#world-development

39 messages Ā· Page 140 of 1

cobalt prawn
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Wrong version of Unity. Should be 2019.4.31f1

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@bold ibex

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So close tho lol

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Oh wait I see that's been mentioned already, derp sry

fresh plinth
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It shouldn't be causing issues like this though

low gulch
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i have a game suggestion

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so like

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theres this game on roblox called "plates of fate remastered" and i think its pretty fun

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wondering if somebody could make a game like that on vrchat

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so everybody gets their own tile (plate) white is a large platform

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random events happen such as giving items, spawning meteors ans more

analog parcel
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Did you wait for it to fully load as sometimes it gives me a null version for the boxes and then populates existing info

bold ibex
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Other than YouTube, where can I find good music/sound effects

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I'm looking for PS1 style sounds/music

green lagoon
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wouldn't that be audio processing you do on top of your sound

sullen fiber
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Hello currently working on a world with animations and little confused.

I have 2 animations loaded to the same prop, and when I have 2, it messes up the firsts animations value. Aka the position, but when I have only one animation on the prop, it works fine for both animations. Anyone know how to fix?

bold ibex
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anone know any stuffed animal plushies I can get?

bold ibex
magic orbit
sullen fiber
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Anyone got a tutorial on synced animations?

whole shoal
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i'm trying to change my world build target to android so i can update it on quest, but it keeps freezing up on this specific part of the build target change. what does this mean?

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i'm not using any post processing to my knowledge so idk why it's importing that

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what does this mean

bold ibex
whole shoal
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noooooooooo

bold ibex
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I don't think you can have post proccessing on quest and thats why its stalling on that

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Im just guessing though I haven't done this stuff in awhile

whole shoal
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i'm not even using post processing in the world though

bold ibex
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oh like at all, ever?

whole shoal
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not that i know of

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and i found the post processing assets and it wont let me delete them

bold ibex
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are they in your project asset folder or like somewhere else for unity's unity stuff

whole shoal
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its in the unity stuff i think

bold ibex
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hm I think its bad if you delete it then

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idk

whole shoal
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i feel like it might be bc i added some prefabs i found on vrcprefabs.com

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i added like pens and a clock and a player list but thats it

bold ibex
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yeah and maybe some came with post processing components on their gameobjects

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u could do a search for post processing components

whole shoal
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lemme check that

bold ibex
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I forgot how to search for components in the hierarchy but yea

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and i think there is like 2 seperate components for post processings

whole shoal
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uhhh i think im just gonna delete these prefabs since im trying to have an optimized world lol

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i unpacked one and was just overloaded with console errors lol

whole shoal
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i just wanted pens in my world ):

bold ibex
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I would add 1 prefab/package at a time and upload so if things go wrong u know exactly what caused it

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it takes more time but it saves troubleshooting time

whole shoal
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i deleted them all and it worked lmao

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so yeah the prefabs were the problem

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they were just cosmetic so its fine

bold ibex
whole shoal
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problem solved!!

bold ibex
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just make ur own grabable object with a line renderer or something

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thumbs up

shell wren
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I'm still trying to figure out why my race track's mesh collider is accurate in CyanEmu, but messed up in an actual build. My cars will get launched off the track in specific spots. I've tried:

  • Separating the track into separate smaller meshes (which seemed to make it worse somehow)
  • Changing the collision detection of the car's rigidbody
  • Changing the interpolation of the car's rigidbody
  • Changing the cooking options (like 'cook for faster simulation') in the track's mesh collider

Nothing seems to solve it. I'm starting to think it's networking related instead; In the video you can see after the car gets launched, it bounces back down into the track instead of flying up into space. It's like VRchat's networking hiccups and messes up the collision, then tries to correct it. None of this happens in CyanEmu.

Anyone seen something like this before? Kinda at my wit's end for how to solve it

near escarp
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Does it happen in any spot of the track ? If so, have you tried making a straight line to test it on while looking at the in client console with debugging options enabled on the website for you world to maybe glean more information ?

cobalt prawn
wide viper
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Help I'm confuse for a while that how to make it 3d audio cause rn It like I can hear fireplace sound from everywhere I wanna make we can hear it from fireplace when we near it only

somber wraith
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also check the box on the vrc spacial audio " use audio source volume curve"

shell wren
near escarp
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Nothing you can see in editor with the physics debugger ?

shell wren
wide viper
wild spear
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Does anyone know how to fix this?

shell wren
shell wren
cobalt prawn
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Oooo šŸ™

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Still doesn't explain why it behaves so differently in cyanemu vs VRchat, of course you can never depend on things behaving exactly the same anyway, but man I'd love if we could somehow get more info about the exact discrepancies there

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I know Cyan is working on an official client sim that I think is in beta now? I assume it will get closer to 1:1 between client sim and client but wonder to what degree

near escarp
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There might be some precision error differences between client and editor

cobalt prawn
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Yeah definitely something like that, it's interesting that it's enough of a difference to make a normally smooth driving vehicle in editor get legit yeeted off of a track in the client though šŸ˜‚

harsh wagon
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Could someone help me out with using VRC's audio source system? I can't seem to get the radius settings right

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Just taking a screenshot now

bold ibex
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rodger

harsh wagon
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I want it so that when you're within 2 metres of the source the volume doesn't change, but after 2 metres it fades to 0

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with 6 metres being the limit

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I thought this was right but it's not, it fades out very sharply way before 6 metres

bold ibex
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isnt there like some graph thing that you can plot a curve

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I swear

harsh wagon
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There is, but I'm not using the curve

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Normally I would, but I think the VRC system would work better for what I'm doing

bold ibex
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what vrc system

harsh wagon
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that bottom box determines whether it uses the curve or not

bold ibex
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oh the Use AudioSource Volume Curve checkbox

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im going to try doing wht ur doing in my own project because I forgot how audiosource stuff works

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are u doing it the way without the graphs because u cant figure out how to achieve what you want with the graphs or there is some other integral reason

harsh wagon
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Graphs don't do the volumetric stuff

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the sound always comes from a single point

bold ibex
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oh dang okay hm this is tuff now

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I don't think I can help because I have no concept of what volumetric sound is sorry

harsh wagon
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regular sound sources are a single point

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volumetric sources mean the sounds come from a whole area

bold ibex
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hm okay

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so would a volemetric source that has a radius of 2 sound the exact same as a regular sound source if it was graphed to have constant level of audio noise for the first 2meters

harsh wagon
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From my understanding, if I'm in that 2 metre radius it should sound like there's no spatialisation either

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I tried using the spatial curve because I've used it plenty before, but in this case I can't get it quite right

bold ibex
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hm

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have you tried also modifying the spatial sound curve too

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oh wait you said you did

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idk this is tricky

wide viper
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Is this mean player can only join my world using windows right? will it
including vr player too? or only pc player can play my world?

bold ibex
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vr is pc for the purposes of this

green lagoon
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meaning players using the Windows operating system both desktop and VR

wide viper
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thx

bold ibex
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i am going to eat rainbow plush alive

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at a not to be disclosed future date

unreal eagle
# harsh wagon I tried using the spatial curve because I've used it plenty before, but in this ...

I think this is what you're looking for. Make sure you have "Enable Spatialization" unchecked. For example:

-Double click on the volume curve to create a key and choose Edit Values. Set Distance to 2 and Volume to 1.
-Create another key on the volume curve and set Distance to 6 and Volume to 0. You can adjust the roll off of the curves by editing the tangents on either side of the key.

These steps will solve your volume problem. To solve your spatial problem (no spatialization, or make it 2D audio within 2 meters), you can follow the same steps above using the Spatial Blend curve. The values will either be 2D (0) or 3D (1)

terse terrace
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Do these last three settings do anything in the VRC Portal Maker?

bold ibex
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Hey Lovelies. I've been developing my world, and I was curious as to see if there was a possible method or support on to make a really small Ball Pit for my world? I'd love to purchase or at least support someone to create the Prefab for me. :) I'm a little new on the scripting side of that, regarding resetting the balls back to where they are supposed to be, along with collisions on players hands, feet, and body?

