#world-development
39 messages Β· Page 134 of 1
Idkm when I'm doubt restart unity and reimport the offending package
ill show u hold on
Yea get rid of it and see if it fixes it
so since my books from earlier have physics and all that I didn't realize that by standing on it and grabbing it it basically allows you to fly in the map via book, not a bad feature lol
@white moon yup removing protv worked
Lol..you can fix that by changing the layer to walkthrough if you don't want to collider with the player
Does anyone know what would be causing people with FBT to appear to stay in one place on an Udon World?
A stray collider getting in the way of the spawn maybe?
Its only FBT people though
I've had people on desktop have no issues getting through doors where fbt did so π€·ββοΈ
Well, not fbt but on vr I should say
is the spawn point inside a collider?
Yes, but even outside the collider it still doesn't work right
I'm no expert but I'm wondering if maybe by putting the spawn higher up might help? maybe since the foot inputs are put in-depth like their feet are getting stuck? so I'm thinking maybe if they're spawned in higher there's less chance of them getting stuck to the ground?
that's my shot in the dark 'd if not maybe try an alternative collider method for whatever's on the floor?
or wait for a wise guru to appear lol
Well its more other people don't see them move. On their screen tis fine, but for everyone else they are exactly where their avatar loaded
It was suggested by a friend it could be related to OSC
There is a example chair in the examples that come with the world sdk
I'd you search chair it should be there
does anyone know why my character just floats with legs and arms sprawling when i spawn into a new world i just built
Does Microsplat work with VRC?
if it's just using shaders to do it stuff it should work fine and it appears to be free to download so would be easy to check if it does
How do I make this chair disappear but still have its properties like scripts and collisions?
nvm found it out
Do you guys think Bakery Realtime Preview is worth it? Considering buying it while it's on sale
I find it pretty useful. Good to get it on sale when its 50% off.
Espically when you have big worlds and need to test lighting without rebaking which can take a while
i use it frequently, works great
Yeah while it's on sale it's probably worth it
It has good performance??
Honestly yeah why not for $17 it'll save a lot of time lol
i wish either more of the assets were compatible with the Built-in Pipeline or VRC would support URP finally because I want some of the assets
Has there been any talk of supporting URP?
It's decent, it doesnt look exactly the same as the the normal rneder ofc, but it gives you a good idea whats going on
Yeah it would be nice to be able to get some decent semblance of how the changes are affecting things tbhj
"NullReferenceException: Object reference not set to an instance of an object
VRCSDK2.RuntimeWorldCreation.Start () (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:82)"
Unable to upload world help will be appreciated
can anyone help me out with some audio stuff?
not sure if i can help, but what's the issue?
spatial audio, which gets quitter over distance
i'm no expert but i've done a bit of this
alright
so what are you trying to do exactly, what's not working?
im trying to add ocean sound effects to a world, and would like to make them more realistic
aka 3d audio
have you added audio sources before?
they are in the world rn, but no amount of sliders seem to do anything
can you show me a screenshot of your audio source settings?
ah so you have your sound as 2D right'
now
slide that over to 3D
there's a checkbox for spatialize that could help further
plus...
ok yeah that seems to have done the trick
you can add a VRC Spatial Audio Source, which apparently does a better job of spatial audio but i've never tested it, i find the rolloff to be easier to control for me without it. although that might just be because i was used to it already
its already in there, but i dont really know how to use it
@lyric waspand that single slider seems to have fixed all of my problems, proving that i am indeed an idiot
I have created a world both on Quest and pc but whenever I update it, in the upload window I can change everything but the "description". That never updates. Is it a bug? Should I unpublish and upload from scratch?
@lyric waspbut yeah thank you for your help then
nah there's countless things to focus on in the sdk, i'm still learning basics and i've been trying for many years now
oh but if you're using the vrc spatial thing, there's a check box of you want to use the custom distance settings above in the normal audio source
otherwise it does its own thing using the settings you put in it
i typically check the box and use the audio source distance settings and custom rolloff so i have a better idea about how far it goes
i mean i have set the audio levels the way i want and it seems to be working decently, so i dont whant to fuck up anything
yep if it's working then that's great! later on you can experiment with more audio settings
hey guys im new to vr and want to make my own world over my laptop to play on with my quest is that possible where do i go to start that kind of stuff ???
Read the documentation and you will find answers to all your questions.
cant get anything from it makes no sence
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 ...
ehhhhh ill just go back to something else i know for the fact im nrver gonne be able to do it thx for the help anyway i guess
can i make object interactable just once every 10 seconds
so merlin has this camera test world that's pretty cool and i've seen this in another world or two where you can see a miniature version of the world in the world itself showing people in it. I've searched all over the place i'm sure it has something to do with camera views but not sure how it's done. anyone have any ideas?
you have a node that needs an object plugged into it and there's nothing plugged into it maybe
oh I'm sorry you said SDK2
is that not deprecated?
reinstall the SDK in any event
aren't u a furperson? ask someone friendly in rexouria or Tristan's discord or Laphin's or anyone who does VRChat or Twitch, they are massively helpful with that kind of stuff and everyone knows how to do it at least a little
Would be much easier for me to make this than to explain it. So if you want I can make and send you a prefab for this
I seem to be having trouble testing out my world in VR. The triggers on the hand controllers no longer have any ability to interact with the environment when in testing mode. This is not the case for VRChat proper. This is a fresh project with the latest SDK. It works fine in desktop mode, and it worked just fine in the previous VRC version.
So I can no longer enter the world, effectively
Like interact with buttons?
correct
Interact triggers or UI or both?
both
I'm assuming interact triggers. Since I cannot enter the world, I only know one of them.
You could make sure you don't have any systems that attach colliders to the players hands as they can block raycasts
Another thing is just doing a general check using the physics debugger in unity to see if you have colliders overlapping areas where you have interacts
Since I'm not loaded in the world yet, this wouldn't be affecting my particular case. In my case, it is the introduction screen where I press "ok"
This is the actual reason that I just found out: Steam VR can start up without steam, which means that I will get a "failed to load input bindings" error, thus yielding the result I ran into above.
So just make sure steam is properly started up. Solved.
another issue: Reflection probes are breaking in VRChat, but not in unity. This is even true with postprocessing completely disabled. The chimneys should be reflecting their environment.
can i use avatar components in worlds
like avatar scripts that vrchat provides in the avatar sdk
thats very vague
theyre baked right?
an example would be taking the contact scripts and using them in worlds
for avatar and world interaction
say if i wanted to make a private room for a world only people with the "key" (contact sender named the correct thing) would be able to access the room, (the door only becomes visible when the sender/receiver touch)
yep, they're baked
that would be amazing thank you!. i'd also like to learn how to do it as well if you happen to have any information to point me to in that process that would be great too.
nope World's & avatars use a completely separate SDK
oooh yea those. I guess π€ eventually
but theyre supposed to be seperated for a reason
anyone other than me been having problems with ProTV lately?
what are your issues?
occasionally, the player will not load videos
it will stay stuck on loading
it's random
have you hit the square button?
yes
reload and resync doesn't fix it
hitting another track from the playlist or queue doesn't fix it either
have you recrntly updated your protv?
that sounds right
yeah, it just randomly decides not to load videos sometimes. at first i thought it was because i had two control panels. but that wasn't it, because it happened in another of my worlds without 2 panels.
i'm semi curious if it's because i'm using both a Queue and a Playlist together. Or if it's just the url I have set to load in by default. idk
so if the square button isnt canceling/reseting the tv. then this might be a new issue. might i suggest using the beta protv version and see if theres a difference?
my first thought was actually the url
i guess i could try that. sounds like a pain though
yeah the URL is just a live stream of music on youtube
no idea why it would cause problems
but if the tv refuses to oblige the square button. then your issue is worth noting
is the url from a playlist?
no
then it could be loading in wrong
this is the URL, if it lets me show
https://youtu.be/Ax4Y5n4f5K8
Ryan Celsius presents 24/7 phonk and chill trap Blaze Bus aesthetic
-
[ Dedicated to NinjaJeff ] π±βπ€ RiP -
Official Merch : Shirts and All http://STORE.RYANCELSIUS.COM
SPOTIFY : https://open.spotify.com/playlist/6ZUqG9zEynTVKBsgbvVikr
Support the Channel | Follow on Spotify https://spoti.fi/2RRWx8c
For custom Emojis...
that should be fine
yeah. it usually loads up no problem
just like maybe 4% of the time it doesn't
and just for some players, not all
like it will load fine for most of my friends, but then one will say it didn't load
I fixed this issue by taking the object with the messed up chimneys and using "anchor override" to be the reflection probe I wanted it to use. I believe what was happening was the origin of the object was embedded inside a new probe volume I made, so it started taking reflections from that instead, somehow.
thats most likely an issue with the yt getting time to play. this conversation may be better had in the architech assets server
got a link?
youre in it
i thought this was the VRChat server? i don't see any Architech channels here
server
on discord
you're confusing me. we're in the VRC server right now, right? not the Architech one?
i mean i know i'm a pothead, but i'm pretty sure this is the VRC server
They're talking about the server of the creator of the player prefab you're using
i know
Architechanon iirc
i can't find a link to that server
can i disable and re enable possibility of interacting with object
anyone know how to make an object move towards the player?
