#world-development
39 messages · Page 136 of 1
without scaling anything in the world
by making the VRChat user bigger
or something
i can't scale the objects in my world without messing it all up
heya, I need to talk to one of the vrchat team members
Is it possible to display a video in worlds easily?
I’m not a seasoned pro or anything I just need to know if it’s possible
Like idk what that means
yes its very possible
Also is it possible to display live video, say a twitch livestream or something?
there is a video player in the vrchat prefabs given to you in uniy
unity
type in the url and thats it
np man
So weird I came to ask about video players…
i want to make some rooms now that are not connected to my main world and you need to teleport into them. however, i have never done something like this before. im not concerned about the udon part, but about how and where i should place the rooms so that they dont affect the performance of the people in the main world. ive been told that as long as they are really far away, they wont load in. is that true?
So for questies I want a video to just play on a tv and after adding that material I dragged the video onto the object and when I test its still just a white screen?
If you have occlusion on then if you dont see the other area it wont be loaded in and doesnt have to be super far away
Hi! I have a problem with unity as soon as I open a new project, there is a black screen on the right (Only when I open a new project) Anyone know why?
Normally around 200 units away is sufficient, if you then set the far clipping plane on your refrence camera to 100
Reset the layout, there's a button up to where you can just select default again. Shoullld fix it.
@white moon thanks ! Is good !
Hey so I have a question about acquiring something for a map
So Everything in my map was nice and dark and after I baked my lights it came out looking like someone was shining headlights through my window? Any idea why everything is now lit up?
To
Turn the lights down and rebake it? Or was the before pic also baked
Before was not baked, but theres not even a white light in the room idk where or why it looks like someone turned on a giant spotlight in there
Its almost like a sun got turned on?
Hey guys, I'm new to making worlds for VRC, intermediate at making 3d models. In the past I have gotten away with making models with that low poly flat shaded look, but now I am advancing to textured models. Are there any good platforms for free trim sheets that you guys know of? Where should I even begin looking
You can get free shaders and textures from the built in unity store
https://trimsheet.com/all_assets.html this website has some free trim sheets
Do you have a directional light in the scene? You could have a sun turned on.
Nope
Only lights are from my directional lights and those are the ones u can see in the pic, no other lights in the scene
anyone have some bathroom assets
and if i made a world in unity, how could i compile it together to be a prefab, like ui components and furniture and all that stuff
Is there some standard preparation for committing a VRC world to git? A VRC-specific .gitignore or .gitattributes?
how would i disable the ability to pick up an object with a ui element? So that an object is no longer pickupable and now its colliders interact with the player?
If i add UdonSharp to my project is there a risk something will break down
im talking about a pretty large project
I dont think so but dont take my word on it
back it up first
alright
u can merge objects with probuilder addon in unity tho it isnt always recommended as it can mess up the mapping and the texture and so on.
disable ''pickupable''
How do i do that with ui?
how would u be able to 'pickup' UI anyways, UI isnt an object
@south orbit No i mean using a ui toggle to turn off the pickupability of an object
make a toggle / button that interacts with the pickup script
Yeah I know but, none of the options seem to do that
because u would have to script it into preferrebly udon behavior script
with that said, here u go, use Lura Switches and customize to ur likings .
looks like this .
What does that do?
toggles objects, tho i think u should be able to tweak it to toggle scripts .
otherwise perhaps look up youtube for '' toggle scripts in unity ''
How would i drag it in and how is that different from setActive?
You can achieve this by putting the ui under an empty with a collider and pickup script
is not that different, its just premade so u dont have to do alot of the work, aswell as it comes with button prefabs
Doesn’t seem like What im looking for but thanks anyway
tho i cant see why exactly u would like to pickup or interact with an UI like that, other than being able to adjust it example. but ye
Hello! Are there any resources for free VRChat world environments?
heyy I'm having a problem with plastic SCM too now, I cannot sync my unity with my partners so we cannot update the work, do you have the solution to this?
template buildings models and stuff
What happened to the SDK? First all udon scripts broke and after reinstalling the SDK nothing actually shows up.
You can find some from booth
We still haven't gotten it to work
just opened my world project like 30 minutes ago. didnt change a thing, went to build and test and now i cant jump anymore. it worked before, why is that
booth, or gumroad
Does anyone know why I'm unable to interract with objects after swapping my project from PC to quest?
I can manually trigger the interact through the script however it doesn't show up when testing with cyanemu
Trying to create an animated world based around a video that loads on a plane; but due to relying on youtube to load the video; there's always very short delays with my animation/keyframing. Does anyone know a proper way of loading it without relying on a live video player? Saw a different take of this world I'm working on that had it loaded instantly so I have absolutely no idea how they pulled it off.
i'm having an issue with the scripts for all the active objects, do the latest sdks work with the latest version of unity?
if so, it might just be a user error
sorry if this is the wrong place to ask this
No you have to use a specific version of Unity. I'm pretty sure it's 2019.4.31f1
couldve been google drive but imo, you can sync the time stamps the video has with the animation time stamps to keep them both together
no
hey guys how do i respawn an object automatically that falls into the void?
It should do that on its own. You can change the height that it happens at too
the respawn thing is on and the height is set at the same height as player respawn but its not coming back?
nope it definitely just keeps falling forever
Is there anyone who does world Commissions?
I think all you need for that is a quad/plane with a VideoPlayer component. Then you can drag a video from your assets folder into the video clip slot and it will use that video as the plane's texture.
Oh hmm
There’s also a whole discord dedicated do commissions under #community-servers-old , vrctraders
Vrctraders is around #community-servers-old ?
im still having issues with object respawning, neither respawn or destroy on objects at respawn height is working
There’s a server called vrctraders in the community servers tab, it’s all about commissions for avatars/worlds
i set up a collider just below the respawn height and dropped a test object down there and the cube just lands on the collider, it doesnt respawn or disappear???
Hey I have a question, I have a mirror toggle which works perfectly fine unity and has no issues but as soon as I test it in VRC it doesn't work. Any suggestions why?
What is the respawn height set to? Do you mean that if you just throw something or walk off the edge of the world without the test collider you set up, it just falls forever?
the respawn height is -7, and objects fall forever but i respawn just fine
i set a collider at -8, i would respawn before hitting it but the test cube i dropped would just land on it and stay there
Use on triggerEnter instead of OnCollision and change the collider to be a trigger. Having a collider work the way you want it to while being a collider and not a trigger would mean that you would need to also write "grounded" checks and need to check if you are grounded with said collider
How do I make it so Other people can see me pick up the said item
oh i wasnt using the collider to measure whether it needed to respawn
i just had it set to respawn at the respawn height
ah - as u were 😛
attach the VRC_OBJ Sync component. Just click add component and type sync ull see it
Got it
ive managed to fix the respawn thing btw! by doing... literally nothing. 👍
Hi I have a button that plays a animation but it’s local even the it’s says it’s global
does anybody know why i still hear the sound playing, even tho im far outside the playing distance?
