#world-development
39 messages · Page 137 of 1
Interesting, must be a relatively easy way then. If I have time tonight I might take a look for ya
Don't force ya self, I'm grateful for the help you gave 🙇
Hello there! I made a moving platform in udon for a VRChat world, but I am having trouble making the player/avatar move with the platform while they are standing on it (vertical movements work alright, lateral movements do not). Is there a good way to do this? Thank you!
So far I have tried editing the platform's transform.position values and then I tried giving the platform a Rigidbody component and changing its velocity.
There's a free script that parents the player to moving platforms. I'm not home so can't link it but will later if no one else does
I think the easiest way is to just set the player as a child of the platform in oncollisionenter, then set the parent of the player as null in oncollisionexit
Ah cool, I did try getting the player's gameObject in Udon but I got an error saying it is not exposed there
Yeah I haven't referenced a player gameobject before, not sure how to do that 😅 but that is what I do for moving platforms in non-VRC projects
I might change to another video player, any players that support playlists? (KineL unfortunately no, it breaks when I first tested things)
I don't think it's possible based on the exception that was thrown. Do you know what field of the player should be set to the platform as the parent?
Yeah the one I'm using Wolfe Video Player does
I'll try it out, thanks for everything again 🙇
Just not sure how to get the player object but once you have it you would do something like player.transform.SetParent(platform.transform); and then player.transform.SetParent(null);
I got the players from the VRCPlayerAPI. It does not have a transform field, but it does have a gameObject field that does not appear to be available in Udon, so I cannot get the transform that way. This is quite a puzzle haha, thank you for the help!
Hey guys, a newbie question. I see some world with opening scene where they have an image or a video play on your screen before you enter the actual world. How did they done it? Is there a name for this?
I don't know the name so it's kind hard for me to find tutorial online. Is it the same as HUD?
Yes.... That's not how it's done lol
Thank you for this
I was trying to do it without a tutorial 😅
Oh wow, that's a big script for something I was only doing like 5 lines for o: good thing it already exists!
Yeah. Wouldn't have been possible how you were trying.
Lots of math to properly offset the players velocity
Interesting! and I don't even know if it's possible to access the player's gameObject haha
Yeah sheesh 😵💫 wonder why they don't let you just access the object? Could be so much easier but I'm sure there's a reason
Not in the sense you're implying. You can get bone transform data and player position data and then move or alter that.
do you know where the platform hook should go? I put an Udon platform hook on my platform and converted it to an Udon behaviour, but the player does not follow lateral movement
(the platform is being moved by incrementally changing its transform.position.x field
having a compiler error while trying to test my new world
Export Exception - System.IO.FileNotFoundException: C:/Users/nonty/AppData/Local/Temp/DefaultCompany/avatar world/scene-StandaloneWindows64-new.vrcw does not exist
File name: 'C:/Users/nonty/AppData/Local/Temp/DefaultCompany/avatar world/scene-StandaloneWindows64-new.vrcw'
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName, System.Boolean overwrite) [0x000b6] in <eae584ce26bc40229c1b1aa476bfa589>:0
at VRC.SDK3.Editor.Builder.VRCWorldAssetExporter.ExportCurrentSceneResource () [0x00254] in <827bfced9f784c5ea69f4e82d7bb3ccc>:0
UnityEngine.Debug:LogError (object)
VRC.SDK3.Editor.Builder.VRCWorldAssetExporter:ExportCurrentSceneResource ()
VRC.SDK3.Editor.Builder.VRCWorldBuilder:ExportSceneResource ()
VRC.SDK3.Editor.Builder.VRCWorldBuilder:ExportSceneResourceAndRun ()
VRC.SDKBase.Editor.VRC_SdkBuilder:ExportSceneResourceAndRun ()
VRC.SDK3.Editor.VRCSdkControlPanelWorldBuilder3:OnGUIScene () (at Assets/VRCSDK/SDK3/Editor/VRCSdkControlPanelWorldBuilder3.cs:185)
VRC.SDKBase.Editor.VRCSdkControlPanelWorldBuilder:ShowBuilder () (at Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanelWorldBuilder.cs:129)
VRC.SDK3.Editor.VRCSdkControlPanelWorldBuilder3:ShowBuilder () (at Assets/VRCSDK/SDK3/Editor/VRCSdkControlPanelWorldBuilder3.cs:42)
VRCSdkControlPanel:ShowBuilders () (at Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanelBuilder.cs:329)
VRCSdkControlPanel:OnGUI () (at Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanel.cs:213)
UnityEngine.GUIUtility:ProcessEvent (int,intptr)
Is there something special I need to do for quest users to hear audio in my sdk2 world?
I was with a quest user and they said they cant hear the audio
but I can on my PC
looked up and saw someone say not to ahve spaces in the path. gonna try that
Is it from a youtube video? Quest users can't see youtube
Suggest you refer to the instructions on the github
Save and restart unity maybe
update; it was an udon tool i had installed
You can download the YouTube video and upload it to Dropbox tho. Since that's a whitelisted url and direct mp4 links should work for quest
nope audio source
mp3
If it's an mp3 it should just be on the audio source and the audio source set to auto play and loop
Make sure the mp3 actually plays in unity too, to ensure your codec n shit is compatible with unity.
Well it plays for PC.
Playing an mp3 for quest wouldn't use a video player or anything at all. Just an audio source
Dont know why quest users cant hear it than
Is it hooked up to anything else like a button or trigger that plays it? Or literally just an audio source
Also it it's just the one person maybe they had their volume settings for world sounds down lol
yeah maybe
just to be toggled off
can anyone tell me how to fix this i get this when trying to build and publish my 3.0 world im using newest SDK?
yeah i was hoping there would be some on there
can anyone help me with this ive tried doing a reinstall of sdk Already no luck. I get this when trying to upload a world.
why sdk2
idk im using newest 3.0 world sdk from vrchat website
It's sdk3.
this is the version im using
Mmhm. You can most likely just comment out that line.
Should be line 81&82
You'd want to use VC Code or Note++
they are unfortunately not specific enough for me to figure out what needs to be done
when it says "drag into the root of your scene" where does that mean?
Just means drag it into your scene, "root" meaning that it should not have a parent object
Root generally just means like the first or lowest level of something, like the root bone of an avatar is the first bone that all the other bones are connected to, or the root folder of a project is the main folder that contains all the files and other folders
And it needs a custom layer like it states too
hey, I'm new to world development, but I just uploaded my first world successfully to community labs (PC+Quest), and I want to get my test version to be Quest-compatible, too, but for some reason the option isn't there anymore.
I feel like this is a newbie issue, so I was wondering what I'm missing?
i have it on an object at the highest level i can put
it says you can also use layer 11 for the environment
Ok, so do you have the layermask on the hook set to layer 11, and are your platforms on layer 11?
wait a sec, is Build & Test even an option for android target?
it is not because the unity editor isn't running on the quest so it doesn't have a way of doing offline testing
thanks
Only option as how to test a quest version without publishing a new one is to detach the build Id(so you don't upload over your currently published version) and push a private build up that you can load up to test.
Not very convenient but that's how it be 🤷♂️
my platform is on layer 11, but i am unaware of layermasks and to what object(s) i should attach the hook component
ohhhh gotcha, makes sense
thx
From what I see you don't need to attach the component to anything, you need to drag the prefab into your scene, which should already have the component attached
And on that component is a layermask, which is a list of layers you can check and uncheck to decide which objects the associated code will affect. So it should be set to only affect layer 11 (assuming you don't wanna use a custom layer)
oh my god
i didn't realize by "scene" they mean't drag the prefab onto the 3d space ;w;
i have been putting it everywhere BESDIES the 3d "scene" area
folders.. objects.. into the hierarchy..
thank you i am such a noob aaa
Well you can drag it there in the 3D scene view, or into the scene hierarchy (the text based list of objects on the left). Either way it "places" the object in the scene
And even if it is not a visible 3D object, like if it's just a script, it exists within the 3D space of your scene and can be moved around. It is kinda weird in that sense lol
Anyone know what shader I’m supposed to use for quest mirrors?
