#world-development

39 messages Β· Page 134 of 1

fervent tinsel
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which im getting rid of cuz the other option was better

white moon
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Idkm when I'm doubt restart unity and reimport the offending package

fervent tinsel
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ill show u hold on

white moon
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Yea get rid of it and see if it fixes it

lime ember
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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

fervent tinsel
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@white moon yup removing protv worked

white moon
thorn latch
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Does anyone know what would be causing people with FBT to appear to stay in one place on an Udon World?

white moon
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A stray collider getting in the way of the spawn maybe?

thorn latch
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Its only FBT people though

white moon
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I've had people on desktop have no issues getting through doors where fbt did so πŸ€·β€β™‚οΈ

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Well, not fbt but on vr I should say

lime ember
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is the spawn point inside a collider?

thorn latch
lime ember
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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?

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that's my shot in the dark 'd if not maybe try an alternative collider method for whatever's on the floor?

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or wait for a wise guru to appear lol

thorn latch
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It was suggested by a friend it could be related to OSC

silk zealot
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Dumb question, but how do you make a sittable chair?

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is it a script, a prefab, or ?

white moon
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There is a example chair in the examples that come with the world sdk

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I'd you search chair it should be there

modest drift
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does anyone know why my character just floats with legs and arms sprawling when i spawn into a new world i just built

rich basin
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Does Microsplat work with VRC?

green lagoon
silk zealot
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How do I make this chair disappear but still have its properties like scripts and collisions?

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nvm found it out

misty wave
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Do you guys think Bakery Realtime Preview is worth it? Considering buying it while it's on sale

white moon
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Espically when you have big worlds and need to test lighting without rebaking which can take a while

ruby jay
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i use it frequently, works great

misty wave
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It has good performance??

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Honestly yeah why not for $17 it'll save a lot of time lol

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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

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Has there been any talk of supporting URP?

white moon
misty wave
high radish
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"NullReferenceException: Object reference not set to an instance of an object
VRCSDK2.RuntimeWorldCreation.Start () (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:82)"

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Unable to upload world help will be appreciated

meager summit
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can anyone help me out with some audio stuff?

lyric wasp
meager summit
lyric wasp
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i'm no expert but i've done a bit of this

meager summit
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alright

lyric wasp
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so what are you trying to do exactly, what's not working?

meager summit
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im trying to add ocean sound effects to a world, and would like to make them more realistic

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aka 3d audio

lyric wasp
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have you added audio sources before?

meager summit
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they are in the world rn, but no amount of sliders seem to do anything

lyric wasp
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can you show me a screenshot of your audio source settings?

meager summit
lyric wasp
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ah so you have your sound as 2D right'

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now

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slide that over to 3D

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there's a checkbox for spatialize that could help further

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plus...

meager summit
lyric wasp
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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

meager summit
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its already in there, but i dont really know how to use it

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@lyric waspand that single slider seems to have fixed all of my problems, proving that i am indeed an idiot

livid leaf
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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?

meager summit
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@lyric waspbut yeah thank you for your help then

lyric wasp
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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

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otherwise it does its own thing using the settings you put in it

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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

meager summit
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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

lyric wasp
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yep if it's working then that's great! later on you can experiment with more audio settings

daring turtle
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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 ???

upper obsidian
daring turtle
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cant get anything from it makes no sence

upper obsidian
daring turtle
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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

austere hull
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can i make object interactable just once every 10 seconds

knotty valley
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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?

fleet turret
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Figured out how to bake lights and such

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Should help make space for the rest

reef yacht
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oh I'm sorry you said SDK2

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is that not deprecated?

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reinstall the SDK in any event

reef yacht
rain shadow
shy tide
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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.

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So I can no longer enter the world, effectively

shy tide
rain shadow
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Interact triggers or UI or both?

shy tide
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both

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I'm assuming interact triggers. Since I cannot enter the world, I only know one of them.

rain shadow
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You could make sure you don't have any systems that attach colliders to the players hands as they can block raycasts

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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

shy tide
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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.

shy tide
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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.

unkempt valve
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can i use avatar components in worlds

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like avatar scripts that vrchat provides in the avatar sdk

desert python
unkempt valve
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for avatar and world interaction

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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)

shy tide
knotty valley
green lagoon
desert python
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but theyre supposed to be seperated for a reason

random sphinx
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anyone other than me been having problems with ProTV lately?

desert python
random sphinx
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it will stay stuck on loading

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it's random

desert python
random sphinx
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yes

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reload and resync doesn't fix it

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hitting another track from the playlist or queue doesn't fix it either

desert python
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have you recrntly updated your protv?

random sphinx
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no

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i'm using the most recent version i'm pretty sure

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2.2 right?

desert python
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that sounds right

random sphinx
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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.