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Similar to how the BallPit World interacts.

round arrow
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can someone plz help me with layer collision matrixs

bold ibex
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is audio allowed on quest worlds

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actually im braindead why am i not just looking at the docs

wild ginkgo
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so ive spent a few weeks searching for prefabs and stuff. Have most of the ones I have been trying to find, but does anyone know of a site or repository with a horse racing prefab and a russian roulette prefab? Ive checked a few different sites and no luck

somber wraith
bold ibex
somber wraith
bold ibex
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what are the restrictions on audio sources in worlds

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thats all the docs say

somber wraith
dawn rain
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guys do you know any new info about persistent worlds? if they're working on it or such?

green lagoon
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that's still being worked on and we have no other updates besides that

kind portal
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what is wrong?

somber wraith
# kind portal what is wrong?

in your pubic override void, the vrc palyer api gets referenced and its about the trigger. in your public void, you dont reference the trigger nor the api so you cant do " player.isLocal"

kind portal
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what can i do instate

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@somber wraith

somber wraith
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instead of:
public void SetActiveObject()

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try
public void OnPlayerTriggerExit(VRCPlayerApi player)

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that will do that if the local player is outside of the trigger, its false, and once he enters, its active

kind portal
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i still gives me a error massage

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i try it with udon

kind portal
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im truing to implement atmospheric sound for different rooms but my audio plays always everywhere

round arrow
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i have werid problem when i uses cyan emu it works fine when i run a build and test it works fine but when i try to build and publish i keep getting these errors everything works tho

round arrow
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removing everything in the in the registry Editor related to the vrchat sdk worked

frozen prawn
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This is the same project today

ocean crag
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Does anyone have the link to just the simple billiards table? I see sadpandas version but its a little complex for my world and starts to cause lag

wanton jacinth
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Im doing a youtube tutorial world to get used to blender. My roof is now grouped with a few other objects. I dont know why. The celling and side walls and top floor were all separate at one point and now I cant click on them individually. Any ideas?

frozen prawn
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someone knows how to create water?

bold ibex
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this may be the dumbest question ever but how do i enable jumping

bold ibex
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Did you upload it yet?

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its a test build

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I don’t make any test builds, so I don’t known

bold ibex
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are you sure you know what you're talking about

bold ibex
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Don’t question someone who is helping you

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well it doesnt for me /shrug

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i will question someone giving me advice that is wrong from my current knowledge

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being that ive uploaded 2 other worlds and jumping wasn't a thing

bold ibex
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You’re an ungrateful bitch

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yeah you're ignoring my messages, blocked

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youre 570th

stark fox
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why is my audio playing all over my world and not in just the one place i put it and dose anyone know how to fix it?

bold ibex
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you just told me that my problem didnt exist twice

bold ibex
stark fox
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can you take your stupid drama into dms please

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and also

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why is my audio playing all over my world and not in just the one place i put it

bold ibex
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I don’t really know, apologies. But best of luck in finding someone who can help!

stark fox
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um lemme check

bold ibex
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i remember that making a difference on an avatar i uploaded ages ago

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proabbly works the same on worlds

stark fox
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idk bout all that mine looks like this am i using the wrong thing or somthing?

bold ibex
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im fairly sure the spacial blend should be all the way to the right

stark fox
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mk 1 sec

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mk lemme see if it worked

gaunt egret
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replace your vrcworld. jumping should be set up already

bold ibex
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I tried to tell them that

bold ibex
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Yes I did

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you just speedran to calling me an ungrateful bitch

bold ibex
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you just told me that if i edit nothing then it'll work fine

bold ibex
gaunt egret
bold ibex
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i havent touched anything yet because im just testing if there's anything immediately wrong

bold ibex
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you were not very clear

gaunt egret
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could be a collision issue but mesh colliders don't usually give problems

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place vrcworld like

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the tiniest bit above your floor

bold ibex
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i realize now that i have brain damage

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i probably followed a bad tutorial or something and it must've stuck in my head, i was adding the scene descriptor to the main mesh of my world and not using the vrcworld prefab asset

gaunt egret
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lol

bold ibex
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sorry about how rude i came off @bold ibex

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probably werent expecting me to be as stupid as i was

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Ok

sacred warren
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I'm having an issue wherein I can't type into the UdonSharp video player URL box. Every other part of the video player works fine and it's not locked, but I cannot click into the box to type. I honestly cannot see anything wrong with it that looks different than the default. I've even tried dropping in the original prefab, same issue.

bold ibex
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is anyone else having problems after updating to the newest worlds sdk?

wheat stag
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Alrighty, so, I am interested in locating a portable mirror like that midnight rooftop world has. Does anyone know where to find a prefab for such an object or a tutorial on how to create one?

pure rivet
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Loop ProTV?

bold ibex
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Any of you know where I can get some plushies for a map?

mystic tide
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SDK went brrr how can i fix this? works when i export project to a new unity project but not my current one, i've deleted it countless amount of times and even went back to an older sdk :/ nada this is a first for me

mystic tide
stone marsh
mystic tide
sullen fiber
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anyone know how to fix this error?

raw siren
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how do i make my reflection probe not cause wall reflections be sideways

sullen fiber
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how to make a Realtime light local in Unity?

rugged spire
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I don't have any errors in my build, it is below 200mb in size, but when I build/test or publish/test, it stays stuck loading the world, then kicks me back to home world. Any idea what could be causing this? It seems like its random when it decides to load completely.

pulsar crow
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I'm trying to make audio sources sound more spatialized, but I can't seem to get it right. Either stuff is too quiet or sounding 2D

pulsar crow
rugged spire
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No, for PC.

pulsar crow
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weird

rugged spire
rugged spire
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This is what came back after trying to build/test again.

kind portal
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when im starting my door animation only my collider moves, does anyone knew wy?

dusk sapphire
kind portal
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thanks, it was default and i haven't sow it

steel hull
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Is there any Type that similar to List<>? because List<> or ArrayList are not available in Udon.

steel hull
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can we launch 2 test client with different player name ? because I can't tell players who is master or client

upper obsidian
steel hull
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is that means i have to login 2 accounts?

upper obsidian
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If you need it, then yes.
You start one client with one, on the second you change it after launch.

rugged spire
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Could having one asset not baked into the lightmap cause the world to not load?

bold ibex
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importing world SDK3, what do I do?

steel hull
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why you are using 2019.4.30, the recommended version is 31

rose surge
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Trying to click this hyperlink from the VRChat website and I'm getting a 404 error code?

kind portal
sullen fiber
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So, I just tried to upload a world to pc and it says the cap is 100mb? What?

stark fox
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anyone know how to fix this.. im trying to switch to android and it just wont let me iv tried downloading the installer from that (open page link)

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and after installing it says its in my project but i still cant switch

stone marsh
stone marsh
stark fox
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anyone know how to fix this?

silk torrent
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I have a pickup item in my world but when I pick it up it snaps to my hand is there anyway to disable it

bold ibex
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whenever i hit the dropdown menu on my vrcscene descriptor it shows nothing. even after reimporting it. what do I do?

hexed sage
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Question: In some Worlds, the PhysBones and Contacts Debug Overlay can show up in some Mirrors depending on what layers is set. Would anyone happen to know which sorting layer that the PhysBones/Contacts Debug UI is assigned to?

stark fox
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anyone know how to fix this.. im trying to switch to android and it just wont let me iv tried downloading the installer from that (open page link)

and after installing it says its in my project but i still cant switch

silk torrent
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Figured it out was using gun instead of grip

sacred warren
stark fox
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yea well kinda

worldly hull
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How do you render japanese text with unity? They appear like boxes. Using TextMeshProUGUI

stone marsh
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You need a Japanese font

worldly hull
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Noto Sans JP wasn't good enough :(

stone marsh
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You can generate a custom font texture using a tool with tmp

worldly hull
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Do I need to specify the unicode ranges?

stone marsh
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Need to copy/paste all the jp you want to use into it

worldly hull
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oh

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I did it

shell wren
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I've read that you can't use 3D spatial audio sources with Audio Reverb Zones, is that still the case?

harsh wagon
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Weird question, do players spawn at 0,0,0 for a split second when they join a world?

pearl plume
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Would anyone know of a good plane model/script that I would be able to remodel and use?

white moon
pearl plume
whole shoal
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tho i believe the default spawn is 0,0,0 if u dont change it

austere hull
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is it possible to restrict user from moving or looking around

green lagoon
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that would be very nausea-inducing to lock their head rotation

austere hull
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okay not head movement but rotation by controller

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to use it for menu instead

green lagoon
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I suggest finding a menu setup that doesn't require overriding basic controls

stone marsh
harsh wagon
stone marsh
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Yeppers

old crow
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Using the new VRC toolbox I setup a thing

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Nothing is there

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I've even reloaded unity

modern kayak
# old crow

you probably have a bunch of errors in the console, should give more information about what's wrong

old crow
cobalt prawn
# old crow

What version of Unity is that? Should be on 2019.4.31f1

old crow
gaunt egret
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use vrcworld prefab for the scene descriptor, not sure about the errors

old crow
gaunt egret
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its not a component

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its an asset

old crow
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aint no prefab

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Its the new thing.

gaunt egret
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i am aware. if you have the worldsdk you still have the prefab

old crow
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I don't though :/

gaunt egret
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assets --> vrchat examples --> prefabs

old crow
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I got nothing liek that.

gaunt egret
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im pretty sure the toolbox is still in beta or whatever its called. make a new project and drag and drop the worldsdk first then all of your assets

old crow
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Alright.

kind leaf
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if vrcworld is included you will not find it by searching your assets... All vrc stuff is in Packages* now. (Creator Companion)

old crow
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Is in what?

gaunt egret
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i just put the latest world sdk into unity. my image is still accurate

old crow
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Still nothing

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:/

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It gives me

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are you fuckin

it gives me udon examples

gaunt egret
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uh screenshot?

modern kayak
vivid wagon
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anyone know what would cause someone to not be able to load into a world at all?
I can load in to the "build and test" client to test this world but when I try in VRChat proper it just brings me back to my homeworld

tropic arrow
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Are u on quest?

