#world-development
39 messages · Page 135 of 1
I was just confused about whether or it only talks about a SDK3 update in general.
unless you go with cyantriggers with the patreon addon but even that doesnt cover complex shit
yes
simple scripts which has a complexity only limited to the level of interaction you need, Youtube searches for unity quests will point you in the right direction. you can us Udon but will be confused as its an interpretation of Unity's Visual Scripting which was intended only for prototyping , or you can install UdonSharp and follow along with most tutorials 1:1. There are also quest prefabs on vrcprefabs.com
show us your console to see the error logs
any problems?
looks to me that like the vrchat servers are cranky so nothing wrong you did on your end
so I might suggest waiting a while to try again
alr
my mesh collider on my map isnt working
i put it like it should be put but it aint workin
i think it might be a blender issue but idk how to fix
how to fix this
You might be able to slide It back into place with the arrows
nope
it moves with it
Welp
the colliders are also a little bigger than the actual mesh
Hmm I'm not too sure
Is the collider a different object than the mesh? Do you have multiple copies of the map in your project folder? Looks like either the collider is referencing the wrong mesh, or the collider is a separate object with a different scale
is it possible to make a circular mirror? Or any work around to make it happen?
I think you can just grab a circular mesh and attach the VRCMirrorReflection component to it
Ive never tried that but ill give it a go and see if anything breaks 😬
Which is interesting tbh, I'm surprised more worlds don't have stylized mirror shapes with special borders and such if it's that easy
Alternately you can replace the mesh in the mesh filter component of an existing mirror prefab
[SDK3] i got .mp4 links for my world but they dont work on video players synchronized. locally they are working but only on my side (master of instance).
https://cdn2.eso.org/videos/dome_preview/The-Sun-show.mp4
I'm using TVPro. YouTube links work perfectly fine on it though.
proTV is still playing at 720, even though i've been using both YouTube and other sources higher than that. i'm a bit desperate right now 😅
It looks so low quality I'm not even sure it's playing at 720, but rather 480, even though it says 1080 maximum resolution in the players settings
Does anyone know any world creators who do commissions?
Go to #community-servers-old and join the VRC Traders server. They have people there for doing commissions.
Do you guys think this will work
For VRC
it wouldn't work if it uses any runtime scripting
so you probably couldn't have the radar actually work
yt will always down scale in game.
mp4s are the way to go (h.264) but as for it playing locally. can mean many things unless you hit the local button in the editor by accident at one point
anyone know how I can fix the lever so I can't pick it up?
Are crossplatform movie players privately programmed and made by the creator of the world?
it's looking for an asset on your hard drive and it isn't there
Does Anyone have a good tutorial on how to make NPC's That chase you around if your in a specific range or a field of range
thats what the settings look like on my video player.
so the highest that tv will render at is 1080p, my suggestion is to try setting it to 4k and see if results get any better, what does that video youre trying to play dimensions are exactly?
fyi - bitrate can also result in different quality
The resolution is 1024x1024, the bitrate is probably relatively high, it is about 1.15 to 1.50 MB per minute.
I remember there's some worlds that have a 4K toggle for ProTV. I think I havent found a prefab for that toggle yet if there is one. And if there is none I wonder how it works. The synchronization in those worlds always worked well for me and others.
thats the default protv prefab. i can’t remember the exact name but it should be included
that tv you have right there can also change to default 4k
if you want a more indepth explaination. you can probs go to the architech assets discords abd ask about
i wish i could, theres no working link to the discord. it also seems the version where you can switch quality is a "legacy version" in the prefabs. so not sure how I will solve the problem yet. thank you for all the help!
I'm sure I'm just overlooking something, but when I build and test the camera is at floor level and my triggercolliders don't seem to work. I can move around and I don't fall through the floor, but the scale feels way off due to how low the camera is. Anyone have an idea of what I'm missing?
It happens in VR and Forced non VR
the one on booth not working for you?
that version should be fine iirc
Is there a way i can test my world in the unity editor with out building because compiling and building my world takes a very long time
Google cyanemu, that lets you test in editor
Very handy
thx very useful
Does anyone here do commissions for worlds and knows how to set stage Amp and stuff up for let's say a club?
I would try and make it myself but the most I can do is an open field with trees...wich is I've heard easy...😅im still new to world making
I have a udon graph that boots your voice volume when you enter a zone, I'm at work for the next 8 hours but if no one shows you how to do it by then I'll send it to you when I get home
The people in this server showed me how to do it
I have also made a club too
I recommend trying to learn how to make your own worlds instead of doing commissions
It opens up a whole world of possibilities and things you can do when you learn how to do it
Its hard work but it pays off
It's a rewarding process to learn stuff imo
But if you need something quick or just don't want to learn then comissionns are fine
Or if you just want that extra quality.
Creators that have been making stuff for a long time and do it as a job just make much higher quality stuff generally
hey how can i fix this error
Assets\UdonSharp\Editor\Editors\UdonSharpGUI.cs(252,53): error CS0246: The type or namespace name 'UdonSharpProgramAsset' could not be found (are you missing a using directive or an assembly reference?)
i have an object here
that will not sync with quest builds no matter what i do
its the same object with the same values and everything
Syncing is based mainly on hierarchy order.
If your quest version has any extra objects or less objects than the PC one, or they are in a different order, it won't sync right
Exactly as they said above. But to also include, unity does syncing from the top down. So if you have a lot of sync objects, it's best to place them at the top of the hierarchy to help reduce issues.
Cloning the scene so you have a PC scene and a Quest scene that are identical. Then remove the components from individual game objects that don't function on quest, but ensuring absolutely that you keep the game objects exactly the same. Only removing components, not the onbjects themselves.s
hey how can i fix this error
Assets\UdonSharp\Editor\Editors\UdonSharpGUI.cs(252,53): error CS0246: The type or namespace name 'UdonSharpProgramAsset' could not be found (are you missing a using directive or an assembly reference?)
Post a screenshot of your entire console. Don't just copy and paste one error.
nvm i some how fixed it
can someone show me where to buy high quality city skyboxes?
ive been asking around to no avail so this is my last resort
I’m a beginner at world-making and I’ve been following this very helpful tutorial on yt and I legit only placed the floor and a spawn point but for some reason, the game isn’t letting me test it out? I screenshotted the whole log. I tried googling this but it seems everyone’s problems are so varried
please help ;-; i dont know what im doing wrong
That error you are getting usually means there are other errors that are causing that error. You should check all the red errors on the console, not just one. Start form the top of the list.
okay
heres as much as i can fit on screen starting from the top
does this help
Hmm im not sure about those errors. Try clicking "collapse" then "clear" and see which ones stays. If nothing stays then uncheck "clear on Play" then enter and exit play mode to see which one appears.