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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

desert python
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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?

desert python
random sphinx
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i guess i could try that. sounds like a pain though

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yeah the URL is just a live stream of music on youtube

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no idea why it would cause problems

desert python
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but if the tv refuses to oblige the square button. then your issue is worth noting

desert python
random sphinx
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no

desert python
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then it could be loading in wrong

random sphinx
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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 ]  πŸ±β€πŸ‘€ 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...

β–Ά Play video
desert python
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that should be fine

random sphinx
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yeah. it usually loads up no problem

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just like maybe 4% of the time it doesn't

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and just for some players, not all

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like it will load fine for most of my friends, but then one will say it didn't load

shy tide
desert python
desert python
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youre in it

random sphinx
random sphinx
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i mean i know i'm a pothead, but i'm pretty sure this is the VRC server

near escarp
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They're talking about the server of the creator of the player prefab you're using

random sphinx
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i know

near escarp
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Architechanon iirc

random sphinx
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i can't find a link to that server

desert python
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i pinged you

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from the server

random sphinx
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oh i see

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got it thanks

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i'm dumb

austere hull
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can i disable and re enable possibility of interacting with object

dense ledge
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anyone know how to make an object move towards the player?

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I want it to go through walls as well

cobalt prawn
dense ledge
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thx

dense ledge
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its not moving

cobalt prawn
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Well you need to set the references to the player and the object, and set the speed with an integer or float

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And make sure this line is in your Update loop

dense ledge
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what

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do I put it in a script

cobalt prawn
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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

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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

dense ledge
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ok

somber wraith
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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

vestal oriole
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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.

cobalt prawn
somber wraith
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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

stone marsh
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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.

somber wraith
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well, he asked for the script

cobalt prawn
somber wraith
somber wraith
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i want to refer to another script later down the line tho

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it just doesnt really work

cobalt prawn
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Oh, instead of public object for your bird prefab use public GameObject

somber wraith
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oh, yeah, overlooked that

bold ibex
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How do I have rooms load/unload when I enter/exit

cobalt prawn
# somber wraith oh, yeah, overlooked that

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

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This should help highlight methods and variables properly, give you better predictions or detect when things aren't typed correctly etc

somber wraith
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now i started up a dummy project , linked visual studio, and corrected my typos, and now the errors just changed

cobalt prawn
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Ah, so I think VRC SDK has it's own instantiate method your supposed to use

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Try VRCInstantiate instead

somber wraith
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you mean in the 25th line? if i add VRC infront of it, it still doesnt work

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gives me this then

cobalt prawn
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Show me that line of code

somber wraith
cobalt prawn
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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

somber wraith
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it gives me this

cobalt prawn
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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

somber wraith
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so this ?

cobalt prawn
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Hmm I would think so but guess not

worn ocean
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Hey I'm looking for someone to build a world for me dm if ur interested

somber wraith
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nope

cobalt prawn
# somber wraith 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);

somber wraith
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yep. that seemed to have worked

somber wraith
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atleast it creates 20 random instances in a 10x10x10 area, which is exactly what i want

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people say houdini is hard, they probably havent tried to work with udon yet

cobalt prawn
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Sweet. Good luck with the rest πŸ˜„ looks like you're doing a boids thing?

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I used boids for a bunch of stuff in my projects, lots of fun

somber wraith
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excuse my bad english, what is a boid?

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googled it

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yep

cobalt prawn
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Yeah its the name of the classic algorithm for flocking behavior

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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

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Without advanced ai stuff

somber wraith
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yep

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thx for the help

lime berry
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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

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It would be a bit easy to set it up to take your account info

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I mean, linking to gumroad is okay enough but doing everything in-game would be cool

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Same with a unity builder where you could just do that in kinda like neos

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Vrchat would need to somehow accept file imports

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Also I'm not sure if you're able to save progress in certain instances

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Do udon web-links exist. Like I know you can watch YouTube, but able to put in any website like Netflix or gumroad

desert python
desert python
lime berry
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Those have links but I haven't seen any fully in-game purchases

desert python
lime berry
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I get the security purposes but I feel like that could be something the devs could fix

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Like (never show password or keyboard except to the link creator)

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And vrchat has a streaming mode too

white moon
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That will be something similar to the creator economy mode that said they're working on

desert python
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well theres more to it but youre on the right track

white moon
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The ability to pay creators in-game for their work

white moon
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But haven't heard anythkug about it's progress since early last year

lime berry
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Obviously in-game avatar creation is a bit far-fetched but maybe some day

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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

desert python
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so. theres some new stuff forming of the creator economy, but a lot of tos would have a lot breachables when the time comes

lime berry
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Or you could do something like neos and just cloud-save the instance lol

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Or the assets

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Oh yeah obviously you would have to connect PayPal to vrchat so you wouldn't have to sign in every time

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Imagine the vrchat cart

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This isn't world development any more

somber wraith
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this is killing my brain. why doesnt it work

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why, just why

cobalt prawn
# somber wraith why, just why

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

somber wraith
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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

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Γ‘nd thats the second time that happened in a totally clean project

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so im guessing there is a conflict with the udon sharp package somewhere

cobalt prawn
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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.

