#world-development

39 messages · Page 141 of 1

vagrant shale
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Vowgan's tutorials are good for a lot of fundamentals https://www.youtube.com/watch?v=BheVIHD3Vrg

My old video for teleporting players in Udon is crap and outdated, so here we are with a brand new demo on teleporting players in VRChat.
I've had some technical problems with my avatar program, but I've swapped to VSeeFace for now and am using my new avatar.
Hope everyone enjoys!

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▶ Play video
devout stratus
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Thanks kramps, now i owe you two lol

vagrant shale
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You can add normal maps in the standard shader, not sure about bump maps

visual tartan
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If I make an interior of the house I’ll use that lol. What did I do? XD full credit to Krampus! XD

vagrant shale
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If it's procedural, you might have to bake it in Blender

visual tartan
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I’ve tried and failed at that so I am good lol

vagrant shale
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I'm not sure how Unity handles texture coordinates other than UV

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I sculpt most of my normals using the multires modifier and then bake them to a normal map in Cycles

visual tartan
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I’ll probably hop into vc tonight, I never did that last night

vagrant shale
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Cool, I'll be around this evening.

cobalt prawn
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I mean if it's just randomly generated bumpiness, you can find a tileable normal map of a bumpy surface that roughly matches and just slap that on everything

visual tartan
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As long as that won’t have any stitchlines lol

cobalt prawn
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Not if it's a tileable texture like this one, but ultimately that also depends on your UV mapping

visual tartan
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Gotcha!

cobalt prawn
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And if your UV mapping has ugly seams, you can instead try using a triplanar material/shader too, triplanar materials won't use uv maps and instead they just wrap a texture around an object so it looks consistent from every angle

vagrant shale
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Won't that just overlay that over the UV tiles if you have a UV map? That's why it's nice how Blender will allow you to specify the texture coordinates and mapping.

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Oh, never heard about a triplanar material

cobalt prawn
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They are really nifty if you just want one consistent texture across an entire object and don't want to worry about uv mapping, like a marble statue for example

visual tartan
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Alrighty, in about an hour or so, I should be fine to get onto VC to try and knock a few of these out of the park lol. I just got home so Imma relax and eat for a bit

visual tartan
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Oh, huh. Interesting, there's no VC Channels lol, sorry I didn't realize

unkempt bobcat
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What is the current supported version of Unity? Because the one the Documentation insists on (2019.4.31f LTS) is just giving me a pile of errors when I import the SDK 3. And updating the Packages doesn't seem to fix them. I've been sitting here for a hour trying to get it to work properly.

visual tartan
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The current version supported for VRChat is the one you already have

white moon
unkempt bobcat
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Okay so I went and re-downloaded the World SDK and now it's saying it's a newer version than the one I downloaded last night. So it must have updated today.

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Ah okay NVM, figure it out, Apparently the SDK I was importing is from an older SDK 3.

visual tartan
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What is the best way to smooth out polygons in Unity?

burnt bison
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How to create a custom invitee area in the world?

green lagoon
visual tartan
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Darn it lol

green lagoon
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in general Unity is not modeling software

visual tartan
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That's some tough news to me right there lol

green lagoon
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yeah you'll eventually have to learn blender to handle complicated stuff

visual tartan
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No I know Blender like the back of my hand, the entire world was made in Blender than exported as an FBX into Unity

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The problem is, I can't delete objects on that FBX in Unity apparently

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Otherwise I'd happily replace it lol

green lagoon
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wouldn't you just do the modifications to the fbx in blender & reexport

visual tartan
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I am in a tricky situation right there lol

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It's complicated... XD

vagrant shale
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Unity also has an FBX exporter in the package manager if that helps at all.

cobalt prawn
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It's pretty dang easy to get a model into blender, select faces, and set them to shade smooth though, fwiw.

visual tartan
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Imma try and go into detail why I can't really update the FBX lol

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The whole world is a single FBX, I already scaled it up to size, to be appropriate to a regular sized avatar. If I redo the FBX, it'll import small again and I'll have to go through everything I added a Mesh Collider to lol

green lagoon
visual tartan
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Oh? Would it affect mesh colliders?

green lagoon
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no because all of your scale modifiers have been done in unity so it would just apply the same modifiers to the fbx

visual tartan
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I hope that works

green lagoon
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if you're concerned you could always make a backup of the project