I had added the script to a few objects as components, but the prefab must be doing additional things
Yeah one of the benefits of a prefab is that it can save components and objects that are setup a certain way. It might already have the layermask set to 11 for example
anyone have a tutorial on making caves with terrain in unity? i cant seem to find any recent ones
you don't as you can't cut holes in the unity terrain
I don't think Unity terrain can do caves, you have to make holes in the terrain and then create/add caves another way
its more or less that i want to make an overhanging cliff and cant seem to carve out the bit beneath
Err. Make holes as in remove faces, not a 3D hole 😅
Yeah terrain can't do overhangs cause it's all generated from a heightmap
ah ok, well how would i make one?
You can model an overhang separately and slap it on top... Maybe export the terrain as a model and then model/sculpt the overhang in blender or something... Or use a different terrain tool, I've seen some on the asset store that support caves and overhangs
ok lemme have a look
Easiest thing would be to just model that part separately I think, but then it won't be seamless with the terrain
thats more of a straight up hole than an indent
im still very new to unity lol
Yea this is a much trickier thing than you'd think unfortunately
Here's an official unity tutorial for this, might be advanced for your level but could be some cool stuff to learn https://blog.unity.com/technology/digging-into-terrain-paint-holes-in-unity-2019-3
Im trying to keep my two PC and Quest projects in sync. I have a world that uses assets (such as a video player) that are not compatible with quest. How can I remove these assets, but keep other things in sync (such as pens)
iirc, the heirarchy must be exactly the same between the two projects so I tried removing all the components of the video player etc yet the pens still didnt sync
Are you certain the hierarchy is identical? Are these separate projects?
also unless you are on sdk2, there is no real issues leaving video players in as they do indeed work on quest, its just that they have more limitations (can't use youtube links, quest users can't enter urls) etc
Just conjecture, but when I used to use separate projects for pc/quest builds, I'd have desync issues even if the hierarchy were identical, as a result of me working on each of them separately. I suspect its because the order of which I created new objects in the hierarchy affects the order of which they get enumerated for network id's used to sync.
hmm so it should work even if the objects dont have the same components?
yeah
okay maybe im having the same issues you were having
because the quest projects is a clone of the pc one
have you made changes to the hierarchy since cloning?
did you set anything as editor only?
I think I had some bakery point lights set at editor only on the pc side
editor only changes your hierarchy as it removes them from the scene before building
Hey, I've been trying to make my first VRC map as a sort of recreation of my room and when I tested my progress out today the walls and stuff got this weird texture to them in-game anyone know how what's going on and how to fix it?
this is how it currently looks in Unity and how it has looked in past tests
uhh ok so it just fixed itself when I closed unity, rebaked the lighting and retried on a new build... world building is weird 😕
glad to hear it fixed itself, yeah unity can be weird sometimes, always try to save / backup ur project, redo the process / re open and see if it works, i often run into random weird unexplainable things in which simply re opening usually can fix it etc
"Ran out of virtual channels. Audio clip "..." will not be played.
UnityEngine.GUIUtility:ProcessEvent (int,intptr)"
half of my sounds in the world do not play because of this error .. can I fix it?
Hey so im trying to learn some audiolink stuff. Im trying to make the speakers thump like they do in the example scene, but cannot find anything showing how it's actually done. anyone able to point me in the right direction?
Is there any way to use Baked lighting with non-static objects?
You can set them to Contribute GI in the static menu, however what light they are baked with will be the same no matter where it is, so any shadows cast by objects will always be on it
Wondering if someone can help me, I recently made my first World and uploaded it. I then decided to delete it as I wanted to add quite a bit more detail to the world. I am now ready to upload and have tried, When I upload the world it is saying successful but nothing is showing and I am getting an error in the log files "vrchat.world index: _id_dup_key"
is there a way around this? Thanks!
Yeah, you can go to your vrcworld gameobject and click Detach on the pipeline manager script
Then upload it again
Alr. The thing that’s moving in my map is slightly swaying and it’s an entire room. Will that have any affect on the shadows?
You can disable cast shadows when baking it to stop one getting made, however if you want moving shadows you will need a realtime light somewhere
Thankyou so much!
Is that going to be smooth-running on quest tho?
One might be fine however it depends on your world. Realtime lights and quest usually don't mix too well when it comes to performance
It’s four small rooms
Each with a single emissive light source
If you have a quest to try it out on go for it, however I don't own a quest so I can't give a definite yes or no if it'll run well
Ah, ok. Will do. Thanks for the help
np
Hey does anyone wanna be a project leader for something I’m working on? If so just dm me.
If you just want to light the object mostly accurately minus shadows, light probes will do exactly that.
So I'm trying to do a VRchat Mirror toggle for a world
BUT my my Unary Negation script keeps Graying out
I need Serious help
The Tutorial I am watching doesn't make any sense At ALL
You need to plug the noddle from get activr self into the unary negation node
You just have it sitting on top of it which won't do anything
Where do I go to edit JumpImpulse?
There is a player mod script included on the world descriptor if you used the vrcworld prefab included with the sdk
Otherwise you need to add the script to a empty game object in your world
yep, but it's greyed out
and on my other world, it just doesn't save
It won't even connect
I need to vc with someone to show em what's going on
The circles which needs to not be grayed out for the lines to connect Keep Graying out when I start trying to connect em
Strange. No idea then I don't use the node gramp.
https://www.youtube.com/watch?v=nU9dK8VU274&ab_channel=Akira (The tutorial I watched)
Looking for a download link? Check out my Patreon.
Patreon: https://www.patreon.com/vrcakira
Part 1 of my video series for basic VRCHAT world building with the VRCSDK3 Udon kit. This series will be designed for beginners. I will try to cover every step from start to finish of each vrchat world creation tutorial. The goal of the videos is to all...
i published a world but when i go to it i immediately go back to my home world. i have tested it in unity and it worked. what does it mean when it immediately kicks you out?
also how do i take down a world?
You need to add the script to a game object. You're most likely just looking at the script itself
I Still need help over here
Or a better tutorial video lol
I don't HAVE a Prefab
the one i use has 3 mirror options if you want it
I just want to toggle my mirrors like how others do it
vrcprefabs probably has one too
hey does anyone know why my terrain mesh is showing in the editor but not in vrchat? the collider is still there.
That isn't helping at all
It just took me to a page with Three icons
Tried to port my home world to Quest and the fog keeps consuming everything except the ceiling, but only if I am looking straight, back, left or right. If I look to the corners the fog goes away
well not completely away, just less
Didn't tell me that EARLIER
the twitter links you to the database as well as explains what it is
good luck getting help if you want to be rude
Sorry
I'm losing my mind as I can't seem to figure out which prefab does the mirror toggles
not gonna get any easier
most of the prefabs aren't on 3.0
I got the mirror prefab from you
There's also a mirror with a toggle in the udon example scene in the sdk 😛
Now How Do i make this thing work
which Is?