Because the spatial blend is set to 0
yeah, but i dont want a 3d effect
But distance is a 3D property
i want it to play in the area, without having a direction
Hmm in that case I believe you still want spatial blend to 1, but set spread to 180
And then doppler level is the change in pitch as distance changes, you probably want that at 0
I'm having an issue with the SDK that's preventing me from testing or uploading a world. For some reason, I get a FileNotfoundException telling me the .vrcw file doesn't exist
any ideas?
You can set the curve so that it's 2D and then turns 3D right at the end
hey uh, anybody else have an issue where you build your world, and then your mouse never shows up in the screen to fill in your details?
we hit escape, tried hitting all the modifier keys, checked the unity and sdk versions and they are all up to date
and across two computers. All I can think now is to reinstall the VRCsdk
Does it happen if you build the example scene in the SDK? My first guess is that you imported something with a script that has mouse locking code in it, and that script is attached to an object somewhere in your scene
INTRIGUING, we had suspected some scripts on one of the many many asset packs
Anyone know if 1m is about right for a player's size? Trying to block things out with UModeller.
in my mirrors the avatars are extremely dark, im guessing from the skybox (the blue is a sphere the skybox is actually dark because there is a day night toggle) the weird thing is that my avatar is lit normally outside the mirror, the mirror has reflect layers on everything so it should do it but its not working, any ideas?
Hey all! I'm having some issues importing a scene from blender to unity, looks like the UVs are a bit screwey. Also some plains are not visible.
If anyone has any info on this, please @ or DM me! Thank you!
the faces arent the right direction, either turn off culling in the material or do this, blue is right way red is wrong way
if you wanna flip a face click it alt+n and flip
alright now someone p l e a s e help me idk what to do
I'm not super experienced but does your avi have basic emissions?
Thank you!!!!!
And what about the UVs?
its not my avatar
Ah welp
Does the problem persist on other avis? Cus my avi has that problem on a few worlds with bad lighting and I'm told it's just bc I don't have basic emissions on.
np, you already won half the battle for me 😂
it happens with most avatars, these avatars work well in other worlds, so i wanna make em work here
Yeah I'm not sure how to fix that, like I said, I'm not super experience :p
But thanks again for your help :)
The mirror has a disable pixel lights option that you would want to disable for the lighting to work
Though you should look into light baking and light probes as they are more optimized and what most worlds use
I have im just too dumb and cant wrap my head around it
but ill try the disable pixel lights thing
use the capsule, its the player collider so its good to use for scaling
hey does anyone know of a free water/ocean prefab that works on pc and quest?
tried this one and in game water stands still
so I was working on my first test world and got it to where I can upload it on android but as soon as I hit the upload button nothing happens...
anyone know what i did wrong?
hello
I need some help..
my friend try to upload world
and test it
and its not working
Do they have rank user or higher? If you are not ranked at least user, VRChat won't let you make worlds.
Weird - it either doesn't make the file, or it gets lost somewhere.
Cannot say much more - I am stuck at new user, so my rank is allowing only making avatars.
you have compiler errors in your project
look at the rest of the error log, it'll usually tell you what are the offending scripts
i dont get it. i want the audio to have a falloff like 3d audio, but sound like 2d audio, how would i do that
Set the spatial blend slider to 2D and on the vrc spatial audio source uncheck "enable spatialization"
but then it wont fall off
if i do 2d, it will play globally
i want it to fall off while not having a direction to it. if that makes sense
Aah ok
3d audio always has the direction of the source but i want it to stay the same no matter the player rotation
Stay the same you mean it doesn't change the pan with the head rotation?
yep exactly
Then you'll still have to disable spatialization and with udon set the volume depending on the distance betweeen the player and source.
Spatialization just sets the audio on 3d space so it will always pan with spatialization enabled
Hi! I need a bit of help
I was editing my avatar world yesterday and when I tried to upload it to quest, the upload failed. Unity then crashed and all of my progress was deleted when I opened the project again :(
Is there anything I can do to restore the world?
fyi you don't need to use udon
https://nyanpa.su/i/uxpZ29nk.jpg
you just need to set a spatial blend curve such that it goes from 2d to 3d at the point of where it volume drops off
sounds like you just need to open the scene again, when unity crashes during upload the scene sometimes get uploaded. if you don't know what that is you probably used the default sample scene under the scenes folder.
https://feedback.vrchat.com/feature-requests/p/periodic-meet-up-with-world-creators-and-devs Not sure if this is the right place, but I need your vote to make this happen
I have a weird issue where as I rotate this playing card, the shape of it gets distorted, has anyone else had this problem?
https://puu.sh/IZWkW/d3800b2b8c.mp4
I don't have that problem in a fresh project, only this one. Anyone know anything that could cause this?
Looks like it's a child object of a parent that has a non-uniform scale
make sure it's parent's scale has the same x y and z or else that will happen
Oh shit, I'll give that a shot
I think that just solved my issue, damn, you just out a stop to a lot of frustration lol, tysm
anyone know why this is suddenly happening when i get near my world? it wasnt like this before
kinda makes it hard to edit xD
That's the clipping plane, you can adjust it with the camera icon next to gizmos
thank you 😄
np!
Did you try what I said? Set spatial blend to 3D and spread to 180
Or spatial blend curve too ^ but yea you don't need code for this
i used a different method. i simply made a trigger area that is as big as the area i want the sound to play and basically have the sound enabled if the player is in the trigger area and disabled once he leaves
maybe this is in a faq, but whats the requirements needed to get access to upload worlds? is it like play time / dev time a mixture?
you just need to be user. for avatars new user is enough, but for worlds, you need to be user and that can be achived through being active in the game / having many friends, being in populated worlds etc etc
Hi:)
Please help me!
I posted 1 world in VRC (marshmallow castle) and now I want to post the second one (mem box).
But in the builder I see only the opportunity to publish an update of the first world https://prnt.sc/9A-v7lf2vY3h
What should I do to still publish a new world, not update the old one?
Did you use the same vrcworld prefab ?
Probably yes
Should I import a "clean" vrcworld prefab? Or are there any settings in vrcworld that I can change?
I am trying to make this variable public and it won't let me
Yeah use a new one
@cobalt prawn We figured it out, there were a ton of scripts throwing errors, but it in fact was a camera in a player object that came with an example scene that we then modified
thanks for the tip!
since i failed repeatedly at making my own video player, i simply got a prefab. it has a quest option but the material slot is empty which i think is strange. what material would i use for the quest version for maximal compatibility
Should the Unity stock Animator work in VRC? If not, what are you supposed to use instead?
not too sure, but i think vrc only accepts animatior controller components
So weird that they'd nuke those on worlds.
i cant seem to figure it out. would i still use a RealtimeEmissiveGamma material even when on quest?
No, this is deprecated and stated as such in Unity's documentation. You need to use an Animator Controller. It was answered above. But since they said they think I wanted to clarify for certain, this isn't used for avatars or world's.
Yeah, I found the new one now, configuration isn't that much different. It was just being weird as I needed to change the animation type on the mesh itself.
