#world-development
39 messages Ā· Page 140 of 1
Wrong version of Unity. Should be 2019.4.31f1
@bold ibex
So close tho lol
Oh wait I see that's been mentioned already, derp sry
It shouldn't be causing issues like this though
i have a game suggestion
so like
theres this game on roblox called "plates of fate remastered" and i think its pretty fun
wondering if somebody could make a game like that on vrchat
so everybody gets their own tile (plate) white is a large platform
random events happen such as giving items, spawning meteors ans more
Did you wait for it to fully load as sometimes it gives me a null version for the boxes and then populates existing info
Other than YouTube, where can I find good music/sound effects
I'm looking for PS1 style sounds/music
wouldn't that be audio processing you do on top of your sound
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?
anone know any stuffed animal plushies I can get?
Why didn't I think of that lmfao
How do I fix? lol
Anyone got a tutorial on synced animations?
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?
i'm not using any post processing to my knowledge so idk why it's importing that
?????
what does this mean
You have committed a federal crime
noooooooooo
I don't think you can have post proccessing on quest and thats why its stalling on that
Im just guessing though I haven't done this stuff in awhile
i'm not even using post processing in the world though
oh like at all, ever?
not that i know of
and i found the post processing assets and it wont let me delete them
are they in your project asset folder or like somewhere else for unity's unity stuff
its in the unity stuff i think
i feel like it might be bc i added some prefabs i found on vrcprefabs.com
i added like pens and a clock and a player list but thats it
yeah and maybe some came with post processing components on their gameobjects
u could do a search for post processing components
lemme check that
I forgot how to search for components in the hierarchy but yea
and i think there is like 2 seperate components for post processings
uhhh i think im just gonna delete these prefabs since im trying to have an optimized world lol
i unpacked one and was just overloaded with console errors lol
ah yeah
i just wanted pens in my world ):
I would add 1 prefab/package at a time and upload so if things go wrong u know exactly what caused it
it takes more time but it saves troubleshooting time
i deleted them all and it worked lmao
so yeah the prefabs were the problem
they were just cosmetic so its fine
i had problems with pens when i first used them idk why still to this day
problem solved!!
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
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 ?
How is your track constructed? If it's an array in blender for example, you should make sure it is merging each section with the last, otherwise there may be invisible seams between them where verts are overlapping
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
is the spacial blend set to 3d? you need to do that
also check the box on the vrc spacial audio " use audio source volume curve"
It's only specific spots on the track, like the one in the video. I've got other spots that are a straight line and I can tell it's got the same issue. I'll try the world debugging
Nothing you can see in editor with the physics debugger ?
It is an array with seams, but it functions perfectly fine in CyanEmu, no car launching occurs. Additionally, I had tried it with all one smooth mesh and I still had the issue
Thanks it work! I didn't touch unity for so long that I forgot I have to set spatial blend to 3d firstš tysm
Does anyone know how to fix this?
Or, I'm stupid and never removed doubles from applying the array. That might have fixed it
Physics debugger showed me there was a seam right where I launched in that video. Thanks both of you
Oooo š
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
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
There might be some precision error differences between client and editor
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 š
Could someone help me out with using VRC's audio source system? I can't seem to get the radius settings right
Just taking a screenshot now
rodger
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
with 6 metres being the limit
I thought this was right but it's not, it fades out very sharply way before 6 metres
There is, but I'm not using the curve
Normally I would, but I think the VRC system would work better for what I'm doing
what vrc system
that bottom box determines whether it uses the curve or not
oh the Use AudioSource Volume Curve checkbox
im going to try doing wht ur doing in my own project because I forgot how audiosource stuff works
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
oh dang okay hm this is tuff now
I don't think I can help because I have no concept of what volumetric sound is sorry
regular sound sources are a single point
volumetric sources mean the sounds come from a whole area
hm okay
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
From my understanding, if I'm in that 2 metre radius it should sound like there's no spatialisation either
I tried using the spatial curve because I've used it plenty before, but in this case I can't get it quite right
hm
have you tried also modifying the spatial sound curve too
oh wait you said you did
idk this is tricky
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?
both vr and pc
vr is pc for the purposes of this
meaning players using the Windows operating system both desktop and VR
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)
Do these last three settings do anything in the VRC Portal Maker?