Not even sure what you're asking lol
literally just drag and drop the unity package i gave you
Do you not know what an sdk is?
it shows up in your assets folder
That's the Basic mirror
I'm trying to make it so you can toggle it on and off with a button
i gave them a prefab lmao
Ya the example scene has a button that toggles the mirror
if they don't know how to drag and drop unitypackages i don't know how they got the sdk in
🤷♂️
I just clicked on it and it made me extract the files Into my Project
drag and drop the mirror package i gave you
find "simple udon mirror" in your assets
I did that
But you didn't say How it works
you just said drag it to the project
and that was it
launching unity hold on
if you click on the assets in the "simple udon mirror" folder youll find something with the prefix of prefab
yeah'
its the blue box lol
drag into scene, move where appropriate
mirror is to the right of the buttons
gotta find the buttons first
cause the thing looks invisible to me
the buttons are in the prefab, make sure your gizmos are turned on
drag the blue box into your scene, it will have the buttons
albeit a little far from the xyz
Now I came across a New issue
when I did so My entire Terrain Turned White cause it somehow took the Mirror shader
And Won't let me Switch it back
Cause the shader thing for it Is Greyed out
It wasn't like this Before
I didn't even set it to that
It won't let me change it
Did you try ctrl-Z or "undo"
Yes
Nothing is working
It's Stuck like this
and the Material script is greyed out which means I can't change it
I legit Can't change it
There's No tutorials on how to fix this
Ya Idk what you even did, that's weird af
great so now I have to start a new project cause there is absolutely No way I can fix this
The Default Terrain shader thing is Greyed out
it looks like you have a lot of random stuff in your assets so that might be why idk
It somehow is now using the Mirror reflection shader
Wait It shouldn't be possible
as you can't drag materials to the Terrain prefab
Just make a new terrain material and drop it onto the terrain?
How do I do that
No tutorials shows how
Don't just depend on tutorials. Ya gonna learn to debug stuff yourself eventually.
Make a new material. Set it to whatever the shader is for the terrain. I'm not sure which it's called, and then drag drop it onto the terrain in the scene
It is taking the Mirror shader
Which I did not even put in
As I can't even do that
Yeah I can't drag materials into it
Well I can just make a new mirror shader
Bruh I just googled "unity how to change terrain shader" the the first result is the answer on how to fix your problem
Then you didn't wrong somehow..change the shader back to the default in the menu and it'll work as it's meant to
Any suggestions for fixing this? Can’t upload like this h
Lolz yeah just change the resolution of the game view here, this is what the default setting looks like
Thanks! I don’t get why sometimes it works and sometimes it doesn’t lmao
Hm, like it randomly sets itself to the portrait style view?
Yeah
Alright here we go starting with the main issues of the world I’m messing with h- (note I’m on quest)
I do not show I’m mirror, as well as mirror buttons not working
Skybox is not working
Idk how to get the lights to shine blue
how skybox is supposed to look
Maybe try swap it to a quest compatible skybox shader
I believe the vrcsdk contains one
I do have it on a quest skybox
mirror buttons etc probably wont work because the home kit is sdk2
Programmed them with udon graph
not sure but this isn't udon channel anyways
use screenshots and not pictures with an android for getting help with udon
sorry, my computer is crap with takinf screenshots at times and eats them
again, i don't know. this is not the channel for udon not working.
#udon-general is your go to place
Still trying to figure out why the skybox isn’t working on VRC but just fine in Unity
Wait what? Have you put the skybox shader onto a sphere and put that around the world? XD
Yeah h, I’m very new to this and the regular ones that are premade spheres don’t work
Yea that isn't how skyboxes work. They aren't a physical object.
Delete the sphere.
Then go up the top and go window > lighting
And in there you will see a slot for skybox which is where you put your skybox material
Gotcha thanks! I try to find videos but so many just don’t explain and it’s not like you can ask questions there lol
Yea I get you. It's all good 😄
Is there a way to test its working in Unity or do I have to check through VRC?
You can get cyanemu which let's you test it in the editor, but that isn't the same as testing it on quest as it runs windows version that way
Know anything about making the lighting work? Or is that more programming stuff?
I do but baking lighting is a big subject, you'd be better off watching a tutorial on it than me trying to explain
I get that, if anything I’m just trying to get a basic little world to share some avatars lol
So lighting works on avatar but not world lol- will probably just switch it back to regular light yellow
Got mirror buttons to work- but it automatically is 2 HQ mirrors (pic to show how both mirrors look)
You'll need to place light probes and then bake then lighting to fix the light
Mark all the meshes you want to bake lighting on as static in the inspector, add light probes then bake using the Lighting tab
When exporting a world as a back up unity package. Would I uncheck all Udon files or is it okay to export those? I know I need to uncheck poiyomi shaders and the sdk.
How do I stop the URL bar in the Udon Unity player from drawing on top of everything in the world?
Using a different player is not an option because I've already modified the sript to function like Tanuki Tunes where you can place an object down somewhere to trigger a particular video to play. I just wanted to have a toggleable URL bar in case someone wanted to use the video player normally and I wasn't expecting it to draw on top of everything as I have never seen that happen in any world I've been to.
Hm, it seems adding a material to the Input Field's image component works, though it needs to be a material other than standard shader because it will have weird lighting in the center if it's not flat shaded. Unlit cutout works but can only be white. Poiyomi also works well.
Heya asking for a friend
"Hello I am having a problem with trying to log into unity well my account on unity and I've even tried to restart the SDK I've restarted unity several times and I still can't figure out what's going on I even reinstalled unity for some reason I can't log into this account can anyone help me figure out what's going on"
Trying to make super jump toggle. I duplicated the VRCWorld and set one world jump settings to normal (3) and another to High (20). I used a mirror UI (LQ/HQ) so I can switch between the two. When I turn on super jump I can't turn it off. What am I doing wrong?
Try reimporting the the SDK again? Maybe it will replace whatever broke when it loads itself again :/ Also make sure they are putting in the right password and username
If you have two HQ mirrors then you may have: (1) both buttons controlling the same mirror (2) two HQ mirrors. Just my guess but a great tutorial is the iconoclass mirror tutorial on you tube
We did a but it's still doing it we even made a whole new project and through the SDK and it's still doing it
Try logging in to https://vrchat.com/home/login
If it doesn't work there then you must have the wrong account info (in which case go through the recovery steps)
If it does work there then Idk, you're not offering any screenshots or much info to go off at all and it's difficult to help someone through another person speaking for them lol. Check console for errors... delete and reimport sdk.. make sure using correct unity version 🤷♂️
It works on the site
Probably the dumbest thing to ever ask, is there some referred Worlds Shaders? Or I can just use any Shaders?
sry trying to build my first world, don't have any knowledge about worlds creation...
Any shader is a world shader if you want it to be
Much thanks
except if u are doing a quest world, even it might allows u to upload specific unsupported quest shaders it is not recommended at all, the quest users will experience huge lag spikes if using unsupported ones .
Oh! Thanks for the info!
This page will describe various limits in place for the Oculus Quest version of VRChat. These limitations are in place in the interest of performance, user safety, and discouraging malicious behavior. Find more information about limited components on our Quest Content Optimization page. Although the...
np enjoy
💝
Is it possible to play a Youtube URL from inside Unity when testing a player? I keep getting errors, and I don't know why it should work differently after uploading it to VRChat.
not sure if its possible with cyan emu but otherwise u can run a build & test to check it
it works differently because vrchat uses yt-dlp to resolve youtube urls, which is not accessible inside unity
if you're using usharpvideo player however, it has support for testing youtube etc in unity as it has editor scripts that handle calling yt-dlp
i'm not sure if there are other video player prefabs that added that particular support for testing in unity
Are there any open source world's I can download and look at?