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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

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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)

somber wraith
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i assume its a bug because most features and the menu of the vrc sdk just dissapeared

cobalt prawn
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They probably disappeared because there are errors in your project such as this one

somber wraith
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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

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im assuming there are issues bc of this

cobalt prawn
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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

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The yellow exclamations aren't errors, just warnings. Usually pretty safe to ignore

somber wraith
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so i guess like this

cobalt prawn
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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

somber wraith
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the red lines did dissapear

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im going insane

cobalt prawn
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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 πŸ™‚

somber wraith
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i am pretty ok at vex, which is a sub language of python. but this is too different

cobalt prawn
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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 πŸ™‚

somber wraith
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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

cobalt prawn
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Not sure if that's the issue tho, hard to tell

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Actually you might just simply need to compile it

somber wraith
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nope

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i am so confused

white moon
somber wraith
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yep

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class name is FlockManager , file name is FlockManager.cs

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there has to be some sort of bug, even the example scripts that were included in the udon sharp package dont work

white moon
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Are there any other errors in your console window other than that

cobalt prawn
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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?

somber wraith
worn ocean
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Well i asked earlier today but didn't get a response would anyone her be interested in commissioning me a world

cobalt prawn
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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?

somber wraith
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i guess ill try

cobalt prawn
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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

somber wraith
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yep, i totally forgot that script existed

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now it works

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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

cobalt prawn
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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

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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

full kettle
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hey can someone help me with 3d audio it aint working

cobalt prawn
full kettle
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so its playing everywhere i go and i want it to play in only some areas and it looks like this

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@cobalt prawn

cobalt prawn
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So you wanna set Spatial Blend to 1, or slide that slider all the way to the right

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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

full kettle
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oh ok

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it worked thank you

somber wraith
cobalt prawn
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Heck yeah that looks awesome

gaunt egret
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sell it as a prefab lols, looks fun. id buy it

bold ibex
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Quick question how can I make a game object have health that is effected by raycast

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I'm using tolys pvp package rn

shy tide
cobalt prawn
green lagoon
white moon
shy tide
# white moon 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 πŸ€”

white moon
shy tide
white moon
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Had that happen to someone once and it confused me for 20min

cobalt prawn
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Cursed tag

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But useful

shy tide
white moon
sturdy garnet
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is it not possible to increase the far clipping plane past 1000? i have increased it significantly, but it doesnt seem to do anything

thorn latch
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Does anyone know how to prevent an object from being pushed by a player when they walk into it

cobalt prawn
sturdy garnet
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yeah i got it lol thanks

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im dumb

cobalt prawn
cobalt prawn
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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 πŸ˜…

somber wraith
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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

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nope, i have no idea how

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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

pearl plume
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Could someone please send me a video on how to make a pivoting object? (like a door you can grab on a hinge)

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trying to make a plane yoke

cobalt prawn
# pearl plume Could someone _please_ send me a video on how to make a pivoting object? (like a...

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.

β–Ά Play video
pearl plume
cobalt prawn
#

Ah so you mean a two handed thing right?

pearl plume
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left/right and pull/push

cobalt prawn
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Right, and then it also rotates yeah?

pearl plume
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yep

cobalt prawn
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Two handed stuff is a bit more complicated but I think it could work yeah

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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

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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

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And apply all that to the model, which would be a separate object from the colliders

split oyster
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hello everyone, im not sure if this is the right chat for this but i have a question with sdk3 in unity

cobalt prawn
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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

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But fwiw I'm very happy with my flight stick mechanics πŸ™‚

pearl plume
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and thanks for the help :)

cobalt prawn
cobalt prawn
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Why wouldn't you grab the handle? Isn't that the part that's meant to be grabbed

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Which there are two of

split oyster
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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

pearl plume
# cobalt prawn Which there are two of

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?

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or did you think I meant you grab both at the same time?

cobalt prawn
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So you don't grab both at the same time?? Lol I think I just don't understand how yokes work

pearl plume
cobalt prawn
split oyster
#

OMG thank you that SIMPLE?

cobalt prawn
split oyster
#

thank you SO SO much jason, i've been busting my head on this for a full hour!

pearl plume
#

takes some getting used to

#

:)

cobalt prawn
pearl plume
#

anyways, could I just use a pivot point for the parts that I'm not directly touching?