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?
Similar to how the BallPit World interacts.
can someone plz help me with layer collision matrixs
is audio allowed on quest worlds
actually im braindead why am i not just looking at the docs
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
yes. why shouldnt it?
it's not allowed on quest avatars, and "restricted" isn't very descriptive
yeah but not on worlds
as far as i know, there arent any in worlds. you just cant go over 100 mb
guys do you know any new info about persistent worlds? if they're working on it or such?
that's still being worked on and we have no other updates besides that
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"
instead of:
public void SetActiveObject()
try
public void OnPlayerTriggerExit(VRCPlayerApi player)
that will do that if the local player is outside of the trigger, its false, and once he enters, its active
im truing to implement atmospheric sound for different rooms but my audio plays always everywhere
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
removing everything in the in the registry Editor related to the vrchat sdk worked
doing this work!!
This is the same project today
It may effect the quality but you can attach sound to localized objects
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
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?
someone knows how to create water?
this may be the dumbest question ever but how do i enable jumping
Strange, jumping normally works automatically when you upload a world without any configuration
Did you upload it yet?
its a test build
I donāt make any test builds, so I donāt known
Just publish it and find out
are you sure you know what you're talking about
Dude Iāve published a world and the jumping works fine no configurations needed
Donāt question someone who is helping you
well it doesnt for me /shrug
i will question someone giving me advice that is wrong from my current knowledge
being that ive uploaded 2 other worlds and jumping wasn't a thing
Iām helping you and youāre acting like this?
Youāre an ungrateful bitch
yeah you're ignoring my messages, blocked
youre 570th
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?
how exactly were you even trying to help
you just told me that my problem didnt exist twice
Ok cool
can you take your stupid drama into dms please
and also
why is my audio playing all over my world and not in just the one place i put it
I donāt really know, apologies. But best of luck in finding someone who can help!
is your audio set to 3d
um lemme check
i remember that making a difference on an avatar i uploaded ages ago
proabbly works the same on worlds
idk bout all that mine looks like this am i using the wrong thing or somthing?
im fairly sure the spacial blend should be all the way to the right
replace your vrcworld. jumping should be set up already
Thank you
I tried to tell them that
you didn't?
Yes I did
you just speedran to calling me an ungrateful bitch
Read the messages before that
you just told me that if i edit nothing then it'll work fine
Which is what I did
yea shrug, they've caused drama before so don't worry. i wouldn't feed into it
i havent touched anything yet because im just testing if there's anything immediately wrong
Ah, thanks for the heads up dude
you were not very clear
could be a collision issue but mesh colliders don't usually give problems
place vrcworld like
the tiniest bit above your floor
fixed tytytytytytyy
i realize now that i have brain damage
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
lol
sorry about how rude i came off @bold ibex
probably werent expecting me to be as stupid as i was
Ok
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.
is anyone else having problems after updating to the newest worlds sdk?
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?
Loop ProTV?
wy does the animation dont worke
Any of you know where I can get some plushies for a map?
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
mine just went brr so I'm assuming mine is having issues too
You most likely have errors in your console.
ironically not
how do i make my reflection probe not cause wall reflections be sideways
how to make a Realtime light local in Unity?
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.
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
are you building for quest when your test platform isn't quest
No, for PC.
weird
This is what came back after trying to build/test again.
when im starting my door animation only my collider moves, does anyone knew wy?
did you set the door to static? static objects cannot move
thanks, it was default and i haven't sow it
Is there any Type that similar to List<>? because List<> or ArrayList are not available in Udon.
can we launch 2 test client with different player name ? because I can't tell players who is master or client
You can, read the documentation of the --watch-worlds launch option
is that means i have to login 2 accounts?
If you need it, then yes.
You start one client with one, on the second you change it after launch.
Could having one asset not baked into the lightmap cause the world to not load?
importing world SDK3, what do I do?
why you are using 2019.4.30, the recommended version is 31
Trying to click this hyperlink from the VRChat website and I'm getting a 404 error code?
i cant test my world, i use windows 11
So, I just tried to upload a world to pc and it says the cap is 100mb? What?
