2 is deprecated and going to be removed
https://cyanlaser.booth.pm/items/3194594 this tool lets you emulate the programming style of SDK 2
CyanTrigger is a new way to write logic for SDK3 worlds in VRChat, with an interface that resembles VRChat’s SDK2 VRC_Trigger. CyanTrigger has full access to all of Udon and can work with UdonGraph and UdonSharp. Requirements: - Unity 2019.4.31f1 https://docs.vrchat.com/docs/current-unity-version -
nope it wouldn't be tricky
like you just shove your gun model in the hierarchy with the script that goes pew pew
or shove the script onto the gun
and I might suggest you make a new Unity project for the sdk3 stuff
so you don't break your project by accidentally mixing sdks
I actually started off on SDK3 but switched over to SDK2 thinking combat wouldn't work on SDK3
So I still have the old project on SDK3, thankfully
cool
Is there something else I need to add to my world/assets before adding the scripts because I keep getting this error message?
or am I applying it wrong
@green lagoon
yeah from the error messages you need to install this first
probably is there a model attached to the gun script
Yes, Im going to try aplying it also to just a square to see if its the script or the mesh im using faults
yeah that's a good idea
maybe also see if it comes with a testing map
just scripts, doesnt come with a testing map
fair just figured I'd check as that's relatively commonplace
Turns out it is the scripts making it invisible
Maybe I only need to apply certain ones
I haven't used that before so I wouldn't know how you're supposed to apply it correctly
maybe see if there is a prefab in the folder
realized that this is an older version, he has a newer one that released 7 days ago
it includes prefabs
good
So how do I fix it?
i have synced class
but it has rng in it
will everyone have same or different results?
Depends on how you setup your rng. If you want the same set it in start, then on late join set the joiners value to the current gost.
If its in start then yes, everyone should be the same. Should...
using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
[UdonBehaviourSyncMode(BehaviourSyncMode.Continuous)]
public class deck1 : UdonSharpBehaviour
{
void Start()
{
Debug.Log("start");
}
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);
selection.position = new Vector3(6, 1, -1);
}
}
}
Looks good, I just rolled out of bed tho...
I'm worried the rng value will not be the same tho without fetching the value from the host.
Start works exactly how you are thinking it should in single operations. Here in VRC land, every joiner triggers Start, which could have the opposite effect of what you want.
Try your script out... But if you need U/U# help I recommend using the #udon-general and #udon-networking.
these channels totally dead
and i dont want play with host
i want anyone be able to update values for everybody
yeah nvm, like I said, just woke up, your rng isnt in Start it's in Interact so it should be unique to the person interacting and yeah if everything is synced correctly you should be fine.
It's not dead btw lol, just asleep... vrc should have legit staff for aid on top of the helpful community... *Without having to use the 2+week response time ticket system 😛
im just typing it so i see script actually works
how variable sync works
does the player that ran the script syncs from himself for other players
Does anyone know how to get the pens to work when editing in android? I got them to finally load into my quest world but nothing happens when you try to draw with them, the tail length is .5 also
have you tried copying pen from example scene
Yup
what is better first? that I make object in blender or lighting in unity?
you cant light without your geometry sooo blender?
I'm only a beginner, I don't know what to do, I had created my room on unity, and now i don't know if create my blender object for my room first the light, so what I can do? 🧐
what do you do first?
you have to have objects or rooms inorder for the light to know how to bounce off the objects and walls so you need whatever models first
oh thx you
hi, I need help with my world. I placed the spawn point correctly in the map, but when I build and test it, the player spawns in the void. No errors in the log, nothing. Just me and the void. Any idea of what could it be?