I know if a world uploads and it is over the world size limit 100mb for quest it sends u to your home instead

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Other than that I have no idea unless there is something breaking on the upload but it should say in the Console

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Ohh there is another thing that I had issues is was having things in the hierarchy that shared same path aka same name this wasn't a issue on pc but quest side would always send u back to your home world

cerulean echo
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If its over 100 mb you schould not can upload it normaly

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For quest ofc

tropic arrow
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Encounter quite a few on the last 2 years

cerulean echo
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no idea maybe he should try to download the worldtool to see if the tool can help him

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Maybe he got 2 pipelines or samthink

tropic arrow
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It's more likely objects share the same path aka same name ez to do especially using pro builder, never heard of getting 2 pipelines unless they added another component but that's highly unlikely

cerulean echo
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you never know what sobody doing best is world toolkit and maybe the tool can find the problem

tropic arrow
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šŸ¤·ā€ā™€ļø

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How is that relevant to this channel

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Not the place for it

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Sorry

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No sorry

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Nothing personal but i don't know u sorry, hope u feel better soon

cerulean echo
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😶

tropic arrow
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<@&397642795457970181>

tropic arrow
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I see, then check the assets in hierarchy doesn't share the same name as each other

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Also look in your console after uploading on android if there is a issue usually where u will find the reason

vivid wagon
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its not on android yet

tropic arrow
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I see

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Actually same path shouldn't be to much a issue on pc side usually and Idk the link to the tool for worlds

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šŸ‘€

cerulean echo
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So no quest try the tool

vivid wagon
dusk sapphire
tropic arrow
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<@&397642795457970181> @nocturne thorn is guilting me with threats of suicide

tropic arrow
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Broooo

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Seriously

dusk sapphire
tropic arrow
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I'm not even going there bye

vivid wagon
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also having multiple gameobjects called "target" doesnt hurt does it?

dusk sapphire
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you can also just search for pipeline managers in your scene hierarchy with t:pipelinemanager

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no, having same paths will not cause you to fail to load into a world

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those are different paths anyway

cerulean echo
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Thx temp i would have send him but i am on the tablet is hard here šŸ™‚

vivid wagon
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downloading world toolkit rn

dusk sapphire
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you need to type the full thing

tropic arrow
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Poggies

vivid wagon
dusk sapphire
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yeah, you have 2

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i'm guessing your actual one is the vrcworld prefab

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so delete the pipeline on rat race

cerulean echo
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see i know it lol

vivid wagon
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remove component?

dusk sapphire
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is this a world that hasn't been uploaded before?

vivid wagon
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its been uploaded as private

dusk sapphire
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well, actually just remove that pipeline manager

vivid wagon
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like i said before, the test client works but going in in the actual VRC client does not

dusk sapphire
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check if the pipeline manager on vrcworld has the same id

vivid wagon
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they do not

dusk sapphire
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and see if it's the same as the uploaded world in your vrcsdk panel under content manager

vivid wagon
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the one on VRCWorld prefab matches the one in the control panel

dusk sapphire
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you're good to go then

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just remove the one on rat race

vivid wagon
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works now, tysm

dusk sapphire
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depends, If its something I can answer quickly sure but I don't have the time to walk you through something complex, only dropped in here because I knew the solution to your current problem was a quick one

bold ibex
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How would one make bouncy floors? I want to make a climbing room. And have trampoline floors to land on?

rugged spire
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Everything seems to be working just fine, but I can't get it to load in test build or live build. Is there something I'm missing?

rugged spire
gleaming tartan
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Hello Everyone. Hope ya'll are doing great. I'm curious. I'm working on a world rn and I'm planning to build some Private Rooms and a separate upstairs. now I was wondering if there is a way to make those in there own Scene and call them when trying to teleport to them. since I want to avoid that ppl easy enter those rooms with playspace mover or other means of nocliping. or is that idea not possible? I've seen like "Private Room" features in several maps like "Just B Club" or "Sovrens Chill Home" secret Room.

tardy bobcat
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I'm new to world development. Is there a difference if I'm making worlds for the oculus version or the pc version. I use my pc version through steam. but many of the tutorials seem to be assuming im on oculus. Is there anything I should read or be aware of in difference?

unkempt turtle
bold ibex
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My lights are not baking, all it's doing is saying that is preparing and jumping from beginning of the loading to the end back and forth

open path
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does anyone know a good script to change a model's size with a slider

versed jungle
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Hey does anyone know if there is a speech recognition script that works in vrchat?

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I was planning on creating a world with speech triggered events

stone marsh
lament iris
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Hey guys. I am in need of help here. I am making a VRC world, I have this airplane that uses animations to move around, but when I build my world, the animation does not play in the game. I even made a script that forces it to play, but it does not do anything.

stone marsh
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You need to use an Animator

lament iris
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Woah.

stone marsh
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What version of unity are you using too? Also looks outdated

lament iris
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It's 2019, the latest SDK that is for making new content.

stone marsh
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2019.4.31f1? I was just confused because it defaults to dark theme now so just wanted to be sure.

lament iris
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Lol. I use light theme because I am god.

stone marsh
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Lol regardless. If you have issues let us know. But yeah. You need to use an animator. The Animation component in your screenshot is deprecated and won't work in vrc.

rustic prism
#

Hi, anyone knows what is this?

#

and idk what happend now that i dont see the vrchat panel to upload my world

lament iris
#

You know what. There is "controller" and "avatar". I'm just trying to animate a god damn aircraft to move in a simple pattern. I'll just turn it into a rigidbody attached to a spring joint, add some other things and code some slight forces to it. This is ridiculous.

lament iris
#

Nope. I am a scientist. My methods always works. If I can see the effects directly through physics, then I am happy.

stone marsh
lament iris
#

It works! Instead of animations, the aircraft uses physics to move!

rustic prism
modern kayak
rustic prism
#

;-;

modern kayak
rustic prism
rustic prism
#

maybe this one?

modern kayak
#

ah yeah that

bold ibex
sullen fiber
#

help

lament iris
#

Well. It seems like physics joints are not allowed in VRChat worlds. Neither are scripts that add a force to the rigidbodies.

#

Well, upon experimentation. The joints work, but I am unable to add my own scripts to the airplane. It's in C#. Is that incompatible?

stone marsh
lament iris
#

Ah.

#

How do you even use that? What is the process?

stone marsh
lament iris
#

Ah, thanks. Now. Once I have unzipped it, where do I put it? In the "Assets" folder of my unity project?

stone marsh
#

Unzip? No

#

You downloaded the wrong thing and didn't read any documentation

lament iris
#

This is what I downloaded.

stone marsh
#

Read.... Documentation....

#

You downloaded the wrong thing

#

This is also just a compiler. You'll need to alter your script to be U#

lament iris
#

U# ?

stone marsh
#

UdonSharp

lament iris
#

I am rubbing my face so damn hard right now. Ok. So if this is how hard it is going to be to code a simple goddamn thing in my Unity world. I'll just use joints and physics objects. No scripts, nothing. Just basic tools. Jesus christ.

stone marsh
#

Just because it's not familiar to you, doesn't mean it's hard. It's just new/different to you. Using Udon Graph sounds like a better spot for you, as it's more new user friendly. If you're not familiar with writing C# then U# isn't going to be the easiest thing to write for if there's not a pre made script already out there for you.

lament iris
#

I have used Unity for 7+ years. And every year, there's a new coding language. I have to learn the new one, and then the old one gets deleted. And now I have to use a specific coding thing for VRChat aswell? "Udon-whatever". A human does not have this much brainpower, unless you are a nerd.