Hi you! , I have a problem with the map, when I try to join the map the loading restarts it then brings me back to my home
:b i can't launch it ( screen by a friend )
I've gotten into a bit of a backrooms mood lately, so as usual when I'm interested in something, I gotta make some vrchat content based on it lol
Damn that's a nice sequence, good job!
thanks! ^^
hey guys! I wanted to start a cool new project for VR chat, anyone knows any builders that would be willing to help?
there is builders out there doing comissions, u can usually find them either through discords or gumroad etc, alot of avi creators also do world comissions .
is there a way to make a button to reset the position of the objects in a world?
IC, do you know one of the discords where I can find them?
i cant name any certain ones, but u could search up vrchat community discords or look under #community-servers-old to find some
Hi guys, I put together my first world today!
However, I'm having trouble accessing the world in VRChat. It works in play mode and in VRChat's Build and Test Mode perfectly. There only seems to be a problem after I upload it to VRChat. I can see the world on my menu, but when trying to load in, it gets stuck at 100%, starts the load again, then takes me back to my home world. I've attached a few screenshots of the log, the VRC World component and the location of one of my spawn points. I have no idea what could be causing this, maybe there's something here I've overlooked. I'd be so grateful for any help. 🙏
Can you show the full console tab? you might be missing important information, like not displaying the red errors for example. I recommend you download and import 1's VRWorldToolkit (you can find the link on the 3rd link of the pins on this channel) It usually gives you tips and info on things that may cause problems when uploading a world.
This is supposed to display transparency right? Using a quest shader...
Oh! So it doesn't...
someone Know if can creature world for real shop?
How do I make a portal to someone else's world in my world?
thanks!
It's in VRChat Examples > Prefabs Just drag n drop it to your world, and put the world id of that someone in the Prefab... It's called VRCPortalMarker
A project I've been working in my past, with very little experience. only issue I've experienced is not being able to use the video player, otherwise it'd crash my project. I'm not sure if it is because I've used VRCSDK 2 instead of 3
That and the lighting reflected feels off
no it is not, quest shaders on vrc does not support transparency
use the portal prefab and enter the world id within the object
most likely it is the SDK 2.0 or else the video itself that broke with time, also i recommend reading up on how to convert 2.0 to 3.0 as u most likely will run into alot of issues on 2.0
I'll check it out when I can, previously had the issue of scripts messing up after deleting the old sdk 2 and adding the 3 when they first split the sdk
the best way to do that is to export ur project into a unity package without the SDK and then make a new project instead
I see where to get my own world id's in my content manager, but where do I get the world Id of someone else's?
on vrchat website, example :
u can see the ID in the link above ^
How do you add the ability to jump to VRC worlds?
I published a world from unity but when I try to join it, it kicks me back to my home world immediately. It runs fine when building for VRChat from unity. Does anyone know what this is caused by?
Did you maybe upload it wrong? Like not to the right build?
Hi everyone! This is my first time here. I am looking to create a VR simulation for my dissertation regarding mental health and mental health stigma. Anyone interested in helping me out?
I uploaded it through the VRChat SDK control panel in unity. I also do not know how to take down the broken world
Recently I've heard a lot of people with this error, might be on vrchat's end. Not 100% sure but might be solved by waiting
thank you for letting me know, it's my first one so i wasn't sure if i had configured something bad
Few things can cause it.
1: ensure you don't have two open scenes.
2: ensure your spawn point is set in the world descriptor
3: ensure you don't have excessive memory usage
If none of those are erroneous, publish the world again.
If still having an issue, share a screenshot of the world itself, your unity project, so we can see if there are any obvious issues.
if the world build successfully in unity and is playable is that not a guarantee that it would work in vrchat?
95% yes
But if it's not working then its not working and theres probably something broken, no?
use udon behavior for that
Thanks! Stuff isn’t really coming up when I look it up
Not necessarily. When you run it in unity you're not really running everything the same as in game. There can be a wide range of things that cause you to get sent home, the things I listed are among them, but there are more possibilities depending on the world itself. Excessive draw calls, improper scaling, spawning in colliders, erroneous spawn point, excessive memory usage, lots of things can cause being sent home.
is there an error log or somewhere i can get information to debug this?
Hello, how can I make a diagonal edge loop for window making? They always come out vertical..
Post a picture of what you mean? The edge loop will just go whatever direction the edge is going
Although sounds like a #3d-modeling question
oh yes, it most likely is, so I will post it there, the picture.
How do I synchronize a simple animation loop in a world? (SDK3)
How long is the loop? Would it be sufficient to synchronize it when it starts each time or do you need it to be able to jump in half way through
it needs to be accurate
not like to the millisecond accurate but within 2-3 seconds at least
the loop is really long
will end up with probably 10 minutes
I've wrote a script that blended between two animation states to move something along using a blendtree before which is synced off the users time on their pc
If you cant use a blendtree, you can set the time of an animator with .time according to the docs but I haven't checked if that's accessable in udon
That way all you'd need to do is sync the time of the start of the animation and from that you can calculate how far you are into the animation when you join and sync it to that point
I'm having a nightmare of a time getting this to work, will someone PLEASE explain to me how to enable jumping?
Turn up the number for jump on your vrc world object
its at 3
i have to say i have no knowledge of programming in udon if thats needed for this step. in my case it's really just a single animation clip that is being played for 10 minutes straight and then looping
regarding what you are telling me: does that mean that vrchat sync component is able to differentiate what animation clip is playing, but its not able to sync the frame at which it is in a specific moment?
Correct. The sync just syncs the position, velocity etc of the object
i also noticed it synced for example a door for different users it seemed in one of my worlds
which is just switching between animation clips
in an animator, so like from [open] -> [open state] -> [close] -> [closed state] -> repeat
but that only seems to work with different animation clips, not within an animation clip
Possible. Since the animation is moving the object it could sync that movement
I've not put a sync on an animated object before so can't say the expected behavior
okay, thank you still :>
Anything in your scene that could override it? A prefab maybe or somehow added two world objects?
wouldn't let me upload if i had two world objects
I can walk, sprint, crouch, and prone just fine, but can't jump
Also, the impulse number in unity keeps defaulting back to 3 even if I try to increase it
I have a small issue with the shader/mesh I'm unsure. But the mesh or the map I'm making the textures would not apply when on Quest, does anyone know what would the cause of it?
would I be able to just re-write the script to get it to work?
hey i have a problem with syncing between the quest and pc
This is whhat i what up seeng while on quest, I would appreciate the help if anyone can, Its the firstt time I got the error.
What do you mean by that?
it just looks like you don't have any textures or lights in your scene
when a quest player picks up a pen pc player dont see it
There are multiple lights around the scene, 3 actually. And they all have Standard Lite textures
what kind of lights?
Directional
What type of pen system are you using?
QvPen. i had it working in a different world
I would suggest baking your lightss, but try point lights temporarily
That's odd even for QV since it's fairly reliable, try to reload it perhaps?
i have updated both quest and pc to the same version and still didnt work
And there are no errors in the log?
no
I’m honestly unsure it doesn’t have errors that often, I know occasionally it messes up with textures for the en/ink/etc but there should be an automatically sync? Unless you want to try to add the object sync
Ik object sync is cross-platform, sorry I can’t be too much help I’m usually an avatar creator
ah
Sorry for the late ping btw, but I've tested it and nothing happened 
baked or point lights?
Tested in two rooms (multi room world) and nothing changed it just got brighter/dimmer
with baked or point lights tho?