Hmmm... are you falling when your in the void?
yup
Does your world have a collider on it? For your player to stand on?
yes, it does
ok just to quickly rule things out, try creating a new cube and placing it underneath your spawn point.
alright
ok, I did what you told me, but I think that when the player spawns it gets teleported very far away from the map. I believe this is the case, because when I reach the death zone, on the screen the entrance appears for just one split second. (I havent created multiple spawn points)
verify that your physics layers are set correctly
In that case set the spawn point far up above the map.
we can quickly rule out colliders if you aren't near any
but as you fall towards the map
when you come in contact with your terrain you might get yeeted
nope
ok
I don't touch anything that i don't know
the blue dot is my spawn point and the cube is my terrain
check the layer that your terrain is set to, i circled it in red for you
i checked, it's default
all the objects that compose my map are on the default layer
https://github.com/oneVR/VRWorldToolkit install and check the debugger. Also make sure your position for your spawn point isnt some large number. Ideally you want a spawn at 0,0,0, and build from that however it's not necessary, you just need to avoid large distance spawns so x= 1,000 for example would be a bad idea, same with player teleports.
here is an example of something i ran into.
notice how i have 2 box colliders on this sword?
I have one on top of the hierarchy.
and one on the handle.
ok
@rugged plover What ended up happening was, if a player walked onto it. They would get yeeted off the map.
Yes, i got that
I'll try installing the plug-in that KevBal told me to, and I'll post here if I have any trubles
Best of luck with that!
thanks a lot for the quick support!
AHA! Found It!
this "little" guy had been bugging me for a loooong time, but now it's time for my revenge, DIE!
heyo
does anyone know how to make a mirror transpernt 😔 i cant figure it out for my life
2 seconds of googling :p
https://github.com/acertainbluecat/VRCPlayersOnlyMirror
musta been googling the wrong things
ty
np ^-^
dumb question here; what’s the best size image for a canvas ?
I can’t seem to resize my images right
On the canvas, the scale is 0.01, the rest is set up visually.
is there any way to check if a world instance is public or not through udon
can non pickupables have sync component
yes - although not required. I've used the sync component on moving platforms but you can also use UdonSync for the float values of the transform.
I’m struggling so hard on this. I’m trying to just put a giant picture (of my own) up on one of my walls. I can’t seem to find any information on how to do that. If anyone could help me out that would be great. I am a complete noob and need step instructions unfortunately lol
is there any way to record audio and then have it go through an audio source somewhere in realtime
im trying to make a speaker / microphones type thing
So I need to fit over 500 models in a world but I'm concerned about the file size. There's already 6mb/100mb used and I have less than 5% of the necessary files in.
What would you all suggest for compression?
Is it just the mesh data or is it the meshes + textures
Hello everyone I need help making a dj booth lock 🔒 and toggle I’m new to unity could use help !!!!!
I could use a video or something would be nice
Have you played with the unity import settings at all? You might already have tried but I'd try using crunch compression and limiting the resolution to 1024 and see how much that takes down the build size. @fast python
Does anyone know how to make caves in unity with terrain without using blender
https://www.youtube.com/watch?v=9zdXJvIzkXk Just found this for you. This video shows you how to set up a code lock prefab that somebody made and get it to teleport a player. So you could have it TP the player into the booth. There is some c# code but you only have to write two lines. The rest is just drag and drop stuff. If you're planning to learn udon through code instead of the visual scripting graph, this is a great introduction
--- DOWNLOADS:
SDK3: https://vrchat.com/home/download
UdonSharp: https://github.com/MerlinVR/UdonSharp/releases
UdonKeypad: https://github.com/Foorack/UdonKeypad/releases
(Optional CyanEmu) https://github.com/CyanLaser/CyanEmu/releases
--- CODE:
Networking.LocalPlayer.TeleportTo(transform.position, transform.rotation);
--- DISCORD:
https://di...
Its VERY customizable if you know unity coding but this video just shows you a simple teleport, enough to get somebody into a DJ booth!
Am I really this dumb that I can’t picture on the wall?? LOL 🥲
Anyone familiar with Udon Karts that knows how to get the steering wheel to turn more than just 90° to either side?
whats the options a transparent mirror
Mind if I drop a link to advertise my new world I published last night?
https://vrchat.com/home/launch?worldId=wrld_bd2fdd42-2b1e-41f8-836f-03e88494e914
indeed
Yep. This is a development thread, not a show off thread.....
Looks like a staircase lol.