Is there an obvious cause and fix for people appearing really dark in mirrors?
Probably your light probes aren’t working correctly?
Would that not result in you being dark regardless? This is only in the mirror.
Sometimes I’ve had it as you same problem and I just forgot to bake my light probes, wether that was a abnormal problem or not idk but that’s what my problem/fix was
Ill get them rebaked. I wonder why only in mirrors.
I could totally be way off but 🤷🏼♂️
Uncheck the disable pixel lights option on the mirror component
I tried that first, no change.
Users are lit by the skybox ambient and a single realtime directional.
Have you tested it yet? I would assume it's meant to be blank and the associated scripts will generate a material for it at runtime
that might be it, sadly i cant test it really because i dont have a quest. maybe ill test it in a dummy project
Bah, if i try and bake the probes, it is going to break the current weird lighting the world is using.
yep, its destroyed all the premade lightmaps, shit.
i know what it is, the light only applies to player, not playerlocal, so you only see yourself as dark
how would i be able to check?
Hmmm, the Animator works when I go into Play mode, but doesn't work when uploaded. Obvious causes?
You can't without a quest really, or someone with one to test for you
anyone know a good way to add rain to a world/also rain drops on windows like in midnight rooftop? as well as an ocean/body of water?
ocean/water body is simple, there are a ton of vrchat watershaders available. rain running down a window would also be relatively easy to do with sequences. however, i have no idea how to do rain itself. your best shot would be a particle system with a rain drop texture. however this will take a bit of figuring out and it also might be a concern if you want it quest compatible
where can i find a water shader? i got a prefab off unity store but the water doesnt move in game sadly
thank you so much
https://booth.pm/ja/items/2336731 this is a shader with water droplets on glass
thank you for that aswell!
Is there a good tutorial on how to remove sdk 2 and install sdk 3 ? Need help with an old world
It works, thank you so much, you made me happy:)
bug
The documentation describes in detail how to upgrade from 2 to 3
Hey, im trying to show the control panel for my SDK but nothing pops up and instead gives me this error. I have no idea what it means nor how to fix it, and im honestly kinda stressed since I just wanted to update my world thats on community labs and really dont want to wait another week just to upload the world once again. Im hoping I can still update my world without having to remove the SDK or start a new project
are u using the newest SDK ?
also this is SDK 2.0 its quite outdated u might wanna consider converting it to a 3.0
Im using SDK2 because a prefab im using isnt up to date for SDK3
its a combat/weapon system that takes advantage of the triggers.
Im maintaining an old project that uses SDK2
'' please migrate to SDK3 as soon as possible ''
I use SDK3 for other stuff
'' do not use SDK2 and SDK3 in the same project ''
yeah well it is most likely that it is the SDK2 that is outdated / partially broken
Again, already uploaded the world so it worked, but just wanted to update it and now the control panel wont show up.
which again means that the SDK is broken
u could try re-import the SDK but i doubt it would fix it, perhaps it would
and if I reupload the SDK, its going to make a whole new world and I wont be able to update the old one
i mean u could export it and make a new project
well yeah I know that but the problem is that I was trying to update a world not upload a new one.
Id have to wait a month or so for it to become public
and a week just to put it on community labs
if u export it to a new project it doesnt mean u neccesarily make a new one, all u need to use is the same blueprint ID to overwrite it
I cant access the blueprint ID without logging in first
and without a control panel, cant log in
u could login in another project to access it
but it wouldn't be the same blueprint id
ohhh
thats basicly it
didn't know that
👍
how would I go about applying the same id
do you have any errors in the console?
eyup
well once u found ur world, u copy the ID and then u have the blueprinnt ID, then u just need to make ur project work one way or another, as said i assume its the SDK 2.0 that is just broken by default due to being outdated hence why i would personally convert to 3.0 even u state u have some that only works for 2.0 u might can find a solution / something similar and get it to work with 3.0
I'm not familiar at all with combat systems in sdk 3
are u making an RPG ?
basically
this should be compatable for 3.0
now where did i find this, good question xD
but neitherways, it shows that there is systems out there for 3.0
again no idea how I'd go around replace all the models, sounds, particle systems, remove whatever ui it comes with and all of that.
I know it exists for sdk3 but I just don't know how it'd work in it
yeah that gonna be a bit of a hazzle
how can i fix audio and make it only hearable from a certain distance?
on ur audio source '' max distance ''
appreciated ❤️
any1 knows tye fix of this bug, its basically me not being able to click on the ui, so i cant upload the world.
Try changing the resolution, it worked for me
It might be because you have some collider occluding the ui, look on scene and you'll find a giant ui, maybe there's some object between it
No, look well the error in the console
It talks about the input method used by the vrc sdk is obsolète
Ah i see, have you set the input handling to both on the player settings?
And you restarte unity after this?
Yop, even many times cuz gpu lightmapper chrased
Well sh
Ikr, and like, cuz of that I cant upload it, and noone knows why
Can't be the unity version cuz it's correct, and ig your sdk is also up to date
Yop
And did you try switching the input handle thing to the other one?
Yop, alredy did but might as well try changing it a couple more time tonight
Is it the only project where that happens?
At a certain trust level will I have to stop going trough community labs? or at every trust level it has to
At every level
that's annoying.
Its the first world im doing
So it's the only project you have
Try creating a new one, importing the sdk, dropping the vrcworld prefab anywhere and try uploading
nether lights, or mirrors are interacting with playerlocal, anyone know how i can fix this?
idk why when i upload my world it wont show it on my category, i got the pop up it uploaded successfully but thing shows when i press "manage world in browser" someone knows?
Does the console throw any errors along the line of "blueprint id already exists"?
Hey! Does anyone know how to use the playlist function for KineL's Video Player? It keeps showing up as unavailable even when I add the videos.
have a odd question about development, can a world be procedural, or does it all have to be prebuilt?
As far as I know instantiation is disabled so you'd have to pool everything
However apart from that and the performance cost I can't see why not
you can vrc instantiate just fine, it just does not sync
so you would have to ensure everyone is doing the same actions
my rpg system is simple and a basic barebones kit to get you started, the ui is setup for PC but positioning it for vr is simple if you have vr. Just adjust the positioning until it fits. Its currency is tracked locally which means extra steps need taken for group events. But if 5 people harvest a resource, or kill a boss, each person will get exactly what they are due. Not sure if a readme was included but I will gladly load up the last update and explain whatever needs explaining. Sry for the delya, doing the System Slavery gig now (9-5) lol
How long does it take a world to come out of community labs?
depends on how many people visit and if it gets flagged
...and how long they stay? The exact requirements are kept unknow for a reason.