Both
I'd just delete your vrc world o next and replace it and see I'd that helps
Aight
You need to make sure your world for both is exactly the same. The order and objects. The hierarchy need to match.
they are
Build and publish your windows version, swap build targets and then upload the quest version
I mainly just need it to jump through a window for one part lol
I’ll try replacing it and see what happens
i have done that
still didnt work
damn
Thanks! I'll do that
If you know a bit of udon, you may be able to create a separate object with a box trigger that changes the avatar. Disable the avatar pedestal's interactivity, then place the invisible object over the avatar pedestal. It's a bit convoluted, but it should probably work.
which would you say screams "You haven't unlocked this yet"
im sort of leaning towards the lock
but i feel like the question mark would convey it better
? Says to me I'm able to click the thing to find out, 🔒gives more of a you need something to unlock this vibe
Trying to make a simple toggle to turn a Video player on and off, as in, make it visible and invisible with the push of a button or interaction, however, when I try to do the same udon graph as you would with a mirror to the video player, the button just straight up disappears, anyone able to help on that?
augh.. what did i do wrong
it worked prior and then i added a few assets
now its saying this
it could possibly be the assets you added are colliding with the scripts of something else, I've had it before, removed the assets I added and it fixed the issue
@wild jackal
Sounds like you've configuered the button to turn off itself not the tv
Turning off an object works the same way, whether it be a mirror or a tv
so i just cant have those assets? :(
damn
hmmm
Reimport texhmeshpro and see if it fixes it
time to redo the graph
Sounds like it's missing a dependency
oke
got a hopefully simple question... how do i make a portal marker specifically go to a private instance of a public map?
and it works perfectly fine if I use the same graph on a mirror
On the button where you have the script attached you need to pass it the tv object
The graph is fine
Strange name for the object though. UdonSyncPlayerUnity
Since it doesn't sync anything and isn't the player XD
Lol fair..weird player name thrn
👍 np
when im trying to make a world using the vrc creator companion, the vrc url input field script is missing?
i tried
So who are you people can I send you friend request I would love to be friends with world creators
i wouldnt really consider myself a "world creator" yet
anyone who is willing to learn or at least want to try world creation is a world creator
regardless of skill or talent
i seem to be creating more problems then anything xd
fat mood
but yeah any idea of what went wrong?
I have no idea really
damn
I'm not really experienced when it comes to stuff like that
fair
Remove the colab tool if you aren't using it
what colab tool 😭
Open the package manager and remove the collaborate package
Can anyone help me with this? Is there a way to make a portal go specifically to a private instance of a public map? (Obviously I'm talking about a portal just existing in a map on a PortalMarker object)
wheres that
Hmmm should be there but I don't see it and aren't at home to check my own unity.
Try restarting unity. It's an issue with a built in packages so might fix it.
ok
it didnt work
I updated my world with a icon using VRCThumbnailer and now when i try join it it kicks me to my home world, no errors in unity
if anyone can help pls ping me im going to bed :(
okay not sure why
video players are just fucky in the newer versions?
tried using the companion since it actually loaded sharp correctly and 3.0.3 for some reason was missing the VRC URL input field script and 3.0.4 has it, but its still broken
everything below 3.0.4 is just broken for some reason for this creatorcompanion
is there any way to have colliders sort of conform to the object and not just use box or sphere collider?
a mesh collider but those are a lot more expensive as it has to calculate per triangle
so if you put one on a high-poly object it get stupidly expensive
so probably good idea to make a second super low poly version the object to use as the Collision mesh
or something that would be even more efficient would be trying to see if you can approximate using a couple more box colliders
All I did was adding 3 new avatars to the world and buttons for music. That's all and it gave me that warning
It's for android
Audio files can get pretty large, you may want to look at the import settings for those
https://www.gamedeveloper.com/audio/unity-audio-import-optimisation---getting-more-bam-for-your-ram
Oh I will later on,thank you!
sahder
hey, is there any way to make stationary camera on the world, and switch to that camera view when i activate it? (button, keyboard, anything)
Question, if i private a public world will i have to go through labs again to make it public?
@wild jackal its the version control package
remove that
had the same problem, looked up the package id and turns out it was Version Control
I'll try it even I get home! I'll let you know if it worked
anyone have sites like sketchfab that i can use for assets and stuff?
Also update u SDK u running a outdated one
Just did a few days ago. I got it all fixed now but thank you anyway
I don't think so,if your world is already out of lab it said in the website it won't not sure full 100%
Is it possible to use any sort of shadergraph in vrchat? I've googled it but all the answers are from the days of sdk2 so I'm not sure if it still applies
How can I disable clients and not let them fly through the map?
You can't.
There is a free asset on booth irrc that can detect when a user is flying a perform an action however. You can also do this by checking if the user is grounded against a set time and do something. But it's a cat and mouse game that ends up being pretty pointless.
not sure if this is the right channel, but are there any vrchat worlds or prefabs of a working volleyball system?
Am I able to add physics to objects that can be picked up in a world? Like say a blanket?
Are there any good tutorials/videos/resources for the VRCBilliards package? I'm having some trouble with the audio setup.
Edit: And everything else.
https://github.com/VRCBilliards/vrcbce
import Worlds VRC SDK, install TextMeshPro , import udonsharp, import VRCBilliards, drag one of the prefabs into the scene
there is no audio setup
justworks ™
why did it come with a bunch of audio files for the cue ball hit sounds then?
... to make sounds when the cue hits the ball?
i meant that there is nothing you, the mapper, needs to do about setting up the audio
ohhh ok thanks
yeah I think I was just missing UdonSharp
gotcha, thanks!
I am needing help with a map, I have it made I’m just needing a few things I am looking for, I have a weapon system for the pvp part but it don’t work but I would like to have lightning and shock staff and light sabers with colliders and then I would like to have a Star Wars themed stick flight system and auto doors my map creator and I are struggling with these things please ping me
Anyone know how to smooth out the wind/wheel sounds a bit so it isn't as sudden of a stop between the audio reseting?
hey so i made a world but the sdk is blank when i go to builder
Check ya console for errors
Yep ya got a bunch of errors you need to get rid of. Scroll up and start from the top of the console, that usually shows where the issue is stemming from
What file format are you using for the sound file?
I found one kind had a little volume dip at the end of the file where as some didn't. If I remember right wav did? Or maybe it was mp3. But I swapped to the other and it was fine
how do i fix them?
It depends what they say, what's causing them etc. Usually it's because people import assets that are incompatible with VRchat for any number of reasons, or they import assets without following instructions. If you have no idea what your errors mean you can post them here and we'll try to help
sorry
i got it
i imported both the avatar sdk and the world sdk at the same time
Ah yeah, a project can only have one I believe
how do i fix this?
Delete VRCSDK folder from your project, then re-import only the world SDK
ok
but the model i imported uses the vr chat shader
will it auto fix when i re import the sdk?