If the steps are kinda high. It might be a good idea to place a collider at an angle so it's a smooth slope to walk up them, rather than each step so the avatar doesn't get stuck when smol
But it's hard to tell scale so may not be needed
im just trying to edit this prefab im using
not dumb just ignoring the obvious. A picture is the same thing as a texture. Add the picture to your world and then just drag n drop the picture onto a quad game object. A new material will automatically be created using the picture as the albedo texture. Now you have a most basic picture to hang on your wall.
how do i make a chair that overides a persons animation and makes them dance?
Wow. The whole time it was this simple 🥲 thanks hahaha
You cant. If you install Terrain Tools you can cut holes in your terrain. Some parts of Terrain Tools are not directly compatible with VRC but there is a VRC Rebuild of Unity's Terrain Tools on VRCPrefabs.com i believe. I use Terrain Tools on occasion with no issue tho. Cutting holes in the terrain and then modeling the cave is the typical way to make caves. Outside of that you need to use advanced terrain assets like Digger but these as well are not compatible so you will need to make your terrain and then use a terrain to mesh tool to convert the terrain to something usable.
Ok thanks
VRC_Stations have a controller override spot in the inspector. Add your custom animation controller there. Make sure your animations are humanoid.
ok, but how should the controller be set up in the animator? do i just make it the default state?
depends on how complex your animation(s) are, but sure
maybe set the animation to loop as well so they dance the entire time they are in the station
there used to be a tutorial on youtube but avatar shit buries it all.
Hey Kev, Jay from Australia… love to chat if you had 5 spare?
Sure, in txt only though, gettin my MrBallen (YT) fix in before bed 🙂
Ok. No worries… looking to get you to build a space. Just had some Qs before
how
you do "float values for transform"
anyone know what settings it is for a transparent mirror
I literally gave you the prefab. What are you asking for?
i want to edit a prefab im using
What prefab?
just a mirror prefab ive being using with low med high, want to change the medium to transparent
like id be able to change the reflect layers on it right?
If you're using the standard vrc shader you can't.
ohhh ok
That's why I gave you the prefab you have to use
The link is up above as a reply to you already
yup ty, never knew you couldnt use regular vrc layers
It has nothing to do with the layers
It's the shader used. The standard vrc mirror shader doesn't support transparency so a custom mirror shader is needed. This is used in the custom shader slot on the mirror component.
Anyone had luck adding the new client sim package recently? Just trying to day but i cant seem to checkout the package
anyone know how i can pull up any console using unity's "build and test" button to test locally
Sorry for the late response. Most of the textures are 128x128 or 256x256, so I can't really crunch them much more than I am now. Looking at the upload with VR World Toolkit revealed the biggest files in the project just seem to be the .fbx files themselves.
In case you don't know, crunch compression is a separate process from lowering the resolution, and can also lower the file size very significantly regardless of resolution
You can also compress meshes in their import settings https://docs.unity3d.com/Manual/mesh-compression.html
can i make zone whenever certain object gets close to it it automatically gets binded to certain position
I'm excited for whenever if and when my world leaves the labs
I'm just wondering is there a possibility that someone can make a house of the dead avatar world for Halloween
For pc and quest
this is for world development help, not world commissions
I’m trying to upload this world, but every time I try to visit it in VRC, I get sent back to my homeworld
Is there a hidden list of requirements for a world to be uploaded or something? I have a scene descriptor, spawn, and the world which is just a room
have you tried reupload and checking your unity console for errors?
many people have had this happen before but ive never really seen a real solution discusef
do you have “clear on leave” enabled on your console? cus that cab get rid of valuble errors that need to be addressed
No I don’t
hmm. all i can suggest is disconnecting your world id in the pipeline manager and reupload as a new world and see if better
it happened too me on my first world....... no idea how i fixed it though 😂
it was probably some quick stuff like forgot to set a spawnpoint or the descriptor
I have both of those though
and this has happened to multiple people for like, years now
ive not had it happen to me
Few things can cause this
Your spawn point in the world descriptor is set to 1 but no spawn is placed into it so it's empty
The spawn point is absurdly far from 0:0:0 or under the respawn threshold
Wrong unity version
Erroneous colliders
Absurdly high hit to memory usage
Corrupt upload.
Might be helpful to post a screenshot showing your entire unity project.
That's a lot of lights. Are those realtime?
i don't know, i found it here https://booth.pm/en/items/3407474
i have zero unity experience
You also seem to have two scenes open. Should prob close the sample scene.