^although since vrc aint monetized there is literally no reason to keep their algorithm secrete, but if it makes them feel special...
they are plans for monetization in vrchat
plans.... sry but fk those plans., they were announced at the begining of the year and we have had what? 5 IK bone updates
shit
it takes time to build out those systems and there's also been Avatar Dynamics and open Sound control
worlds got no love for months, its disheartening
several of the stuff planned for the worlds would be dependent on the new ui
ui isnt but a spent tissue in value (time) to produce. The User experience of the UI for sure, but outside of that the code is straight forward. They are just going down a list and Avatars are more important right now, and for a while. Which I dont deny, avatar perform,ance is shit
atm 82 visits in a day.
dont know where to advertise my world
for more visits
it can be pretty hard to get attention. releasing updates right around primetime helps
and twitter whist tagging vrchat
that would require a bit of work getting the world persistent stuff working
Ive got anger for the lack of world updates, but rest assured, I do believe VRC is the leader in VR platforms (counting full creativity and performance).
Does anyone know any shaders that have a glitter effect similar to Poiyomi? I'm trying to make the snow in my world look sparkly
what are you hoping to do with it that poiyomi doesn't do already
Ive been on off asking this sub and reddit for a good month with no answers on this… I have QT pens in my worlds and they do not draw… how for the love of god to people get these things to actually leave trails and draw
I've already figured something out though. I have two layers of snow, one with standard shader and one with poiyomi shader
I set poiyomi shader to be transparent
poiyomi isn't just a toon shader, it has lit modes that follow normal PBR specs
it will be much more expensive to use two separate materials and transparency
the pens just work out of the box, if you're not getting compile errors then my guess is you've put the pens or a child object of them on a non-default layer or something
Its literally not that simple
I just drag them from the asset menu and plop them down with doing nothing else and in none of my worlds do they work, its like the ink has dries in all my markers
I’m desperate so if you know and are holding back from new world developers, ill maybe make a deal or something Ill be your vr wingman if you want, just please share the knowledge around
i mean why tf would i be holding back anything, for most people (myself included) the shit just works as long as you got U# installed
what asset are you dragging into the scene? is it the prefab with all the markers included?
Yes
and you have U# installed, right? do you get any compile errors when building the scene?
No
The pens are there and I’m in the running world with no errors and in all 3 of my maps its the same thing just empty markers
what SDK are you using?
Uh 3 I think, whatever is the most up to date one
are you testing in VR or on flat screen?
and the pens and their child objects are all on the default layer, right?
(also, shift + win + S to take a screengrab, then just paste into this window)
Its whatever layer they go in naturally or just come in, I dont do anything to them
okay. and this is gonna sound really dumb, but you are definitely squeezing the trigger while you draw? not just the grip?
Yes…
have you tried a different pen asset? like this one? https://github.com/z3y/vertex-color-pens
Other people on pc and quest in my worlds have the same problem of them not drawing
Ive tried vertex but cant get it to work in quest
Is something needed for an animator to actually "work"? It's linked up, entry leads into the animation, but it simply doesn't run in VRC (though oddly it does run in the editor in play mode).
it definitely works on both, i use it in my world
Nope just tried using vertex again and just get the same script error as last time
what error?
do you have udonsharp
i just plopped them into my world and both prefabs are working
you need to be on exactly unity 2019.4.31f1
the version you should be using is 2019.4.31f1
yes
okay. and you've installed the udonsharp package?
In the import settings of the animation, under the Rig tab, is Animation Type maybe set to legacy? I think VRC requires it be either generic or humanoid
It's set to Generic.
vrc sdk, its the last tab
Can you post some screens, like the Animator component in the inspector, and the animator controller graph?
Mine doesnt look like that?
what's yours look like
^
that's a slightly outdated sdk. it's probably not the reason you're having this problem, but you could try upgrading
worth a shot
mine is oldish but they still work fine lol
maybe udon updated on github
yeah i've never had problems with any pens
have either of you put pens in a world in the last month?
within the last hour yes
i updated my world about 3 weeks ago, it's got z3y's vertex color pens
Yea I tried helping you like a week ago and it worked fine for me 🤷♂️
How do I set a world as my home world?
Component
is it something maybe with lighting? do I have to have non baked lights?
no
pens are self-illuminated
@cobalt prawn The graph is literally just the default setup of "Entry > (animation name)" with no changes.
you want all of your lights to be baked anyways
i mean i figured, but I'm just absolutely clueless as to why me and my friends pens dont work
try it in a new project maybe
9 times out of ten it's just from not reading the instructions. start a new project, import the latest SDK3.0, then import the latest udonsharp package, then import your pens
in that order
make sure you have the latest package for each of these things
do not import any other assets except the world definition, keep a clean slate
where do I go go for new sdk again?...
i would say put down a plane mesh, put vrcworld prefab on it, then the pens
and test n build
yeah not falling through the world eternally is a good plan
where at on vrchat.com?
Yeah this is tricky, I dunno 😦
Alright I clicked on the sdk worlds button seemed like it downloaded something but I’m still on the same sdk? Is that the newest version?
it doesn't automatically update
you need to manually drag and drop the sdk into a new project
whatever you get from the website is the latest. now you need to import that package to your unity project
you can use Import Custom Package to handle it
Hmm it downloaded the same version…
yeah there's literally no way dude
VRCSDK3-WORLD-2022.04.20.16.26_Public.unitypackage
that's not the same SDK you were running
wtf is going on with your browser
i think you might have bigger problems
clicking on too many dick pills ads
I’m just going to restart this damn thing
anyone know a good music player that can pre-load many songs from YT and have a tracklist/shuffle/now playing?
i guess doesnt have to be just links, just preferred for world size
Clear your cache, looks like you've still got a bunch of the old CSS loaded.
Ok finally on newest sdk…
Ah, looks like the animator IS running and the bones are moving, but not the mesh for some reason.
Interesting, and the mesh does move when it runs in play mode in the editor?
is the mesh component a Mesh Renderer or a Skinned Mesh Renderer?
It is skinned according to this screenshot. I wonder if it's a hierarchical thing, since the root bone is not a child of the object with the animator (I feel like I've only ever seen animators on root objects which control their own children)?? But then Idk why it would work in editor
Maybe move the animator component to the root object instead? No idea if it'll work but something to try
I actually had it set up that way before and it still didn't work. I wonder if I had two issues and resolving one means that I need to play about with the original fixes for something else. I'll play about some more.
anyone know a good udon music player that can pre-load many songs from YT and have a tracklist/shuffle/now playing?
should this be the pens I'm downloading, can you guys tell if this is maybe something old and thats why they dont work?
VRChatのワールド用のトレイルペンセットです。 消しゴム機能も付いています。 ■Udon版QvPen v3.1でLate Joinerにも同期するようになりました。 https://twitter.com/aivrc/status/1434783039121354753 (リプにも情報を載せているのでご確認ください) ・多く線があっても書かれた順にだんだん同期していきます(ペンの本数が多いと同期速度が遅くなります)。 ・同期できる線の本数に制限は特にありません(メモリの許す限り。重くなっている方が居たら線を消してみてください)
do you have udon sharp in project?
Yes
Alright all new world on all new updated unity and pens file and same thing
I also cant click the buttons around the pens, they dont highlight or anything, is that a sign for something not right in the prefab?
No errors in the console?