#

I just wanted to make a damn thing move from point A to point B!

stone marsh
# lament iris I just wanted to make a damn thing move from point A to point B!

U# is a C# compiler. C# has been around for 23 years...

Either way. Good luck

You can also do that entirely with just an Animator like I initially suggested, no joints, no nothing. Just a animator.

That way you wouldn't need to figure out what a unity package is or how to deal with GitHub stuff.

It's all just a learning process. Once you learn it, it's very easy to work with unity. But just try and not think of not knowing something as being hard, because what you're trying to do is trivial, it's just unfamiliar.
Good luck

gritty steeple
#

im not sure if this is the right place to send this but can anyone help. i was just about to publish a world that i made then it gave me this error msg

#

also when you answer pls @ me incase i miss it

inland cave
sullen fiber
#

Anyone understand why its doing this?

rugged spire
#

Anyone know how to fix these warnings? I'm not sure how to resolve them and I think this might be the reason why my world fails to initialize when attempting to test or run in VRChat.

whole plover
#

is there a way to add footsteps in to your world on different surfaces such as water etc?

obtuse holly
#

hello, i am trying to do a world for small avatars, but it seems like it does not matter the size of the avatar, they still collide on the roof (like capsule size did not changed), this is where i cant move forward to the sides, and there is a lot of space before hittingthe roof, any idea how to solve this?

bold ibex
#

How would I make a platform bouncy like a Trampoline for players?

vagrant shale
#

I haven't tested this but I think if you just put a box with a collider marked as a trigger and add an udon behaviour like this, it should work, I think.

#

Though I think you'd also want to reset it on trigger exit or else they'll stay bouncy.

vagrant shale
obtuse holly
vagrant shale
#

I think they do change but there might be a lower limit. I was working on some caves and regardless of how insanely small the avatar was and how much clearance they seemed to have, the cave just had to be a certain size for any avatar to get through but even then taller avatars seemed to have more trouble so I think it does vary.

bold ibex
#

Ahhh I see, thank you ever so kindly! :O

#

See, I'm making a little game room, simple. With climbing walls right.

#

So if a player jumps OFF the wall.

#

And land on the floor.

#

They can bounce to another wall.

#

:)

#

Like WEEEEE. /o/

#

I just need to figure out a means of wall grabbing now. >_>

vagrant shale
#

Sounds fun, a bounce house is always good fun unless you get motion sick then maybe not so much.

bold ibex
#

Of course! I intend to place a warning for users.

vagrant shale
#

That I can't help with but check out the prefabs database if you haven't, I think they might have something like that.

bold ibex
#

I did see yeah. :)

#

Thanks so much for the collision assistance. I was so confused. Let me test that in a blank room in the World Tool Kit Preview.

vagrant shale
#

Oh and you'll want to connect the arrow output to the arrow input as well. Don't think it will run otherwise.

bold ibex
#

Course lemme code that in. :) And will it deactive after users leave the floor? Or were you saying there was a glitch with that? D:

vagrant shale
#

It won't but if you add this to the program as well, it should.

bold ibex
#

Ooooo.

vagrant shale
#

And make sure you set the impulse value appropriately, of course. The default value should be in VRCWorld

#

I would check but I have mine set to 0 in my world because I'm a sadist. I also don't have any mirrors 😱

bold ibex
#

Awww. I have a few mirrors. I managed to get light baking down to a T, and I feel happy I optomized my world. :D

#

I've been learning you see. And it came out of Labs yesterday.

#

\o/

#

Krampus, I'm a newb, are you able to write the script out and save it as a prefab for me to apply? I'm a dork and I feel I'd mess this up. XD

#

Udon is still new terf for me. I managed to make teleporters by a tutorial, and so forth LOL.

#

I love to learn, and I just want to make sure I do things right for my users to enjoy. :)

vagrant shale
#

Sure, I think this should work. Otherwise all you have to do is take your box with the collider marked as "is trigger," then press the spacebar to pull up the search and search for "onplayer" then find the "onplayertriggerenter" and "onplayertriggerexit" nodes, then drag out from the VRCPlayerApi player output and in that box, search for Jump and find the "SetJumpImpulse" option, then connect the arrow output to the arrow input. If this works, you should just be able to set up the box with the trigger collider and then add an udon behaviour component and drag this file in. I haven't done this particular thing before so I can't guarantee it will work but it should in theory.

#

Oops, sorry, I think I goofed.

bold ibex
#

Thank you for the explanation, I learned how to do those shortcuts. So I will practice with your description. So thank you so so much for your time and help. :)

#

I like to learn and try myself ya know? So having you explain helps me get better!

vagrant shale
#

Try this one, I think I was editing the wrong program

#

Sure, happy to help, it can be hard to find good tutorials but I'd recommend checking out Vowgan and Akalink on Youtube if you haven't, they're pretty good.

bold ibex
#

So lets say my flat floor there is the bounce platform for colliding.

#

Like a Trampoline flat thing, ye.

#

Implement your Udon Behavior?

vagrant shale
#

I'd create a new box with the same length and width but with a lot of height, otherwise they're going to exit the collider when jumping and have their jump height reset which might not be a problem but better to just make it really tall. Then turn off the mesh renderer on the cube so it isn't visible and mark the collider as "is trigger" so the program works and it doesn't act like a normal collider that will stop you from entering the area.

bold ibex
#

Okay, lot of height, gotcha.

vagrant shale
#

Then add an Udon beahviour component and drag the Bounce House asset into the program field. Make sure it's set to Udon Graph and not one of the other options.

bold ibex
#

Yep. Like dis.

vagrant shale
#

Yeah, that's the old one that isn't the script you want, the new one should just have the 2 nodes.

bold ibex
#

Oh DUH sorry ye.

#

Lemme do what you said ye.

vagrant shale
#

And you don't want the collider on the actual ground plane or it will only activate when they're in contact with the ground and then disable. That's why you have the invisible box.

bold ibex
#

Oops. o3o

#

I get it noooww.

vagrant shale
#

I'd' just make the box massive in its height, you want the effect to be going so long as they're anywhere above the ground plane so you just have to worry about making sure the box has the same dimensions in length and width

#

It doesn't have to be perfect, just generally.

bold ibex
#

Ohh I see.

#

I was confused with the scripting bit since I'm new to that.

#

But like dis?

#

Following yo thingo.

#

( I am rather dumb so don't mind me. >_> )

#

I do apologize if I'm really stupid. XD

#

It's a major learning curve for me. \o/

vagrant shale
#

That's how I would do it, yeah. Just make sure you set the value appropriately. Right now it's set to 0 so they'll be completely unable to jump when entering the trigger box. Which I guess would at least let you know it's working but is not the desired effect.

bold ibex
#

So lets say. I set it to 1?

vagrant shale
#

I don't actually know what the default value is so that might still be less than the default

bold ibex
#

Hmmm. I can test until I find.

vagrant shale
#

You should be able to check it by finding VRCWorld in the hierarchy and then looking for the impulse value in there in the inspector

bold ibex
#

Also, even though it does have a interactive collider, aka, physical box. I still go through lol.

#

Ye I will check!

vagrant shale
#

Yeah, that's what the trigger toggle is for, it makes it so you can walk through it but it can still do stuff while you're inside of it.

bold ibex
#

Impulse is 4.

#

So I'd need to exceed the value I get ya.

vagrant shale
#

Yeah, I'd try 8 and then set it to 4 on player trigger exit

bold ibex
#

OH YES

#

I need to attach

#

to the exit ye?

#

From what particular one? Middle?

vagrant shale
#

Or you can try 50 just to be real sure but you might not come back down to Earth very quickly

bold ibex
#

After the impulse arrow to the exit?

#

LOL

#

SPACE

#

Is a major embaressed newb.

#

I told you I'm learning. :P

#

Wears dunce hat.

vagrant shale
#

Nah, just set it up like you did the first one, just copy and past the set impulse node and hook it up to the on trigger exit node but with the value set to 4 instead of 8.

#

I don't know a whole lot myself and what I do know, I learned from other people showing me so you're good.

bold ibex
#

So, copy and paste Impulse node, gotcha.