I tried reuploading it after closing the sample scene and now it’s compiling everything
this solved it
idk why it did but thank you
it's me again, I'm yet to feel gratified by this project. Why does it say that "the scene doesn't exist"? I checked in the build settings, nothing out of the ordinary. WHYYYYYY?!
prob multiple scene descriptors. Glad it worked.
That is just a general symptom of the issue. Not the issue itself. Notice you have other errors. You can't arbitrarily pick errors.
Your actual issue is you have simple light probe placer (see the other errors). This isn't compatible with 2019 unity. It will still work, and you can use it to place your probes. But once you're done placing your probes, you need to delete the simple light probe placer folder entirely and remove it's scripts from your scene.
Ohh okay thats a great tool, helps me a lot
This is just a basic avatar world. But I encounter something weird in which on play, my world goes dark. It was fine when I was testing it in VRChat. Why is it like this. Before I upload it, will it be fine in VRC than what it shows here in Unity?
have you added any light sources?
Lord, I'm so tired. Thank you for that. I'll try and see if it works. I've been up all night trying to remake my avi world.
is this what prevents host from controlling others pickups
i know vrchat doesnt support many scripts, so most birdflock scripts that already exist, wont work. does anybody here have a good way to make birdflocks / bug flocks with particles that work in vrc?
Has anyone here successfully put pens in a quest world?
implementing boids in U# would be almost exactly the same as a C# implementation
there's a flocking tutorial available for free from unity's learning portal, you could pretty much transcribe it word for word into U# with a few exceptions
QV pens on booth work fine for quest
How can i make a light beam (volumetric) in Unity without using HDRP etc?
There’s a couple prefabs on booth if you search volumetric lighting but if you know how to make shaders that’s the easiest way
Its the easiest and the best looking way?
When I import them into my world they cant be drawn with, you can pick them up and everything just no lines appear
you need to use the quest material/shader variation that comes with QV Pens.
I believe it's integrated into the main package now but they still have the Quest assets as an additional download on booth on the same page
It’s gonna be the easiest to look on booth, volumetrics in vrchat HAVE to work on shaders because most of the really nice volumetrics work on scrips which don’t work with vrchat
billard game not working, getting these errors anyone know how to fix this?
well, im not used to unity and have no idea how to use u# and googling it doesnt really give useable results
then flocking might be a little bit beyond your ability until you can learn a bit more Unity. if you can follow along this C# flocking tutorial, translating it to U# should be mostly 1:1. there's just a few things you wouldn't easily be able to do in VRC like dynamically spawning objects on Start. https://learn.unity.com/tutorial/flocking#
In this tutorial students will learn the about the three rules used for simulating flocking and begin setting up a project to create a flocking fish scene. Next, students will program their fish with more flocking mechanisms to get them to follow the simulated rules and keep them confined in a boundary. Finally, students will complete the floc...
^yeah, use an object pool instead of instantiate and no enums. Other than that U# is C# so most C# tutorials are valid, the older the better tho. Less modern techniques in older C# tutorials
Anyone have any good video recommendations on how to add this sort of lighting?
trying to add it to a nighttime map
um, the video that the image was taken from is a good start 😛
classic brackey
In this video we’ll learn a bunch about lighting and use it to light a simple scene using the Progressive Lightmapper.
● Get a discount on The Complete Unity 3D Game Development Course: https://www.udemy.com/unity-developer-course/?couponCode=YTBRACKEYS999
● Download Room + Monkey: https://goo.gl/6EZjQL
● LMHPoly's youtube channel: https://goo....
i thought you didnt like tutorials lol
What i've done so far working on for a week
thats lookin slick
I took inspiration by pool rooms on Reddit
nicely done replicating it
I'm glad you like it, this was my first attempt to making a 3d map and it was for real a pain in 000 😦
at least you got there and good ideas starting with like trying to replicate a picture as it gives you a a goal to work towards that you can easily tell when you get there
true lol. there was a bit of info that got updated so didn't know if there was an updated video
baking doesn't really change, under the hood methods do but the process remains the same or close enough
in short, yeah... There are a bunch of settings you can play with for better results but the default should be fine. GPU will bake faster, but you'll need more than 4gb of vram. CPU will take a good while depending on the scene size.