#

e.x. the base

green lagoon
split oyster
split oyster
green lagoon
cobalt prawn
green lagoon
#

VRCWorld will act as your spawn point in the world

pearl plume
#

works*

cobalt prawn
#

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

pearl plume
#

alr sounds good. thanks for the help

cobalt prawn
#

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

somber wraith
#

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

cobalt prawn
#

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

pearl plume
split oyster
#

i figured everything out thank you guys!

green lagoon
#

glad you got it sorted out

split oyster
#

thank you very much

#

and good luck to everyone building

dry goblet
#

Soon I'll have been in the Labs for a week.
I got so many more hits than I ever thought possible

bold ibex
#

how can I make a game object have health that is effected by raycast

upbeat sequoia
#

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?

cerulean torrent
#

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

unkempt turtle
#

are these realtime lights?

cerulean torrent
#

no they are baked

split grail
#

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

somber wraith
#

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

kind leaf
somber wraith
kind leaf
#

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.

dusk sapphire
graceful radish
#

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

sturdy lynx
#

(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?

somber wraith
graceful radish
#

how would one make things client sided? as in not happening for everyone else as well

graceful radish
#

or is everything already client side? like audio sources

upper obsidian
#

Everything is local unless you specifically do it globally.

bold ibex
#

Question, do I have to upload two separate world for pc and quest or I'm being dumb

graceful radish
green lagoon
bold ibex
#

Ty

dry goblet
#

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 isn’t so great

graceful radish
low osprey
#

Does anyone knows how to fix UV like this? it happened when I try to generate it

green lagoon
#

perhaps doing manual uv unwrapped

dull agate
#

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

white moon
dull agate
#

only 127 units away from 0,0,0

white moon
#

Hmmm that's not it then.

stone marsh
dull agate
stone marsh
#

Holy pixelated vision. Can't read shit.

dull agate
#

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―_(ツ)_/Β―

white moon
#

Did you updat your sdk when it started happening?

hoary forge
#

I was wondering if any one can help me with my club world tonight

#

???

#

?

#

About 9cst

dull agate
white moon
dull agate
#

aight ill look to see if that fixes it

white moon
#

Ooo a bit command that lists the currently supported unity version and latest sdk version would be nice

#

Like !versions

versed plover
#

Anyone know if the vegitation engine by BOXOPHOBIC works in vrc, or other types of nice vegetation things like that

coarse quest
#

i add frog to my world :-)

#

you can grab them. perhaps even juggle them.

kind leaf
versed plover
#

Yeah I kinda assumed it would, but yeah that’s 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

green lagoon
coarse quest
#

oh i recognize you! hey!

green lagoon
#

hi

cobalt prawn
# low osprey Does anyone knows how to fix UV like this? it happened when I try to generate it

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.

rugged plover
#

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

thin granite
#

Why dose my unity crash when I try to upload it

thorn latch
#

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?

kind leaf
#

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.

kind leaf
cerulean shuttle
#

Please tell me the unity version for worlds is different then avatars because if so then at least I’d know what’s wrong

cobalt prawn
kind leaf
#

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.

thorn latch
#

Yeah, standard assets tends to break a lot of stuff

#

Also what errors?

cerulean shuttle
#

Unknown to be honest

#

The VRC thing isn’t even showing up

#

Something to do with cinemachine

cobalt prawn
#

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

cerulean shuttle
#

Nothing is in my world causing issues, it’s only models and terrain

#

No scripts

cobalt prawn
#

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.

cerulean shuttle
#

Figured it out

kind leaf
#

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

cerulean shuttle
#

It was the sdk, had to redownload

#

Like twice or something

cobalt prawn
kind leaf
#

that is not ver common, glad you got it sorted.

shy tide
#

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.

cerulean shuttle
#

Which there was a way to grab and pull but no

graceful radish
#

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?

sturdy garnet
#

How do I create a script with Udon Sharp that will activate a gameobject when a person with a specific username joins?

cobalt prawn
# graceful radish I need a simple NPC that can walk around corners after you (so an npc that has a...

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.
● Watch on Unity's website: https://goo.gl/jUsU8D

● 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·...