Try restarting Unity and check if the problem persists. If it does, go into Window and select Package manager and search for Cinemachine and install it. Hopefully that will make the error go away.
since this is my 8th time restarting the softwear imma try installing it
ill keep u updated
omg it worked 😭
Thank you sm😭
so my mirrors keep doing this, is there anything I need to be doing to make them work?
it reflects UI stuff perfectly but like nothing else
here's a video of just a plane with the VRC mirror reflection component in my world
nevermind I was just stupid lmao
F
Is there any way to make the mirror resolution lower than x256?
here is the udon graph
attach this to a cube with a box collider set as is trigger and you should be golden
I want to take a picture a certain amount of seconds after a button is pressed, and then display it on a screen :)
Is there anyone who knows of a tutorial for something like that? ^^
From the simplest is to use
SendCustomEventDelayedSeconds and camera with render texture.
hopefully easy solution, i added water to my world, looks good on desktop but in vr theres like this eyeball slicing glare coming from the water and idk what setting on the water material i need to change
Hello, I am currently making a Unity Project. (My first VRC build)
Any experienced people have advice/tips I can get? (VRC related)
Planning on making a allyway as a my home world filled with useful stuff like a green screen and wholesome pictures

I also would like to know some shortcuts because building everything from scratch will take a while.
Working on a punch out world
Uploaded and published the Minor Circuit for public (I don't own the map btw, rights go to nintendo-)
Might make the other ones as well, who knows
Is there a good way to snap picked-up objects to a grid?
Can someone please tell me how to make a chair or station in my world that overrides a persons animations to make them dance or do a specific pose? I sort of got it to work, but it won’t override the avatars position or neck and head movement.
I’ve looked and I can’t find any up to date info
Used to allow users to sit down. Example can be found in the SDK as VRCChair. This component can also be used on avatars to create seats on avatars! This component acts a bit differently in VRCSDK2 and VRCSDK3. We support SDK2 and SDK3 stations that have animations to drive either SDK2 or SDK3-based...
you can't by intention. With Udon its possible but frowned upon because its rude to force someones camera to move. What you managed to accomplish is how far we are expected to influence an avatar.
its rude because animation usually are not vr friendly and can make ppl sick.
You don't actually move the camera, the user sits in a station and an animation plays. This is why the camera is fixed in MMD worlds where you can make your avatar dance, you're simply sitting in a station watching your avatar dance. It is possible to create the illusion of moving the view camera, but you don't actually move it, you steal it essentially, Eccentric Rooms is a good example of this, you're actually just sitting in stations but it looks like you're running around like normal, it's only noticable when you look closely at the IK of avatars or when you try and drop a portal. Most people don't realize they're not actually their avatar, rather controlling a custom animation while their actual view is being stolen as they're really just floating in space, stationary, in a station.
i love when people here answerer a question by pointing to the docs, even though the fact the question was asked was because the docs alone were not helpful enough to understand how to achieve what is wanted, as they only really contain literal explanations of what each component is and what it does in a vacuum, and not instructions on how to use it to get any given desired effect that may not even have been originally intended as a use for the component but has become common practice
(tldr: im sick of people just responding with "just read lol" instead of giving actual helpful advice)
The Eccentric Rooms world doesn't actually override the local players locomotion
The stations are just to sync remote players relative to the world as it moves around the local player
Seated Disable and there will be only animation, it is also written in the documentation.
You can import VRCSDK3A.dll and VRCAnimatorTrackingControlEditor.cs from AVSDK3 Over SDK3Udon to get access to VRC Animator Tracking Control which you can add to the animation state
thank you
Just trying now this seems like it may not actually work with the latest SDK versions
Actually nevermind seems like it does
You can absolutely tell just by looking it does.... Especially when rotating ones avatar.
My world is in the labs but when people favourite it it dose not show up that it's been favourite on the website
Just went to the world and there is no difference?
It's a mobile station locally but seated for remote players
Not what I saw when a massive group of us inspected it in detail. Unless something has changed. I'll stick to what I said as I'm more inclined to trust my personal observations until reinspection. Anyways.
Can somebody please tell me how to upscale textures
My bricks aren't normal size and the concrete is so small you can see the pattern repeating easily
If you made the objects, change the UV maps. Scale them up
If you didn't you can try changing the tiling amount on the material
Where do I find the tiling amount
I'm pretty new
On the material. There is an x any y value for tiling.
Can't take a screenshot of it as I'm not at home ATM
linking docs is common because anyone that assists here on the regular will confirm that more that 60% of all requests for help is due to failure to follow the simple and well explained documentation for setting up your first world. That being said, the question was answered by two other people besides the link. So you can be sick of linking all you want, but we will continue to do so until the message is clear. Don't buy an Ikea desk and try setting it up without the instructions.
That doesnt sound sus at all. I don't expect the website to treat favorites and visits as critical update notifications to push. Normally you don't know who or when a favorite is made so you have no idea of knowing when its updated. Ied expect at a minimum its every 15minutes but an hour would be acceptable.
No but in the website screen it shows number of favorites but it still shows 0
how long has it been since you or your friends favorited the world?
12 hour
That is a bit long, unfortunately this isnt the channel to ask in, we can give you advice from experience but many mechanics are not exposed to us, and we have no idea about the website unless exposed somewhere else. Best direction for you would be to submit a support ticket in detail #vrchat-support. But a handful of favorites is not mission critical to the success of a world, and the registering of a favorite is not a #world-development issue. asking how to improve the likelihood of a favorite however would be
Does anyone know what it would take to make something like this?
I'm looking to either find a prefab or create something from scratch that would enable browsing worlds from a panel like this and then dropping a portal to whatever world that was clicked on.
Bonus if the world can be set to whichever instance type (friends+ for example) they want before dropping the portal.
Any pointers would be helpful as I am new to world creation/Unity.
I assume all the portals are premade and disabled, and when you click the button it enables the portal for that specific world.
That sounds right. But I'm not sure about how the rest of it would work. The scrolling and clicking aspect of the panel and if there would be a way to set the instance type before making the portal appear.
Hey unity 2019.131f(close enough) i cant seem to find double sided material as an option, and i dont want to use shaders, what i do to fix one sided materials?
The material has no options or settings.
This is the layer for the mesh and shader.
uhm, so when i go to layer my mesh, it'll fix my one sided mesh?
Anybody know why I cant move forward? I keep getting these errors when I try to use CyanEmu to test my world
is it mandatory to use a shader to have double sided meshe's i ticked the box in blender as i output as fbx, but, yeah, no luck
You need a shader that can yeah. Thankfully a lot of shaders can including nice normal default ones
my friend is getting this issue on a new project and we dont know what it could be. new project and new sdk. if you know please reply to this msg so i see thx
It's been a bit, wanted to check in on functionality I'm hoping exists eventually: is it possible yet to apply variables you "send" with the user on a portal, in some way another? IE if I have 3 portals in World A that point to World B, on entering World B it can tell which portal you used to get there?
Also: is it possible yet to automate compiling and pushing of worlds in command line? I have tonnes of worlds and having to compile them and push manually is killer.
IE if I make one all tweak to an asset all worlds use, do I still have to manually go through them one by one pushing those changes?