I want it to go through walls as well
With code you can do something like object.position = Vector3.MoveTowards(object.position, player.position, speed);
thx
where do I edit the speed
its not moving
Well you need to set the references to the player and the object, and set the speed with an integer or float
And make sure this line is in your Update loop
Yeah if you don't understand what I'm saying you should do some basic unity coding tutorials or something. Or maybe someone can help show how to do it with Udon node graph
Or maybe there's a simple VRchat compatible asset out there something you can dl and plug in. I haven't seen one for this tho
ok
does anybody know what the issue here could be? im using the newest udonsharp version and a pretty new (idk if it is the newest, i downloaded it one and a half weeks ago) vrc sdk
Anybody know on average how many visits it takes for a world to get out of labs? I know there's a lot of factors involved, but I wonder if there's an average for metrics that are available to users.
Can you post the script itself?
script is pretty basic
hmm, not too sure, but i think the udon sharp package is not working correctly in my project to begin with since it also messed with the vrc sdk
That doesn't really help. You should post a screenshot showing the entirety of your errors in your console. A script could error out like that due to an unrelated issue or something that wouldn't be immediately obvious without seeing your errors in the console.
well, he asked for the script
Are you referencing FlockManager from another script? If so, in that other script, are you using MovieFactoryYT.FlockManager?
console
nope, right now this is my first script
i want to refer to another script later down the line tho
it just doesnt really work
Oh, instead of public object for your bird prefab use public GameObject
oh, yeah, overlooked that
How do I have rooms load/unload when I enter/exit
Also it looks like your visual studio is not linked with Unity properly. You should go to Edit > Preferences > External Tools and make sure Visual Studio is set correctly as your External Script Editor
This should help highlight methods and variables properly, give you better predictions or detect when things aren't typed correctly etc
now i started up a dummy project , linked visual studio, and corrected my typos, and now the errors just changed
Ah, so I think VRC SDK has it's own instantiate method your supposed to use
Try VRCInstantiate instead
you mean in the 25th line? if i add VRC infront of it, it still doesnt work
gives me this then
Show me that line of code
Yeah, that's written wrong. If you hover over the red line it might suggest a way to correct it (or it might mess things up more). But I believe you just need to remove (GameObject) from that line
it gives me this
Yeah undo that, can't always trust VS to magically fix things (but it's nice for basic spelling and syntax errors and stuff). Just do what I said
so this ?
Hmm I would think so but guess not
Hey I'm looking for someone to build a world for me dm if ur interested
nope
Hmm so it looks like VRCInstantiate doesn't let you set the position and rotation at the same time (I'm learning this just now too). So you can do it like allBird[i] = VRCInstantiate(birdPrefab); and then on a new line right underneath allBird[i].transform.SetPositionAndRotation(pos, Quaternion.identity);
yep. that seemed to have worked
atleast it creates 20 random instances in a 10x10x10 area, which is exactly what i want
people say houdini is hard, they probably havent tried to work with udon yet
Sweet. Good luck with the rest π looks like you're doing a boids thing?
I used boids for a bunch of stuff in my projects, lots of fun
Yeah its the name of the classic algorithm for flocking behavior
So nice to watch when it gets going, like one of those relatively simple things you can do to really breathe life into simple objects
Without advanced ai stuff
What if there was a shopping world that let you actually purchase stuff with real money like an avatar world that linked you an in-game purchase screen
It would be a bit easy to set it up to take your account info
I mean, linking to gumroad is okay enough but doing everything in-game would be cool
Same with a unity builder where you could just do that in kinda like neos
Vrchat would need to somehow accept file imports
Also I'm not sure if you're able to save progress in certain instances
Do udon web-links exist. Like I know you can watch YouTube, but able to put in any website like Netflix or gumroad
what you just describe is known as "vket" or "virtual market (jp)"
no, most of these features you bring up no longer or has not existed for security reasons
Those have links but I haven't seen any fully in-game purchases
well this is somewhat frowned upon but - apparrently there will be an in game economy in the future
I get the security purposes but I feel like that could be something the devs could fix
Like (never show password or keyboard except to the link creator)
And vrchat has a streaming mode too
That will be something similar to the creator economy mode that said they're working on
well theres more to it but youre on the right track
The ability to pay creators in-game for their work
Where can I read more
But haven't heard anythkug about it's progress since early last year
Obviously in-game avatar creation is a bit far-fetched but maybe some day
I also believe even if world's like that existed to download files on people's computers, that could easily be used for I'll intent
thats the main reason
so. theres some new stuff forming of the creator economy, but a lot of tos would have a lot breachables when the time comes
Or you could do something like neos and just cloud-save the instance lol
Or the assets
Oh yeah obviously you would have to connect PayPal to vrchat so you wouldn't have to sign in every time
Imagine the vrchat cart
This isn't world development any more
What do you have on line 7? You're using another type that's not usable, like when you had a public object instead of GameObject
but right now, im 99% sure its a bug that fixes itself once i restart my pc, or will be patched in the next update, because i just restarted my project and the vrc menu was incomplete
Γ‘nd thats the second time that happened in a totally clean project
so im guessing there is a conflict with the udon sharp package somewhere
I mean, there are definitely some issues with your code here, as marked by the red lines. I don't see why you would assume it's a bug that will fix itself or that it's caused by any of your packages.
Looking at this I can assume your flock manager script needs minSpeed and maxSpeed to be public variables in order for this script to access them
And you shouldn't need to get that component if you're already setting it in the inspector (but that's not the part that should be causing any errors)
i assume its a bug because most features and the menu of the vrc sdk just dissapeared
They probably disappeared because there are errors in your project such as this one
these are the two scripts i have right now, one just simply stoped working after working fine before and me not doing any edits to both
im assuming there are issues bc of this
So on line 17 and 18 of your Flock script, it is looking at the FlockManager script and trying to find minSpeed and maxSpeed values. But nowhere in your FlockManager script are you creating and setting these
The yellow exclamations aren't errors, just warnings. Usually pretty safe to ignore
so i guess like this
Yup looks good, and if you save that the red lines should disappear on the other script and the error should disappear, since it can see those variables now
Lol well it sounds like you're doing something pretty advanced for the level of coding that you're probably at. So it's gonna be challenging stuff π
i am pretty ok at vex, which is a sub language of python. but this is too different
Yeah it's a lot to take in- like there's this whole complicated relationship between C# and gameobjects/components in Unity, and then Udon/U# is another layer on top of that. Lot of layers and places where things can get messy. But, it's pretty powerful to have these tools to do all this π
what i dont get, i just went from the dummy project where i was testing the stuff out to my main project. so i copied the code from a few steps ago to first try and see if it is able to spawn cubes. it is exactly the same code that worked before, but now it doesnt get recognized anymore
Looks like you did change your namespace?
Not sure if that's the issue tho, hard to tell
Actually you might just simply need to compile it
Is the file the script is in named the same as the class name?
yep
class name is FlockManager , file name is FlockManager.cs
there has to be some sort of bug, even the example scripts that were included in the udon sharp package dont work
Are there any other errors in your console window other than that
Yeah in that case it sounds like you have bigger errors to worry about with your U# installation, can you post the errors in the unity console?
Well i asked earlier today but didn't get a response would anyone her be interested in commissioning me a world
Dm me if ur interested
This is not where you ask for commissions, try VRC Traders discord in #community-servers-old
Not an expert on this so not totally sure, but that FlockControllerUSharp script is causing the bulk of those errors and I'm guessing it's blocking other scripts from compiling too. If you make a backup outside of your project folder and then delete that script from your project, does the other stuff compile and work?
i guess ill try
Like, generally if you have one script causing a ton of errors in your project you want to address or remove that before testing other things. Cause then it's just gonna get real confusing to know which errors are coming from where, and why you're project won't run
yep, i totally forgot that script existed
now it works
but i think its generally not a good idea to test stuff on my main world project lmao, better continue working in the dummy project
Yeah, if you're new and working on advanced things, it can def be helpful to keep it separate and prevent making a mess of things. But once you get the hang of the workflow, you can learn to do the same thing and just kinda isolate it to different scenes and folders
Then again, I've been doing unity dev for 4 years now and I still make a huge mess of all my projects lol. Whatever gets the job done
hey can someone help me with 3d audio it aint working
What is it doing right now, what do you want it to do, and what does your audio source component look like in the inspector?
so its playing everywhere i go and i want it to play in only some areas and it looks like this
@cobalt prawn
So you wanna set Spatial Blend to 1, or slide that slider all the way to the right
And then Min/Max distance based on how far away you want it to fade out. Right now that's set super high so it'll probably stay the same level no matter where you are, unless you fly a jet like 1000 miles away lol
yaaay, it works
Heck yeah that looks awesome
sell it as a prefab lols, looks fun. id buy it
Quick question how can I make a game object have health that is effected by raycast
I'm using tolys pvp package rn
This is still an issue. I have no idea why my metals look black in-world. These worked before, but they don't work now.