β–Ά Play video
graceful radish
cobalt prawn
#

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 πŸ™‚

white moon
#

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?

rugged plover
lime ember
#

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

lime ember
#

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]

graceful radish
lime ember
#

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

viscid arch
#

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

upper obsidian
#

Open the console, check for errors if any.

graceful radish
#

How can I attach a light source to the local player?

raw pelican
#

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

gaunt egret
#

i don't think they're out for worlds yet

raw pelican
#

i figured, but i wasnt sure so i thought i would ask :o thank you alot for da answer :D

gaunt egret
#

yeah, im not 100% sure but im pretty sure ive seen a few people mention its not out yet. i want it too lmao

raw pelican
#

im so hype for it tho MMM rrqrr

cedar stag
#

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?

cedar stag
#

I fixed it lol

minor schooner
#

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?

peak whale
#

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 πŸ™‚

carmine niche
#

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

green lagoon
#

that sounds incredibly cool

graceful radish
viscid arch
#

it wont let me upload world

glad oyster
viscid arch
#

isn't that for if I want the public to be able to play on it.

glad oyster
#

nope

#

i mean people can join the world but u can make private servers yk

viscid arch
#

still does nothing click upload and just nothing as if I haven't pressed it

glad oyster
#

try restarting unity after saving ur project

cobalt prawn
viscid arch
#

its 3 and its uploaded

#

now

cobalt prawn
#

Huh ok

old crow
#

Why don't people make real world maps?

green lagoon
#

could you clarify what you mean by real world maps

#

and I've seen a decent amount of Japanese Maps replicate particular locales

topaz nacelle
#

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

old crow
green lagoon
#

probably because the mapmakers weren't in the mood

#

and if you want one of those your feel free to make one

gaunt egret
#

find assets for that and id assemble a farm lmao

old crow
#

Oh I was actually planning on it @green lagoon

#

I just need to find out, how can I model realistic asphalt cracking?

green lagoon
#

I suppose you could see if anybody's already made free textures that would do that

old crow
#

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

#

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:/...

β–Ά Play video
#

Laying everything out

dry goblet
#

I got out of the labs!! Whoo

sullen turret
#

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

dry goblet
#

Open Console, find top most red error.
Start there

sullen turret
#

Also, it freezes when I switch tabs in the SDK panel

cobalt prawn
sullen turret
#

I'm on SDK2 btw.

kind leaf
# sullen turret Also, it freezes when I switch tabs in the SDK panel

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

sullen turret
#

It's a pvp world. I have to use sdk2 lol

cobalt prawn
#

Standard Assets is known to break the sdk too... at least for sdk3 Idk about 2

kind leaf
#

depreciated means no support and there are plenty of pvp udon concepts

sullen turret
#

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

kind leaf
sullen turret
#

Also, the ragdolls are funny

kind leaf
#

you'll also lose the ability to upload in a handful of updates.

sullen turret
#

It's quite a big world. Here's a pic of the console

sullen turret
#

Also that's all that's in the console. Nothing changes when I do anything

cobalt prawn
sullen turret
cobalt prawn
#

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

kind leaf
#

SA "works" lol not really but doesnt break sdk2 usually. A godly amount of objects will freeze 2 and 3 though.

kind leaf
#

merge what you can and the temporary freeze will be reduced with each merge

sullen turret
#

460,000 faces LOL

kind leaf
#

ive had the sdk lockup for 10min tops

sullen turret
#

maybe just a little bit too much

kind leaf
#

a load of sdk warnings in the build tab adds to this delay

sullen turret
#

Damn I'm really stupid. This is a gameripped map and I left an entire level inside one of the towers

kind leaf
#

lol ouch

somber wraith
#

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?

kind leaf
#

you cannot delete from the quest version, you disable the components

sullen turret
#

So I think you can do that

somber wraith
#

i mean, i will try and find out i guess

kind leaf
#

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

sullen turret
#

But yeah, it'd be better to disable the components instead of deleting the object

somber wraith
#

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.

kind leaf
#

just reduce the resolution on Quest and compress more. 200mb is excessive. My realistic worlds usually pull under 50

sullen turret
#

Vrworldtoolkit is great for that

kind leaf
#

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

white moon
#

You can in theroy have a complety different world between the two, if you dont have anything you needed to sync

somber wraith
white moon
#

so they maintain the same name / order

somber wraith
#

ok, makes sense

spark inlet
#

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?

rain shadow
bold ibex
#

Hey what is the best way of lighting a room with a ceiling like this

bold ibex
#

better image

lime ember
#

Don't know the /correct/ answer but you /could/ get creative with directional lighting and have fun with it

dusk sapphire
#

@sullen turret fyi

bold ibex
#

How can I make stuff load/unload for optimization

unique radish
unique radish
unique radish
# bold ibex 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

🧐 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...