What's the fastest way to quest optimize your world
I'm a little confused on how to optimize the world at all
helluuuu uhm is there someone online that could awnser a noob in unity some questions? xD before I buy Assets xD
occulsion culling, use better shaders, be low poly would be the easiest path
wjat kind of querie
My world is going to be very simple its just a simplistic allyway with a green screen and stuff
Is it possible a world could be simple enough to not need to optimize
I feel like the textures could be a problem
@desert python like what kind of assets i can use and textures and making decoration or glass panels or the mirror stuff u know ^^
remember to bake lights and occulsion and youll be fine unless you hear issues
booth.pm and gumroad has a lot of assets you could use
Is there a way to get to the sdk cantroll panel without the button on the top if the screen? I dont have an option to get in through it
https://github.com/oneVR/VRWorldToolkit/releases try debugger
its on but what do i do now?
check if it gonna find flaws in your project
you need to fix all errors in console
i got no idea how to even start
by reimporting sdk
should i delete the foulders first?
you can remove just sdk folder and import it again
you installed qvpen's without installing udonsharp first
delete the qvpens folder, import udonsharp, then import qvpens
I'll do that just a sec
you shouldn't have 2 vrworldtoolkit folders either
Oh alright
It's back now,thank you both so much!!
@dusk sapphire @remote bobcat
wait-
whats this?
build again, udonsharp wasn't done compiling some scripts
wait wdum?
I am trying to get this wall to be shown for players. What is the easiest way to do that?
Double sided shader
or just duplicating the faces
I tried doing that but it was being wonky
This is blender. Would that still work?
You can turn off backface culling in blender for that
you need to flip the normals of those duplicated faces so the wall would show up on both sides
I can try again
Would that be easier than duplicating the faces?
turning off the backface culling in blender will have no effect in unity
update: still cant get the station to override, i tried checking and unchecking the seated option and neither worked. i tried importing VRCSDK3A.dll and VRCAnimatorTrackingControlEditor.cs from AVSDK3 but it caused errors that prevented me from building to test it. Ive read the documentation a few times now but again, its not too friendly to someone slow like me. if anyone has any tips or ideas i can try that would be helpful for the next time i get the chance to work on it.
How should I duplicate them without messing it up?
you duplicate the faces and then flip the normals so you have a 2 sided object
I guess question would be would you be even having a scenario where you see both sides of the wall
as blender screenshots not quite enough context
Yes. I have a window and you can see the backside of the wall
cool
I forgot how to duplicate 🤦♂️
shift D
Thank you!
solidify modifier may help too :P
Disable seated on the station, add any humanoid animation to the station. That's all it takes.
did you verify the animation type is humanoid?
maybe i should clarify just in case here, its playing the animation, but after 1 second the head stops animating and goes back to as if im just standing there, while the rest of the body attempts to continue the motion
When you imported AnimatorTrackingControl and VRCSDK3A.dll what errors did you get?
i solved the errors already, but it still doesnt fix the head
You will need to add the AnimatorTrackingControl to your animation state in the animator
And have it set to override everything as animation
yeah i did that
Can you show your animator
Which ones did you set to override
all of them
Try see if this works?
it works, thank you
In the VRC Station component, does the Player Mobility value Mobile work? According to the docs, that should allow a user to move while using a station, but it does not. It doesn't appear to change anything
its intended to be used when using the station hack. Using stations to override the default controller. if you want to slide on ice you need to use this hack, or if you want to make a large robot that the player enters, or a car, this hack.
but there are no well know guides on the custom side of stations. You either wing it with w/e unity knowledge you have or check vrcprefabs.com for prefabs that fit/semi fit your needs and reverse engineer them.
vrc does have an official tutorial person now but they are slower than molasses at getting new content out
For mobile stations work you will need to have it set as mobile with disable station exit enabled and seated disabled
It also wont work if the station is a prefab as stations will always revert to their prefabbed values on build
ah I see, thanks everyone
i made new world from scratch in blender and when i try test the world and upload world i can test it my self and keep kicking me out from world on sdk 3 how to fix that
nothing in world because plan model of work place i made just dont understand why its kicking me out from the world i made to test it
@thorny zodiac when you say kick out what do you mean?
like i just made model of my world
and i just import on my unity to use it
i model made in blender
not even finish but all area i did is finish
but when i try to test my world in unity let me publish it
but when i want go to world always kick me
i dont no why doing that and using sdk 3
What so you mean it kicks you
Does it crash?
Freeze? Your get thrown out of the model physically?
no just kick from the world it wont let u go in
What unity version are you using?
like say if u try to make world right and then u wanted to test it
and when u get in ur world and load but then kick u from world go back to ur home world
update version
What number? If you can copy paste or screenshot it
its one that everyone has use for unity
did you make a spawn point
yeah, i don't think you can upload without it but sometimes it doesn't put itself as the spawn for some reason
ya i fix that spawn sense first time using sdk 3
because what i am doing making world for sdk 3 so be first time using it
im SDK 2 person who always use sdk 2
for my worlds
but when i try to upload my sdk 3 and my world when i try get in it kicks me out and take me back to my home world
i all ready did scene discriptor
and spawn
i just said i uploaded the world and work fine when i upload it when i get inside kick me and bring me back in my home world
Does it run in editor if you test using cyanemu?
when i tried testing it by my self kick me
go to build and test
kick me same way
so when i try build and publish right the two window keep popping up
i deleted everything and deleted world but does give me new world
can i ask u guys quest how do u u use sdk 3 because i know im doing this right but this always happenn when i try publish im take screen shoot
I've never had this issue. I just build and upload and it works.
You must have an error somewhere that's breaking it.
i use this VRCSDKWORLD
but everytime i use it and do spawn kick me form the world
unless not doing it right
i need do more then something for it?
Nope that's the one. Just drop it where you like and away you go.
Do you have any errors in the console?
ok so i got it work so i didnt no it needed to have the thing drag for spawn
make it work
so new to SDK 3
so now i got it work now only thing is cant freaken move
why
Oh yes you do have to actually place that prefab in your scene to be able to spawn
Having something in the asset folder won't do the job
You can't move by default in the editor.
If you want to be able to you want to download cyanemu and install that
so where do u need to download that cyanemu
i got in world fine now but i cant move
i thought you used clientsim 
like i dunno why cant move in my world is this bug on sdk 3
put collision on your map and move the spawn a tiny bit above it
i have it so i can stand on the map
but some reason my friend testing this map for me can move just fine but im on vr i cant move
i can only jump
Ahk if they're using client sim then ignore me
I tried to install it the other day but the url in the install instructions was saying it wasn't valid 😑
You probably have a walk / run speed of 0 on your vrc world object
I'm not sure how that would work. Make run something higher than walk
let me see
wow
wow
im so done
i did everything on three and i can finally move
thanks so much winguy
u two little tiny
here u guys for helping me here build half of it that i have done so far but u can see when i took beta test in the world, U want ty WInGuy for helping me with SDK 3 and this world i made that not done yet but soon be done before next month and i will have grand opening show off my world. Game dev who make games for his own game be easter egg show off his own game for his demo. So guys want see it u can add me under name Yukikami98
so im working on a world and i was wanting to have a ranking system to where i give certain users a rank and it displays above their avatars. Can anyone point me in the right direction on how i would go about doing this!