Yeah the world sdk should have the same shaders
what do i do
Need more info, can you show me the issue? "Blank" as in what, the material is pink? In that case just select the material and re-apply the shader that it had
all you need is vrcworld in order for it to be recognized in the builder but that home kit is on sdk2 lol
Um, yes of course you do. But instead of asking me how to do everything you can just look here https://docs.vrchat.com/docs/creating-your-first-world
Before getting started, ensure you have a Unity project with the SDK set up. If you want a great intro to creating your first world with pre-created assets, a tutorial video, and detailed steps, check out the VRChat Home Kit! Step 1 - Setting up a scene The first thing you need is a scene. This can ...
people still using it when its blatantly sdk2
Lol
Well crap, the page I linked, which is up to date, immediately suggests using the home kit, that is very understandably misleading imo 😬
yeah it needs to be updated
Even though the home kit page has a warning, for somebody who is building their first world they aren't going to understand what that warning means or why they shouldn't use it
Gonna suggest an edit to that page
but my friend used the home kit
its a good little kit to pull the fbx from and make your own toggles but the docu definitely needs to be fixed
how were they able to upload the home kit as a world
i dont know, we're not your friend
ask them
all ive done with the kit is completely nuke out any mechanics and started fresh in sdk3
Ya they probably just deleted all the scripts and SDK2 stuff from it and added new SDK3 stuff. Which is not gonna be super easy for a beginner
🙂
Or maybe they used SDK2 lol who knows
i thought eventually anything using the sdk2 wont be able to be uploaded
if you know a little bit of blender the pinned video is good
even if you dont im sure you could make something to get your feet wet in making worlds
I imagine you don't have much/any interactive stuff yeah? You can save the environment you made easily
no i customized it and and imported some models
i dont have much besedes a mirror
i dont see anything in it besides pictures and a table
the materials are easy to change
thank god it comes uvmapped
not very much you have to reimport
Or instead of rebuilding you can delete the sdk2 stuff. Basically just go through the objects and if it has a broken script delete it
how?
Well that's the thing, it's a bit tedious for a beginner, and it's also tedious for me to tell you every single thing you need to check and what you need to do, if you don't even understand the things I'm telling you to do.
can anyone tell me if there is a megaphone plugin for unity vrchat worlds... so my actors can be heard from a distance
what do theatre productions use for this
I'm going to try this with a much, much smaller project and see if I get the same outcome.
Whoops sorry!
How does a private non labs world get 500 plus views? Are there indexing bots on vrc?
Assumedly people invite people to the world to hang out there or something?
Or is this your own world
Only got mp3 to work, however, it seems to mix with the swaying animations I have and decreases quest performance like 100x. Any reason that might be?
What so you mean by it mixes with it?
like the audio and the animations combined dropped quest performance a ton
even tho both of them are relatively short
I could join on my laptop fine, but two of my friends couldn't even walk forward 3 feet
I got rid of 80% of the trees/tree animations but it only helped slightly
Just my own.
How many audio sources do you have?
used to have 3, now just 1
Because audio is surprisingly processing intensive
thats for sure
Not so much that one should ruin it for quest though
Actually I think I remember reading that a specific audio compression has really bad preformance on quest?
its just a block with a default audio source on it
the wind/train sound effects were only like 3 seconds each
Also, is there a reason that when I removed audio the total world size didn’t go down? (When I updated it)
wooo! it worked!!
thamks
anyone know a good shader or trick for projecting water caustics?
Unsure. Do you have the vr world toolkit addon installed? It'll let you check where all the filesize is coming from
Red Sims perfect water shader available on his Patreon can do underwater caustics really well. It's an absolutely amazing water shader, probably the best I've seen. I use it in my world "Sky Pool" if you want to see the caustics before buying it. But it has a ton of customization you can do to it to make it look however you want.
https://vrchat.com/home/world/wrld_94bddf8f-0f0c-42db-b167-427c196588fc
Does anyone know how I can get longer music than 9 mins in a world?
By adding a longer than 9 min mp3.....
There is no limit to the length of an mp3 you can add to a world. Simply drag whatever mp3 you want into the audio source. Note however, music files can be size heavy. It may be best to compress it in audacity first if it's super long so your world download size doesn't balloon.
I've just begun looking into creating VRC worlds.
Following a YouTube tutorial and I got to a step where they said to click "Android Build Support" but I had already exited the tab after I finished installing the Hub and stuff.
Is there a way to get back to this screen? I can't find anything in the settings and such
You can install the android build at any point in time
You can do it from hub, or inside the editor itself
I figured as such, just can't find where I can get back to this screen
In the editor. You just click the file tab, then change build, and choose android, then there will be an install Hutton on the right side
You should be using 2019.4.31f1 as well
Not the one in the screenshot. That video is old
I just installed the latest version from the site he linked, I'll make sure it's the right version. Also thank you so much for the fast response!
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use by VRChat is Unity 2019.4.31f1. Ensure you are using this exact version! ...
Thanks!! 🥰
Note too. The android build is only needed if you intend on uploading for quest
Mhmm, I'm still not sure yet exactly what I want to do, but I wanted the option available to me 🥰
I appreciate your help!
All squared away now! 👍 💗
my world's page says danger zone on it, does that mean it's in danger of being deleted?
Lmao no. If you look at it, there's a red box around stuff. And that stuff is things like changing the word to private and changing debug settings.
i have....a offensive game map idea but bowling but the animations on the bowling screen is offensive like what the corridor crew did anyone know where i can get a bowling prefab
Anyone able to tell me how to run/use VRWorldToolkit?
im trying to override the player's VRC Camera in a world. I see some worlds do this by having a little box you place your camera in and it locks in place
Im not sure how to do this though, im imagining I have some render texture somewhere but im not sure how to implement it. Anyone know how?
Should the video player work with youtube links inside the editor? I'm getting windowsvideomedia error in the debug log if I try to play a youtube link, though a direct link to an mp4 file on my own server works. I've even tried using the new VRC emulator they just released in open beta, but it's still not working, which makes it impossible to use the emulator to debug my video player offline.
By the sounds of it, the way it works involves using vrchat itself so it only works on a version of the world running on vrchat
anyone know where i can get that rooftop version of the city skyscrapers at night/dusk? ive seen it in a vrc world before
Hey so idk if anyone would be able to help with this but I recently updated my VRC world and I noticed the player that enters is slightly trimmering . I have no clue on how this happened since this wasn't a problem before the update. Here's the world itself if you wanna see what I mean https://vrchat.com/home/launch?worldId=wrld_912653b0-c78b-4280-a57c-2b8bc44c965f
I am trying to make a world for the first time, and whenever I try to upload the VRC SDK3 package I get this message:
Assets\Udon\Editor\ProgramSources\SerializedUdonProgramAssetEditor.cs(51,46): error CS0104: 'SerializationUtility' is an ambiguous reference between 'VRC.Udon.Serialization.OdinSerializer.SerializationUtility' and 'UnityEditor.SerializationUtility'
anyone interested in making a world?
like what
oi, so i'm watching a world tutorial and the person doing it just whipped out this script that i don't have. i have no clue WHY i don't have it, but it's not there and thus, no spawn settings
the scene descriptor?
i dont have vrcworld, just sdkworld
?????/ all i have is examples3 and no prefabs folder
if i click on all prefabs this is what comes up
just the VRCSDK ones
is that sdk2?
it's sdk3
huh
as far as i know
uh
I've never used sdk2 so I can't say for sure however the filenames are completely different
the file is just the one from the vrchat website
VRCSDK3-AVATAR-2022.05.04.17.47_Public
wait
oh
well
aaaah
i see the problem.
i didn't even think about that
my god
but at least you figured it out xd
The hardest mistakes to fix are the ones where you don't check the basics lol
Spent 2 hours on raycasts the other day not realising the layermask is a bitmask not the integer value of the layer
Is it possible to import the avatar SDK into a world and use the physbones feature on props/objects within the world to have them interactable? Like for example, if I wanted to have a door that could be grabbed open?
no
they're working on physbones for worlds last i heard but its not exactly a priority for them
I am trying to use the VRChat CreatorCompanion. When making a new world project, it says it cannot create from the template. When trying to add a Unity project, it does not work when I choose the folder containing the Unity project.
ok thanks
okay uhh i built the world and pressed do it on the error buttons and
i just fall right through
like theres no collision
nvm. you have to actually make it yourself. i thought it was automated. oh boy
Just add a mesh collider to the mesh of your backrooms.