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
Quest worlds are limited to 100mb.
What version of unity did you download?
anyone know how to fix this?
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
whenever i hit the dropdown menu on my vrcscene descriptor it shows nothing. even after reimporting it. what do I do?
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?
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
Figured it out was using gun instead of grip
Did you install the Android SDK in Unity via the Hub?
yea well kinda
How do you render japanese text with unity? They appear like boxes. Using TextMeshProUGUI
You need a Japanese font
Noto Sans JP wasn't good enough :(
You can generate a custom font texture using a tool with tmp
Do I need to specify the unicode ranges?
Need to copy/paste all the jp you want to use into it
I've read that you can't use 3D spatial audio sources with Audio Reverb Zones, is that still the case?
Weird question, do players spawn at 0,0,0 for a split second when they join a world?
Would anyone know of a good plane model/script that I would be able to remodel and use?
Plane, like a flat surface, or a aeroplane?
Aeroplane/Aircraft
they shouldn't, i dont think? players should always spawn wherever you place the spawn point
tho i believe the default spawn is 0,0,0 if u dont change it
is it possible to restrict user from moving or looking around
that would be very nausea-inducing to lock their head rotation
I suggest finding a menu setup that doesn't require overriding basic controls
Yes. Players will be at 0:0:0 while loading the world. They can typically be seen when in this state for a brief second before they appear at the spawn point when their screen fades from black.
I have an audio source in my world there, that would explain why I hear it for a split second
Yeppers
Using the new VRC toolbox I setup a thing
Nothing is there
I've even reloaded unity
you probably have a bunch of errors in the console, should give more information about what's wrong
mhm
use vrcworld prefab for the scene descriptor, not sure about the errors
i am aware. if you have the worldsdk you still have the prefab
I don't though :/
assets --> vrchat examples --> prefabs
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
Alright.
if vrcworld is included you will not find it by searching your assets... All vrc stuff is in Packages* now. (Creator Companion)
Is in what?
i just put the latest world sdk into unity. my image is still accurate
uh screenshot?
the DLL's are in packages but prefabs and examples are still in assets. Should be in samples iirc
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
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
Other than that I have no idea unless there is something breaking on the upload but it should say in the Console
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
There has been cases multiple actually where this has been the case especially on older quest worlds 2.0
Encounter quite a few on the last 2 years
no idea maybe he should try to download the worldtool to see if the tool can help him
Maybe he got 2 pipelines or samthink
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
you never know what sobody doing best is world toolkit and maybe the tool can find the problem
š¤·āāļø
How is that relevant to this channel
Not the place for it
Sorry
No sorry
Nothing personal but i don't know u sorry, hope u feel better soon
š¶
<@&397642795457970181>
no, PC
I see, then check the assets in hierarchy doesn't share the same name as each other
Also look in your console after uploading on android if there is a issue usually where u will find the reason
its not on android yet
I see
Actually same path shouldn't be to much a issue on pc side usually and Idk the link to the tool for worlds
š
So no quest try the tool
the most common cause of this is having multiple pipeline manager's in your scene, if you can build and test but not load when its uploaded
<@&397642795457970181> @nocturne thorn is guilting me with threats of suicide
how would I check and fix this?
I'd recommend grabbing https://github.com/oneVR/VRWorldToolkit which checks for a lot of common issues including this
I'm not even going there bye
also having multiple gameobjects called "target" doesnt hurt does it?
you can also just search for pipeline managers in your scene hierarchy with t:pipelinemanager
no, having same paths will not cause you to fail to load into a world
those are different paths anyway
Thx temp i would have send him but i am on the tablet is hard here š
you need to type the full thing
Poggies
yeah, you have 2
i'm guessing your actual one is the vrcworld prefab
so delete the pipeline on rat race
see i know it lol
is this a world that hasn't been uploaded before?
its been uploaded as private
well, actually just remove that pipeline manager
like i said before, the test client works but going in in the actual VRC client does not
check if the pipeline manager on vrcworld has the same id
they do not
and see if it's the same as the uploaded world in your vrcsdk panel under content manager
the one on VRCWorld prefab matches the one in the control panel
works now, tysm
another question though, do you mind helping me in #world-lighting ?