Hi everybody, could you tell me if google drive is still whitelisted as a source for video links ( both pc and quest) ? i've been trying for a while by using direct share links, converting the shareable url in direct raw URL , tried putting the shortcut for the youtube-dl in front of the link etc but nothing seems to work. the file is an mp4 h 264 video file
The following services are on the video player whitelist. If a service is not on this list, it will not play unless "Allow Untrusted URLs" is checked in Settings. Whitelisted Services The services listed below are inherently trusted and are permitted with our default URL whitelist. The resource bein...
thanks , i've reviewed the list and confirmed that <gdrive is still whitelisted, i just can't seem to find a way to make use of the urls
Check if there is a problem with the link or the video codec is not suitable. You can watch through the console in vrchat when you start the video.
i got the link from the "Get link > anyone with the link " tab, the codec is right ( h 264 was the recommended one if i m not wrong. i didn't understand the last trick you were explaining, chich console are you talking about ? you mean console tab in unity?
https://docs.vrchat.com/docs/launch-options At least --enable-debug-gui
There are several launch options available for VRChat. If you are using Steam, you can set these easily in the Properties for VRChat, found by right-clicking on VRChat's entry in your game list. After clicking Properties, click on Set Launch Options, then put your desired launch options in. If you a...
and RShift + Backtick + 3 Toggles visibility of console debug menu
wow thank you 🙂 i'll ckech it right away
is there any way to see exactly where an empty gameobject is pointing? I've been trying to setup spawns and chairs but it's so hard to guess where it's going to point without build & testing
the blue arrow if orientation is local.
you can also do the build and test once to get the orientation and then add a random object like a tiny sphere to the front of the empty as a child and set this object to be editor only in the tags. Prefab it and then you can just reuse the "empty" with a clear indicator of the front forr all your needs.
Mornin' y'all!
I'm making a world that has a door in it leading to an avatar room- thing is, there are two parts to said door. Is there any way to have a trigger that animates both parts of the door upon activation?
context is that one side of the door is completely transparent, so I have to have two separate objects that represent both sides of the door
A very simple solution would be to have one side animated, and simply have the other side as a child object to the animated one, so it moves with it.
can anyone explain why these objects all have different positions but appear in the same spot?
If I had to guess it's the child objects, spheres, underneath your new game objects that are also moved
Idk why everything I do and it gives me a pop-up saying that the world is too large for vrchat to load
Idk what's the problem
How big is the project file?
hi im not entirely sure why buy when i try to go into local testing it only loads and does nothing else. its my first time working on a world, am i missing something obvious?
Do you have cyanemu installed?
yes
I'm not sure if it's required for cyan emu however vrchat has something you need to run it
Just loading a project to double check
okok
yeah
ah ok
ill message here again after building more to see if im still stuck😭 lol
thank you btw
you're right thanks :3
np
Does anyone knows why it has color on it every time when I bake light but i have only DirectLight in my scene
that's because exr compression, only way to avoid it (kinda) is to set the resolution higher, or modify the shader or texture so it uses only one channel, or setting its compression to none (that will increase the size a lot)
How big can quest worlds be again?
100mb
any ideas why this doesn't work in game but works in the game window?
creator said it should work in vrc
but nothing happens in game
you can't use C sharp in vrchat
basically you can't use that sound control at all
If it gives you the raw audio files you can just use those however
It does
Just very unfortunate
Gonna see if I can try and use them but idk..
Yep. U can.
Okay good. Just double checking
so probably a good idea to use crunch compression on your textures so they don't take up as much file size
it's pretty simple but I'm just amazed that its only been 3 days with unity and my home world is almost done
definitely a pretty decent start for 3 days
i've noticed that the video player in my world works fine on pc but does not work on quest. is there any way to fix this?
What are the video sources you're trying to play on quest?
just a simple youtube video
You can't play YouTube on quest because the quest doesn't have youtubedl
aw bruh
how do I add text to my world. I wanna add a sign over my mirror saying don't be a degenerate 
if anyone knows
do audio players for mp3 files work on quest?
If you mean just playing an MP3 on a audio source, then yes.
sweet
how do i import an audio clip into unity? for some reason when i import an mp3 file as an asset, it won't let me do anything with it. i can't apply it to an audio source.
the mp3 file works fine when i open it in the downloads folder, but for some reason in unity it says it's 0 bytes and there's no waveform at the bottom of the inspector
Did you convert it using a janky youtube to mp3 website?
yea...... :/
Yeah, I had that issue as well
but i dont get how it works when i play the file itself but in unity it doesnt work
soooo how do i fix it
Open it in Audacity and save as mp3
i dont have audacity
Download it
Helps to reduce it to mono to save space too. Audio can take up a chunk of space and every mb matters for quest. Hour long songs can be reduced to under 10mb pretty easy in audacity.
By chance does anyone know what's happening here? The entrance has a glossy effect even though it's using the same material as the other walls, have generated lightmaps and is static
@stone marsh when i put the mp3 into audacity it turns into really loud abrasive static, how should i fix this
Download the audio again from a better download site. You most likely have a corrupt mp3
can i share some progress on a world that im making?
ayy thats sick
Looks like the material is using reflections, and if they're separate meshes maybe only the entrance mesh renderer is set to use reflection probes?
thank you!
It's a separate property from metallic/smoothness btw
is there a way to make only one person able to grab an item by account
I'd love to know that too but I have my doubts
Hi everyone. I have a question about making a world and I didn't know who to ask so I'll ask here.
Is it possible to make a world where the master can disable all mic/mute everyone except himself/herself? on click of a button?(So it can be turned on and off) Ideally I want to make a world for my friend who is a streamer/singer and she sings in vrchat sometimes but she often gets interrupted by random people passing by. This actually discourages her to perform in vrchat but if I could make a safe place for her and other artists to perform, I think it would be awesome
betterplayeraudio for vrchat, google. muting people that you want in your world is a shit idea tho. Your vocalist might need her safe space but no one appreciates being muted. Again, BetterPlayerAudio will be your solution to the correct setup. Audio zones where the vocalist can be in there own little sound bubble and be heard but cant hear whats going on outside.
The VRChat Safety is enough to block everyone's microphones for the right amount of time.
Hi so I Wana hide peoples name tags in my world dose any one know if there's a shader or something
thank you!
Anyone know a rain system that doesn't kill quest?
heyo! I can in something way do the mirror can reflection to another mirror? I want do mirror room
They are already displayed in each other, but most likely you need to use a custom shader to improve optimization and avoid display conflicts.
https://gyazo.com/176052dc5361c09cbf374183b17c3264 I'm sort of new to blender, and I'm trying to figure out what's causing these flipped faces after exporting. Anyone know?
that's because of the normal orientation, on blender go to edit mode, select all the faces, click alt n and recalculate inside
also to enable backfacing on blender go to the solid viewport and on the top right extend the shader settings and enable backface culling
or also on the arrow on the right you can enable face orientation (with backface culling disabled)
Thanks a lot!! You da best!
What is the easiest way to put text in Unity?
How do you guys handle optimizing for people with quests linking to pc. I have had people on full pc vr that had specs barely above minimum system requirements and it ran fine for them, I had quest only users and it ran fine for them as well, but now 2 people with west's linked to pc joined and it ran terrible for them. (although I had a quest pc user before and it was fine for them) why is that. Is it because the quest link isn't performing well or is my world at fault
I'm working with an imported unityproject, but I'm having issue transforming objects. What could be the reason for this? :)
anything I select doesn't seem to move anything :/
What if you remove the animation from that root object? Maybe it's overriding the transform
hmm that didn't seem to change the result.
Thanks for wanting to help by the way ^^
Yea I'm not sure, I'm guessing there's some script or component hidden somewhere that's overriding control but it's hard to say without being able to poke around
If you disable the parent object does the mesh disappear?