None
Something is super fishy then. I would try to list every step you took in order from creating that new Unity project to where you are now, and maybe then we can tell what in that list is not right
I think vr chat is down right now, I cant get in to test anymore
What version of udonsharp are you importing?
thank you from the future.
file says 0.20.3
Ugh. Please don't cross post... I'll let other people deal with it. Just gotta pick a thread and stick with it so you don't waste people's times making the same suggestions or starting the same troubleshooting process. >.>
I dont see what the problem is if other people in different servers are seeing it there that wouldnt see it here
The problem is what they described, that you can waste people's time because they might not see the other thread you've started and will suggest things or offer ways of helping that have already been offered.
You posted in multiple threads, so much of what I was asking and going to ask was already asked in a different thread. Wasting time... That's why
Also, make a normal interact button and put it next to the pens and see if you can interact with that. You might be doing something dumb like putting the pens in a collider volume.
Also, post screenshot of your pens and the script on the pens so we can make sure the script didn't loose it's associations
Ya that's not right. Nice thinkin MERC
there's no script attached at all
But also, why aren't you working in the new project you said you had started?
Check on that one
soooo something got screwed when you imported these packages. how did you import them, and in what order?
imported sharp then pens?
just click on them in their file location then it opens in unity and I clip import
okay.
you need to import custom package
then select the file, and you'll be shown a list of everything that will be imported or updated
assets > import package > custom package
then point to the .unitypackage file
you need to import u# before any assets that require it. the order matters
I'd recommend removing all the pens shit from your project, then reimport u# using the above method, then same for the pens
did you even try it using a new project lol
I'm gonna have a stroke brb
oh didnt see the last part of that message'
how do I import u# before any assets that require it
is that udon sharp?
im assuming thats the udon script on the pens, let me get a nother screen shot
what do I do from here
Click import. Assuming you did that for UdonSharp already
thats what I did last time and toadstorm said he was going to have a stroke...
You also did use the UnityPackage version of UdonSharp correct? Not like, download the whole thing as a zip or something dumb
thats what my file looks like
not zipped or anything
these are also at the bottom should they be at the top/how do you re-arrange them
Did you not already click import? I said that's what you need to do...
You said there were no errors in your console. How did you know this if you didn't know what the console was.....
Bruh
Hit play. Can you enter play mode?
sorry im not familiar with all the terminology
I'm doing a door dash so leaving it with u gus now
no idea why its not working because i made a new project earlier and they work completely fine
newest sdk 3 > udon sharp > qv pens
Prob just need to check if the scripts are associated now but none the less. Off to drop off this subway lol
I went back because I want it to work in this world
lol
Lol
Try getting it working FIRST then put it in your world
And don't ignore things people are telling you to do when they are trying to help you
"qv pen clone" tf
you definitely need to get the pens working on a blank/new world before you try getting them to work on the world you're wanting to use them in
we're trying to help you lol
fine, itll take a minute though because my old laptop is very slow
So were you lying when you said this?
Something needs to be reimported
Did you delete the prefab from the scene before you deleted the folder for qv pens and reimport it?
Deleted from within your Scene hierarchy, not just from your project folders, to be extra clear.
i mean I deleted the asset folder under project and everything from heirarchy
Can you just double click the prefab in your scene folder, it will open the prefab, look directly in there to see if it has scripts attached
well im waiting for it to download into that fresh scene now, I deleted the files on that one too when it didnt work
If it doesn't, then do as suggested and make just make a new project and import everything as required
Import sdk
Import udonsharp
Import pens.
In that order.
thats the order I started in this new one so let me get everything re-installed
Yup
Now can we figure out why it doesnt work like this in the other world…
Does anyone have a keyboard asset for vrc one of my friends is mute and I want her to be able to communicate better but I’m having a hard time finding one
Did you try prefabs vrchat google doc
no i havent
My guess is that you were not removing the pen stuff completely before re-importing it. You should delete the whole QvPen folder from your project, and delete any QvPen stuff from your scene. Then re-import the QvPen package. Check for any errors immediately after importing. Then, before putting the prefab in your scene, I would double click the prefab and make sure the scripts look correct. Then if all is well, drag into your scene
i went through it they dont have anything but thank you tho i can use that in the future for other stuff
Tried that just got the same result as the first time, is there anyway to check for any residual folders? I dont see anything under project assets or anything in the scene
So if you double click the prefab to open it by itself, and check for the scripts there, it looks the same?
Would it be not better to add the script manual it gona be slow and he would need to look on the other project what he need to add but better then not fixing it ? Is only an idea
Well the asset is a drag and drop prefab, so something somewhere has gone very wrong, better to find the source of the problem imo
Can you screenshot your udonsharp folder, with the version file selected so the inspector shows what version you have. For peace of mind that you do indeed have udonsharp installed
Was only an idea lol
I mean it worked in the other world how would be a different udon sharp in this one…
Who knows, I'm just trying to get you to poke around and make sure everything is in it's proper place
i followed the same process in that one too delete both files re upload proper way and boom worked
You mean re-importing udonsharp worked and all is good now?
Ok new question: I see you have the Standard Assets folder in your project. If you're not using anything in there, delete that folder. It contains scripts which are known to cause issues
If you're using something in there which is important for your world make a backup just in case
ugh is it in there again..
There is some stuff that is usable in there but just delete all of it so we can see if that's the issue
didnt work let me try uploading udog again with it deleted
Standard assets would throw an error.
Can you enter play mode at all?
yes the world has been up in labs for a few days
That's not what I was asking, you did a lot today. Are you able to press the play button
Welp I'm nearly out of ideas. Maybe try this, it'll take some time but might do something helpful lol
If he would delete the qvpen and copy the folder of the qvpen of the new project and add it to the old would that help ? that is new idea
I would be surprised if that worked, and it shouldn't be necessary to do that, but it is something to try
At this point I would be frustrated enough to just reimport all assets in the new project one by one, testing and checking for errors, and then copy your scene and other files over. If at some point it stops working then you can narrow down what broke it, and if it doesn't stop working then cool you have a working project with pens now. I def understand if you don't wanna do all that just for some pens, but dunno what else to suggest
yah I guess it's jsut a thing you cant add pens after building the world, from now on the first thing Ill import is pens...
the idea with adding manual the script maybe now good idea ?
I mean it's not "just a thing" it's something wrong with your project that is preventing them from working correctly, but sure
I mean I have 3 other projects that this exact thing happens in, I really doubt its just a fluke...
And there are probably hundreds/thousands of worlds/projects that it did not happen in
I mean if Jorge wants to try. I wouldn't even be able to explain how to do that tho 🤷♂️
Making the same user errors. Learning has growing pains for some.
deleted qvpens from your scene, delete from project, reimport, then place them back into your scene
Adding the scripts manually would also take a bit of time, there is a lot to input into them, and without knowing how it's supposed to be setup.
Already done up top supposedly
Like an hour ago lol
did they actually remove it from the scene or just reimported qvpens? big difference
ive done that like a good 8-9 times
I was very clear about this and they insisted that was the case
He could look on the new project
deleted everything even searched the flash drive for any trace of the file befoe re-importing
the script references missing is usually a result of importing udonsharp after qvpens, with qvpens already in the scene
Indeed
That's what I assumed. Figuring they only deleted the folder and left the prefab in the hierarchy
But doesn't seem to be the case. Of course, who knows. He also said his console was error free then later said he didn't know what the console was.