No clue either, but can you share what the scene view and inspector looks like for the probe that is affecting this area?
yeah you could definitely sell it as a prefab
Have you got a reflection probe for them?
I did in-game but in-world it seemed to just vanish. I'm going to double check to see if maybe I just forgot the reflection probe.
I still can't wrap my head around why it would look different between scene view and game view in this case though π€
Make sure your probes, and their parents objects if they have one, aren't tagged as editor only
Ohhh interesting. I'll check for this
Had that happen to someone once and it confused me for 20min
OK I just had a brain fart. it seems that, indeed, I just forgot to bake the probes. I forgot how completely different scene view looks from game view before probes are baked. I still don't know why that is, though. I'd love to make adjustments to the scene view parameters to more closely match what I'd expect to see in-game
It should all look as you'd expect while your in play mode using cyanemu
is it not possible to increase the far clipping plane past 1000? i have increased it significantly, but it doesnt seem to do anything
Does anyone know how to prevent an object from being pushed by a player when they walk into it
Make sure that camera is set as the Reference Camera on your VRCWorld prefab
Mark the rigidbody as kinematic, or remove the rigidbody. Or maybe something else depending what you're doing and if it still needs to move in other ways
I'm making a car
Ah so yea, probably need that rigidbody then. I'm not sure what would be best, but a hacky workaround might be making a child object with a collider slightly bigger than the car collider, and marking that as a kinematic rigidbody so the player hits that before they hit the car collider. And put it on a layer that only interacts with the player so it doesn't affect the car physics. That's sort of a random idea though, not sure if it's a good one π
now it works ingame too, well, sort of, as you can see, the animations dont play if its in the system. i ve come to the conclusion that always animate will fix it, but im not too sure
nope, i have no idea how
i have to go to bed now, but if anyone has an idea on how to keep the animations playing on instances created with u#, please let me know
Could someone please send me a video on how to make a pivoting object? (like a door you can grab on a hinge)
trying to make a plane yoke
I don't have a full tutorial but here's my trick for that. Using physics joints is prob the first thing that comes to mind but it's a pain in the ass and probably won't do what you want. So what I do is make one object that's just a collider which you simply grab and move, and then when you let go it moves back to it's original position. Then just make the stick model rotate to look towards the collider https://twitter.com/jasonofthestorm/status/1259936370228736001
Flight sticks can be super tricky. The way I approached it, the one you see is actually fake and has no interactivity. The "real" stick doesn't rotate at all. This way I don't have to worry about using complex grab mechanics or glitchy physics.
With a yoke, you move it left and right as well as forward and backwards on two different pivot points (for ailerons and elevators) so would I still be able to use this technique with more than one pivot?
Ah so you mean a two handed thing right?
Right, and then it also rotates yeah?
yep
Two handed stuff is a bit more complicated but I think it could work yeah
Haven't tried it before but maybe my technique could be extended like this... use two grabbable colliders, then use the average Z position for forward/back movement, average X position for left/right movement, and then use the difference between the two colliders to get the rotations
Like if the left Y pos is 1 and the right Y pos is -1, you know it would be rotated 45 degrees to the right, if that makes sense
And apply all that to the model, which would be a separate object from the colliders
hello everyone, im not sure if this is the right chat for this but i have a question with sdk3 in unity
Idk what the exact math to do the rotations would be though, and haven't put it to the test before so not sure if it'd be a waste to try heh
But fwiw I'm very happy with my flight stick mechanics π
you would only grab onto the top part, not the actual handle, would I still use two grabbable colliders?
and thanks for the help :)
Yeah this is the place if you're using SDK3 to build a world. Just ask the question, if someone can answer it they will
Hrmm I'm confused
Why wouldn't you grab the handle? Isn't that the part that's meant to be grabbed
Which there are two of
okay awsome, so i started building a world today (my first one) and earlier i could "build the world" to test it, now for some reason thebuilder says "a VRCsceneDescriptor is required to build a world" but i dont think i changed anything
ye, that's what I mean. when flying, you only grab one side, but are you saying that I would need both grabbable colliders for the pull/push action as well?
or did you think I meant you grab both at the same time?
So you don't grab both at the same time?? Lol I think I just don't understand how yokes work
it's alr lol. other hand is on throttle normally
Do you have the object in your scene called VRCWorld? It's a prefab you drop from within the SDK folders. Maybe you started a new scene and forgot to add it?
let me check uno momento β₯
OMG thank you that SIMPLE?
Shiet that's even more complicated I think, cause the point where it is moving and rotating is like way offset from the grab point huh
thank you SO SO much jason, i've been busting my head on this for a full hour!
Well, it tends to get more complicated than that from here, but for these first steps yes π no prob
anyways, could I just use a pivot point for the parts that I'm not directly touching?
e.x. the base
glad it was something simple to solve
oh great now its making me save?
same but i still can't open a world.. is it maybe the spawn point?
yes you would want to save so you don't lose your project
Hmmm I'm not sure honestly I feel like I need to rack my brain over this for a minute lol
VRCWorld will act as your spawn point in the world
guess I can try once I import it and see if it workd
works*
Yeah, I mean if you're good with C# code it should be straightforward to do the first thing I described/demonstrated with just a rotating stick and start moving things around from there
alr sounds good. thanks for the help
Np, actually vehicle controls are one of my favorite things to play with in VR. I've wanted to attempt something like that for a while but haven't gotten around to it
But I would've done it wrong anyways I think, since I don't get how yokes work lol
Hmm. Idk what else to do. I tried changing the animation wrapper method and creating rigs with avatar controls but nothing made them animate in vrchat. It works inside unity playmode, but not vrc
I remember trying Star Wars Squadrons and even though it's not motion controls, the tie fighter has a yoke and the first person hands animate and move it around as you control the ship. It looks so cool but it's really annoying that there are hands in front of you that aren't your own lol
you probably could've done it better than I'm about to lol
i figured everything out thank you guys!
glad you got it sorted out
Soon I'll have been in the Labs for a week.
I got so many more hits than I ever thought possible
how can I make a game object have health that is effected by raycast
Hello
I am trying to create in VR Chat
I have many VR board games that I want inside VR chat
But when I upload game prefab in the scene in Unity it works in game scene but does not show up in VR Chat when I build and test
It is just a single player game
Can anyone help me?
anyone able to help me out with this issue?
FPS is perfectly fine but the moment you walk into the water the FPS tanks dramaticaly down to 11 fps and stays there. the moment you exit fps goes back up to 90. i've been at this all day changed resolutions, messed with reflections and cube maps. im so stuck :S
SilVR water shader is the one being used
are these realtime lights?
no they are baked
looking for someone to help out with a world build idea, i have the main part of the building built in blender but am def gonna need some help texturing and adding small assets please pm if interested
this is my current code. it works perfectly when driving and simulating the flocking objects, however, the animation that is looping on those objects, dont loop in vrchat. they are simply motionless dead birds flying around in the sky. can i somehow reference and check the animation state every frame? im pretty confused now
you need to use an animation controller not the animation clip component
but that doesnt work. to be able to use the animation controller, my animation needs to be either generic or humanoid, but in the asset, it is legacy and even if i change the rig type to generic later on, that doesnt effect the animation
Thats our option, our only option. we do not get to use straight animations, it's depreciated and its silly given that a single loop doesnt need a damn controller but its what we get.
and you can change the animations to generic. If the animations are tied to the model, when you change the rig type* of the model, the animation changes as well. Then you just duplicate the animations in the model to use them in your controller.
if you're referring to unity complaining that animator controllers can't use legacy animations, all you need to do is set your inspector to debug mode (menu button top right corner) and uncheck legacy when selecting an animation
How can I make a script/function that waits until the player has loaded in and then enables some thing such as audio sources and other invisible objects
Could be just a script that waits like a couple of seconds at the beginning and then enables the stuff
(Please ping / quote me if anyone replies)
Is it possible to queue up an upload to both PC & Quest in two different unity windows at once?
Unity #1 - PC Version
Unity #2 - Quest Version
Then build both and publish both at the same time to prevent any kind of out of sync between players?
i havent bublished a world for quest yet, but i dont think that build and upload time matter at all. atleast it would be strange if they do
how would one make things client sided? as in not happening for everyone else as well
or is everything already client side? like audio sources
Everything is local unless you specifically do it globally.
Question, do I have to upload two separate world for pc and quest or I'm being dumb
Yeah. I recommend you duplicate the Unity project and name it "project-Quest"
you could use the same map if you design it for Quest first just uploading twice once per each platform
Ty
Is the amount of time spent in a world important for moving out of labs?