Fwiw, your mesh collider is clearly referencing a different mesh than the mesh renderer, which is weird
good spot
it does ^^
Yea so regardless of the collider setup that mesh oughta be moving
I'll try to use a tool to remove all scripts
since that is not the part I'm interested in about the world, and VRC wouldn't allow that anyways
hmm... didn't change the situation.
gameobjects do toggle, but changing their transform is not possible :/
there's definitely some weird setting-up that happened here
I am trying to add text to my world but it keeps making a text underneath prefab from a different object. How do I fix this?
How do I apply mesh colliders
I’ve seen so many videos but non cover the problem I’m having
Add component > mesh collider (do this on the same object that has the mesh filter/mesh renderer). What's the problem you're having?
Are any of your root objects' scale set to 0 maybe?
Yeah, you need to put a mesh collider on the same object as the mesh
Also, you can use the windows snip tool (windows + shift + S) to quickly take screenshots which you can easily crop and copy/paste into discord 🙂
No no
That mesh collider you have, it's currently on an empty object in your scene hierarchy and thus does not know what shape to make itself into. You want to find the object in your scene which has the mesh filter and mesh renderer components you want to add the collider to, then add the mesh collider component to that object. It's likely a child object of the empty object you have selected
Hope that makes sense
Is anybody not working on a project rn?
Any reason?
Just looking for someone to answer a few questions and potentially work with me to make a world
oh ok
I just have a few questions on the limitations of the platform and stuff
I could try answer them, by platform do you mean unity or vrchat or both?
ask your questions, dont ask to ask
More vr chat but possibly both
So I was asking a few of these in general but I also have a few more
Is there a detail/size limit or is it just better practice to keep the scale down for lag?
Like I know in rr there’s ink. Is there a similar cap in vrc?
quest world is 100mb
In terms of object size unity does have a limit however you'd be doing something wrong if you hit it
it's huge
learning how to optimize is a good skill, but for quest the world size limit is 100mb
you should always have good practices like texture atlasing and joining meshes
What are the most common types of interactable worlds? Like I’ve seen test pilot and other vehicle worlds but what are some other types
I'd say most common one's I've seen are game worlds, like truth or dare, spin the bottle and other party games like that
But in terms of interactivity it usually depends on what the map maker puts in
Can I make it so there is only ever one instance of a world? So in other words you’d be around everyone that is currently in that world with no division.
I don't think so, whenever a world is published from the Unity editor there isn't any option to make it exclusive and every world I've been in has allowed me to create a clone of it.
if you upload the world privately, only you can invite people to that world. you can't control the amount of instances a world has
Can I prevent others from formulating invites?
To your instance yes, by making it private, but not to all instances
Instance type > Invite means only you can invite others. Invite + means you or your friends can invite.
Specific people? Only if you do friends+ and setup your friends list to only include people you want. Bit of a hassle, not worth it
Ok
Well thank you guys so much for the help
I may be back later with more questions but I’m all out rn
some of them are set to "-1"
but changing those to a different value, like 1, has the same not-being-able-to-transform issue
So, I assume there is a tradeoff between having lots of separate pieces of mesh and having occlusion culling setup properly, vs having them combined to reduce draw calls, but are there any rough guidelines as to how many separate materials and submeshes will start to become an issue?
I know this isn't very easy to answer, nor is there really one answer, but any sort of guidance would be greatly appreciated.
Where I'm at right now, but a lot of stuff is still to be combined.
what matters are the unity stats in play mode
it really depends on the scene, try not to exceed like 200 batches.. and that can be fairly lot
Yeah, that shouldn't be a problem.
If you had said 20
lol
Yay, lots of atlasing ahead of me
Here are the official Oculus recommendations regarding Quest draw calls. This is pretty much what I use as reference when I'm looking at batching and instancing and all that jazz
If you're only doing PC though, I'm not sure- I feel like all these numbers might as well be 100x lol
If I shoot for quest numbers as close as possible, I'll never make something that runs like crap in PC is the hope, lol
Definitely 👍
why does my world not have windows support
i made a new update and now its quest only
nvm
why is this wanting to connect to my account
That’s just how the VRChat Canny is
But don’t worry, it’s been resolved
The VRChat canny is their website for bug reports and feature requests
ok
how to i export keyframed animations from blender to unity, its just a animation on some cubes no armatures
on unity, there should appear an arrow next to the blender file, expand it and there should appear an animation, select it and click ctrl d to duplicate it as an editable animation
got that, it shows up in unity, but when i try and preview it it just cycles really fast through one frame and dosent show the other 99 frames?
so is it one frame only?
ill send videos that'll probably be easier to explain
got it to recodnize the 100 frames but nothing happes in the preview tab for the animation
try adding an animator on the root of the model with the animation as the default block
what is the asset the if you are far enough you will not see the room like in this world
https://vrchat.com/home/world/wrld_1b482eca-bede-4de8-88a8-bbb6ca7e24cd
Ugh, not normally done with an asset lol. You can set up an occlusion wall or reduce your max distance on your reference camera. The 1k view distance default for the camera is a waste for interior builds.
oh
if you use real time lighting you can also opt for LOD groups.
is there a video for it
for what?
this
for what method i meant... Occlusion walls, no not really. View distance is self explanatory, just inspect your reference camera and lower the distance to whatever is required to fit the largest room, and just place your other rooms that much further away. For LOD Grouping just youtube search Unity LOD Group
I use the 2nd method using the reference camera
am I supposed to have a camera in the world already
all worlds come with one.
nvm im dum lol
are you using the vrcworld prefab as well?
the thing with the scene descriptor n stuff
make sure the scene camera is referenced in the scene descriptor or nothing you change on the camera will be applied in game
ok
cant find vrcscene descriptor if that’s what’s i need for a world😭😭
its a component... or just use the VRCWorld prefab
I can't access the control panel, what do I do?
Need help or a point to right direction. Anyone know how to make a surface slide-able like on ice when player steps on it? I tried the material physics, but only info I get is to use c sharp codes with it. thanks~
What version of unity are you using?
Post a screenshot of your console in it's entirety. You only need to show red stop sign errors. You can hide the yellow triangles and info blurbs in the top right corner of the console.
I've been trying to make a world gimmick where a projector shader only affects the the player models in the mirror, like the mirrored model is the only way you could see the projector effect, but it's been bothering me, as nothing seems to be working. I've tried culling main cameras in unity, and trying to set layers around to ignore the player's view. It doesn't quite work as expected. No matter what I've done, it's always shown up on the person's camera
Are you using an actual projector or that decal shader that ppl use for the (annoyingly) popular butter avatar?
And do you mean that you want the shader to only render on the mirror reflection?
There anyone selling a working grill prefab
Making a camp world and want a grill that works
An actual projector.
Yes, just the mirror reflection, while not being visible to the player pov outside of the reflection
Ok imma send the line you have to put on your shader one min
bool mirror = unity_CameraProjection[2][0] != 0.0 || unity_CameraProjection[2][1] != 0.0;
this bool returns true on the mirror and false if not iirc
Oh! Thank you! I'll test it out when I get back to my pc!
ye welcomee
now that i think about it, since it's for a world, i think you could also mask it on a layer called mirror reflection or something, bu ti'm not 100% sure of this one
this question is less technical. how would you guys go about promoting your world to let it stay relevant. my world made it out of the labs today morning and it had an initial visitor rush on it and expectantly, it died down rather quick. i want my world to stay used tho. what would be the methods to get it out there the most
#shameless-self-promotion and twitter, but if you dont have a reason for word of mouth promotion then no amount of self promotion matters.