β–Ά Play video
green lagoon
#

a text guide on occlusion culling

dry goblet
#

Why’d my world get a report?

desert python
#

that is vague question. usually youll get a tag for whatever the report was

dry goblet
#

Where would I see it? Unity? Website?

desert python
#

websit

dry goblet
#

Don’t see any changes to my tags on mobile. Hmm

desert python
#

i wouldnt worry too much until there is one then

dry goblet
#

Okay, it’s 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?

desert python
#

it was. but i think its changed to where it starts at 0, but who knows. i dont pay attention to reports as often

dry goblet
#

I guess I’ll look into pushing some optimization some updates I’ve been meaning to turn

somber wraith
#

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

sullen turret
#

Big vehicle world

sullen turret
#

Does anyone have any idea why my particles are all zig-zaggy like this?

dull estuary
#

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.

graceful radish
minor schooner
#

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

earnest hazel
#

What would i have to do to get 100 people in one world optimizing wise?

dry goblet
#

100 people in close proximity or spread out?

reef gyro
#

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.

bold ibex
#

I keep falling from my world, how do i fix the mesh collision to walk on it?

minor schooner
#

the world mesh itself needs a collider too.

bold ibex
#

but i still fall through the floor

minor schooner
#

you need a mesh collider for it, not a different one. if you still fall, your spawnpoint might be too low

reef gyro
# bold ibex but i still fall through the floor

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

minor schooner
#

can anyone help on my problem

reef gyro
minor schooner
#

they do have a sync script on them, yes.

reef gyro
#

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?

minor schooner
#

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

reef gyro
#

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?

minor schooner
reef gyro
#

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

minor schooner
#

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

reef gyro
#

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?

minor schooner
#

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

reef gyro
#

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

minor schooner
#

the script like this works for the mirror, but not for pickups, strangely

reef gyro
#

not fully sure about the rex part but that seems like it should work

minor schooner
#

rex is just a gameobject variable

reef gyro
#

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

minor schooner
#

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

reef gyro
#

udon is very very buggy

#

2.0 was better for stability lol

minor schooner
#

i believe that

dry goblet
#

My only issue with Udon is that my player jump setting suddenly broke one day after nothing changed lol

reef gyro
#

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

minor schooner
#

alright, i made this again, a public variable that references the empty that contains all pickups

#

ill test it out

reef gyro
#

k make sure your order and where you drop the script is right

minor schooner
#

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

reef gyro
#

k just do not have it on the pick up or parent of them all that should work

minor schooner
#

nope, those are completely clean- yet they dont care

#

(i didnt hold it while toggling, just in case)

reef gyro
#

working ?

minor schooner
#

nope

#

all pickups are still there and interactive, even after turning it off

reef gyro
#

is it reseting the position or just a turn off?

minor schooner
#

its supposed to disable the gameobjects

reef gyro
#

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)

minor schooner
#

thank you

reef gyro
#

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

kind portal
#

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

bold ibex
#

Okay everything now works but for one thing, I can't jump in my world. how do i fix that?

kind leaf
stone marsh
bold ibex
kind leaf
#

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.

bold ibex
#

Yes I got it, Thank you very much!!!!

shy tide
unkempt mauve
#

Anyone willing to recreate Disney World and/or Disney Land in VRC?

stone marsh
#

Ram lol.

#

You can check your error logs for the editor too.

frigid estuary
#

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?

stone marsh
#

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.

stone marsh
# frigid estuary

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)

dusk flax
#

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.

stone marsh
#

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

dusk flax
#

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

stone marsh
#

Welp. Then your world will sit in labs forever.

green lagoon
#

it's kind of hard to quantify enjoyment metrics outside of how long you stay in the map

stone marsh
#

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

dusk flax
#

Favourites vs reports would seem pretty decent for that.

stone marsh
#

Favorites would be easier to game potentially too.

Like I said tho, you can always take it down and republish it.

green lagoon
#

and also there is a Max cap on how many worlds you can favorite

stone marsh
#

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

green lagoon
#

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

stone marsh
#

Indeed

#

I'd say the most important aspects are:

Visits
How long they stay
Reports
Updates
And maybe favorites

dusk flax
#

That wouldn't affect the metrics of that at all though. The relative favourite ratio would decrease for every map the same.

stone marsh
#

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

green lagoon
#

like you're not going to stay in a world that bad for terribly long

stone marsh
#

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

green lagoon
#

and if you have a half decent chill World you'll have folks hanging out in it for like 30 minutes or more

dusk flax
#

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

stone marsh
#

No duplicates. Take yours down and resubmit it under a new id

green lagoon
stone marsh
#

Way to heavily, intentionally misrepresent what we said

green lagoon
#

I was more trying to say make a world that actually fun to stay around in with your friends

stone marsh
#

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.

green lagoon
#

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

dusk flax
#

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

stone marsh
#

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

dusk flax
#

Why do you want this to be an argument

stone marsh
#

I dont

dusk flax
#

We haven't argued have we

stone marsh
#

Your statements just seem very argumentive and rude while twisting our suggestions and help

#

I'm done.

kind leaf
#

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

dusk flax
#

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

kind leaf
#

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

dusk flax
#

Questionable.

kind leaf
#

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.

stone marsh
#

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.

green lagoon
#

question have you been doing that any advertising for the world outside of vrchat gladeare

unkempt mauve
#

Anyone willing to recreate Disney World and/or Disney Land in VRC?

green lagoon
#

people are not going to make a world for free for you

kind leaf
#

one more time and u'll summon Beatle Juice....

dusk flax
# green lagoon question have you been doing that any advertising for the world outside of vrcha...