Because I have a feeling where my quick one stop and done structure isnβt so great
I believe that does contribute to the time.
Not sure though I only have one published world.
Does anyone knows how to fix UV like this? it happened when I try to generate it
perhaps doing manual uv unwrapped
Since the update some of my friends have complained about "Vibrating" visuals in my world. I have removed post, lighting, and I'm not using any shader that isn't standard or Autodesk Interactive. It only happens in VR lens, desktop and stream camera are fine
Is that part of your world very far away from the 0,0,0 point?
only 127 units away from 0,0,0
Hmmm that's not it then.
Post screenshot of entire unity window so we can see the project
Holy pixelated vision. Can't read shit.
I have an ultrawide, more of just seeing if anyone knows what updated world wise because pre avatar dynamics this didn't happen and I haven't been on this project since Β―_(γ)_/Β―
Did you updat your sdk when it started happening?
I was wondering if any one can help me with my club world tonight
???
?
About 9cst
I haven't updated the SDK yet is there a new one for worlds?
New one was released on the 20th, 9 days ago
aight ill look to see if that fixes it
Ooo a bit command that lists the currently supported unity version and latest sdk version would be nice
Like !versions
Anyone know if the vegitation engine by BOXOPHOBIC works in vrc, or other types of nice vegetation things like that
"The Vegetation Engine includes highly customizable shaders compatible with all render pipelines (2019.4+)." Shaders and scripts are our limitations. Says all render pipelines so why not. The real question is if it will work on Quest or not.
Yeah I kinda assumed it would, but yeah thatβs what I was thinking too, just kinda wondering too if anyone had ever used it in a world they made
Cuz if it dosent work in quest well then rip
Or atleast performs half decently
very cute frog and very cool world you have
oh i recognize you! hey!
hi
It probably sees the wrinkles in the mesh as having a sharp enough angle to create a seam there. Try increasing the Hard Angle in the mesh's import settings under Lightmap UV Settings. That value should determine what angle will create seams in the UVs. According to the Unity manual: If you set this to 180 degrees, Unity considers all edges smooth, which is realistic for organic models. The default value (88 degrees) is realistic for mechanical models.
the upload went smoothly, but then i looked in the console and there it was, an error
I cannot see my world in the "Mine" section
here's the full error
Why dose my unity crash when I try to upload it
Is it possible to get the person currently holding a pickup from the OnParticleCollision Gameobject?
Like can I get the player that was holding the pickup the particle came from?
sure, use a modified version of that question on google for unity. and then replace the player with the vrc option. If you need script specifics, #udon-general is the channel to ask and wait, and wait.
Udon is visual scripting, VS is for prototyping, UdonSharp is for scripting in C# which means you have almost the full C# library. Which means unity examples combined with specific VRC Udon functions is the way to go. You could always search vrcprefabs.com for something close, but you wont always find something when you have a unique request.
and of course if you find a C# method you can implement using U#, you can upload it to vrcprefabs and be a hero to someone else later.
check crash logs? Or, do you have any errors prior to trying to upload?
Please tell me the unity version for worlds is different then avatars because if so then at least Iβd know whatβs wrong
Nope, it's all Unity 2019.4.31f1. Errors in your Unity console you should give you the biggest idea of what's wrong
as an avatar dev you should note that you cannot combine the avatar sdk with the world sdk.
If you are using unity assets, anything in the Standard Assets folder that is included with Unity 5 and bellow supported assets can be deleted. Its not all useless but some of it is harmful to script compiling so just remove it.
Itβs sdk errors
Completely new project with only my world and the sdk which is broken
Unknown to be honest
The VRC thing isnβt even showing up
Something to do with cinemachine
What is in your world though? The sdk is not broken. Likely there is something in your world and associated files causing errors. And it's easier to get help if you post the errors themselves
Nothing is in my world causing issues, itβs only models and terrain
No scripts
Right but were there any scripts with anything you imported, or any packages you installed? It doesn't matter if it's not in your scene, if it's in your project folders it can still mess things up. And again, the best thing you can do to get help here is to post the actual errors.
Figured it out
excluding the astronomically rare occasion where something fails to import correctly lol, if you know you know...
There should be errors in your consol. Set your consol to only show the errors and post a screenshot of at least the top 20
or nvm lol
that is not ver common, glad you got it sorted.
How does one make colliders for ladder usage? I've heard that you just need to make a slight incline and that should be sufficient. In practice, I've found that this does not work. Avatars just end up in a perpetual fall, unable to continue jumping up the slope.
The best so far is either really small thin steps or a teleport
Which there was a way to grab and pull but no
I need a simple NPC that can walk around corners after you (so an npc that has a little bit of pathfinding and follows the player) But I don't know where to start. Anyone know any tips?
How do I create a script with Udon Sharp that will activate a gameobject when a person with a specific username joins?
If you don't know what a navmesh is or how to create one, that's probably what you should learn first https://www.youtube.com/watch?v=CHV1ymlw-P8
Learn how to create AI pathfinding using the Unity NavMesh components!
This video is sponsored by Unity.
β Watch on Unity's website: https://goo.gl/jUsU8D
β Example project: https://github.com/Brackeys/NavMesh-Tutorial
β₯ Support Brackeys on Patreon: http://patreon.com/brackeys/
Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·Β·...
From there I used my navmesh with this SimpleAI asset made for VRchat: https://github.com/Centauri2442/SimpleAI
And the creator of that also did this wonderful talk explaining more in depth how it works https://www.youtube.com/watch?v=xVXXS7HX7Og
Ah I didn't know about this I was wondering why the SimpleAI wasn't working
Yeah, if you watch that talk the creator did it's the first thing they explain about it. It's a pretty straightforward process to bake a navmesh for your ai, just gotta learn the steps π
Will need a little more info than that to figure it out. Could be anything.
What happens when you try publish? Are there any errors in the console?
help?
if I did a script to follow player as seen on a unity tutorial would it transfer over to vrchat? or is there a special way I need to reference the player?
I just wanted to make an animated sprite always face players
imagine like how the round elements on sm64 are actually just raster images facing the camera lol
I was thinking it would be cool if 2d elements always faced the player at least on the y axis [able to turn left and right accordingly]
I also need this feature in my world
yeah I tried doing the x panels effect as seen in minecraft but looks bad with the animation/not symmetrical :F
but I'm making the flowers pick up cause flowers lol
as for I can see there's no channel for it so ill aks for help here
it wont upload
clicked upload many times and nothing happens
Open the console, check for errors if any.
How can I attach a light source to the local player?
i'm not sure if this is where i should be asking but sorry if this seems a bit stupid, but i was wondering if it was possible to get PhysBones to work in worlds?, and if it would affect the world size? :0
i don't think they're out for worlds yet
i figured, but i wasnt sure so i thought i would ask :o thank you alot for da answer :D
yeah, im not 100% sure but im pretty sure ive seen a few people mention its not out yet. i want it too lmao
im so hype for it tho MMM rrqrr
Hey so every time I press on Build & Test it puts me in my map but my camera keeps on moving towards the top left for no reason. Any solutions?
I fixed it lol
Hello- i was tinkering on a world of my own for a while, and i cant seem to find out how to make a button to switch pickups- something always seems to go wrong. doing it with animator and animation says the button 'targets a prohibited udon asset', and doing it strictly through udon just doesnt work somehow. using a slightly altered version of it for a music toggle works though- so i am kinda confused here.
any way to make a toggle for this?
im working on a kind of club world and was wondering if there is any like fog maschine out there to use because some fog on the dancefloor would be very nice to have. haha. ty in advanced for any advice π
Announcing ARC x @SHELTERVRCLUB
Immersive audio broadcasting
Support the project: β₯οΈ https://t.co/KKgnCzRHte
super exciting thing I've been working on for awhile. Simple standalone app for live up mixing sterio content to add virtual acoustics to a streamed concert space.
for yall club folks
that sounds incredibly cool
to answer my own question: I found a unity package on BOOTH "VRChat Player Tracking - UdonSharp Script Tool" and this did exactly what I needed.
it wont let me upload world
make sure to click the public world thingy
isn't that for if I want the public to be able to play on it.
still does nothing click upload and just nothing as if I haven't pressed it
try restarting unity after saving ur project
Are you using VRCSDK2 and not 3 on purpose?
Huh ok
Why don't people make real world maps?
could you clarify what you mean by real world maps
and I've seen a decent amount of Japanese Maps replicate particular locales
I don't remember what world it is but there's a world that replicates many places across the world you just walk into a bubble
Like uh, why don't people make realistic feeling rural areas?
probably because the mapmakers weren't in the mood
and if you want one of those your feel free to make one
find assets for that and id assemble a farm lmao
Oh I was actually planning on it @green lagoon
I just need to find out, how can I model realistic asphalt cracking?
I suppose you could see if anybody's already made free textures that would do that
I typically make my own.
I'm looking for cracking though which is different.