#

And thennnn, hook it to the trigger exit... ? Ye

#

?

vagrant shale
#

Yup, just like you did with the on trigger enter node, the two aren't connected to each other, separate events.

bold ibex
#

this is

#

probably

#

completely wrong

#

XD

#

X_X

vagrant shale
#

That's good, just make sure you hook up the api output like you have on the top one.

bold ibex
#

But I appreciate your time to help me learn!

icy shadow
#

My unity is stuck on this

#

been here for nearly 30 minutes

bold ibex
#

ye

vagrant shale
#

Yup

bold ibex
#

\o/

#

SO

#

IN THEORY

#

iffff

#

a player interacts with said block now

#

a possible jump ?

vagrant shale
icy shadow
#

I... think I did

#

I actually cant remember

vagrant shale
#

If they jump while inside the invisible box, yeah, should do.

#

In theory.

icy shadow
#

i guess giving it another go wouldn't hurt

bold ibex
#

OHH I SEEE

#

Again oops.

vagrant shale
#

You're making the bots mad. You don't want to make the bots mad.

bold ibex
#

Hmmmm

#

Make it invisible.

#

Ye?

#

It may not work in my tester.

#

May need to go like test world mode stage thingy.

vagrant shale
#

Turn off the mesh renderer component on the box to make it invisible.

bold ibex
#

Yeah

#

Ill try once more. So within the boundary. Shall I try it in a test/build world instead of in program or?

vagrant shale
#

Yeah, I would build to test it. You could also try onplayertriggerstay instead of enter but that should work.

bold ibex
#

I shall try build test real quick. :3

#

I do appreciate the help. ^^

vagrant shale
#

Sure, hopefully it works out. If not, well hopefully you learned a little something in the process anyhow.

bold ibex
#

It did not. XD

#

But that's okay. :P

#

I'll try your other on player triggerstay.

vagrant shale
#

Damn, well here's a setup from Vowgan that might work better, you should just be able to connect the true branch to the set impulse node

bold ibex
#

The stay worked!

#

The stay wooorkkkeddd.

#

It yeeted me.

#

:D

#

\o/

vagrant shale
#

Ah, cool, good to know. I think that should handle both states so it should reset after you leave.

bold ibex
#

Even with the mesh render on, which is kinda what i want.

#

I want people to see the actual mesh floor so they know where to land.

#

Like how you see a trampoline room.

#

thank you so so so much Krampus!

#

I shall provide credit in my world for your support. I like to credit those that help me develop my worlds to what they become.

#

I like to see where people can jump and land.

vagrant shale
#

That's why you keep the trigger separate from the actual model that represents where the bounciness is but if it works, then cool. I appreciate it, you don't have to do that but if you're so inclined then I appreciate the shout out.

bold ibex
#

100% will shout you out!

#

You helped me learn! ^^

#

As a builder I love to learn and make things for people. :D

vagrant shale
#

I'm sure Vowgan's way is better but sometimes good enough is good enough, glad you got it working. That same basic idea should work for all sorts of things so you can activate doors when people enter triggers, activate items, all that stuff.

#

Here's his video on triggers, worth a watch to get a better feel for how they work https://www.youtube.com/watch?v=1QSbuwij_Xc

Here's how you handle player triggers, or areas that a player can step into, have a thing happen, and step out of to have something else happen. We're using this to showcase an object toggle, toggling UI controls whenever the player is near them.

As always, any examples and assets made during the tutorial are available to Patreon supporters. Th...

ā–¶ Play video
bold ibex
#

Listed you in the script as well, so I know!

#

It is a FNAF themed world, but I wanted a 'Game Room'. A simple room open space.

#

So people can bounce from platform to platform.

#

I wonder if... there is a way to trigger that if they land, it bounces them automatically?

#

Without the need to hit space?

vagrant shale
#

I don't think I've seen that in bounce houses before but people do some wild stuff in Udon so it's probably doable. Wouldn't know which direction to point you in for that one.

bold ibex
#

I getcha yeah. :D

#

You were correct about the thickness as well.

#

I need to make it thicker for it to be reactive.

burnt bison
#

How can I open a portal in the same world?

mossy lotus
#

I wanna make a hangout world with someone tbh

karmic laurel
#

is there a way to use a specific map models?

like I wanna make a personal project but I have no experience with blender or modeling whatsoever and I was wondering if there's anyway to get those models
(might as well say that this project is for myself only)

onyx escarp
karmic laurel
# onyx escarp Try the unity asset store. They have some good models. Otherwise I can also reco...

Im really not looking to post this project anywhere, just to practice and make something fun for myself,
If that helps what im looking for really are models from the game "Nier:Automata"
or more specifically "Emil's Memories" Room

https://vrchat-legends.fandom.com/wiki/Nier_Automata_Flowers

VRChat Legends Wiki

The map Nier Automata Flowers is a map that recreates a location from the game Nier Automata. In the original game it is accessed during a sidequest called Emil's Memories. It's a popular location to hangout for many VRChat players due to it's romantic atmosphere and sad music. It's known for being an important location during Chipz and Nuts pas...

#

that's cool, thanks anyways! šŸ˜„

onyx escarp
#

Np šŸ˜„

uncut crown
#

Hey can maybe someone help me i trying to creat a new world wit an usharpvideo player and the audio quality is a total mess i dont understand why. it sounds like a telephon wit crackling and no bass

stone marsh
# uncut crown Hey can maybe someone help me i trying to creat a new world wit an usharpvideo p...

Hard to really make any informed guesses so here's a blind shot.

Description kinda sounds like what happens when there are too many audio sources playing.

Unity can only handle so many active sources before audio breaks down.

When this occurs audio tends to get very choppy and compressed with some things cutting in and out rapidly.

If you have a lot of active/playing audio sources try disabling these.

If this isn't the case. Then idk. Would need more information.

lofty zealot
#

can someone help me out? Im trying to make an avatar world but when I import the SDK3 for worlds, it tells me I need to update the UI. In which I click "I made a backup, go ahead!"

#

In which the sdk files show up in the project

#

but the actual sdk build panel doesnt show up

#

Ive never made a world project before so idk what wrong

#

any help would be appreciated

cobalt prawn
broken tundra
#

Any1 knows how to fix a object to an avatar in a world
Ive seen it in a couple worlds

#

Like you could fix them to a bone

lofty zealot
#

appreciate it

real cairn
#

Why my materials are looking all black when I select a VRC Mobile shader? That is not happening with the Default Unity Standard

remote bobcat
#

u need remove them in blender

whole shoal
#

what types of sound files can i add to my world? i want to add a specific song that i download in an mp3 format

broken tundra
#

Usually ull use wav

whole shoal
#

nvm, i was pretty easy to just convert it to a wav file in audacity : ]

cerulean echo
#

Why you would add wav i never useng wav mp3 is better why would sobody wand more size of hes world

vagrant shale
#

Sound quality would be the most obvious reason but the trade off doesn't seem worth it, especially if you're developing cross-platform so I would tend to go with mp3s.

left rain
#

Unity compresses incoming audio. Using WAV as your source file just guarantees you're starting with something uncompressed. If you start with mp3 you're already losing signal quality, and then compressing again using vorbis/pcm/etc.

#

it's like saving a jpg over and over again. better to start with a perfect signal and handle compression only in unity.

#

that said, converting an mp3 to a WAV does you no good. it's like taking a compressed JPG and saving it as RAW or EXR... you're not going to get any information back. you already lost that.

near escarp
#

I wonder if there's a significant filesize consideration between the two though, post compression

left rain
#

it's worth benchmarking for sure, but i'd suspect sizes would be pretty similar and signal quality loss would be worse from compressing twice

real cairn
devout stratus
#

Howdy friends, just a quick question. Any idea why jumping would be disable on a newly made world?

stone marsh
graceful plover
#

How open and large can you make a VRChat world

#

Obviously nobody is going to try, but I want it to appear as if you could keep going and going without it looking like it stops, how large can I make like a cube in unity

devout stratus
vagrant shale
#

There are some really big maps out there and I think the limit you tend to run into is scene size and performance. There might be some limit but it has to be pretty massive.

vagrant shale
devout stratus
green lagoon
graceful plover
#

I made this floor cube 1000 0.08 1000 should that be okay?

green lagoon
#

one unit in unity is a meter

graceful plover
#

Would you know how far it has to be to have the appearance that it doesn't stop?

green lagoon
#

I'm not quite sure what kind of thing are you trying to actually do

graceful plover
#

Just want to make it so it doesn't look like there's an edge

#

I just started

left rain
#

try using fog to blend the ground plane in with your skybox. strategically placing geometry along the horizon also helps... you want to hide the fact that your skybox is a skybox.

stone marsh
#

Add fog and reduce far clip

stone marsh
#

Fog is very cheap and great at hiding the edge of the far clip

green lagoon
#

probably a good idea to have some geometry in the background so it's not perfectly flat like that

left rain
#

you could also attempt a virtual skybox but this takes some technical know-how to implement

stone marsh
#

Lots of options. Lol.