let it go, experience the cpu bake as we all have 😛
it says this gonna shid gonna take 30 mins
ah thats nothing
there are people here who have sat through hours lol. cpu bakes can be a nightmare.
the
w h a t
aight im doin gpu
0_0
some people can only do cpu 😦 for those, their best hope is they own an nvidia card and then they can use Bakery which is lightyears faster than Unity GPU
also, directional or non directional lighting?
i am a fricking noo
b
do I gotta re-bake lighting every time I add a new emissive texture?
ideally you setup your scene as you want it and then bake. I bake often but I use Bakery. And yes, if you add or change a baked emissive or even add a new static object you need to rebake
alr
odds are that you wont be happy with your first few bakes. I assure you baked lighting is the solution for the best look and performance so if this happens, consider looking at multiple videos or even asking in #world-lighting .
alr thanks
one more quick question:
if I make a slight adjustment such as altering the emissive intensity, would I have to rebake for that ?
yep, or the change wont be applied to the lightmap
while testing light options you can bake at a lower textel count (resolution in Unity), its probably around 20? at default? Drop it something crappy like 5, keep in mind the shadow blend, and light spread will look like shit but it might give you a better idea before you invest the time in a higher resolution bake. The lower the resolution the faster it bakes.
does anyone know how to have music playlists for a vrc world
because i cant use scripts so im not really sure what to do
very new to unity & making worlds
Add a video player like the Udon# video player, and you can just give it a list of youtube videos to loop through. SO you can just put a few songs in it that way.
@white moon so i can make like a yt playlist and that'll work?
is the currently available World SDK just broken? it breaks 90% of the time for me and even when i do a world upload just to test, and join myself, it kicks me back into my homeworld. i have done 2 completely fresh installs of Unity 2019.4.31, and several brand new downloads of the SDK and its simply not working as intended. any ideas?
No, you have to put in the individual video urls, a youtube playlist wont work
SDK works fine on my end - try importing https://github.com/oneVR/VRWorldToolkit/releases and see what it's world debugger reports? getting kicked back to your homeworld likely means there's something in your world preventing it from compiling properly
i literally only have the VRC world SDK, and a flat piece of terrain with a grass material. plus the empty game object with the descriptor attached. so idk what out of those 3 things could cause the issue
the SDK itself is completely broken upon re-opening the unity project as well
Anyone?
If you are using an empty game object with the scene descriptor attached it tells me that you didnt follow the "Setting up your world" guide found on the download page for the sdk which recommends using the VRCWorld prefab, which also happens to include the player modifiers for jump. Which is a bad sign...Use the toolkit linked above and simply follow instructions and the sdk will work just fine. Dont wing shit you arnt comfortable with
can someone help me with this error code, its screwed me over so many times I just want to figure out why it happens
sometimes when I upload it says sample scene doesn't exist and I have to redo the whole world in a new unity project
heres the log
and heres pic
for anyone having the same problem with billards udonscripts not applying to the asset, don't download 1.5.1 but 1.5.0, the scripts seem to be broken on the new version for me and work fine on the older version
what version did you install first?
the latest version 1.5.1
Well its not the table, I just threw 1.5.1 into a project with no errors. Something else is conflicting. Lack of UdonSharp or TextMeshPro or some other conflict
it could be that i installed UdonSharp later on into the project instead of at the beginning
and thats why the udonbehaviours were bugged
but version 1.5.0 is working for me with zero problems
here are 5 people who had the same problem with the newest version so i thought id throw it out there
the problem with that is the randomness, it's most likely user error. On the rare occasion it might be a Unity hiccup, but when you install your dependencies first and ensure you have no conflicting scripts (Standard Assets), you are usually good to go
on the bright side, its mostly qol changes in 1.5.1 so use 1.5.0 with no worries.
im a unity noob so if you say im fine im not looking into it any more then i need to,, thanks
can anyone make me rainbow material
or maybe its not even working because its pretty pink
how i fix that
object seem not displaying rainbow colors
Hello! My friends currently having this issue with publishing their world, and they tried reimporting the sdk to no avail. Can someone help with this?