Yakuza series really shows off the style of texturing I'd want. @green lagoon
Yakuza, known in Japan as RyΕ« ga Gotoku, is an action-adventure beat 'em up video game franchise created, owned and published by Sega. The series originated from Toshihiro Nagoshi's desire to create a game that would tell the way of life of the yakuza.
...
Everything is high quality and gritty
Tarmac is cheaper and cracks easier if I recall correctly
Its a simple blend and is what most people mistake for asphalt
This is part 1 with subsequent parts to follow.
If you would like to get the source files for this project, they can be found at the following link:- https://gum.co/ysXcO
If you would like to see more artwork by myself you can find it over here:-
https://www.artstation.com/nathanmackenzie
β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬β¬
Music: Inspire by Wavecont
https:/...
Laying everything out
I got out of the labs!! Whoo
I need help with uploading my world. Whenever I click "Build and publish" Unity freezes for like 20 seconds, then doesn't upload the world
Open Console, find top most red error.
Start there
There are none
Also, it freezes when I switch tabs in the SDK panel
Need way more info. Have you imported a bunch of assets or packages besides the sdk? Was it working before and now it's not? Or is this your first time trying to build? Can you share a screenshot of your console and of your Unity scene?
I just cleaned up some unwanted scenes and scripts. Only things I have imported are Standard Assets, CyanEmu, and a bunch of models and textures for the world. I'll send some screenshots once Unity unfreezes lmao
I'm on SDK2 btw.
this is a side effect of severely unoptimized scenes. If you have a fk tone (actual scientific measurement) of parts to a build the SDK has to look at every fkin one of them causing it to freeze for however long it take to run through the rat nest. Might be the case, might not..
And you cannot use sdk2
It's a pvp world. I have to use sdk2 lol
Standard Assets is known to break the sdk too... at least for sdk3 Idk about 2
depreciated means no support and there are plenty of pvp udon concepts
They aren't that great though. I'm only sticking with SDK2 for now because of how easy the combat system is
I know I'll be forced to SDK3 eventually
#event-system-sdk2 for sdk2 help.
Also, the ragdolls are funny
you'll also lose the ability to upload in a handful of updates.
It's quite a big world. Here's a pic of the console
All of my other worlds are on SDK3, this is just a quickly made world to play with buddies
Also that's all that's in the console. Nothing changes when I do anything
Just to be sure, you don't have errors toggled off do you? In the corner of the console there?
K just makin sure haha
Well yeah I think sdk2 channel is place to ask. I would try deleting standard assets though since I know that package breaks sdk3
SA "works" lol not really but doesnt break sdk2 usually. A godly amount of objects will freeze 2 and 3 though.
Uh
Maybe i should
Fix that
merge what you can and the temporary freeze will be reduced with each merge
460,000 faces LOL
ive had the sdk lockup for 10min tops
maybe just a little bit too much
a load of sdk warnings in the build tab adds to this delay
Damn I'm really stupid. This is a gameripped map and I left an entire level inside one of the towers
lol ouch
this may be a really stupid question to ask, but i never thought about it. do the pc version and the quest version of a map be similar/exactly the same? cant i just like delete many assets that arent necassary for the quest ? will it still work as a synchronized world?
you cannot delete from the quest version, you disable the components
Once I completely changed my avatar world and the PC users were on the updated version whilst the Quest users were on the old version up in the sky
So I think you can do that
i mean, i will try and find out i guess
different hierarchies breaks sync between PCVR and Quest in sdk3. This doesnt mean you cannot have them look differently. Transforms, materials, shaders, this stuff has nothing to do with the hierarchy
But yeah, it'd be better to disable the components instead of deleting the object
hmm, that doesnt help much then bc the world is 200+mb on pc, but a lot of things like the birds, insects and such arent necassary at all so i want to avoid uploading objects.
just reduce the resolution on Quest and compress more. 200mb is excessive. My realistic worlds usually pull under 50
Crunch compression
Vrworldtoolkit is great for that
keep in mind crunch compressions reduces the file size, not the impact size when uncompressed in game. Your 1-2k resolution birds dont need to be that high. 512 is a great medium for realistic textures.
and of course the toolkit will do that for you if you use the tool
The reason they are saying to disable objects instead of deleting them, is because any udon script syncing is based on the object order in the hierarchy. So if you delete anything from the quest version you'll likley screw up and scripts you have syncing to quest users.
You can in theroy have a complety different world between the two, if you dont have anything you needed to sync
couldnt i just replace objects with empties or cubes that are hidden beneath the floor then?
I believe the standard way is to just remove the renderer and anything else from the existing ones so they are effecitvly empties
so they maintain the same name / order
ok, makes sense
What layer are the Action Menu's and other VRC UI on?
I have a mirror that is set to NOT reflect UI and UImenu yet they're still appearing in the reflection?
Layer 19. In game it's called InternalUI and in your editor it will be reserved2
Hey what is the best way of lighting a room with a ceiling like this
better image
Don't know the /correct/ answer but you /could/ get creative with directional lighting and have fun with it
Standard assets breaks unity 2019, regardless of sdk2 or sdk3. Its been depreciated by unity and was not updated to support Unity 2019 and higher. Its just 2 scripts that are incompatible that you can safely delete as they have no real use in vrc anyways. ForcedReset.cs and SimpleActivatorMenu.cs
@sullen turret fyi
How can I make stuff load/unload for optimization
looks like halo x hyper light drifter π
Best method that is currently supported by the game is occlusion portals
Any tutorial videos?
I can't find any real good ones on portals but tbh start with occlusion culling. https://www.youtube.com/watch?v=Teo0_enKUCM&t=291s
π§ Unity Performance Taskforce Membership:
https://www.PerformanceTaskforce.com
In this video, I'll give you a short introduction to Occlusion Culling, a technique that will help you improve your game performance by reducing the number of draw calls you make.
Visit the in-depth blog post at The Gamedev Guru: https://thegamedev.guru/unity-perform...
a text guide on occlusion culling
Whyβd my world get a report?
that is vague question. usually youll get a tag for whatever the report was
Where would I see it? Unity? Website?
websit
Donβt see any changes to my tags on mobile. Hmm
i wouldnt worry too much until there is one then
Okay, itβs stressing me a bit because maybe I made I mistake or bad somewhere
I just saw a Reddit post that says every public world starts out with one report by the system. Is that true?
it was. but i think its changed to where it starts at 0, but who knows. i dont pay attention to reports as often
I guess Iβll look into pushing some optimization some updates Iβve been meaning to turn
what would be the easiest way to have a reset button for all vrc pickup objects in the world. i have some pickup objects that are rather thin and like to bug out so i want a button that is able to reset/respawn all objects for everyone
I delete the two broken scripts as soon as I import it. I'm only using it for the car controller
Big vehicle world
Does anyone have any idea why my particles are all zig-zaggy like this?
Does anyone have any udon tutorials on how to make pickup objects that make noise? Like when you hold the object and click it makes sound? I have seen these in worlds before and wanted to try it myself.
Could search up a tutorial how to make a gun but don't add the part where it shoots. But that's just how I would do it I guess.
Strangely, when i deactivate pickup game objects in the hierarchy, theyre still there and active when i test the world in VRC. I cant explain why.
Any idea on how to fix that
What would i have to do to get 100 people in one world optimizing wise?
100 people in close proximity or spread out?
did vrchat update physics to collisions ? both my 2.0 and 3.0 world has areas on the mesh i made for terrain that causes bumpy motions. never did this b4 and had the 2.0 world for over 3 years.
I keep falling from my world, how do i fix the mesh collision to walk on it?
the world mesh itself needs a collider too.
but i still fall through the floor
you need a mesh collider for it, not a different one. if you still fall, your spawnpoint might be too low
make a dup of your mesh add mesh collider to the dup than remove rendering so only the collider is left. now you should have 2 meshes for 2 different uses(if you want to manually cull the rendering mesh)
OR add mesh collider to the main 1. if not working try changing the convex settings on the collider component you just added
also make sure that mesh was modeled cleanly since high poly and high density mesh collision can be bad
can anyone help on my problem
are your pickups syncing ?
they do have a sync script on them, yes.
that might be what is causing if your not globally turning them off
i usually leave pickups on so not sure
i have a local pickup that turns off
put the pickup in an empty that doesn't move and control that active
2.0 or 3.0?
hmmm- i am trying to somehow disable them through a ui, like how big maps have them. though even when disabling them through the unity hierarchy, they now stay on when testing. i want the disable to be local, but if its enabled again, that its still synched for everyone-
it should be 3.0 since i use nodes and stuff
im a little bad with udon took 3days to learn a few things
from my experience its script sensitive
i recommend not turning of the object with the script on it. that may cause it to stop working
example have the parent turn off on while the child holds scripts and leave the child always on
when the parent turns on off the child will kinda too but in a way still be active while even off but not doing anything(this is fine and will prevent weird breaking)
how are you turning the object on off?