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

unkempt mauve
green lagoon
#

the way vrchat presents worlds is not good enough to have it be found organically with absolutely zero advertisement

kind leaf
green lagoon
#

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

kind leaf
#

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.

frigid estuary
#

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?

stone marsh
#

AO needs to be baked into textures or lightmaps.

#

Post processing should only be used for Bloom or color correction.

frigid estuary
#

i like it for casting AO to where players are standing

#

/dynamic objects too

stone marsh
#

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.

frigid estuary
#

too bad :<

stone marsh
#

Welp. Fair warning. You might get reports on the world

frank remnant
#

Would the contacts and recievers work in worlds? Or are they only an avatar thing.

kind leaf
#

uh my first thought is wtf is a contact and a receiver, I guess you are talking about phys bones?

frank remnant
#

not exactily, its the new sender and recievers with the new update.

kind leaf
#

worlds havent gotten a new update, only avatar love

frank remnant
#

shit. thanks anyways

kind leaf
#

should be soon, once everyone has their boobs perfectly jiggly then we will finally get our toys to make real magic.

green lagoon
frigid estuary
earnest hazel
#

I believe we got it to 75, then the quest would crash.

dry goblet
#

...You're trying that on Quest you poor fool.

earnest hazel
#

We had one user never crash, and he was vibin

dry goblet
#

What's the world limit set at?

earnest hazel
#

40 made the world to house the users for the event.

dry goblet
#

So that means your hard cap will be 80

misty wave
#

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

versed plover
gaunt fern
#

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

old crow
#

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.

misty wave
gaunt fern
#

Ok, the publish button isn't working either.

bold ibex
#

anyone got good unity package links for comfy furniture and stuff like that

gaunt fern
#

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?

wraith pier
#

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?

misty wave
#

Does Cyan use OnDesynchronize like Udon?? might have to manually check for it

cyan eagle
#

How do I fix this?

cyan eagle
# wraith pier trying to use cyantriggers to have some toggles for global world settings like D...

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:...

β–Ά Play video
mystic atlas
#

script/udon graph that turns off one game object and turns another on with the click of one button?

somber wraith
#

is it possible to have an objectsync only for pc and not for quest while not messing arround with all the other objectsyncs?

sterile urchin
#

Anyone know if it possible to get both SDK to run in the same project?

kind leaf
#

No, click the button just above the downloads and read the documentation https://docs.vrchat.com/docs/setting-up-the-sdk

sterile urchin
#

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 😒

earnest hazel
somber wraith
sterile urchin
dry goblet
# earnest hazel Got a smooth 20-30 frames with everyone un-shown, but quest had a really hard ti...

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

kind leaf
earnest hazel
dry goblet
sterile urchin
kind leaf
#

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.

sterile urchin
#

I'll take a look at that now cheers

graceful radish
#

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.

dry goblet
#

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

graceful radish
#

Do quest users even see shader effects?

kind leaf
#

if its a quest supported shader

graceful radish
#

I just need an effect that shakes the screen a little.

kind leaf
#

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

graceful radish
#

I have that in my project files but I haven't figured it out yet

kind leaf
graceful radish
graceful radish
#

Eh maybe I'll just use the cancerspace screen shake shader and if that doesn't work on quest I'll just leave it.

restive rune
#

Allows you to override people's voice gain and voice reach. Very handy for regularly crowded worlds such as VR clubs. γƒœγ‚€γ‚Ήγ‚²γ‚€γƒ³γ¨γƒœγ‚€γ‚Ήγƒͺーチをγ‚ͺγƒΌγƒγƒΌγƒ©γ‚€γƒ‰γ™γ‚‹γ“γ¨γŒγ§γγΎγ™γ€‚VRクラブγͺγ©γ€εΈΈγ«ζ··ι›‘γ—γ¦γ„γ‚‹δΈ–η•Œγ§γ―ιžεΈΈγ«δΎΏεˆ©γ§γ™γ€‚

#

i have downloaded this but dont know where to put it

kind leaf
#

it uses onplayerjoined so attach it to any empty and just drop it in your world.

graceful radish
#

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.