Make sure to have a good looking thumbnail, not just a screenshot of the world, make sure your world performs well and is polished well (depending on the world this could be different things, like having good lighting or having good looking menus), this increases the chance people will favorite your world and show it to their friends
If you have a game or avatar world don't forget to add the "game" or "avatars" tag to make it appear in the games/avatars section
You can also for a temporarly player count boost update the world so it appears in "updated recently". VRChat is kinda glitchy with it so it doesn't always register, so sometimes you have to update multiple times before it appears there. Updating your world's description on the site also counts as an update
VRChat's world discovery is kinda bad, so you pretty much have to rely on other people and the updated recently tab to get players, aside from posting it on social media which obviously lets more people know about your world
If your world gets really popular it might appear in the "hot" tab, that's where you'll get lots of players. You get in the hot tab by getting heat, which you get from people visiting, favoriting and the amount of time they spend in your world. This is why most worlds either have no one playing it or hunderds of people playing them.
Heat resets every 2 weeks, but if you get far enough in the hot tab you'll probably have enough favorites to get there again which is why you always see the same few worlds on the top
oh yeah, itotally forgot you can edit the description with the webpage. do you know what the Youtube Preview Id is for?
On the site you can embed a youtube video as a world trailer
but it can't be seen in-game
only on the site
ah, neat since i made one anyway
weird, cant update the description. alwayss gives out an error sign
vry realistic, bathroom alone looks like it will detonate a headset.
yo whenever I try to build and test my world it loads and then sends me back and doesnt launch vrchat, and idk why
Check if the path is specified in the sdk settings to vchat.exe, and check the console, there are all build errors if any.
help please
i'm just trying to get my VRCworldSDK window to pop back up
i'm a noob with unity
pls help, my unity just plays the windows audio whenever I try to publish my world, im also a noob with unity lol
And testing worked out! That's what I ended up doing, so I can cast and cull on that layer, which made it much easier for the mirrors
perfect then :0
Hope none of those high poly meshes have mesh colliders lol
yes plz
ewe
As long as you don't have mesh colliders on em lol
i know
well anyways remember that you can select edge loops and dissolve them with ctrl x
You could probably get away with lower res textures in some areas
If it runs well on your target platform, then I wouldn't bother trying to lower them as it looks very nice rn
ah sorry for being patronising
im trying to make this as realistic as possible
no worries
ofc ill downscale everything if needed for quest
Could I ask, did you make the building in blender like you did with the props or did you use probuilder?
oh nice, gonna say it looks really good
Thank you
Pintrest is a godsend for reference images haha
Do you know how long you spent on that world or have you been working on it every now and then?
for quite a while
hmmm
Hold on
I dont know the dates
but what I can say is that this has been worked on for a few months now
like a month? excluding all the breaks ive taken off from this
oh nice, the time's defo paying off.
yeye\
So I want to make an object fade away as a player approaches, how would I do that?
so i got a world model but i have no idea how to make it a workable world
In this tutorial I will show you how to get started with making your own VRChat world with the new VRChat SDK3 and the Udon programming system!
https://docs.vrchat.com/docs/current-unity-version
High-Quality and Low-Quality Mirror Tutorial: https://youtu.be/zUALbgztU5Y
Timestamps:
- Intro 00:00
- Download Unity and the VRChat SDK 00:38
- Make...
Having major issues with lighting certain objects in my world. I turned all the lights off but alot of the meshes are still getting light from somewhere
It also happens with the walls
I don't know what or how it's happening. Even when I get a wall that works right if I move it there then the wired light glitch still happens
Can the post process ( for PC ) be applied only to the world, and not affecting the avatars ?
Anyone know why VRC_Pickup wouldn't be showing up as a component?
I'm just trying to add it to a sphere
If I try to drag the script in manually it says this
pickups are only available for worlds in the udon sdk. you have the vrc avatar descriptor so I assume you are using the avatar sdk. If you have both sdk's in one project, try making a new project with only the world sdk
Ahhh my bad, thanks!
does anybody know why my unity crashes whenever I try to build and test?
dataoffset means you are out of space.
so does that mean I have to high res stuff?
it means ur hd is full, or too full to build
My Unity Hub doesn't open projects and I can't open them through the files. What can I do?
Just cut the project folder and last it to a different HDD.
Or delete some other things from the drive
oh ok thank you
Is it against tos to hide name plates in game worlds like in the lobby they will be there but once in the game map I want them to be hidden cus with the big friend icon I can see them from far away
And it makes it unfair
I know murder 4 dose it when the lights are off
how do i make my world quest compatible
Swap the platform in the build settings and change the shaders and world to be okay on the quest also test it on the quest if U don't have a quest I'll test the frame rate for you
the switch build target to android option?
If anyone sees this and they are a game developer I have a great game idea! Dm me if interested
yes
when I select that option nothing happenms
U need to download the Android Unity extensions
where do I get the extentions
Setting up a cross-platform world or avatar is actually quite straightforward! In short, all you have to do is use a duplicate project to build an Android version of the asset, and upload it to the same content ID as the VRChat PC asset. The client will manage which version it needs to download. If ...
i set up some post processing for mypc world. however, the bloom also affects the avatars which is a problem for very white avatars. i still want to keep the bloom in the world, is there anyway to do that without it messing with avatars?
not really because post-processing just works with the final image so there's no way to separate avatars
so you'd probably want to play with your settings so it doesn't go overboard on white
@green lagoon could you answer my question?
This ^
it is against tos
it possible for both of those to be breaking the rules
Well it hasn't been taken down so how is that far jar can break tos
it probably doesn't get reported? who knows man
Maybe it's just for avatars I might ask support
Vrchat world's uses to have it as well back in the day but it might of changed
It's fine I'll work out how to do it could do something like prom hunt how the avatars and name tags go into the ground
dont be shocked if you can't find much if any information on it lol
or if your world gets taken down
I don't think it would I think it's more for intrusive avatars and world's completely removing name tags name tags are in the lobby just not in the game map when playing
Anyone seen this issue before? I've added 2 pedestals but their image is greyed out
They work properly when i go and click them, so its not like i did it any differently than the pedestals besides it
and the avatar has a proper picture too, and is public
Does anyone know a world where you can touch other players and you can grab them and pull them around like the skyrim vr phisics mod?
im trying to make a model do an animation in my world can someone help
My object is green/orange in Blender and I know if I export it, it will be messed up. How do I fix this?
99% sure that means there’s key frames on it, did you mean to add key frames for animations to your object?
There is no animations what's so ever
I don't even know what this is so I must of accidently did something
Do you see an animation tab at the bottom of your screen when you click on the object in question
Or like a timeline
My world refuses to upload correctly. It works on build and test, works on build & publish, but clicking the actual upload button does not work
What do I do?
How do I remove this?
Like when you click it, doesn't do anything?
yes
If you see the animation/timeline tab at the bottom, there might be small yellow diamonds, do you see thoes
Like small yellow diamonds in the timeline
You made sure to click everything that needs to be checked?