i feel that-
maybe mutual help might progress us faster ^^ could try to help each other out a bit
im a modeler/ did game design in college years ago scripts not really my thing lol but doing them cause i want to preserve my worlds and avatars
right now, i turned it off as standard through the hierarchy for testing, since i wrote about three different scripts hoping to turn them off like that
i basically used the same script i use to switch the mirror gameObject, which works just fine. but when using it for the pickup objects, it doesnt react
and it didnt for the other two either
did you make sure script itself isnt being turned on off and is inside the object being turned on off ?
also made sure you have the vars listed in the list outside of the script?
the variables are all public and reference the objects in question, yes
and the script shouldnt be turned off since its all through a canvas toggle that doesnt deactivate itself
im using a unity button that broke but some how works when adding a transform teleport script on top of it and its on my local pick up light that does turn off and on as well as resets to a empty when i use the main button that summons it
you should beable to have pickups that turn off on
are u using a on interact to set game object? or are you using the unaray and self in between as a toggle?
i usually have a method of turning things on than the block or branch depending if its a on enter or just interact. after the block i would have a list of set game objects for on and another set off the next block for on
than i would make another button that does the inverse
with toggles it should be do able too but i generally like having absolute vars so i can reset my map based on true or false statments preventing bugs
if your on a toggle for your pickup true the true and false method
the one line thatgoes away is just the event interact node coming from a block for multiple scripts like this
the script like this works for the mirror, but not for pickups, strangely
not fully sure about the rex part but that seems like it should work
rex is just a gameobject variable
k can you make a empty folder
game object
place your pickup item in that
than make another empty
place it inside the pick up with that script
toggle the parent off
only the parent
everything else the script and pick up still on
but yeah- this doesnt work. but i have a hunch its the pickups themselves that are weird, since they dont give a heck about me disabling them
ill try that with another script, gimme a sec
i believe that
My only issue with Udon is that my player jump setting suddenly broke one day after nothing changed lol
tried to go back into the graph and fix it?
i have my graph set to legacy mode since i use flying avatars with super speed. without legacy i get yeeted cause no stutter step lol
alright, i made this again, a public variable that references the empty that contains all pickups
ill test it out
k make sure your order and where you drop the script is right
i dropped the script on the toggle that is supposed to toggle em- the same place as the audio source toggle- where it also works as intended
k just do not have it on the pick up or parent of them all that should work
nope, those are completely clean- yet they dont care
(i didnt hold it while toggling, just in case)
working ?
is it reseting the position or just a turn off?
its supposed to disable the gameobjects
i see if my world can maybe help even tho its more complicated(using a button that spawns and resets the pick up while the pick up itself it a button for toggling light)
thank you
ok the button that i click on doesnt turn off the very top layer just the holder and the last 1 is the light while 3 was the ball the light is in
so my button effects the 2nd 1 as a set game object active false not toggle
i got a problem, i was truing to convert my world vrom Windows to Android but my pc keeps crashing an i dont knew wy, I tried to reastart to tehe system
Okay everything now works but for one thing, I can't jump in my world. how do i fix that?
Examine the VRCWorld prefab for the udon component required to set jump without having to script it yourself. Its the prefab that the documentation said to use for setting up your world.
If it's a large project, you can be possibly running out of memory. It's fairly memory and cpu intensive. The moment your out of memory. It would crash.
Yeah still a bit in the dark with that response, this is my second time making a world but i was still able to jump
Project tab > Search bar > vrcworld
Open the prefab
In the inspector, scroll down to where you see the settings for jump/walk/run/strife and copy the component
Then go to whatever object you setup your scene descriptor on and paste it
this component isnt in your scene by default, you have to add it. for the majority who followed the setup documentation they used this prefab from the start and thus have jump without ever needing to worry about it.
If you have the component and jump is set to 0, 0 means no modifications are made, so no jump.
Yes I got it, Thank you very much!!!!
ok thanks
I ended up solving the problem using the small thin steps method. That seems to work for now. thanks for the suggestion
Anyone willing to recreate Disney World and/or Disney Land in VRC?
Ram?
Or general memory
I have a tree animation in my world, but the tree doesnt move ingame/inside VRChat. It moves in Unity play mode though.
What should I do to make it move in game as well?
Animation should be on the root for one
You also need to be using an animator
You're using a deprecated method
Animator controls the animation, and needs to be on the root of the object.
So just create an animator on the root. And add your animation file (assuming the paths the animation file is using are the same, it should work. Or just recreate the animation file real quick using a proper animator on the root)
Have we ever received a thorough FAQ of what we can expect from labs when submitting a world?
To me it seems very frustrating, there's very little public about the internal structure obviously, but there's also nothing about what we should expect in terms of time, minimum visits, etc. I don't even know who to contact if I feel like there's a problem with the system.
Specifically, i made a world that now has 800 visits and is nearing the 10 month mark; still in labs. That world was a lot of work.
Meanwhile a friend of mine uploaded a "test" map with a white floor and a mirror in an empty scene, which was approved by labs after only 3 months and ~90 visits, which he then deleted.
I know that publishing the algorithm isn't possible since people will try to cheat it, but following every point of the suggestions on the wiki and still being stuck in labs without knowing what you have to change and what you're doing wrong is really, really frustrating.
I mean. Just take it down and resubmit it under a new ID.... Like you said. Info can't be given or it will be gamed. If you need to file a report #vrchat-support
Also helps to push multiple updates. Have people visit and STAY in it, and don't get reports
Updating shows it's being worked on, and can possibly lead to shorter labs times
Bro b writing a novel
I'm still at 0 reports luckily.
To the other points, I use local version control thoroughly and will never publish anything; any feature or map, that I don't feel like it is "finished" and could stand and exist on its own. A lot of time goes into testing, so that I don't need to push last-minute-updates over and over again.
Secondly, having people stay for a long time shouldn't be an aspect of consideration at all.
If I make a small world specifically for one thing, and one thing only, people don't need to stay for an hour. They can have the full experience in a short amount of time.
Also yeah sorry for the long text writing, am on phone
Welp. Then your world will sit in labs forever.
it's kind of hard to quantify enjoyment metrics outside of how long you stay in the map
I've published quite a few worlds, and they're all out of labs in less than 48 hours. Those are just the things I've noticed.
Publishing updates shows it's just not abandoned or some low effort world, the process is automated after all, the vast majority of people don't upload totally finished worlds. So I can see how this would be a valuable metric.
Time in map could also be very useful, as if people spawn z and immediately leave, it means its probably shit
Favourites vs reports would seem pretty decent for that.
Favorites would be easier to game potentially too.
Like I said tho, you can always take it down and republish it.
and also there is a Max cap on how many worlds you can favorite
I assume numerous metrics are used to determine if and when a world leaves labs. That's just stuff I've noticed through submitting my owns worlds
like at this point I've had to shove several worlds into a Google Document to keep an eye on them as I had too many favorites
Indeed
I'd say the most important aspects are:
Visits
How long they stay
Reports
Updates
And maybe favorites
That wouldn't affect the metrics of that at all though. The relative favourite ratio would decrease for every map the same.
He's saying people who visit may not be able to favorite it, so it may not be the most valuable metric
Whereas anyone can spend time in the world. The longer they're there, that could indicate better engagement
like you're not going to stay in a world that bad for terribly long
They warn that low effort worlds won't get out of labs and I see only really two ways to accurately measure that, and that's time and updating being the most valuable
and if you have a half decent chill World you'll have folks hanging out in it for like 30 minutes or more
So what I'm getting from this is that I need to
-reupload the map, flooding the servers with duplicates
-update it over and over, only changing a "version: 1.X" text somewhere on a canvas
-make a bunch of alt accounts to afk in my worlds
-use shaders that block people's UI, so they can't leave the world without closing the game, and can't report it at all
No duplicates. Take yours down and resubmit it under a new id
that is totally not what I was saying in the slightest
Way to heavily, intentionally misrepresent what we said
I was more trying to say make a world that actually fun to stay around in with your friends
Look man, you can either get mad at what we said, and twist it for absurd statements. Or you can use it as suggestions from people who have gotten multiple worlds out of labs quickly. We're simply trying to help and provide information, not fight or argue or tell you to do absurd things.
Nobody here can ultimately do anything anyways. It's up to you what you want to do and how you do it. If you don't want to do anything we've suggested, file a support ticket #vrchat-support or move on.
also random question how is the file size on your Maps because if you're wanting stuff with where people stay around for like 5 minutes and then move on if it takes way too long to download that's not going to work gladeare
Remember online flash games?
Some of them were 4 minutes long, and super fun.
They weren't meant for long-term engagement, but for a short term experience, and noone spent that long on them really.
That doesn't mean they were bad, it just means that their purpose was not to be addicting and overly social.
I'm not getting mad, btw, I was just pointing out the hypocricy in the "people will abuse the knowledge" argument
It is what it is man.
Arguing with us here does nothing to change anything at all.
You have your options, we provided you with information from our experience, take it for what you will. Do with it as you please
Why do you want this to be an argument
I dont
We haven't argued have we
Your statements just seem very argumentive and rude while twisting our suggestions and help
I'm done.