Either way, really really large objects isn't ideal, especially on quest, where having a large far clip can cause immediate FPE even with smaller ratio for the far and near clip

green lagoon
#

and honestly probably just cheaper to just have some mountains so you don't need that big line-of-sight

green lagoon
graceful plover
#

I mean there's a difference between what I want it to look like, and what it will look like

I want it to be like a shed with a car out the front and a bit of a driveway and some trees and plants outside

green lagoon
#

okay but that doesn't answer what you would be doing with the background of it as those are the foreground elements

#

and how big do you want the actual playable area to be

#

as there's a bunch of tricks you can use if you're not going to have people wandering around in the background

graceful plover
#

I hope this helps idk

#

I want the spawn location to be at the end of a dirt driveway and you end up at the shed

#

The playable area is just like everything inbetween the trees

green lagoon
#

the road curvature would be helpful for blocking lines of sight

graceful plover
#

Oh it doesn't have to be exactly like this or anything, I just needed an image because unless you've been to Victoria, Australia, everyone assumes it's just like flat orange desert like a cartoon

green lagoon
graceful plover
#

Okay yeah I see, anything past a certain point can be 2d textures instead of placing realistic 3d models hundreds of metres away yeah?

#

That would be inaccessible anyway because of bounding boxes right

green lagoon
#

yes

#

as past a certain difference you wouldn't be able to tell in the VR headset

graceful plover
#

Yeah that's what I'm thinking, I haven't started modelling any trees or whatever yet

green lagoon
#

so you could have like 2d cutout trees be a distance away and like half the size to imply they're twice the the distance away

graceful plover
#

Is there a guide like that

#

or like the name of what it's called so I can research how to do that

green lagoon
#

rough diagram of how I would imagine the map

#

you could also substitute the 2D trees for like Hills going up blocking line of sight

stone marsh
green lagoon
#

glad you like

#

examples of raising the ground to block line of sight

graceful plover
#

Here you go

#

I've used the terrain tool in Unity before, is that recommended for VRChat worlds

#

I hope it makes sense @green lagoon

green lagoon
#

it can work okay in vrchat Unity the terrain tool & Excellent diagram

graceful plover
#

The road cuts off because the bounding boxes won't let you get close enough to see that it does cut off you know?

green lagoon
#

yup

graceful plover
#

The sesh Shed itself is something I should do in Blender, but what about the rest of it

green lagoon
#

you would probably want to be assembling the overall level layout in Unity mostly using blender to make assets

graceful plover
#

Sorry, just worked 8 hours lol

green lagoon
#

no biggie

#

very soon I'll be away from computer so I couldn't help out hopefully this is enough to point you in the right direction

graceful plover
#

I reckon

#

Would you like updates

green lagoon
#

sure

#

but don't feel obligated to

#

and in general grabbing reference material and like Doodles like that are quite helpful

devout stratus
cobalt prawn
# devout stratus Where would i find the Jump Impulse setting?

If you used the VRCWorld prefab, it would be on that prefab along with the Scene Descriptor and Pipeline Manager. If not, I think you might need to add a World Settings component to your scene manually. Or just delete whatever Scene Descriptor you already have and use VRCWorld prefab instead

cobalt prawn
# devout stratus

That's the correct component yes. It needs to exist in your scene though

devout stratus
#

i think it is?

cobalt prawn
# devout stratus

Can you show the entire inspector? It should be right underneath this. Here's what mine looks like

devout stratus
vagrant shale
#

Yeah, that ain't right

#

I'd delete VRCWorld and try dragging it back in. If that doesn't work, you can look for the script in Jason's image and drag that into the program source manually

devout stratus
#

ok

vagrant shale
#

It's a wonder that's all that's wrong if you're missing that.

devout stratus
#

new one added from scratch

#

why is it shaowing a different unity version?

#

2018.4.20f1

vagrant shale
#

Looks like it got borked somehow. Try searching for the VRCWorldSettings program in your files and drag that in or you could reimport the SDK

cobalt prawn
#

Idk why that part of the prefab wouldn't have come loaded already, unless you tinkered and removed it without knowing what you were doing. But ya loading World Settings into the program source should do the trick.

visual tartan
#

I am so happy something like this discord server exists, Imma have so many questions tonight lol

vagrant shale
#

Do you have the latest version of the SDK because that is strange?

devout stratus
#

so, reinstall the VRC SDK?

vagrant shale
#

You could try dragging in the program first and maybe just rename the unity version to the correct one but the fact that it's wrong makes me think something is up. When did you download the SDK?

devout stratus
#

yesterday

#

VRCSDK3-WORLD-2022.06.03.00.03_Public

graceful plover
#

Hmm, updated 4 days ago

vagrant shale
#

Interesting. Well, it's up to you but you could try dragging in the program first and then reinstall if that doesn't work.

#

And I'd rename the unity version to what is listed in the pipeline manager in case that matters. I assume you're using the correct version because it looks right in the pipeline manager.

graceful plover
visual tartan
#

My first question involves Unity versions, do I have to use a VERY specific version? Because the version that's mentioned on google for world building, is completely pink when I install and open it

vagrant shale
#

Yeah, you need to use the specific version VRChat uses. Everything being pink probably means you're using incompatible shaders, possibly shaders not built for the standard pipeline.

devout stratus
#

re-installed it, and i am thinking i might just have to scrap it

vagrant shale
#

If they don't need to be exotic, I would just change the shaders to standard shaders

devout stratus
#

still can't jump

vagrant shale
#

Have you tried dragging in the program into the program source?

visual tartan
#

Krampus will you be around in like, 3-4 hours?

vagrant shale
#

Yeah

visual tartan
#

I might request to have you jump into a VC so I can show specifically what's going on haha

devout stratus
#

where can i find VRCWorldSettings?

vagrant shale
#

I can do that. A screenshot might be sufficient but if not.

devout stratus
#

oh nvm, found it

visual tartan
#

I wonder if I can track it down. I might have sent it to a couple of friends on discord, the Unity issue I am having is on a personal computer and I am right now at work on a work computer.

#

One second

vagrant shale
#

You can always search the project folder with that search bar at the bottom

lofty zealot
#

can someone help me? Im trying to publish a world but it wont let me actually upload or test

#

this is all I see for the descriptor

#

which doesnt seem right

#

this is what I see for my sdk

devout stratus
#

@vagrant shale, i owe you a drink.

#

i can indeed jump, it was the VRCWorldSettings

vagrant shale
#

No worries, good to hear.

visual tartan
#

Here ya go!

vagrant shale
graceful plover
lofty zealot
graceful plover
#

In fact that's what I have open right now

visual tartan
#

Yep!

graceful plover
#

Maybe a graphic driver thing?

lofty zealot
#

it said I had to add a descripter but when I click build and publish to windows

visual tartan
#

It works on my laptop. But I don’t wanna use my laptop XD

lofty zealot
#

the little mouse icon would do like a loading thing

#

then nothing happens after

visual tartan
#

I want to use my nice big gaming comp XD

vagrant shale
# visual tartan Here ya go!

That's definitely borked shader magenta. Kind of weird it would affect your project settings. Can you select any objects and see the materials on them?

graceful plover
visual tartan
#

Well it’s a new file, so there wouldn’t be anything in it?

#

I don’t think?

graceful plover
#

This is before loading in the VRCSDK?

vagrant shale
lofty zealot
#

yes

#

SDK3 for worlds

visual tartan
#

This is why I’ll request more help tonight in 3 or so hours cause I don’t have a way to troubleshoot right now at work lol

vagrant shale
#

Cool, happy to check it out then.

graceful plover
#

You just open Unity 2019.4.31f1 and it's magenta before doing anything?

visual tartan
#

This is before the vrchat plugin is installed

lofty zealot
#

which one would you drag in?

vagrant shale
#

The blue box, just drag that in where you want people to spawn

#

The one that's filled in

graceful plover
# visual tartan Yeee

Hmm, I mean I hope you get help from someone but if it's not VRChat's SDK doing that unless somebody else here has had the same thing happen I doubt you'll get an answer here, it sounds like a driver issue

visual tartan
#

Here’s the funny thing

vagrant shale
#

Yeah, it would be good to go through opening a new project and seeing if that still has the issue but it seems like a Unity problem. Might be a good idea to reinstall Unity

visual tartan
#

Any other version of Unity works

graceful plover
#

Did turning off the anti-virus and loading as administrator do anything?

visual tartan
#

It’s that specific version going pink

#

I can try tonight?

lofty zealot
#

@vagrant shale tysm that worked

#

I guess just adding the descripter itsself instead of the prefab broke it :P

visual tartan
vagrant shale
#

Yeah, I think you can set up your own descriptor without going through VRCworld but that's for advanced kids and I don't know why you would do that.