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
How would one make bouncy floors? I want to make a climbing room. And have trampoline floors to land on?
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?
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.
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?
if you mean both PCVR (Steam VS Oculus Store on PC), then no
if you mean PCVR vs Standalone, then yes. Standalone requires a lot more optimization due to the inferior hardware
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
does anyone know a good script to change a model's size with a slider
Hey does anyone know if there is a speech recognition script that works in vrchat?
I was planning on creating a world with speech triggered events
There's no way to get spoken audio data from a user in a world.
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.
You're using a deprecated method that's no longer supported.
You need to use an Animator
Woah.
What version of unity are you using too? Also looks outdated
It's 2019, the latest SDK that is for making new content.
2019.4.31f1? I was just confused because it defaults to dark theme now so just wanted to be sure.
Lol. I use light theme because I am god.
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.
Hi, anyone knows what is this?
and idk what happend now that i dont see the vrchat panel to upload my world
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.
Nope. I am a scientist. My methods always works. If I can see the effects directly through physics, then I am happy.

It works! Instead of animations, the aircraft uses physics to move!
Hi, anyone knows what is this?
https://prnt.sc/K8NPeBPpDVF1
and idk what happend now that i dont see the vrchat panel to upload my world
https://prnt.sc/Zm-F75Etjjlq
If you're not actually using it, you could try going to window > package manager and uninstall unity collab
click on unity registry and change to in project
ah yeah that
Situation is weirder. The glitch only happens after I move my camera while they are baking
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?
Yes..... They are....
No. We use Udon. You can use UdonSharp which is a C# compiler for Udon
Ah, thanks. Now. Once I have unzipped it, where do I put it? In the "Assets" folder of my unity project?
This is what I downloaded.
Read.... Documentation....
You downloaded the wrong thing
This is also just a compiler. You'll need to alter your script to be U#
U# ?
UdonSharp
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.
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.
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!
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
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
Sometimes it will randomly fail, try a couple more times to see if itll work? Other than that you need to look in the Console window and inspect any errors.
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.
is there a way to add footsteps in to your world on different surfaces such as water etc?
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?
How would I make a platform bouncy like a Trampoline for players?
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.
I've had issues with this as well. Not sure if there's a way to adjust the height of the collider on an avatar but you could just disable the collider on the roof or offset the collision so it only impacts avatars that are actually clipping through.
if tthis is a common issue then yeah maybe collision capsules do not change height regardless of avatar size, i just made invisible "standard box" colliders instead
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.
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. >_>
Sounds fun, a bounce house is always good fun unless you get motion sick then maybe not so much.
Of course! I intend to place a warning for users.
That I can't help with but check out the prefabs database if you haven't, I think they might have something like that.
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.
Oh and you'll want to connect the arrow output to the arrow input as well. Don't think it will run otherwise.
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:
It won't but if you add this to the program as well, it should.
Ooooo.
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 š±
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. :)
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.
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!
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.
So lets say my flat floor there is the bounce platform for colliding.
Like a Trampoline flat thing, ye.
Implement your Udon Behavior?
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.
Okay, lot of height, gotcha.
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.
Yeah, that's the old one that isn't the script you want, the new one should just have the 2 nodes.
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.
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.
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/
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.
So lets say. I set it to 1?
I don't actually know what the default value is so that might still be less than the default
Hmmm. I can test until I find.
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
Also, even though it does have a interactive collider, aka, physical box. I still go through lol.
Ye I will check!
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.
Yeah, I'd try 8 and then set it to 4 on player trigger exit
Or you can try 50 just to be real sure but you might not come back down to Earth very quickly
After the impulse arrow to the exit?
LOL
SPACE
Is a major embaressed newb.
I told you I'm learning. :P
Wears dunce hat.
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.
So, copy and paste Impulse node, gotcha.
And thennnn, hook it to the trigger exit... ? Ye
?
Yup, just like you did with the on trigger enter node, the two aren't connected to each other, separate events.
That's good, just make sure you hook up the api output like you have on the top one.
But I appreciate your time to help me learn!
Yup
\o/
SO
IN THEORY
iffff
a player interacts with said block now
a possible jump ?