Unless a world violates terms or ir reported for something serious everything makes it out of labs eventually. its not an issue. just build what makes you happy. Your scene is your canvas to express yourself, nothing more. **Until we get to monetize, nothing matters
I'm sorry if they came across that way.
I just always try to play by the rules, and getting suggestions like "reupload the world", which sound like a clear-cut case of cheating the system, probably aren't what I'm looking for.
I think my main peeve is simply how non-transparent the process is, and how random it often seems
The purpose of reuploading is to recycle the content. OLD Worlds get lost in a sea of random crap. As long as you delete the world and then reupload it, no harm or cheating is occurring
Questionable.
Not really, not at all. No one is paid, its not like reuploading a youtube video lol. But dont take our word for it, email vrchat, read the tos.
You're allowed to publish one world to labs per week. There's nothing questionable about it. You said it's been months. Delete it and reupload it. Take the suggestions we've given and apply them. Maybe push an update or two over the first few days it's in labs and it will get out. If you weren't allowed to do that. It would be against the rules. And it absolutely is not. You can push as many updates to a world as you want, as many times as you want. And you're allowed to submit once per week to labs, either use the system as it's provided to you. Take information people have provided you based on their experiences, or don't and just complain. Up to you, but it's not questionable in the least.
Hell, if you don't want to change the ID, just push a few updates. Get it back to the front page at least. But doing nothing wont solve anything and complaining about what is or isn't right won't solve anything. Good luck.
question have you been doing that any advertising for the world outside of vrchat gladeare
Anyone willing to recreate Disney World and/or Disney Land in VRC?
people are not going to make a world for free for you
one more time and u'll summon Beatle Juice....
Not a lot, since I don't use any social media outside of discord.
Then again, I don't want to advertise. I want my work to attract people by itself, through quality, love and uniqueness. And it seems to work, getting lots of visits and favourites even behind this green wall that is labs.
As you all said, we don't do this for money.
I do this because I want to see people see things they didn't know they wanted, and to experience things that are difficult outside of virtual reality.
I don't want to see my worlds as a product that needs advertising; i rather see every vrchat world out there as a work of art, and I simply wish to join the gallery.
We're in an era where anyone with a pc can quite literally create worlds. Every world you see is some person putting their time, passion and dedication into something they want others to see and enjoy. It's like getting a glimpse into the personal world of their creator/s.
But at the same time we're in a world where a question about "how do i know what i'm doing wrong" can be picked up as an attack against the system. I guess my personal intentions just don't really mesh with the intentions of vrchat as a service, or as a community.
Please, don't take this as a rant against vrchat. I want vrchat to be the best thing it can be, like everybody else, and started writing here simply out of curiosity about whether other people had similar frustrations about the current labs implementation, to see if we maybe could improve it. But I guess my interpretation of VRChat is the problem, not the system.
Sorry for wall of text
I donβt mean for me I just mean in general
the way vrchat presents worlds is not good enough to have it be found organically with absolutely zero advertisement
VRC hides the algorithm for leveling and labs for the same reason YouTubes hides theirs. To prevent meta builds. Keeps all work mostly organic. And yes, it's hard to work around the unknown if all you care about is numbers.
Why is that?
like it pretty much only shows you currently popular worlds. new worlds or newly updated world's so a world that's not terribly popular that hasn't been updated in awhile wouldn't show up in any World tabs so you would have to already know about the world or stumble across it searching tags to find it in vrchat
Everything at Disney is the IP of Disney. An entire park is a lot of illegal development which could ultimately just result in a termination of the world.
thank you i will try that
also: Post Processing Ambient Occlusion always brought issues to taking pictures in my worlds. Is there a way to avoid weird ambient occlusion artefacts for photos that are being taken in a world?
You should NOT be using post processing AO.
AO needs to be baked into textures or lightmaps.
Post processing should only be used for Bloom or color correction.
Except it doesn't work in VR
It will render through mirrors, cause a double vision effect and break things.
It doesn't support VR.
Or, like you noticed, the camera.
too bad :<
Welp. Fair warning. You might get reports on the world
Would the contacts and recievers work in worlds? Or are they only an avatar thing.
uh my first thought is wtf is a contact and a receiver, I guess you are talking about phys bones?
not exactily, its the new sender and recievers with the new update.
worlds havent gotten a new update, only avatar love
shit. thanks anyways
should be soon, once everyone has their boobs perfectly jiggly then we will finally get our toys to make real magic.
make sure you at least include a toggle to turn it off
i wouldnt use it if it does that all the time but thanks
Close
I believe we got it to 75, then the quest would crash.
...You're trying that on Quest you poor fool.
No, but the quest users that came kinda Disappeared.
We had one user never crash, and he was vibin
What's the world limit set at?
40 made the world to house the users for the event.
So that means your hard cap will be 80
Can someone familiar with bakery help me figure out why no light is being cast on this wall??? ive done so many bakes i just want to get it working lol
Working fine on other surfaces
is it apart of the same fbx as the other walls?
In the VRChat SDK Control Panel, the "Build & Test" button does nothing. I get an hourglass cursor for half a second, then nothing. Is this a known issue? Google hasn't helped
I want to add something to my world, if anyone knows where I can find it that'd be nice
I want to add a visualizer, maybe akin to WinAmp Milkdrop
So I can press the rave button and all the LEDs in the room turn on and sync to the music
But I'm not sure where I'd find a good visualizer prefab.
It was, yes - separating them into individual meshes seemed to help, not sure why
Ok, the publish button isn't working either.
AudioLink is what you want~
anyone got good unity package links for comfy furniture and stuff like that
OK, after restarting unity, NOW I get an error message. I hadn't set up my spawn point correctly. Why wasn't I getting an error message before?
trying to use cyantriggers to have some toggles for global world settings like DJ booth security, but it seems as if that the global toggles don't sync up with people who join the world after a toggle is set?
Does Cyan use OnDesynchronize like Udon?? might have to manually check for it
How do I fix this?
Maybe this'd help?
https://www.youtube.com/watch?v=RLJorzZGy-U
This tutorial teaches you how to create a synced toggle using CyanTriggers for VRChat's SDK3.
Download Tutorial Resources:
https://patreon.com/posts/54682376
This tutorial uses Unity 2019.4.29f1 and VRCSDK3 2021.08.04.15.07
Check the current version of Unity:
https://docs.vrchat.com/docs/current-unity-version
Download the latest VRChat SDK:...
script/udon graph that turns off one game object and turns another on with the click of one button?
is it possible to have an objectsync only for pc and not for quest while not messing arround with all the other objectsyncs?
Anyone know if it possible to get both SDK to run in the same project?
No, click the button just above the downloads and read the documentation https://docs.vrchat.com/docs/setting-up-the-sdk
Requirements We're going to need a couple things before we can get started. Current Version of Unity. We strongly recommend using Unity Hub, available on that page.VRChat SDK - See the Choosing your SDK page to see how to choose the correct SDK for your use. Step 0 - Installing Unity Check the Curre...
That a shame am working on world and avatars for it at the same time so kind of made sense to have it both in the same project for my workflow I.e I make the avatar ready for people to use and then turn the same avatar into A.i that works around that world? so having both SDK in the same file would have help a lot but just going to have to set the same project up twice then do the same job there π’
Got a smooth 20-30 frames with everyone un-shown, but quest had a really hard time.
i mean having an ai in vrc is difficult to begin with, but just work on your avatar first and then export it as an asset and open it up in your world project. should works just fine
Yeah what am having to do it seems just kind of would like to speed up the work process.
Interesting.
I guess some important info.
VRChat worlds have a soft cap and a hard cap on players.
Soft cap is your set player capacity
Hard cap is 2x the set player capacity.
No more players can join after that.
VRChat recently in the last NYE did stress tests of their worlds to get the maximum amount of people in a world.
Where they have everyone use an omega optimized world and omega optimized avatars.
I believe the max they got to was around 130 or something
Not really... Ever setup a playable character for a game and then convert it to an npc? All your scripting needs scrubbed anyway putting it back to a shell state with animations. So the export method is the meta.
Thanks for the information, time to make a 20 Draw call world.
Keep in mind the test was on PC
Yeah that basic what I was try to do in the same project with out having to have two project open i.e speedy then doing the export and such you could do it all in the same project but am just going to have to set it up in one then move it to the other its fine just pain to work twice was all like 2 more step but guess it can not be helped.
as for AI, check vrcprefabs.com Centauri has a nice setup. Mine hasnt been updated in a while, sdk is valid but not as much effort.
I'll take a look at that now cheers
Does anyone know how to add a screen shake effect? Like there's a big door opening and I want it to be more dramatic I guess.
Do it like Fromsoft and just shake the entire world but leave the player colliders and floor collision alone.