Open the console, study the errors, fix them.
@white moon how do i add multiple links?
i only see a spot for 1 link
or really anyone can answer that if they know
bruh i looked back at my world for once and i have 3 reports why
does that mean it will be taken down
ProTV has a drag and drop prefab that you can predefine urls in a little ui menu and you just click it and it’ll play that song
Idk if that’s 100% what your asking for but it works for me fine
does many pickupables may cause lags
I’m trying to get a playlist on for a night club
So that a loops through the playlist
Ah I see
hi guys is there anyone that can help me with my world , when i testit my character is floating , like hes falling just above the floor of my build
whats going wrong?
would that work for what i’m trying to do?
Only thing is it wouldn’t auto play, you’d have to go to wherever you put the canvas and click play on the song so
yea nahhh i need jt to auto play
But if you have like a couple different 5 hour mixes of songs off YouTube that’s how I have mine
Fair enough
i’ll just set it to loop some mixes or a custom mix with the setup i have now
cause it auto plays as of now but only one link
i’m sure u can add multiple links somehow
True, just gotta figure out how
Hi! Does anyone know by any chance how dynamic bones/jiggle physics could be added to objects inside a vrc world?
I was just going off of memory from about a year ago. But any idea what would cause the actual SDK in unity itself to break when re-opening the project?
There should be a plus there to add extra lines for extra links. If your using the udon sharp player
just bumping this up, any one know how to fix?
try removing special characters like spaces and parentheses from your file path
file systems and command line parsers hate that shit
Can anyone tell me or Help me on why the Builder Tab in the SDK is suddenly blank when you have no Errors to fix?
I have a simple problem that I'm not seeing the solution to immediately but someone might know it off the top of their head,
basically I have these books on a book shelf, all box colliders they have pick up on them but when I hit play the books seem to be dropping below the level?
yeah actually after I attached the camera to a book it's pretty funny they spawn under the world and explode
Are your colliders set with "istrigger" enabled?
Is there a way to make a canvas 1 sided or have a different image on the back?
Screenshot works better than a file I'd have to download.
If your colliders do Not have istrigger enabled, the shelf they're placed on, is it a proper mesh with a mesh collider that accurately conforms to the shelves?
oh that would explain it I thought I could get away with box collider
It may also just be Best to make them kinematic such that they are not affected by gravity. Placing colliders on top of and next to each other can cause collision issues and performance hit.
If the entire bookcase has a single box collider, then your books are just inside a collider and will fall.
Setting IsKinematic on the rigidbody will disable the physics engines effect on it and also get rid of your need to use a collider on the shelf
I'll play around with it some more, I was hoping for physics on the books so if someone wanted to throw them or do a dominos kinda thing
Fair. Then ya just need to make sure they're placed not too close to each other that they will get launched. Also ensuring they're very slightly above the shelf such that they will fall into place. If they are inside the collider at all, they will get launched or cause a hit to performance from a continuous collision check
If it doesn't work, or you have issues. Share a screenshot showing the bookcase setup and it's inspector
cool thanks, do you recognize the book shelf? lol
Nope
lol all g, it's from gen 1 pokemon gb era
it's a pain in the rear but I'm trying to make a seamless pallet town so you can look outside from inside etc
and I plan to just keep going with it and see how far the project goes
you guys know if it's possible to store information on users cache like a save game or some how within the world itself? or is something like that not a thing?
right now my projects more artsy fartsy but it would be cool if it could have function at some point
my other idea is to just provide a rental roster similar to pokemon stadium and limit the pokemon to what's obtainable thus far with respective levels but it would be cooler if we could get a file save system going but not sure it's going to be a long while before I get to route 1 lmao
aww yeeahh, we talkin' bookshelf physics
does anyone mind telling me what the last 2 tags mean/how i can fix them 😳
I think the last one means that the world performs poorly. Not sure what the Text Harrassing means
yea the Text harrassing is what im most confused about
does text harassment mean someone used comic sans on a project?
maybe
does shadows even display on quest
Is there a way to disable respawning in a world
not sure but if you just want to make something like you get one shot at it maybe make a /death/ area and make that the second spawn or something like that?