I do
yes
Click on them and delete them, thoes are key frames for an animation
update on this
left it simmering during the night and that seems to have fixed it
probably some vrchat cdn / cache nonsense
Realistically it probably wont mess up anything if you just leave it but just so you know what it is
Thank you so much. It's just moves on me where I don't want them lol
Yeah, you probably accidentally hit the i key which adds key frames
And subsequently turns thoes values orange/green
i have models with animations in my world, what do you need?
its fine i figured it out
i forgot to rig the model 🤣
anyone know how to fix this?
Did you agree to the T&Cs on the upload screen?
wait, is there a new world sdk? mine looks different
maybe? but I downloaded and updated it yesterday
and I don't see why it'd let me test it if it won't upload
so if you click on upload nothign happens? maybe an error occured while oyu were updating the sdk and now its broken
yes and maybe? it says nothing to import
is your world assets in the same hierachy than your world descriptor?
I don't understand
how do I fix the desync issue between quest and pc regarding chairs and globally synced toggleables?
It's really important for the purpose of this world that I'm able to fix this issue
you need your hierarchies between the quest scene and pc scene to be the same
Hey, anyone know where I could find the VRCBillards Prefab with the interactive buttons?
After quite a bit of digging, I'm gonna assume that it got lost in a closed git...
they should be the same, though...
It only desyncs things that are labelled the same name with different numbers at the end
right
yeah the hierarches are the same, I just checked. And I was wrong. It did desync one thing that was labelled completely differently
are disabled objects excluded from the hierarchy?
no. whatever is in that hierarchy will be there no matter disabled
i added a billiard to my world but the view while playing is over the roof so cant see the table, is it possible to move it a bit down?
Then how do I fix it?
assuming its an object and has object sync?
cus the best that i can say is that hierarchies must be the same or they will not be able to cross talk between pc and quest
whenever i import the world sdk into unity, it prompts me the choice to have unity's api updater to update them, should i update them?
ahh okay. So they all need object sync? They're not pickups, but they are supposed to be synced between quest and pc. They're seats and text that are disabled and enabled between canvasses
possible, i havent messed with that table in a while but im sure theres a camera inside its hierarchy that you can edit to move or clip away the roof
i m gonna check, it should be easy to fix
oh, then it wouldnt br object sync youd want then
it would be scripting and hierarchies at that point
How would scripting be involved between quest and pc?
if its networked
aah the camera was invisible sorry for interrupting here thanks @desert python i remember you btw
it uses synced variables and changes them and then pushes the change to all people
also, the chairs don't have any excess scripting in them other than a script I got from booth that autoadjusts your height on the seat to the height of your avatar
ok then hierRchy is the final thing again
But I don’t see any differences in hierarchy between quest and pc except for certain things being disabled
then id check again cus I don’t know what else would be issue
Does the hierarchy include variables in udon scripting?
I figured it out!! Apparently, everything that’s enabled on pc have to be enabled on quest
Sorry to ask this question again, but it kinda got lost in the previous discussion.
I am trying to track down the billiards prefab with the interactive button menu.
It would be great if anyone could tell me where to look for it
Im working on TWD's Alexandria, So far i have modeled the whole Monroe's house (doesnt have textures yet so that why it looks so weirdly colored)
I guess that's the only one left out there...
They sadly don't have a prefab with the menu I was looking for,
but thank you anyways!
I suppose you could modify yourself to use the physics buttons
Yeah, I guess there's no other way left.
It seems the existing one is lost from the internet after Xierxe removed their Repo from git...
Only way I could explain this...
To those who are fans of Avatar: The Last Airbender world, Any suggestions on the update? I'm thingking of remodeling it completely when transitioning to Udon, or just filling in the empty space
Hey when I switched my build target to android to make it compatible it took away my pc compatibility
how do I get both
You build and publish for one, then switch and build and publish for the other
likie two diferent world?
would they join together If I did that
yes as they would both have the same build ID
No the same world. You just change the build target and reupload it
oh ok
And preferably you want to change most of the materials to a quest shader for the quest version
Can the post process ( for PC ) be applied only to the world, and not affecting the avatars ?
Yea I've never seen that either. I didn't think there is a new sdk?
I think I figured it out, testing
yep, I had the pipeline manager somehow attached to something random
would never have known
hey so im making my first world and im tryna upload it but i cant because vrchat sdk says "reload sdk"
that is not possible because the post-processing doesn't have any way to differentiate as it only has the final image to work with
how do i fix it
might a material be affecting all layers but the player ?
can someone help me
how get this
Drag the vrcworld prefab in the vrcexamples folder into the world
😦
where can i get the vrcworld prefab
these?
Left one
👍🏼
music isnt working
im gonna have to update it
how do i put my mp3 file in the audio clip place?
import it into your project and drag it in
yo dude i cant drag my mp3 file in here, what do i need to do?
You just need to put the mp3 into the assets tab on the bottom, then yes you can and it’ll play on load
so
let me try it
its still not playing
making worlds is easier than making avatars
not gonna lie
show the whole inspector for your audio source
let me try\
this good?
tysm
Does anyone know why my reflection probes are rotated?
The reflections show properly if I rotate the "mirror" 45d
Are you talking about this repo? https://github.com/kahayes14/VRCBilliards
hmm i know i wanna eventually learn how to make a world in udon (maybe) but is it possible to still make worlds without udon and not sdk3?
SDK 2 is deprecated and eventually will unable to be uploaded
so you'll pretty much have to use SDK 3
SDK2 still exists, but highly discouraged from using as content using SDK2 might not work at any given time possibly without warning
https://github.com/CyanLaser/CyanTrigger this tool basically lets you use SDK 2 style triggers
oh? thatll be very helpful because i get so confused with udon
and you don't exactly need to know how udon Works to use other people's udon Scripts
im sure id need to know things if something goes wrong that i have no idea why or some set ups for things are really complicated are they not?
I bumped into plenty that's pretty much just dragged prefab into map your done like people's various mirrors and interactive games
i guess what im wanting to do is add audio and toggling mirrors but also toggling certain other things, but not anything too fancy or complicated
just things being turned on and off
the vrchat prefab database should have pre-made versions of those
Ive tried 2 different Video players and im getting the same error for both. Im not exactly sure what the problem is and I am using the latest SDK and Udon Sharp. and the latest Video Player
and im getting a bunch of errors with Udon Sharp as well but i wasnt exactly sure which channel to use for it
Post a screenshot of your actual console
How would I go about making a world infinite? Nothing too crazy, just a flat plane forever with some props spawned randomly
There's nothing wrong with the tv. Something mor fundamental is broken in your project which is meaning it can't compile.
What is the very first errors in the console? What that first pic at the top?
If possible I'd just say start a new project and make sure to I port everything in order and stop as soon as you get the first error
Well I dont have errors happen until i import the video players
thats exactly what I did. even the QV Pens worked perfectly fine. as soon as i imported the Video players thats when i get the Udon errors
It builds and plays fine without the video player?
yep
once i import the video player it breaks everything in my project so then i do have to start over completely
the what? The first video player i used was Wolfe's but even he is unsure of the problem. Then i used ProTv and it gives me the same thing
That one
I have not tried that one.