Or have a shader that does some form of displacement or something
Do quest users even see shader effects?
if its a quest supported shader
I just need an effect that shakes the screen a little.
did you try cinemachine? It has a screenshake. Just dont know if vrc lets us use it to effect the player
^its included in the sdk tho
deleted
huh
the cancerfree version doesnt look like it includes the shaker. cancerfree would be your quest compatible version
I have that in my project files but I haven't figured it out yet
there is also this for a price https://booth.pm/ja/items/2243721
Where can I find a tutorial on this? Or is there a tutorial? I don't know how to only move the mesh.
Eh maybe I'll just use the cancerspace screen shake shader and if that doesn't work on quest I'll just leave it.
i have downloaded this but dont know where to put it
it uses onplayerjoined so attach it to any empty and just drop it in your world.
Is there a way to make a simple NPC that just goes in a straight line towards the player? Like just B lines to the player and doesn't avoid any walls.
Anyone able to tell me how I could make the spiral of this plane engine automatically turn in unity?
Unity animations would be your youtube search terms. No one can tell you how to animate your objects because no one knows your origins for each piece. Keep in mind you will need to use an animation controller not the animator component.
aight thanks!
Still don't know why this is happening
Looks like it's trying to get the length of a array that is empty
Is that on run or compile?
when I press play/upload
I don't why it'd be empty though
all I did was add more teleport points to the SAO menu prefab
Check the udon component and check there isn't an empty slot or it's somehow emptied itself maybe?
So the gameobject that has the udon component can't be targeting itself?
Can you screenshot the inspector for the menu?
With the arrays opened so you can see what's in them
That depends on the component and what it does. I haven't used the Sao menu before
opening Unity now
ugh
I don't know when why or how
but somehow the local player camera, camera and animator were empty here
Now it's just a thing I set up to change Day to Night for one specific person on join that has an error in my console
but I'm gonna assume that it's fine
Thank you @cobalt prawn and @white moon
No worries.
It's kind of annoying that length on an array is an error when it's empty instead of 0.
But the error makes it obvious if your missing something at least
Anyone able to tell me why my hinge won't let me grab the object?
or can someone please explain to me how to make that object work?
where can i find a good prefab for an instance timer?
Like, how long the user has been in the instance?
Oh that'd be a little different. But still reasonably easy to make.
vrcprefabs.com should be your go to for checking for vrcprefabs. there is content on booth as well and then random stuff on git, but the majority is collected on vrcprefabs.com
ok nvm new problem
And now I struggle to add this dark mode slider
https://booth.pm/en/items/3747950
to the SAO menu
aaaa
Check that the layers it reflects include lighting?
also check in Play mode
should be drag and droppable
what is issue?
drag and drop, scale the cube that you dropped into your scene to fit around everything you want to be affected
That bit works fine
The issue I'm having Riley and @desert python
is getting the slider to adjust the darkness fit in the SAO menu* properly
Edit: From Thry*
I want the slider to be in the settings menu
you can use the slider from the sao menu I remember reskin it how you like
theres not too much envolved. i tried making it as simple as possible
Unless someone made a new one, that super old abandoned Sao menu is kinda ... Trash. You'll need to do a lot of work to make it realistically usable for the majority of users. Avatar scale is tough to deal with and explaining to people how to use it, isn't easy. It also accidentally activates constantly just moving your arms around.
Tho, I only know of the old one made by mochi or uh. Tbh I actually totally forgot. Was around when udon was new.
Problem is I deleted the settings menu gameobject of the SAO menu and just copying it over from the prefab to the one in my scene isn't as easy as dragging it from the prefab to "mine"
I'm using the one here
https://github.com/Thryrallo/UdonPrefabs/tree/main/General
Do you have any free/cheap udon menu prefabs you'd recommend?
Oh ye. It was thry
Building your own and parenting a trigger to the user locally so they can click it or reposition it.
Then spawn it in their hand or Infront of them. Least that's what I ended up doing
I don't even know where I'd begin with that currently
Building a menu really isn't that hard, just tedious. But it lets you make something unique to your world.
Just watch some videos on the unity canvas
I have more skill with Blender* than I do with Unity
and I currently don't know any C so it's not like I can make use of UdonSharp
*Even there I'm not good at all at making models from scratch
just a lot of editing and optimizing
i might have script from the vrhs menu somewhere you could use
I'd love to take a look
feel free to link here or DM if you want
no rush and no problem if you can't
Theres basically no scripting. Just using buttons, toggles, from the canvas. Only logic would be parenting it and triggering it. But yea. Lots of possibilities. Best of luck.
I'd just suggest really testing the sao menu in game in vr before you get too in depth with it, cuz it does have a lot of issues.
making ui/ux is βfunβ
It's def not hard. Just time consuming. But the end result can be special and identifiable to your world which is cool
I've messed with it in game a decent bit
it's mildly inconsistent and the teleport to players sometimes breaks but overall it works well enough
Just don't move your arms around much or dance lol
XD
i found an older beta of my home theater menu you can base off, doesnt use hand motions, only your menu button. has not been updated to vrc ui 2.0 update so it might be sus on desktop
So my issue besides currently not knowing much about Unity canvas or how to parent things to the player
is that while I think I'm okay with Photoshop
I've never made a GUI before
and I'm mildly a perfectionist when it comes to things like that so I feel I'd be in pain trying to do that for a while
Can just parent it to the hand of a user tho. There's literally a bone follower prefab included with the sdk
udonsharp do have that
The prefab let's you just pick a bone and it parents to that bone. Then you'd just need a basic toggle to turn the game object on and off.
i cant message you
RIP desktop users then
no but fr I'll try and fix that if that's an issue
might take a bit of elbow grease, i can try to assist whenever. that time comes
Alright I'll try to keep your offer of help in mind (I can sometimes be quite forgetful)
Thank you again
okay I need help with particles, more specifically Fire (for camp fire), Fire flies and Shooting Stars
anyone know some good sources for decent particles?
This channel be useful to you
Anyone have idea to use phys bone in world sdk? I tried importing both sdk, it doesn't work.
yeah, wait for the update to the world sdk.
hey! i'm a newbie to world development (& kind of the vrc sdk in whole) & i wanted to know if i should be using probuilder or blender.. pros/cons etc
i'm very experienced in blender so that'd be my preferred option but i'm not sure if probuilder has extra optimization something something...
or how to do simple collisions w/o slapping a mesh collider over the entire thing (unless that's the best option?)
blender for professional control, probuilder for rapid development. probuilder is a prototype tool
got it got it... i've blocked out a bit of my world already in probuilder so i'll export that to blender ty <3
don't waste time on shaders in blender btw, they wont work. You can map and texture to make sure it works, but the shader must be done in unity
ty for the tip!
how expensive are mesh colliders exactly...? for doorways & such would the best solution be to have a concave mesh collider (outlined in blue) or four box colliders (outlined in lime)?
or would this fit better in #world-optimization ..? sorry!
The difference in performance is negligible for a mesh like that
tyty <3
hi, do anyone using texture from subtence (.sbsar file extention)? if you do how ? I can't find the plugin allows me to use this texture compatible with Unity 2019.4.31f1
if we can't use those texture this version of unity or even in VRchat what would you recommend to me ? thx for your help π
Hey just a quick question i'm building my room to see how it would look like moving stuff around and i was wondering how i make it so pickups won't immediately fling out of the universe just because they touch by a pixel when loading
also how do i make it so they stay where i left them in exact position/rotation when i let go of them
I would suggest you converted to those to actual textures not trying to open the .sbsar in Unity
idk if it's possible but thanks you
alternative spots to get PBR textures
substance player can export to textures and it's free to download
Hey uhh i have a question is there any way to disable jumping in a world?
Another thing, is there a way to stop people from modding on a world. Except for the "game" tag.
Yes if you edit the world descriptor VRCWorld prefab that you place in your world, click it and scroll down to the world setting component on it and there's a pulbic variable called jump impulse. Just make that 0
thank you
as for modding sadly there's not much we can do unless VRC decides they want to implement easy anticheat
at least to my knowledge there isnt too much we can do
thats a shame im sick of modders
im the owner of the "Backrooms VRC" world.. and i have people cheating all the time
kind of difficult to make anticheat for vrchat because it doesn't have defined gameplay so kinda hard to Define what would be illegal actions
Another question is there an easy way to just duplicate a world and upload it again as a different world
need to make one specifically for content creation
I guess save as another scene and detach the build ID from the vrchat world object so it counts as a new world
I should know this by now, but which if these do I need to display players, pickups (both local and global) and the environment?
Actually, if these are documented that would make things easy to decide π€
Found some unofficial documentation, but I'm still uncertain: http://vrchat.wikidot.com/worlds:layers
Looks like these ones do the job
I remember in SDK2 my video players never showed any higher resolution than 720. Do SDK3 video players show 1080?
they go much higher than 1080 π but the higher the resolution the more data that needs sent which means more latency or stutter on a shitty rig.
protv i know supports 4k
- its also not just a shitty rig that can cause issues. if you are syncing your transmition then everything has to come through the host which means you can have a beast and still get a shit feed