Have you tried restarting Unity? That usually does it.
i guess giving it another go wouldn't hurt
You're making the bots mad. You don't want to make the bots mad.
Hmmmm
Make it invisible.
Ye?
It may not work in my tester.
May need to go like test world mode stage thingy.
Turn off the mesh renderer component on the box to make it invisible.
Yeah
Ill try once more. So within the boundary. Shall I try it in a test/build world instead of in program or?
Yeah, I would build to test it. You could also try onplayertriggerstay instead of enter but that should work.
Sure, hopefully it works out. If not, well hopefully you learned a little something in the process anyhow.
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
Ah, cool, good to know. I think that should handle both states so it should reset after you leave.
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.
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.
100% will shout you out!
You helped me learn! ^^
As a builder I love to learn and make things for people. :D
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...
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?
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.
I getcha yeah. :D
You were correct about the thickness as well.
I need to make it thicker for it to be reactive.
How can I open a portal in the same world?
I wanna make a hangout world with someone tbh
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)
Try the unity asset store. They have some good models. Otherwise I can also recommend a site like turbo squid. (May need to credit the author's tho)
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
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! š
Np š
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
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.
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
That's the wrong version of unity, you wanna be on 2019.4.31f1
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use by VRChat is Unity 2019.4.31f1. Ensure you are using this exact version! ...
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
omg tysm I had both versions installed messin everything up -_-
appreciate it
Why my materials are looking all black when I select a VRC Mobile shader? That is not happening with the Default Unity Standard
vertex colors
u need remove them in blender
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
Usually ull use wav
nvm, i was pretty easy to just convert it to a wav file in audacity : ]
Why you would add wav i never useng wav mp3 is better why would sobody wand more size of hes world
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.
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.
I wonder if there's a significant filesize consideration between the two though, post compression
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
Thank you so much
Howdy friends, just a quick question. Any idea why jumping would be disable on a newly made world?
Failed to add the player movement script or didn't add jump impulse control to your movement script.
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
Is this something that is added by default from the SDK? Should I reload the sdk?
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.
I assume you have VRCWorld in your scene? What is the jump impulse set to there?
Iāll take a look when I can, and I will get back to you, thank you.
after a certain size you'll have to deal with floating Point Precision errors which I have seen some maps counteract doing Shenanigans to keep resetting the 0 to make like Maps the size of a full O'Neill cylinder at 8 Kilometre-by-32 Kilometre
What's that in unity, 8000x32000?
I made this floor cube 1000 0.08 1000 should that be okay?
one unit in unity is a meter
Would you know how far it has to be to have the appearance that it doesn't stop?
I'm not quite sure what kind of thing are you trying to actually do
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.
Add fog and reduce far clip
Yes. Faster tip taps than me lol
Fog is very cheap and great at hiding the edge of the far clip
probably a good idea to have some geometry in the background so it's not perfectly flat like that
you could also attempt a virtual skybox but this takes some technical know-how to implement
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
and honestly probably just cheaper to just have some mountains so you don't need that big line-of-sight
like what do you want the map to look like when it's done
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
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
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
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
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
Yeah that's what I'm thinking, I haven't started modelling any trees or whatever yet
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
Is there a guide like that
or like the name of what it's called so I can research how to do that
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
I'll put this on the fridge.
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
it can work okay in vrchat Unity the terrain tool & Excellent diagram
The road cuts off because the bounding boxes won't let you get close enough to see that it does cut off you know?
yup
The sesh Shed itself is something I should do in Blender, but what about the rest of it
you would probably want to be assembling the overall level layout in Unity mostly using blender to make assets
Sorry, just worked 8 hours lol
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
sure
but don't feel obligated to
and in general grabbing reference material and like Doodles like that are quite helpful
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
That's the correct component yes. It needs to exist in your scene though
i think it is?
Can you show the entire inspector? It should be right underneath this. Here's what mine looks like
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
ok
It's a wonder that's all that's wrong if you're missing that.
new one added from scratch
why is it shaowing a different unity version?
2018.4.20f1
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
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.