I gotta ask, what's Vrchat_SDK_kit 
This is all most likely purely down to not importing listed dependencies properly
when someone asks if there's errors I know where to look for errors, if someone says check your console I think theyre talking about my pc...
You literally have to click the word console to see the console. No offense but not understanding that shows that you are still very much a Unity noob
Where did you spy that?
in his assets list lol
Oh I see it lol wah
i mean clearly Im a noob Ive been doing this whole thing for like 3 weeks maybe
Honestly, at this point, just copy and paste everything over to the working project lmfao
and well, show us the console
Yea that's what I'm sayin
Empty yea but i hope he not close the list i mean that it show samthi k
Wat
can you just drag a new instance of qvpens into your scene and see if they have the references
Or even just opening the prefab by double clicking it. Think I said that a while ago tho
oh vrchat_sdk_kit comes from the homekit
did that have issues being imported into an sdk3 project?
Doing something like this may work too
Delete qv pens from your scene hierarchy
Make new scene in same project
Save current scene
Open new scene
Delete sdk folder
Delete udon sharp folder
Delete qv pens folder
Still in the new scene, save unity
Quit unity
Open unity
Import sdk
Import udonsharp
Import qvpens
Open original scene file.
Then drag and drop the prefab into your scene again, fresh, without unpacking it.
Or just prefab everything and move it to the working project and be done with this lmfao
why are you using sdk2 in 2022 
I've honestly never used it. Dunno. He did at some point have standard assets tho.
if I did that wouldnt it be considered a new map then and have to be uploaded to labs..
already deleted that
It seems to be an empty folder
oh
It would throw hard errors and prevent build
was this before or after importing udon sharp lol
both
No. Your world is determined by the ID you assign the pipeline manager
O.o it's either one or the other lmao.
There would typically be scripts in the scene folder as well for standard assets. But they would also throw errorss
if it was after importing udon sharp, and after doing the whole qv pen reimport thing
you might have to do it again
it was there when I first imported udon and I deleted both when it didnt work then uploaded udon again with it gone
qvpen's is particularly susceptible to this issue of having its script references missing when its importing before udon sharp exists in the project, and can happen if imported while the project has compile errors with udonsharp imported
i think its because its a nested prefab? idk
Probably. That's why I suggested the option above and a full wipe and readd
Do consider following this exactly
The order of steps I listed is important
If instead you just move things to the working project, you'd just copy and paste the word ID into the pipeline manager. But that shouldn't be necessary. Your issue is fixable, technically speaking.
figured it out
after doing all that other stuff Vertex pens actually worked in the world now
Good stuff. Nice job breaking it all down @stone marsh , ya did it 🙌
well I didnt have to do the whole new scene thing lol just tried vertex pens again
Lmao. So you're not using qv pens at all
no 😂
lolwat
but the vertex pens didnt work the first time around so something we did in this whole process fixed that
Well, I'd honestly be surprised if what I wrote didn't fix qv. But. Oh well. Lmfao. I'm done caring.
I mean maybe, but this solution was a lot quicker
I dont have the energy at 3am to try to reimport a whole scene lol
You'd only reimport the sdk, U# and qv. But all's good. Cheers dude.
thank you all for the help I feel a little more sane knowing it wasnt just something simple I was missing
My computer crashed while building and publishing my world to vrchat and now my scene is completely empty
Ive had my computer crash in the past during unity but it never completely wiped my scene
am I completely screwed? I have a backup but its from nearly 6 months ago...
the folder size is still 5.8gb but thats probably just all my imported assets right?
you just need to re open the scene again
if you don't know where or what scene you used you probably used the sample scene in the scene folder
im pretty sure i just used the sample scene and thats the one completely empty in the hierarchy
all the other scenes in my project were examples from things i imported
when unity crashes sometimes the scene gets unloaded. I'd try just looking in each of your scene files in your project to be sure. Unlikely it got deleted.
Working on the Monroe house from twd Alexandria
I don't think there is a world search feature on here. So came here for now. Does anyone know if there is a Montgomery Gator Green Room from Security Breach world? I know Freddy and Roxanne have one. But idk if Monty has one yet in VRchat.
add vrc scene descriptor to ur world, if u already have that then detach the blueprint id and try again .
my camera is oddly titled now does anyone know how to fix the rotation back to default?
try click this
i think that fixed it
Does anyone know why it doesn't let me open the Udon graph?
did you click directly on the graph?
I did but it opens something else, no editor or anything
I'm reimporting it right now to double check
when you click on it, it doesn't show this?
I'll double check once it's done importing I'll see if it loads up
kk
Yeah no nothin'
I'm unsure where the error is, it might be from, I feel like it'd U# but I don't know
did u try right click to re import whatever udon thingie ? did u put in udonsharp before ur udon objects ? they might be missing refferences ?
I reimported the project, and what do you mean by U# before Udon?
And there is an error but I'm confused about it, I can show you the log
so some udon objects can break / miss references if u imported them before u imported udonsharp
Udonsharp ?
i believe u just need udonsharp in order to make udon stuffs work
Still confused I'm sorry if I'm confusing you too
it has to be imported before the udon stuffs.
otherwise they can miss references / break
Should I remove Sharp then reimport it?
i am not sure what udon and sharp is, i am aware of udonsharp, is it not what u imported tho ?
like what i shown above ^
U# + Sharp is just what I've been calling UdonSharp for short
is it the same as above or nah
doesnt have to be same version ofc, but its same name
Yeah
yeh okay then its odd
It the first time I've seen it mess up this bad and it's weird
so ur main issue is that u cant access udon graph ?
Yeah, that's it
I'm able to do everything that's preset like pick-up
That's it though, just anti-Udon graph
what happens if u re-add the udon behavior ?
does it show like this ?
Yeah just like that
if so u can choose this and hit new program
Then I create a graph and so-on
then it should show like this
Then it just 🪦
So I found the issue
I needed to re-import the pkg itself again
Thank you for all the help 🙇
alright glad to hear 👍
Is there any solution to get the Event OnPointerEnter working without needing to press tab?
You should never use DoF post processing......
It's absolutely cursed. It's aids in VR. Your depth is calculated from the dead center of your screen so if any tiny thing gets in the way the blur will move, and anything with zwrite off or transparent shaders, won't even be affected by it and will look super jank
Post Processing should only be used for Color correction, and bloom. Nothing else.
Any avatar not writing to depth will not be affected by it regardless of position in world. It's absolutely cursed. Do what you want. But in a game like vrchat it absolutely shouldn't be used
You can blur distance using a grabpass and fog via a screenspace shader on a sphere attached to the player with a bone follower. But again, any avatar not writing to depth will not be affected by it and it will look really bad for a lot of avatars.