pearl plume
#

Anyone able to tell me how I could make the spiral of this plane engine automatically turn in unity?

kind leaf
cyan eagle
white moon
#

Is that on run or compile?

cyan eagle
#

when I press play/upload

cyan eagle
white moon
cyan eagle
cobalt prawn
#

With the arrays opened so you can see what's in them

white moon
cyan eagle
cyan eagle
#

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

white moon
#

But the error makes it obvious if your missing something at least

pearl plume
#

or can someone please explain to me how to make that object work?

runic epoch
#

where can i find a good prefab for an instance timer?

white moon
#

Like, how long the user has been in the instance?

runic epoch
#

how long an instance has been open

#

preferably

white moon
#

Oh that'd be a little different. But still reasonably easy to make.

kind leaf
#

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

cyan eagle
#

And now I struggle to add this dark mode slider
https://booth.pm/en/items/3747950

to the SAO menu
aaaa

Quest Darkmode is a simple overlap shader that uses renderqueue to not effect specified objects. Features: - Quest Compatible - Udon Darkness slider prefab - Does not affect UI or specified materials - Can be used both in worlds and avatars Requirements for Udon world use: - Udonsharp

bold ibex
#

any ideas why my mirror is showing the world like this?

cyan eagle
bold ibex
#

in game scene

#

changed to this

desert python
#

what is issue?

gaunt egret
#

drag and drop, scale the cube that you dropped into your scene to fit around everything you want to be affected

cyan eagle
#

I want the slider to be in the settings menu

desert python
#

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

stone marsh
#

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.

cyan eagle
cyan eagle
cyan eagle
stone marsh
#

Oh ye. It was thry

stone marsh
#

Then spawn it in their hand or Infront of them. Least that's what I ended up doing

cyan eagle
stone marsh
#

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

cyan eagle
#

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

desert python
#

i might have script from the vrhs menu somewhere you could use

cyan eagle
#

no rush and no problem if you can't

stone marsh
#

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.

desert python
#

making ui/ux is β€œfun”

stone marsh
#

It's def not hard. Just time consuming. But the end result can be special and identifiable to your world which is cool

cyan eagle
stone marsh
#

Just don't move your arms around much or dance lol

cyan eagle
#

XD

desert python
#

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

cyan eagle
stone marsh
#

Can just parent it to the hand of a user tho. There's literally a bone follower prefab included with the sdk

desert python
#

udonsharp do have that

stone marsh
#

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.

desert python
cyan eagle
cyan eagle
#

Thank u

desert python
cyan eagle
winter stump
#

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?

sour coral
#

Anyone have idea to use phys bone in world sdk? I tried importing both sdk, it doesn't work.

kind leaf
#

yeah, wait for the update to the world sdk.

warped carbon
#

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?)

kind leaf
#

blender for professional control, probuilder for rapid development. probuilder is a prototype tool

warped carbon
#

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

kind leaf
#

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

warped carbon
#

ty for the tip!

warped carbon
#

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)?

rain shadow
#

The difference in performance is negligible for a mesh like that

warped carbon
#

tyty <3

candid prairie
#

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 πŸ™

fossil salmon
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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

green lagoon
candid prairie
green lagoon
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alternative spots to get PBR textures

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substance player can export to textures and it's free to download

bold ibex
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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.

unique radish
unique radish
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as for modding sadly there's not much we can do unless VRC decides they want to implement easy anticheat

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at least to my knowledge there isnt too much we can do

bold ibex
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im the owner of the "Backrooms VRC" world.. and i have people cheating all the time

green lagoon
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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

bold ibex
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Another question is there an easy way to just duplicate a world and upload it again as a different world

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need to make one specifically for content creation

green lagoon
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I guess save as another scene and detach the build ID from the vrchat world object so it counts as a new world

chilly hawk
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I should know this by now, but which if these do I need to display players, pickups (both local and global) and the environment?

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Actually, if these are documented that would make things easy to decide πŸ€”

chilly hawk
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Looks like these ones do the job

frigid estuary
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I remember in SDK2 my video players never showed any higher resolution than 720. Do SDK3 video players show 1080?

kind leaf
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they go much higher than 1080 πŸ™‚ but the higher the resolution the more data that needs sent which means more latency or stutter on a shitty rig.

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protv i know supports 4k

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  • 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
frigid estuary
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good to know. thank you!

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Does this warning mean update as in from SDK2 to SDK3 or from an older SDK3 version to a newer SDK3 version?

kind leaf
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you should no longer be using sdk2, upgrade to 3 asap. 2 is still supported server side but... and yes you shou8ld always upgrade to the latest sdk3.

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2->3 isnt as simple as importing the 3 variant, you need to rebuild the infrastructure. NOT the world