#

It could be a problem with DirectX so maybe you could reinstall that.

visual tartan
#

Me?

vagrant shale
#

Just updating your graphics card drivers might do that? I'm not really knowledgeable with drivers.

#

Yeah

visual tartan
#

I’ll try all of that tonight.

#

Hmmmmmm…. I just had a crazy idea too

#

Those who doooo have Unity working right, I wonder if I can ask a favor

#

Eh maybe not lol. Might need a lot of trust to whoever I propose the idea to lol

graceful plover
visual tartan
#

It’ll depend on the difficulty lol. I could on a call give my project to someone who has a good version running and see if I can have them set up the world and upload it for me lol šŸ˜›

#

The world is already built, it’s an Owl House world I made on Blender.

#

This is what I managed to make it look like on a current version of Unity

graceful plover
#

Not sure how that will fix your issue though, I'm assuming it would work since it sounds like some Unity hardware conflict

visual tartan
#

It probably won’t fix my issue no. But you’re right, even if I do have someone do this for me, and if I wanted to update it down the road, I would still need the program to work

near escarp
#

Owlhouse wooo !

visual tartan
#

You know the show?! YES

near escarp
#

I've yet to watch the latest season, but yeah it's great, your model looks great !

visual tartan
#

Thank you!

#

When you say you haven’t seen the latest season, do you mean 2B or just season 2 as a whole?

#

Cause out of the entire season, there are no ā€œfiller episodesā€ at all. It’s epic. Also, I am sorry for talking about this in the wrong channel, it was just relevant lol. Yeah I want to have a world for fans to walk around in and enjoy. Although someone beat me to it on the 30th of May… I would have had it out before him if Unity wasn’t being weird. Or my computer.

pastel oracle
#

hi, just finished creating my world, when i try to upload it a message pops out saying i need to spend more time playing vrchat
i just wanna know how much is the waiting time, i really want to upload these world

near escarp
odd roverBOT
#

You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.

As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.

Source: https://docs.vrchat.com/docs/frequently-asked-questions

visual tartan
#

The rest of season 2 will be be on Disney+ soon! The end of June.

pastel oracle
#

srry

vagrant shale
#

Think the same thing applies, you need to be a new user to upload and I believe a user to upload to community labs.

#

Getting to new user is pretty quick, user can take a bit longer depending on what you're doing but it's not too bad.

pastel oracle
#

thnx

#

i ll spend more time in vr then šŸ™‚

bold ibex
#

So I had a look and its possible Krampus for users to bounce if they hit the platform but I have no idea how. Would anyone else have an idea? For bounce jumping like a bouncy house?

vagrant shale
bold ibex
#

OOOOOO

#

You're a hero Krampus you know that? Haha.

vagrant shale
#

If it works, all the credit goes to jetdog8808

bold ibex
#

I know but you helped support. ;)

#

I like to credit those that guide me.

#

I'll hop on my laptop and get working to see if it does

shell wren
#

Is there a way to have a depth mask shader keep the skybox? On this big plane in the sky, I'm using poiyomi with Zwrite=on, color mask=none, and render queue='geometry+10' , but instead of the blue skybox I get the weird tracing effect

#

What I'm trying to do is hide the big red part of the map when you're inside the little green part. The depth mask plane is between them.

sacred warren
#

Why not toggle the gameobject based on location?

shell wren
#

It's a lot of game objects. I suppose a parent would work though

jagged kayak
#

Anyone else getting this weird bug that says that you haven't published your world but you have in fact published the world? So when you go to update the world it gives you a blueprint error? Like in the screenshot? Where is the new build option again? xD

whole cedar
#

Anyone know where I can find that night time city cube map that everyone uses in blue dream in all those levels?

whole cedar
vagrant shale
vagrant shale
visual tartan
vagrant shale
#

Couldn't hurt, I think Unity likes that. Not sure why it's only affecting that version but I would download it if you could.

visual tartan
#

You know what? I think I realize what it could be, I wanna hear your opinion before I try this attempt because it'll involved uninstalling every Unity I have and starting over from scratch lol

#

Is Unity meant to run on the C: drive?

#

I usually install all of my programs on the D: drive.

#

I wonder if it being on the D: drive will be the reason this is happening to me

#

Imma just do it lol

vagrant shale
#

I'm pretty sure install directory shouldn't matter but I suppose it can't hurt. Did you try updating your drivers? This might be the time to contact Unity support.

visual tartan
#

Holy cow it WORKED!!!!

vagrant shale
#

Changing the directory worked? Cool, I don't see how that would impact anything but all that matters is it worked.

visual tartan
#

Probably because I installed it on the system drive. Which is probably where the graphics drivers are

#

I updated my graphics driver last week, So I know it couldn’t have been that

vagrant shale
#

But it sounds like you have other programs on the D drive that also presumably depend on graphics drivers. Regardless, it did the thing.

visual tartan
#

Yeah Idk why this worked lol

#

But it did, and I am happy XD

visual tartan
#

Alright, new question, what does it mean when I am falling through the floor of my world? XD

#

I assume because the "floor" doesn't have a collider to walk on or something?

cobalt prawn
visual tartan
#

How do I add it to my terrain?

cobalt prawn
#

Add component > mesh collider

#

Just make sure it is on the same object as the mesh filter/ mesh renderer

visual tartan
#

Mesh Filter and Renderer? Sorry I am VERY new to Unity lol

cobalt prawn
#

Yeah, any 3D model in your scene is going to have those visible in the inspector panel if they are selected

#

But objects don't have to have those, they can be empty objects, or have scripts, or a light, etc. So if you use a mesh collider, it should be on the same object as the mesh, so it knows what shape it should be

visual tartan
cobalt prawn
#

Mesh collider. Type mesh collider lol

#

Colliders fall under the physics category if you're clicking through that menu

#

I've gotten into the habit of just typing in what I need though

visual tartan
#

Oh sorry lol

#

Thank you so much that worked!

cobalt prawn
#

🤘

rugged spire
#

I’m still having trouble with my world. No errors populate for me in the console and the debugger is clean of any issues as well. The world uploads no problem, but when I try to test the build or go into the world that’s been uploaded, it stays stuck with a long load time, then kicks me back to the standard home world. I’m lost as to what is causing this.

cobalt prawn
#

(there should only be one)

cobalt prawn
#

I am guessing that this circled section is empty for you. I believe "Size" needs to be at least 1, and Element 0 should be an object that represents your spawn point (which is usually the same object as this script is on, but you still probably need it referenced here)

jagged kayak
pearl gust
#

Two questions:
Half-Life Alyx and a few other VR games incorporate haptic feedback for wall collisions and the like. I found it surprisingly effective to boost immersion, as my hand naturally stopped movements that would clip it through walls
a) is haptic feedback back even possible in VRchat?
b) would HF be too much of a strain on users’ computers / what performance issues could HF create?

solemn gulch
#

There is VRCPlayerApi.PlayHapticEventInHand but I haven't looked into it

#

seems pretty simple

#

VRCPlayerApi, Hand, float, float, float
Vibrate the Player's Haptic controllers if they have them. The float inputs should be in the range 0-1. duration is the amount of time that they vibrate, amplitude is the strength with which they vibrate, and frequency is the speed at which they vibrate. The feeling can vary quite a bit between controllers.

pearl gust
#

Ok, gotcha gotcha. Shouldn’t be too hard to tie that in to a collision script. I’ll see how it works. Thanks!

stoic elm
#

i uh, need help with something
First Image - Blender
Second Image - Unity

wheat haven
#

Are the normals maybe flipped? I don't assume so, but it's always the best to check first

stoic elm
#

well, i was gonna hope that it is gonna be how it is in image number one, but i tried flipping the normals again in blender, but then the outside looked weird

rugged spire
#

@cobalt prawnI only have the one, and the spawn point has been set.

teal blade
#

hey guys, is there a reason as to why the sea shader isnt reflecting on the mirror?