Can anyone help fix my sdk issue. It keeps asking me to reload it on the vrchat sdk tab. I tried replaceing it but not sure if I am doing that right. I was trying to update my world to the recent unity build 2019.4.31fl. I also have this a console error that im not sure is related.
Post a screenshot of the entire console.
Also, you do have UdonSharp installed, right?
I think I have udon sharp imported correctly. Does it come with the SDK? and here are the errors. idk what im reading ever when it comes to the console. So I tried just googling them but still lost.
oh and when i hit reload on the sdk, it shows this error
Before I start trying to figure out how; would it be possible using Udon to have a button that when pressed, inserted a preset string of text into the start of a text field?
No, it's completely unrelated to the official SDK, you need to download and install it manually from the GitHub repo.
I'm trying to make a lobby like Murder 4 where after someone presses the start button the entire room goes into the game. I already have a teleport button that teleports the person pressing it and I have the cube in the room that has the trigger collider on
How do I combine the cube and button so everyone gets teleported
Looks like you don't have UdonSharp.
Can you tell me how to look it up or send me a link please. I been trying to look myself.
Okay I think I downloaded it but im not sure how import Udon sharp correctly.
You should just double click the unitypackage and it'll bring up the menu in the editor
You need to download the unity package from GitHub and import that unity package. Do not download a zip or folder or anything like that. This is also important as to why you need to read the instructions because you'd know to install it and a link would have been given to it.
Don't just download random things and shove them into unity without reading the instructions and dependencies
Is there a way to change clipping plane in a vrc world?
On your main camera, far clip.
Where should I look for the unity package?
Ah tyty 🙇
Also, you need to ensure your main camera is referenced in the world descriptor under reference camera. If it's not, it won't use your settings you set on the main camera.
I'm assuming this is the place to get help with pens?
oh no merc another pens
try it in another project first
sdk 3 > udonsharp > qv pens
import in that order
i am working on building a world and i want to add a video player into it. in some of the music/movies and chill worlds they have a virtual keyboard to type on so you can search for videos, songs, movies, etc. i am having trouble find out how to add this in. i have the video player in and working and can paste links in just fine. wondering if anyone knows how to get this added so friends can search for any youtube video they want. searched google relentlessly but cant quite find what im looking for.
Yeah
Thanks so much😭
its no guarantee
No it works now
Has the SDK window been changed? I cant find the SDK control panel in the drop down from the tab
Trying to find out how to do world building for VRC- mostly making a VRC avatar world. I wanna set up a mirror and the VRC prefab mirror is not working
and now the SDK tab has vanished wonderful
I looked at them all, I have a quest version of the world thats slightly outdated but certainly more up to date than the backup. In the quest version (which was a copy of the PC version) I use a scene titled sample scene and the same scene in the PC project is completely empty (not even the starting camera and light source). I should be able to make a copy of the quest version, switch the build to windows and change all the materials etc and recreate the pc version right?
99% of the time this is because you have errors in your project that you need to resolve
I'll try.
welp, I cleared everything that wasn't an asset, fresh slate, new project, new SDK file fresh from Website...
52 errors
What
Using the correct version of Unity 2019.4.31f1? Not using URP/HDRP or anything like that?
Yup correct unity version
no extra addons or anything
Never had a problem with the old SDK
Can you post a screenshot of the top of your console?
First world I'm trying to upload with the new SDK and such
just a min, trying something
In what way is it not working? I believe the prefab is off by default and comes with a toggle button, are you testing your world in VRchat and pressing the button to make it active?
I can’t test in VRchat like most since I’m using Unity in a MacBook h. If I want to I have to boot up my quest and everything
Ah. So is the problem just that you can't see it in the editor? Cuz in that case you can just find the child object in the prefab which is the actual mirror, select it and set it to active
@cobalt prawn
Sorted, i think there was a download fail on my end, looked at the errors and had a bunch of files missing, so redownloaded SDK and tried again, it's all working xD
Dunno why pc said, oh yeah download was fine, when it clearly hadnt downloaded fine
Sweet
Hm I’ll have to look and see, do I set to active by just making it say able to be messed with in Unity? Sorry I don’t know terms well
So you find it in the scene hierarchy, which is the list of objects usually on the left side of the screen. There's a little arrow next to objects which have child objects, you click the arrow and it reveals those child objects. In the mirror prefab there should be an object that is inactive, which you can tell because the text will be faded slightly. Click that object, then on the right you should see its components in the inspector panel. On the very top left of the inspector panel, next to the object's name, is a checkbox which sets it to active or inactive
Mkay, I’ll check later and see if it helps
@cobalt prawn my build and test isn't working now? and the publish window isn't opening, any thoughts? there's no errors showing up either
I uploaded a world of mine to VR chat but its only quest compatible, is there a way I can change it to also be compatible with PC aswell?
ah is ok, there was an error, just unity derping, all good
Try by Making sure Unity is loaded as a PC build and then upload it again on the same ‘profile’
@karmic rivet Thanks I'll try it out! do I change it at the unity hub?
Do it while the unity project is open, if I remember right you should be able to go to file and change it under build settings
Make sure it’s set to windows
There's options for 'PC,Mac&Linus Standalone' and 'Universal Windows Platform'
1st option
To set it to the windows one I have to download more stuff at the hub is this correct?
Only pc and android build
any one know how to sort any of these errors? I cannot upload my world, it just ignores me hitting the upload button.
Ah I'll try that thanks :))
You may have error script inside your world or in project. Check if UdonSharp is compatible with your VRCSDK
You're only showing the last few errors. Hit clear and show the first ones that stay
If I want to make an update on the world in the future, would I have to upload 2 separate worlds then? One for each platform?
Yep, pretty standard for Avatar and world building
Thanks so much :))
okay thank you, i think these are the most recent.
No problem! I’m just used to avatars so I hope that helps- took me a week to figure it out Lmao
I only do that when I add or remove some objects. I recommend to keep your hierarchy similar to the other
Otherwise pickup items will become desynced between pc and quest platform
So if you really want to remove something in quest version, just set them inactive and you can also delete components inside. Make sure you have a backup of your world
I guess it was just being weird, loaded it up brand new and it works
Sometimes it can take a hot minute to load, check you’re signed in
Maybe? Sorry I can’t think well about trying to troubleshoot stuff
If it doesn't open, restart Unity
Make sure to save
Okay with the mirror- how do I add a toggle for in game?
And for local settings I guess
I recommend to check a video on youtube
anyone have the transparent mirror?
It still doesn’t work.. would you guys have anymore ideas?
Ah I got it to work 🙂 one last question if I upload these separately, will quest users and windows users still be able to meet in the same world?
I'm pretty sure they need the same upload I.D. for that to work.
Have to have same ID, should be in a VRC descriptor on the main / current scene
Sorry Im a bit confused, could you give me a bit more direct instructions?
when you click on the VRC world prefab, under inspector tab there will be a string of random numbers and letters, copy and paste that from the pc world to the quest one
itll be called build id i think
Ahh Thanks sooo much :DD
Do you know where 'VRC world prefab' is located? Does it come up after I press upload?
in "VRChat Examples" Folder
@solid dock 🥰😍😘
Does anyone know how to get rid of this pop-up or what it means?