I noticed that in some of my worlds whenever someone is switching to a different avatar/loading into a world it is lagging a lot. But in some it doesn't lag at all. What leads to those bigger lags?
so you mean i didnt have to place every pillar by hand with box colliders
cool
cause this would have been a nightmare to make considering it's a literal maze with like a million walls
I mean, box colliders would be best if it's a perfect cube. But not everything is perfectly cubed so mesh colliders would be needed on some things still
If it's all joined as a single mesh. You could just try a mesh collider and see if it conforms the mesh properly
Export Exception - System.IO.FileNotFoundException: C:/Users/***/AppData/Local/Temp/DefaultCompany/vrchat home/scene-StandaloneWindows64-SampleScene.vrcw does not exist
How do I check which script/part is causing the error
You need to put the mesh collider on the mesh itself, not on the container of the mesh. The mesh will have the material and mesh renderer on it.
Post screenshot of your entire console, showing the whole thing.
Nevermind I reloaded the project and now the sdk won't even start
I'm getting a bunch of these though
the only thing I did was getting an asset package with some furniture from the unity store
Ok I think I fixed it, I literally had to remove a unity built in package called "version control" that was breaking everything for some reason
slightly unrelated, but how do I stop the point lights from baking like that on glass + why is the lighting in the vrchat mirror so bad?
tbh i would avoid mesh colliders as much as possible atleast if u plan to release it for quest too, it causes huge lag for quest users usually
u need to set shadows / reflections on the material of the glass / deactivate it, cant rmber exactly where it was but it is the way
save the project, close unity, re open, try again, usually that works with this error even it sounds stupid
what about the lighting in the mirror?
i dont rly see no mirror on ur screen, tho assuming u have a mirror it should be kinda the same thing but just on the mirror itself
Tbh that doesn't look baked at all?
Looks like a dynamic light reflection
I go into window -> render -? lighting and "generate lighting"
Are all of your lights set to baked in their config, and all your objects set to static?
Well... let me fix that
So.. I did that but now it acts like there's no lighting whatsoever
.
If you select the lights, did you set their mode to baked too?
Go to the model in your files, select it and in the import settings make sure you have the "generate lightmaps" box checked
The model for your house
Or models, if there are multiple parts
Checked the generate box and applied it, then rebaked?
And yeah ping me it's fine. Don't check often otherwise.
I forgot to set the objects as static, but now it's stuck on a "preparing bake" loop (both with cpu and gpu baking)
Yup it might take a while to generate it at first
it was literally stuck on preparation... I had to un-static all objects and slowly manually make them static one by one and hoped it worked
in the end I did it... I think
also udonsharp is a godsend
Anyone know what shader works for water? Like to make it semi transparent but still a nice blue color?
this is one way of doing it
This is untrue. There are many cases when mesh colliders are necessary. Mesh colliders only cause a negative performance hit when they're used on a high poly mesh. This is due to performing a collision check against all faces of the mesh. If the mesh is not high poly, the performance hit is negligible.
i never said that they cant be neccesary tho. and as u mention that is exactly the issue especially for quest users .
If the mesh isn't high poly. It's not an issue
We're talking high poly tens of thousands of tris on quest with a mesh collider performing collision check against all faces won't be an issue. Regardless, there's a time and place to use things and times when mesh colliders are absolutely necessary. Saying not to use them outright isn't accurate and misleading.
this i once added a mesh collider to and it was enough for some of my questie ppl to lag
Doubt.
i mean u can doubt all u want but it was the case tho .
Yet I can maintain 30fps+ in my world's with vastly more Tris while using mesh colliders appropriately on quest.
I mean... it's a rather simple shape, a box collider would be enough right?
yeah this is just an example / reference
from the past, i am using a box collider on it ofcourse .
I've only used mesh colliders for either weird shapes or the walls of a building/apartment
Exactly. There are times when they are necessary
Your collision matrix also needs to be appropriately setup as to not have needless collision checks
yeah well all im saying is that, if u can avoid using mesh colliders, its deffiantly the ideal way to go especially if u wanna convert it into a quest world.
sigh
a good example here is that i use invisible cubes with box colliders instead of mesh colliders .
u can sigh all u want but its 100% the way
No. It's not. You're being highly misleading.
how is it missleading to be as optimal as possible
If the mesh isn't high poly. There is no issue. It's that simple. The only issue is with high poly meshes performing collision checks against every face, especially with a poorly setup collision matrix and excessive physics objects with collision. When used appropriately there is negligible performance hit. When used like an idiot of course they can cause issues, but just because it's erroneously used and you see a performance hit, doesn't mean mesh collider = bad. It means you used it erroneously.
i mean its funny u can tell wheter it was an issue or not when it wasnt exactly u but my quest friends that ran into issues on it while when it was a box collider it was no longer a issue. and also u are still making up things i never said
i never said mesh colliders are BAD, i said if u can avoid them it is ideal to do so
If I can maintain 30+ fps on a Q1 in a massive world with heavy use of mesh colliders, then it's not an issue.
im not sure what u expect me to respond to that lol .
Cheers
cheers bud (: .
mesh colliders are bad when you use them improperly l0l
poor merc aha
i feel the pain
Yes. This was my entire point. And when used correctly, they are not bad and have a negligible performance hit and operate just fine on quest. That was my point. Saying mesh colliders are especially bad for quest was I felt misleading and not providing a proper depiction of why and the cause of this which leads someone to think they should never be used, so I wanted to elaborate to provide more information on their proper usage without misleading.
which again i never said lol, neitherways its meaningless discussion now :p we are here to help ppl so lets be helpful, i agree on ur point never the less .
if you agree why continue arguing in the first place
merc has been here a while and has made worlds that are popular
because he is stating things i didnt say and i wanna make that clear obviously .
if you're here to help don't mislead xd
where am i misleading anything ?
I'm not responding anymore.
im not sure if your world is quest only but https://booth.pm/en/items/3259425 is good, ive used it a few times. just a simple drag and drop into your assets, and then dragging the water mat onto the mesh you want to be water
A water shader for quest. Comes with several presets like Acid, Lava, Water. Technical Stuff: The shader is UNLIT, uses no Depth and no Screen Space effects which makes it very performant. Because it is transparent it fits well into every environment. It uses the normalmaps and a matcap (you can use
good ol tsunamoo
she has a crystal water shader too i thiiink
Silents water Shader is also good on Booth
Thanks, I just can’t figure out what works in shaders already on the SDK and looking them up sucks
Is this for quest?
Both
Yeah. If you only want to use shaders provided by unity and the sdk it's basically Standard, and then the shaders under Vrchat>mobile which is standard lite, matcap, toonlit and a few particle shaders.
You can use unsupported shaders on quest worlds, many shaders that aren't supported work just fine. But you can't use any Shader that uses a grabpass. Many water shaders use grabpasses to perform the refraction technique so those wouldn't work. You can make a fake toon looking water just fine with standard or standard lite however using a noise texture.
PC and Quest don't have to be identical however, you can use a fancy water shader for PC but then a more simplistic toon looking water on quest.
The shader linked above however. Doesn't use grabpass and is quest usable just fine.
https://github.com/JordoVR/EasyQuestSwitch this tool makes it easy to switch components in the versions
Good tool indeed.