You shouldn't have to restart if it's just the player breaking things though. You should just have to delete the folder from the player that gets installed and it should work again
i do and then nothing works. like i delete the video player folder and my qv pens and anything else using Udon or Udon Sharp doesnt work anymore
I just uploaded the world but I had the option to select community labs which I did because I thought it would get more engagement etc. I never uploaded the world but I am a trusted user if I didn’t select community labs wouldn’t it have automatically went in to. Community labs since it was my first world?
When you upload a world it just uploads it as a private world. not a public one. so no one would see it unless its in community labs and then hopefully itll become a public world
What errors remain after the video player is removed?
Sounds like the import is just triggering a hidden issue somewhere
Just the same ones where things cant be found but when i close the project and re open it, this is what i get
Even when i reimport Udon or Udon Sharp it doesnt fix anything. and if i try re importing the SDK or anything still nothing
and my SDK is broken
Are you using thr download version of the sdk or the new one from the git?
Im using the one you get from the VRChat website
I'm assuming you got the correct version of unity?
That is weird. I'm not sure then.
yee i dont know either
Maybe try out the new git version of the sdk see if it still does the same thing
Copied from a post how to do it elsewhere:
If you are using the old method of SDK importing (like for existing projects), you can import the latest U# 1.0 beta release from merlin's discord.
If you are using (or want to use) the new package managed format (introduced in the JokeJam world jam kit), you need to follow these steps (based on my research, not official):
Make sure git is installed (or at least available in the PATH) on your local machine (git-scm.com).
Make a new project (not required, but highly recommended).
Add these packages to your project manifest "Packages/manifest.json":
"com.vrchat.base": "https://github.com/vrchat/packages.git?path=/packages/com.vrchat.base",
"com.vrchat.worlds": "https://github.com/vrchat/packages.git?path=/packages/com.vrchat.worlds",
"com.vrchat.udonsharp": "https://github.com/vrchat-community/UdonSharp.git?path=/Packages/com.vrchat.UdonSharp#1.0.0",
"com.vrchat.clientsim": "https://github.com/vrchat-community/ClientSim.git?path=/Packages/com.vrchat.ClientSim#1.1.3",
NOTE: The # terms specify which tag or branch to use.
Please double check the respective repositories for the latest branch or tag that you may want to use, as they may change in the future.
Refocus unity, wait for loading to finish. Save, close and reopen project.
Open “VRChat SDK > Reload Plugins” in menu, just for good measure.
Add "/Packages/VRChat SDK - Worlds/Runtime/Required/Prefabs/VRCWorld" to the scene
Double check SceneDescriptor/VRCWorld you just added to make sure there is a valid spawn element present, add one if not.
Open "VRChat SDK > Utilities > ClientSim" and activate each button.
Open "VRChat SDK > Show Control Panel", login, go to builder script and activate each the layers and collision matrix buttons.
Save and restart Unity for good measure..
NOTE: Do NOT mix the old and new methods of SDK importing. That will very likely cause issues.
Although out can add it to the project through the package manager, not the manifest
There must be a better install instructions somewhere XD
yeah when all the udon script get flagged as missing/failed to compile when inspected in the inspector as shown in the screenshot, all you need to do is reimport the DLL files Project>VRCSDK>Plugins>Select all>Reimport. It's actual a common hiccup when unity has another issue with a different script failing to compile.
Ive tried reimporting the DLL files and it still didnt work. I did that like 3 times
It became public! :)
yayyy!! Congratss!!
is there a way to remove a quest version of a world other than privating the existing and just uploading on a new ID?
If i make a world in the community labs, how long until i can see it in the community labs by searching it? because i see the world in the community labs list on the main world page but i cant actually look it up
It appears instantly
Also idk about searching it unless you do it on the website or your profile
I don’t completely know since it’s not “Public” it’s open to friends and community labs
Ive tried and i cant find it unless i like find it from my "Mine" list. Or if i send a link to it from the site
Check unity
What’s your vrc name? If you don’t mind me asking?
Its the same as my discord but i dont have it under my name since i made it for a friend so its under her account.
Okay
Found it? @robust otter
Sorry was updating it Where do i find that?
It should pop up after you published or change some thing about it
It’s just going to open the world on the VR chat website
Log in on the website and then click worlds> mine
The account it was uploaded to
right. So i see it there in the website
yeah but the only way for me to find it is if i go through the labs list on the main page. I cant find it by looking it up or anywhere/ any way else
Yeah because it’s not public yet
It was doing well earlier it will be public in one time
Just hang out in public instances
okee
^
I have a question, iv wondered this for awhile now. Sometikes i come into a world that has copyrighted music, and i wanted to know, how the process works for that. Are they just adding copy righted music and not caring about the consequences or can you add any music as long as you give credit?
For me i have always used copy right free music
Perhaps it's not taken down till they catch you and notice vrchat about this or they don't take it as a copyright infringement, or maybe it is playing on a video player, meaning it's playing from a source of theirs, meaning there's no copyright infringement
Take in mind they can still take down your content if it infringes their copyright
Someone was once complaining about their vrchat world being taken down because of copyright (cuz they ripped an entire boneworks scene)
So ye you don't need to fear music copyright if it's playing on a video player afaik
how do you stop doing in this like flat mode i cant rotate my camera and its like a 2d scene ??
u have 2d turned on below scene tab
hotkey is "2" in case you do it again
THANK YOU
I just want to ask - what exactly exists in the realm of Twitch integration into VRChat thus far that's accessible? A big one would be to somehow have a Twitch Chat linked in my upcoming streaming-studio world, maybe even on a little grabbable tablet. It'd be amazing for streaming and content creation. Personally I think it'd be awesome to have stream be able to see they're part of it - but as far as I'm currently aware, the only way is to have something integrated into my own VR HUD. I'm aware of that stuff. I more mean ways of displaying Twitch/Twitch Chat within a world.
You'd have to stream the twitch chat from a PC via a video stream to a stream in-game which you could put on the tablet or something like that.
@white moon do you know if phys bones are allowed in worlds I havent tried
It's planned in the future
^ not yet. Is planned as ruuubick said.
how do i update my world?
Like upload to vrchat or from sdk2 to 3?
its sdk3
so you just want to upload it again?
In what way?
"update" could mean quite a few things
yeah iguess
Your world got a specific theme?
Have you got 2 floppas?
yup
add another
i did
then
add another on top of that
refer to my previous 3 comments for more instructions
"updating" your world is sort of a creative thing if you just want to add to it
there's not really a fixed way of doing it
You could make more 3d assets in blender then bring them into unity
Thanki! Also, ohhai Mod
I haven't seen you in a while x3
Indeed!
I'd recommend you check out vrcdn or you want a way to stream to the screen outside of twitch. I use it for dj streams and it's really good.
anyone got an idea about depth buffers? I got an issue where objects behind a mirror are rendered through it and i can't figure out what's causing it since the mirror is set to not render the depth buffer and the fog in my world in general.
works perfectly fine when i turn the fog off but there must be a way to get it fixed since my friend uses the same method and it works perfectly fine for him lol
he's also clueless why it doesn't work in my world
VRCDN? :O.
https://vrcdn.live/
It's a content streaming system, like twitch but the streams aren't on any public website. Its designed for streaming to vr
VRCDN - Low latency streaming network designed for VR platforms.
:O!
Alright thank you
yww
is their a mega man legends world for quest ?