If I click Reload, it does nothing, if I click Ignore, it publishes the world but I then can’t enter it once on VRChat
A question: am wondering anyone tried to make the VRChat world as a copy of a real life world and try to match 1:1 between VR and IRL?
I found it difficult to align my position and adjust the world size as close to the real life as possible. If anyone have done this what kind of alignment techniques did you try?
I did actually. I think it’s still public too.
It’s called Vilagarcia de Arousa based on a real city by the same name but it never got finished
Anyway I’m gonna go sleep but if anyone can possibly help me out, I’ll deeply appreciate it. Thanks in advance!
nvm fixed it
howdy, so im wanting to make terrain in unity an i cant find the terrain tools. theyre not under the unity registry in package manager and theyre not in preview either. it says its built in already but i have no idea how to use it
Ik you can find the terrain object under 3D Object -> terrain
ahh awesome thanx
np
Does anyone know why VRChat keeps changing my world name to something else regardless of how many times i tried to edit it?
build and publish
I uploaded the world for the first time yesterday and it switched the name. Tried editing the name on the website also didn't work
Does Someone Know a Scrollable Textbox (For Update info) asset/Prefab that is already setup so i only have to add Text to it.
this is incorrect, last build means its loads the last thing unity successfully built, and if you have updated your scene since, you would not be uploading the latest version of your content. build and publish is what you use for updates.
well yes, if you test first, then that is the intended purpose of last build
if you build and test, and you find no issues and want to upload immediately, last build uploads the build that was made when you last hit build and test
hence the term "last build"
if you made any changes since that last build, they will not be applied unless you actually build again
I am trying to setup an video player on an curved object. Any recommendations?
Texture Render seems to be very dark and material overide seems not to work on imported objects??, on cubes it works fine.
I am trying to give an video and kinda 3d effect.
What values do yall recommend having for jump and the speeds?
I want people to have like a normal jump
and I want people to be a lil bit faster than normal
default values then run speed 5 perhaps
for run right?
yes and perhaps strafe 3
how do people on quest enable running btw?
another question, does the VRC_Event Handler (Script) matter at all?
it got added when I adding the player mods component
Okay question- when using an avatar pedestal is the avatar picture supposed to show in Unity when game scene is active? Or am I just supposed to test in VRC?
hi! does anyone know where i can get the city / skyscraper skybox for unity?
Hey, does anyone have an idea why my buttons turn on the mirror in the test build but not the actual world upload?
no idea but u could consider using lura switches, they are premade and working
oooh I would like to see those. Where can I find them?
they on booth i believe for free, google lura switches, u should be able to find them
okayy, its just weird how I updated to the recent unity version and i somehow messed up the mirrors.
might be that the SDK updated some udon graph stuffs that caused that issue
i used to make my mirror toggles from scratch too but lura switches is just so much better tbh
Btw i seeng alote ppl say scratch what is this scratch?
scratch is a word
basicly from scratch means u make something from the start, like manually entirely
ah I see
o make sence now
Just trying to fix this as soon as possible
I was thinking its a programm lol
as said lura switches, they include premade mirrors with toggle switch even
yes, thank you so much <3
np
when I try to compile my map I have this message: b but I can't fix it
Post a screenshot of your entire console....
i had this issue yday converting my world to a quest world and same error happened, it was removed after i removed any udonsharp objects from the world like video players for example aswell as udonsharp from the asset folder
I don't find it , Its my second time on unity
You cropped out part of it. I just need the entire thing
It's most likely related to a bad import of either udonsharp or qvpens in the wrong order. But I need to see the entire console
:o oh
always import udonsharp before any udon objects, if u have Qvpens example, try right click to reimport, its pretty much what merc says ye
It could also be something entirely unrelated though, since I can't see the entire console. But yes.
Well, that was the problem; b
Those damned pens man 🤦🥲
Nobody reads instructions lol.
Well the people who read instructions don't come come here for help 😝
Not as much or with these issues at least
You'll most likely need to delete QVPens entirely from your scene and asset folder. Then try reimporting it. If that doesn't work, we'll have to do a full reimport of the sdk, udonsharp and the pens, insuring the correct order and ensuring all are the fully updated and correct versions.
Thx for the help
what does this mean
try save ur project - re open and do it again
I've got a couple of pickup objects in my world. They're just balls that don't do anything. I just updated my world, but I didn't touch these objects. Yet for some reason when I pick them up now they start elongating and freaking out. Idk what's happening or why.
You have non uniform scale on the pickup or the parent of the pickup.
The parents of a pickup need to have uniform scale in unity.
Does anyone know why my Physics.raycast is returning true despite hit sometimes not having a collider?
Also it seems to be colliding with layers other than the playerFollowLayer despite it being the only one
If it's shooting a raycast at the cyanEmu player, it still returns true despite the player not having a collider on it and hit.collider is null.
It's as if it's hitting something other than a collider which I didn't think was possible.
It would be emulating the in game behavior of not being able to return a reference to any player objects
But the raycast shouldn't have anything to do with the player objects bc it's only looking for the playerFollowLayer which isn't on the player
Anyone know how I can make a moving background like this?
I Don’t want the train to actually move but the background to move around it
Just like a picture of the outside world moving
And would I do this in unity or blender?
Hihi, I was curious as to what my options are for removing the quest version of a few worlds
As to the reason, A. video player issues B. shader and pipeline reasons
I know I can just re-upload on new IDs but it would take upwards of a month to get everything back in the "public" sphere cuz of the one labs a week thing
If that's the only way then so be it, patience I shall have but I'd rather do it in ways that won't mess with metrics and the lot
i want this to enter a URL into the videoplayer as soon as the world is loaded
rather than having a seperate sound source for music
Select the UdonSyncPlayer, put the url here and check auto play
When using iwaSync's Video player can you have more than one audio source? And how is it done-everytime I've tried it will only attach to one audio source at a time.
I don't know about that video player in particular, but none of the ones I've seen would support multiple audio sources. I'm sure it's possible, but I believe you would need to extend the scripts so that the video player holds references for each audio source, and applies the same code to each one, which probably won't be easy or straightforward if you have limited programming experience
And I'm curious if that's really the solution you want/need anyway- what exactly do you want to do?
Ah- for short I'm making multiple rooms but I want the audio to be played from the little radios I've set up. I've re-read some of the things and there's limited information, I'm unfortunately not fully familiar with Udon's scripting
Sorry, appears I was wrong actually- I took another look and I think the player I use myself (Wolfe player) does support multiple sources 😅
Can you screenshot what the inspector looks like on the player where it references the audio source?
Wolfe player has this section on one of its components, so if I change the circled number here I can drag in more audio sources
Unfortunately it doesn't have it 
Bummer. If you really want to use that video player specifically, it wouldn't hurt to find the creator's contact info and kindly suggest/request they add that as a feature 🙂
I would but I'm a non-native JP speaker so it'd be difficult