is there a way to get mesh colider to adhere directly to my voxels rather than just making one big blob?
currently using box colliders and finding the editor for them really annoying once you get into multiple colliders
like peep this mess
where do i get font material where i can change shader
when I toggle meshcollider on it just makes it all one lump sum so I gotta finnagle with the annoying cluster as far as I can tell
seesh
moving forward I might put my buildings in more parts
a mesh collider from that is gonna be a real shitshow
and in general you should avoid mesh colliders
separating your building into parts (within reason) is usually a good idea
well now I know lol thanks
why did my worlds heat go to 0 out of nowhere
it's a bug, happens sometimes, it'll come back
It means someone has reported the world with that as the reason
thats dumb theres nowhere to type any text or anything in my world
Is there text in the world? Is the name of the world weird?
Just random ideas. The report system is very inspecific
If you're positive there's no text in your world that could be seen as harassment, hateful, or nsfw. Then don't worry about it. The other tag just means someone lagged bad. Worlds can accumulate many dozens or hundreds of reports. It's always possible you had someone report you out of spite. This isn't really going to impact your world with such a low volume. If the reports continue, you should be concerned. But just a few reports is pretty meaningless
i have like 10 or so i think
Welp there goes my plans for insult city where the skyscrapers are profanities 😮💨
Oh damn lol. Didn't know that was a thing haha. APB maps are gonna be difficult to work around that.
when designing remember, vrc is 13+, you wouldn't let your 13 year old call someone a douchebag so don't include it lol.
ultimately it boils down to biasedness, you wouldn't let your 13 year old go to a strip club but most club worlds have a pole specifically for imitating stripping. Just like irl, whats good for the goose is not good for the gander. douchebags lol
Yo
Using a non-convex mesh collider should do exactly this... But yea, not very optimized and should be avoided. I don't think a voxel model like that would be too bad though
At this point I got the door /almost/ done but now it's got too much energy being transfered so now I gotta figure out a way to slow/weight it down lol I think part of the issue is I upped spring to 10 probably too much, I got pick up to 0 which gives a nice touch to opening the door but the door also wants to immediately follow the arm/controller movements to a 'T' so idk if I should opt for an animation instead. 'd
what's fun is it's technically possible to fling yourself with the door's momentum but that's not desired ofc lol
I think my emissions level is a bit too high, my avatar became radioactive
Also, how do I make emissions Quest compatible?
for the avatar just add like skin radiation burn marks near any glow fx
Just use the standard shader
You won't get the bloom on them though since post processing isn't available for quest
anyone know how to make animations more linear. Animation goes from rotation 0 -> 180 -> 360 but is slows down and speeds up on end and start of animation, is there a way to make is have a smooth transition from stop to start?
Is it a hardware limitation or not implemented yet?
The former. It would just make things run worse
So I doubt it'll get implemented
You go into "curves" on the animation tab. Select the keyframes to be affected (or CTRL+A to select all) then right click a frame, select "Both Tangents" then select "Linear"
Looks great thanks!
UHHHHHHHHH
bro
@odd rover i do need to yell thank you
my world is gone
im so confused please someone help me
everything i just spent 10+ hours on is gone
I made sure i constantly was saving the project and stuff
How is it gone?
You don't see it in unity hub?
You open the project and the scene is gone or changed?
Elaborate
When I'm opening the project
EVERYTHING is gone
like its just a base project now with 0 of the things ive done or placed
it has never done this
@white moon
Check that it hasn't opened a different scene by accident
where do i check?
You should have scene file saved somewhere in your assets window down the bottom
There will be samplescene and if you have saved your scene with a different name, one with that name too
It's possible it opened an empty scene up
HOLY SHIT
thank god
bruh
you dont know the heart attack i almost just had
@white moon I have a second issue now tho
the VRChat SDK isnt letting me open it to build and test
the tab went away next to inspector and when i try to get it back it just gives me the options of Utilities and Udon Graph, wont let me open the panel thing
Oh I do. I had that happen before except somehow it was an old scene from like a week ago and was like WTF where'd all my work go XD
Took me like 15min to figure out what happened
That feeling of relief 😅
Have you got any errors in th console?
yes but its just from the protv thing