I am so happy something like this discord server exists, Imma have so many questions tonight lol
Do you have the latest version of the SDK because that is strange?
so, reinstall the VRC SDK?
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?
Hmm, updated 4 days ago
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.
What's something you would like to ask c:
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
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.
re-installed it, and i am thinking i might just have to scrap it
If they don't need to be exotic, I would just change the shaders to standard shaders
still can't jump
Have you tried dragging in the program into the program source?
Krampus will you be around in like, 3-4 hours?
Yeah
I might request to have you jump into a VC so I can show specifically what's going on haha
where can i find VRCWorldSettings?
I can do that. A screenshot might be sufficient but if not.
oh nvm, found it
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
You can always search the project folder with that search bar at the bottom
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
@vagrant shale, i owe you a drink.
i can indeed jump, it was the VRCWorldSettings
No worries, good to hear.
Here ya go!
What is world? Is that VRCWorld? Did you change the name? What errors do you get when you try to publish? The buttons don't look greyed out but they just don't do anything?
It's blurry, but it looks like ur using 2019.4.31f1 which sounds right
In fact that's what I have open right now
it was a prefab world I DLed
Yep!
Maybe a graphic driver thing?
it said I had to add a descripter but when I click build and publish to windows
It works on my laptop. But I donāt wanna use my laptop XD
I want to use my nice big gaming comp XD
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?
Looks like the entire app to me
This is before loading in the VRCSDK?
I would get rid of the descriptor on world and just drag in VRCWorld. You do have the SDK imported, right?
This is why Iāll request more help tonight in 3 or so hours cause I donāt have a way to troubleshoot right now at work lol
Cool, happy to check it out then.
You just open Unity 2019.4.31f1 and it's magenta before doing anything?
This is before the vrchat plugin is installed
Yeee
The blue box, just drag that in where you want people to spawn
The one that's filled in
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
Hereās the funny thing
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
Any other version of Unity works
Did turning off the anti-virus and loading as administrator do anything?
@vagrant shale tysm that worked
I guess just adding the descripter itsself instead of the prefab broke it :P
Done that probably 5 times at this point lol
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.
Me?
Just updating your graphics card drivers might do that? I'm not really knowledgeable with drivers.
Yeah
Iāll try all of that tonight.
Hmmmmmmā¦. 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
I mean, may as well say it, even if you think nobody will do it
Itāll 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 š
The world is already built, itās an Owl House world I made on Blender.
This is what I managed to make it look like on a current version of Unity
Not sure how that will fix your issue though, I'm assuming it would work since it sounds like some Unity hardware conflict
It probably wonāt fix my issue no. But youāre 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
Owlhouse wooo !
You know the show?! YES
I've yet to watch the latest season, but yeah it's great, your model looks great !
Thank you!
When you say you havenāt seen the latest season, do you mean 2B or just season 2 as a whole?
Cause out of the entire season, there are no āfiller episodesā at all. Itās 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 wasnāt being weird. Or my computer.
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
The whole second season, I was waiting for it all be be out so that I could binge it 
?upload
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
The rest of season 2 will be be on Disney+ soon! The end of June.
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.
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?
This prefab apparently has a bounce pad, might do what you're trying to do https://github.com/jetdog8808/Jetdogs-Prefabs-Udon/releases
If it works, all the credit goes to jetdog8808
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
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.
Why not toggle the gameobject based on location?
It's a lot of game objects. I suppose a parent would work though
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
Anyone know where I can find that night time city cube map that everyone uses in blue dream in all those levels?
Have you tried detaching the ID in the Pipeline Manager and seeing if you can publish to a new ID? Though I guess that isn't ideal if you want to update an existing blueprint
Looks kind of like the city the person above you has but maybe not.
Heh, so it doesn't look like I have DirectX. Do I need that?
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.
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
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.
Holy cow it WORKED!!!!
Changing the directory worked? Cool, I don't see how that would impact anything but all that matters is it worked.
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 couldnāt have been that
But it sounds like you have other programs on the D drive that also presumably depend on graphics drivers. Regardless, it did the thing.
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?
Yep that's usually exactly why
How do I add it to my terrain?