#

the reflections work with the oculus sea shader but not for the pc one for some odd reason

solemn gulch
#

I've noticed that some things - like the default unity fog - don't reflect at all no matter what layers you have visible

#

That's just a quick heads up, I don't know if there's a fix to this

teal blade
#

dayum

#

well alright, thanks for the heads up

radiant stump
#

hello everyone, I'm having a couple issues with my world, this is my first time working in Unity and making a VRchat world, all has been going fine until I ran into this problem with my mirror, its not working. Does anyone know how to fix this?

ocean crag
#

Is it facing the right direction?

solemn gulch
#

double check what is being reflected as well~

visual tartan
#

I made it this far into VRChat with my world, I am so PUMPED!

solemn gulch
sacred warren
visual tartan
#

I don't mind sharing the entire window lol, but thanks though

#

Alrighty, here's a question for ya, lets say the material I made in Blender was not shiny, and in Unity, the material is shiny, but I can't change the material settings, how do I make it not shiny?

left rain
#

blender materials have nothing to do with unity

#

you can assign materials to primitives/faces and those assignments will be visible in unity, but this is basically just to create "hooks" that you can plug unity shaders into in your FBX import settings

#

you need to rebuild your materials using unity-compatible ones. nothing but the name will translate from blender

cobalt prawn
stoic elm
#

oh yeah, i forgot to mention that i found a soloution, haha, sorry ^^

cobalt prawn
#

Right on

rugged spire
#

During the building process it swaps the, "builder," items to this warning, but I already have the assets required to load it as a world. Still will not initialize.

#

Ok, it finally came back with errors

rugged spire
#

Ok, I think I found the problem

#

One of the assets in the scene is corrupt. I just removed all assets aside from the walls and floor and the world loads almost immediately

#

Now its just a process of elimination; Adding in one asset at a time until I find the one that breaks it.

graceful radish
#

how would i go about fixing that dark spot? If i set the material metallic to 1 I wont see the spot anymore but the whole couch will be dark

daring sentinel
#

Light

graceful radish
#

i'd have to put a light right next to it for it to not be visible

spiral panther
#

jesse

#

we need to bake lighting

graceful radish
#

mr white what the fuck does that mean

vagrant shale
graceful radish
#

alright nice no clue what i did but it works now

rose dirge
#

hi guys hope your all well so ive just been making a world and coming to the end it gave me these errors now i cant load into vrchat with sdk

vagrant shale
# rose dirge hi guys hope your all well so ive just been making a world and coming to the end...

Compiler errors will generally cause the builder to stop working. Looks like an issue with post-processing so I'd check there. You should have a post-processing layer on your camera and a post-processing volume somewhere in the scene. Also, are you enabling anti-aliasing as I think that's discouraged as it can majorly effect performance and doesn't tend to look very good in VRChat in my experience.

rose dirge
#

tbh im brand new to unity so i dont actually know were to find the post processing were is it located please

#

and i dont believe i am using anti aliasing

vagrant shale
#

So you don't have post-processing in your scene? Maybe it's something in your scene that needs access to the post-processing stack and you don't have it and that's the problem. Go into window, then package manager, and then search for post processing stack and download and import it.

rose dirge
#

so 3.1.1 was installed for post processing i have updated to 3.2.2 dunno if i should have

vagrant shale
#

That should be fine. That was my best guess from having a look at your errors but if that didn't fix it, I'm not really sure.

rose dirge
#

you available to jump in a call as tbh im confused if not all is good

#

updating it didnt fix the issue

vagrant shale
#

I'm available but I don't have any other ideas so I don't know what I could do for you, hopefully someone else will recognize the error and have a better fix, I'll repost that for you so it doesn't get buried.

rose dirge
#

only reason i asked is to see if walking through and talking we can find something as im really confused rn

#

not an issue tho i really appreciate your help

vagrant shale
#

Good luck, the only thing I could suggest is deleting the Standard Assets folder as that seems to be where the conflict is and you shouldn't need it to build a world but I'd do a backup by just copying and pasting the folder elsewhere first in case that creates more problems than it solves.

rose dirge
#

many thanks will give it a go

#

removing that fixed it thanks so so much

vagrant shale
#

Cool, happy to help.

sacred warren
#

For some reason the VRC layers are missing. Is there some way I can regenerate them? (the SDK doesn't seem to complain)

sacred warren
#

If you reinstalled it, restart Unity in case it's being dumb.

rose dirge
#

i removed the standard assets folder from the help of Krampus and that worked

#

but i did check and the post processing is in the project window

sacred warren
#

Interesting. Something in there referencing the old PP implementation maybe?

rose dirge
#

thats what you mean correct

vagrant shale
#

If you needed any of those scripts from Standard Assets, then you could try deleting that folder and reimporting from scratch but if you just want a certain model or material from there, you can bring in individual assets from the folder you hopefully backed up or just try bringing it back in with that specific scripts folder that is having the issues deleted.

rose dirge
#

i did backup but luckly enough nothing was effected from deleting that file

#

so i just tested putting that file back in and immediately brakes things so i think that assets folder was the issue

vagrant shale
#

Yeah but it seems to specifically be the scripts folder in there so if you get rid of that, then I would imagine you wouldn't have any issues but if you don't need any of that stuff, you might as well keep your project size small.

rose dirge
#

fair point

#

thanks so much for everything

#

one last thing ive got the udon sync player (unity) playing but no volume option any ideas

vagrant shale
#

Are you using PC or Quest? I use a different video player as that one doesn't work well for Quest but it might be usable for PC.

rose dirge
#

pc

#

but most people that are gonna be in the world will be on quest

#

so dont mind using the quest one just dont know were it is

vagrant shale
#

It could be that you're using a youtube link and it's not playing well with the file format and it likely won't work at all for Quest users. For that, I recommend Techanon's ProTV player which I can help you set up but then getting Youtube videos to work is another series of hoops you have to jump through. I use VRCDN for video uploads but for that, the videos need to be content you own which is often not the sort of content people want to be playing. It's kind of a difficult problem getting standard Youtube videos to play on Quest but you'll want to start here https://ask.vrchat.com/t/protv-by-architechanon-usage-guides-and-walkthroughs/7029

rose dirge
#

many thanks will download it now

visual tartan
#

Is there a way to add a plane with a transparent texture image into Unity?

cobalt prawn
#

Either way just need a material with a shader that supports transparency, for example the standard shader with the rendering mode set to transparent

visual tartan
cobalt prawn
#

And then either the image can decide what is transparent, or you can set the overall transparency by changing the alpha value of the main color

visual tartan
#

Oh cool I can try that tonight

#

I am so happy that I managed to make my first VRChat world work out. šŸ˜„

vagrant shale
#

Some programs use an opacity map to control texture opacity but the standard shader just uses the transparency from the albedo channel so you just need to use a transparent texture there and have your texture import settings like this.

cobalt prawn
#

Good call, texture import settings will factor into this as well, gotta make sure that is set up correctly šŸ‘

visual tartan
#

If I can make this one plane work, I can duplicate it over and over throuout the sky lol

#

Though I am upset XD the sky isn’t the color I wish it were, cause I can’t change the color of the atmosphere. Lemme know you the world vs a render I have full control of everything on Blender lol

cobalt prawn
#

Sure you can, just modify the skybox material, or make a new one, or download a new one

visual tartan
#

Nvm I can’t find my render lol. Lemme google a picture of the house

cobalt prawn
#

The default procedural skybox is pretty odd with how it works, and tries to simulate real life atmosphere. So it's a bit unpredictable and changes based on your directional light

visual tartan
#

You know what, I am dumb lol. Upon trying to work out the sky, I thought it was orange lol… I am thinking that the original default sky might actually work out better lol

cobalt prawn
#

Yeah that shouldn't be hard at all. Just pink on the horizon and bluish purple on top, manually place some clouds and you're good

#

Looks nice šŸ˜„

visual tartan
#

Here’s my actual Render, so idk why I still thought the sky was orange making the VR world XD

#

I’ll have an advanced question tonight if I can hop into VC with someone if it’s easy enough, but is it possible to add noise-bump texturing like you see in my render?

devout stratus
#

hey everyone, quick question. anyone knows of a good tutorial to Teleport player from location A to location B, and from B to A?

visual tartan
#

The noise-bump texturing were done with nodes on Blender, which unfortunately couldn’t carry over, and I suck at baking textures lol

visual tartan
vagrant shale
#

The setup is a little different depending on whether you're using a panorama or a cubemap but basically you create a material with the skybox shader and then you drag that into the skybox material field in your lighting

visual tartan
#

Gotcha