Silents Filamented can be used in replace of Standard and automatically handles the grabpass conversion when switching to a quest build making it ideal for your no water stuff
and it's just a very nice Shader in general
Does anyone know how I can synchronize an animation loop (animator with one animation clip in it) between users easily?
thingy wip
has proximity mirrors, chairs, video playaer, and pens.
not done, havent done all of the inside detail or any of the outside detail
current plans is being able to like actually be able to look down upon a "city", since this is a penthouse.
so ive done the mirrors in my world with the lq and hq toggles but when i build test the mirror defaults to on, how do i fix that?
Disable the mirror game object in your scene
oh thats so simple thanx xD
Nice
opened my project to this despite not touching it for 3 days
i cant enter play mode either with some errors with udonsharp
Post a screenshot of your entire console. The whole thing. Plz don't crop it.
Are u using the new CC and UdonSharp 1.0?
A lot of scripts need to be manually updated for 1.0 and are broken. Would help if you scrolled up to the top and showed the first errors, not the last few. You can try hitting clear, and screenshot what's left from the very top. Odds are tho, some of your scripts are broken
\
considering it wont even let me open the sdk, i guess i would need to redo the scene
No, you can't open the sdk panel if there are errors preventing build. And yes. You have errors.
Is there a tutorial on how to toggle a mirror on/off state via an area volume? Like if I walk into a room the mirror turns on, but if I'm outside the room the mirror is off. I've seen some worlds do this, but I can't find a way to do it online.
On player enter enable gameobject
On player leave disable game object.
Pretty simple udon behavior.
Set the collider to istrigger and add it as a public variable to the behavior.
I'll give it a try, thanks!
Any suggestions to find good optimized textures for a vrchat world? I have been looking through polyhaven, sketchup, and just image searching, but any other site suggestions with some good textures?
Also its very hard to find a skybox of a night city skyline with skyscrapers and stuff. ive seen some worlds with them, but i cant find any like them myself lol
has anyone fixed this before?
mb
dose anyone know how to add desktop key binds like in murder 4
with the q lock and e open
thing
i actually just found a vid on this, this site is great, it even had the dimensions for good tiling and stuff
thank you
anyone have experiance putting chairs on moving objects? the point at witch the player is attached seems to be off center when the parent rotates
Use this station setup and it should fix the issue https://github.com/Superbstingray/UdonCalibratingChairs/releases/tag/v3.1
tried this, the stock chair and Reimajo's chair to no avail. im pretty sure it has something to do with the speed of the parent object as the offset increases as the animation progresses and gets faster.
but it does work perfectly in cyanemu
I use Reimajos chairs parented to a spaceship that flys very fast with full motion controls with absolutely no issue.... Player can get on and off upsidedown, sideways, etc and is always placed correctly in the chair. If you paid for that, perhaps post in his discord in the chair support thread.
which fur shader that allows me to bake light into it? any recommend
Highkey loving industrial aesthetics, just need to find a skybox that fits the mood lol
so im making a world where its just a helicopter and im trying to figure out how to making the terrain move so it looks like the helicopter is moving
but its actually the land
how do i do that
The basic method is to use the Animator tool to translate the terrain, and have the animation auto-play when someone enters the level
But you'll also need to design the terrain in a way that will make the journey look seamless when the animation reaches the end of the playback timeline and jumps back to the beginning
Probably a dumb question but I’m the second owner of this laptop and there is a large file taking up space for wolfram cdf player, I see there are some connections with unity online, if I delete the program will it effect anything?
Having trouble finding a decent tutorial on how to add doors. Any ideas?
Hello everyone by any chance have you been in to charming show world? and if you did go there by any chance you know how to make your pov like a camera angle?
How do you make terrain colliders
Good Evening
I am currently a student at my local university and I am creating a world on VRChat as an assignment. When my group and I tried to upload the world using the Unity VrChat SDK, the SDK mentions that we need to be eligible in order to upload our world since we are new users. Do you guys have any idea what we could do to solve this because our deadline is on Monday and we need to upload this on VRChat. Thank you
VRC+ allows you to do it immediately iirc
but yeah the content gate... like I'm literally doing this for a summer job
and I'm working 50 hours a week...
and now i need to play ~ 24 hours just to do something for my job ._.
this^
I much prefer making worlds than actually playing the game however I'm not eligible for community labs
Like I like playing the game it's just a time thing
Hi, im a member of the same group, could we supply some sort of documentation to show we are from the university to be able to upload
I mean just buy one single month of VRC+ and bam you can upload. Least avatars. Then you're a hop skip and a jump from uploading world's.
Rank also has nothing to do with time played
Correct. It boosts you to new user. User is required to publish world's to labs
Oh my god...
what is required?
Playing, making friends, visiting worlds, etc
but again I'm working 50 hours a week now
These are protection methods to help protect from abuse of the platform by bots and spam accounfs
I read all about it but holy crap what about people trying to do it for a job
We understand that these are necessary protection measures however playing a game is quite the time waste this is more a proof of concept proposal
Seriously dude
I have to pay AND still sink in hours
To do something for my job now
Vrc isn't exactly made to be some platform for enterprises. If you're a big enough corporation you can bypass all of that but you need to pay $$$$ and have a custom deal with vrc
So what? Vrc owes you nothing
Never said they did?
It's just such a pain in the ass for new users who are much more interested in making new content. Or for people who need it for school or something.
But you're complaining like it's unreasonable. Contact support if you feel your non profit can have a special deal
It's mainly the fact that I can't even get past it by paying, I STILL need to play
It's not a platform built to do what you're trying to use it for.... So contact support if you want. Complaining does nothing
Hi, we are not complaining I joined here to asl for channels that may be able to help
I will attempt to contact support
thanks
He def was. But all is good. Just go through proper channels or use the game how it's intended to be used to achieve what you want to do. Cheers
Ofc I was, lol.
I'm not denying that.
But tbh, I'm sure you can understand why this thing is peeving a lot of people. Because some it took them up to like 3 days of playing before being allowed to even upload an avatar.
If the wall between avatar and world is extremely short.
Then I guess I can pay that VRC+
Imagining needing to contact support the minute you start playing a game, lol.
When you're using it in an unintended way that isn't what it's made for. Yep
You mean content creation?
I'm done replying.
It's not intended for that?
Really?
Actually like talking to a child lol
You want to bypass safety systems because you're too busy and think your non profit is special and care more about complaining in the wrong place than contacting support.
Way to phrase it. I think it's annoying for any person that needs it for a job or assignment.
Not 'cause I think my "non profit is special."
And idk if you knew, but when you make a suggesting, people are more inclined to listen if you're not being an ass about it 🙂
Even if you don't agree, you can understand, but instead you spam a link, lol.
Because you're not listening
Cool. This is off topic
Lets save this chat for world development, the question has been answered
Yes, sorry about that.
I'm starting to build up an avatar world and having an issue when testing it out. The interaction text keeps resetting back to "use" after I hit build and test. What can I do to fix this?
Ive not experienced this myself but just to get a dumb question out of the way - are you using the latest SDK and version of Unity?
Considering I downloaded it today, yes.
idt they're supposed to use the latest version of unity
Sounds good then C:
mhmm
I am using latest sdk and Unity to confirm
which editor are you using
The only text that stays when testing is the "mirror" button
You're good
I'm just still confused why I'm encountering this issue and if there is a way to fix it
maybe restart unity?
Every time I try to open the VRChat SDK Control Panel this error pops up. How do i fix it?
Nevermind it was just my VPN
The issue persists after restarting my Unity
Dang
Do you have any errors in your console?
Are you using the new CC?
Show a screenshot of your avatar pedestal so we can ensure you're setup correctly. No need to show the avatar ID.
No errors in console, I have no idea what you mean by CC, I'm using the prefab for the avatar pedestal. Here is a SS you requested.