Add component > mesh collider
Just make sure it is on the same object as the mesh filter/ mesh renderer
Mesh Filter and Renderer? Sorry I am VERY new to Unity lol
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
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
š¤
Iām 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 thatās been uploaded, it stays stuck with a long load time, then kicks me back to the standard home world. Iām lost as to what is causing this.
If you type pipelinemanager into your hierarchy search bar like this, does more than one object show up? I believe that is one possible cause for your issue
(there should only be one)
Also can you screenshot your SceneDescriptor/VRCWorld for me?
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)
Sorry for the really late reply, Yes, detaching the blueprint lets me upload it once but then it doesn't let me upload any different versions.
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 usersā computers / what performance issues could HF create?
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.
Ok, gotcha gotcha. Shouldnāt be too hard to tie that in to a collision script. Iāll see how it works. Thanks!
i uh, need help with something
First Image - Blender
Second Image - Unity
Are the normals maybe flipped? I don't assume so, but it's always the best to check first
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
@cobalt prawnI only have the one, and the spawn point has been set.
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
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
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?
Is it facing the right direction?
double check what is being reflected as well~
I made it this far into VRChat with my world, I am so PUMPED!
I caused this
Alt+Print Screen to screenshot only the current window, btw.
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?
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
Faces are only one sided by default in Unity. There are shaders that will draw both sides, or you can duplicate the object and flip the normals on the duplicate, or you can give the walls thickness like walls have in real life (easiest way is probably the Solidify modifier in blender)
oh yeah, i forgot to mention that i found a soloution, haha, sorry ^^
Right on
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
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.
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
Light
i'd have to put a light right next to it for it to not be visible
mr white what the fuck does that mean
Lightmapping/baking is a pretty complex topic so it's worthwhile to watch a tutorial on it. https://www.youtube.com/watch?v=hdpV_Cdet_Y
In this Unity tutorial, we go over light baking. Unity's built in light baking system, Enlighten, is great for speeding up your game and giving it more depth.
alright nice no clue what i did but it works now
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
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.
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
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.
so 3.1.1 was installed for post processing i have updated to 3.2.2 dunno if i should have
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.
you available to jump in a call as tbh im confused if not all is good
updating it didnt fix the issue
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.
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
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.
Cool, happy to help.
For some reason the VRC layers are missing. Is there some way I can regenerate them? (the SDK doesn't seem to complain)
Looks like you're missing the PostProcessing package?
If you reinstalled it, restart Unity in case it's being dumb.
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
Interesting. Something in there referencing the old PP implementation maybe?
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.
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
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.
fair point
thanks so much for everything
one last thing ive got the udon sync player (unity) playing but no volume option any ideas
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.
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
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
[These posts are currently in WIP state and will be updated over time] Asset Introduction and Overview ProTV (current release version: 2.0) is a pay-what-you-want asset that intends to make working with video players a more enjoyable experience by enabling extensibility through event driven activity. Table Of Contents: Introduction and O...
many thanks will download it now
Is there a way to add a plane with a transparent texture image into Unity?
Do you mean the image has transparency? Or that you have an ordinary texture and want to make it transparent?
Either way just need a material with a shader that supports transparency, for example the standard shader with the rendering mode set to transparent
Image that has transparency. I have a cloud texture I wanna use
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
Oh cool I can try that tonight
I am so happy that I managed to make my first VRChat world work out. š
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.
Good call, texture import settings will factor into this as well, gotta make sure that is set up correctly š
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 isnāt the color I wish it were, cause I canāt change the color of the atmosphere. Lemme know you the world vs a render I have full control of everything on Blender lol
Sure you can, just modify the skybox material, or make a new one, or download a new one
Nvm I canāt find my render lol. Lemme google a picture of the house
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
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
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 š
Hereās my actual Render, so idk why I still thought the sky was orange making the VR world XD
Iāll have an advanced question tonight if I can hop into VC with someone if itās easy enough, but is it possible to add noise-bump texturing like you see in my render?
hey everyone, quick question. anyone knows of a good tutorial to Teleport player from location A to location B, and from B to A?
The noise-bump texturing were done with nodes on Blender, which unfortunately couldnāt carry over, and I suck at baking textures lol
Like- room to room? I would like to know too lol, for future reference
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
Gotcha