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like modifying some smoothing groups doesn't change the scaling or object hierarchy

visual tartan
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I could technically scale up the tower and place it over the other one lol

winged kettle
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heyo, i'm pretty new to VRC world creating, but I'm a long time Unity dev, so I'm trying to wrap my head around what I can and can't do. The VRC docs say the default unity VideoPlayer component is whitelisted, but my player logs say it's getting removed when the world starts. Am I missing something?

green lagoon
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there's no need to change any of that just to make the object more smooth in how it's lit

green lagoon
winged kettle
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It's not a prefab, it's the literal built-in Video Player component unity has

green lagoon
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that's going to be missing some of the vrchat parts that makes it work

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so you'd probably wanted to grab the video player prefabs from the vrchat folders or Community made video players

winged kettle
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I'm trying to just play a super small embedded mp4. I'm not worried about syncing or anything

green lagoon
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I haven't really seen any videos in vrchat that aren't essentially the vrc video player with the menu hidden

winged kettle
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I don't see any supported prefabs that play videos as assets unfortunately

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hmm. Yeah I think I'm SOL then

green lagoon
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any particular reason you couldn't use the vrchat video player

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what are you trying to do in particular

winged kettle
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I've got a TV prop in my world that I want to play a specific mp4 I have when a remote object is used. I could upload the vid to youtube probably

visual tartan
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If I can delete this tower I am willing to reimport it lol

winged kettle
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I did try that and got a weird error, let me see if I can replicate

dusk sapphire
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You can't use the unity video component on sdk3 worlds, they are only whitelisted for sdk2. Unfortunately the vrc video components do not support embedded videos at this time

green lagoon
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but you can have the VR chat video player start on a particular YouTube video when you start the world

cobalt prawn
winged kettle
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Ok yeah, just threw a test video into the VRC Unity Video Player prefab and got these errors 🤔

cobalt prawn
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Then you can modify it's children

green lagoon
winged kettle
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yup yup

cobalt prawn
winged kettle
green lagoon
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visual tartan
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Yeah I kinda wish this server had a VC lol I was planning to vc tonight to take care of this but nothin lol

green lagoon
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the documentation for the video player

winged kettle
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thank you

winged kettle
green lagoon
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excellent

hazy badger
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I need a little help with Unity. I'm trying to make a vrc world which I plan on making into an actual game after I learn C++ but I don't know how to fix the texture material of a wall from resizing when I scale the size of the wall. I just want the texture material to stay the same size. Any ideas?

cobalt prawn
bold ibex
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So, I have purchased a Climbing Udon Climbing script from HnF, but I want to set the climbing to SPECIFIC walls in my world, is anyone able to help me? So far, it applies to EVERYTHING and every wall and item. But I want a specific room set. What does it mean when it says this:

"This script will allow you to climb along any collider set to any layer that you spesify within the Wall Grab Layer. You can jump from surface to surface as well as fling yourself from surface to surface."

cobalt prawn
bold ibex
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What does it mean by Along any Collider Set to Any Layer? Is there a way to change it so the walls I specify are the ones that can be climbed?

cobalt prawn
# bold ibex

Yeah, it sounds like everything in every layer that is marked on that list will be climbable

bold ibex
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Ahh I see.

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May you explain if there is a way to change it? I'm very new to layers etc, and would love some help. ^^; If it's possible.

cobalt prawn
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So you could create a new layer, and then make sure that's the only layer marked on that list, then throw all your climbable colliders on that layer

bold ibex
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So make a new layer, called Climbable for example.

cobalt prawn
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Yeah, you set and create layers through this dropdown

bold ibex
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Like dis.

cobalt prawn
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Yup

bold ibex
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I seeee.

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Then Just set the prefab to that layer ye?

cobalt prawn
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And then select your climbable colliders, use that dropdown in the top right to set them to that layer

bold ibex
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Like that?

cobalt prawn
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And yeah mark only that layer on the prefab's dropdown list

bold ibex
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So the prefab is set to that layer too?

cobalt prawn
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No I don't think that will matter

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The grab mask is what needs to be set to that layer

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For the prefab

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Like here you wanna unmark Default and mark Climbable

bold ibex
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OOOOOOOOOO

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HHH

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I dont need to apply the script to the objects I want climbed, just change the layer to the climb ye?

cobalt prawn
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Right, if I understand this asset correctly (I've never used it :P)

bold ibex
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That's okay! :D

cobalt prawn
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But now you need to select all your colliders that you want to be climbable, and make sure they are on the climbable layer

bold ibex
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There was a main script prefab like this.

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left hand side there.

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And I set the wall grab mask on the right to the new layer I made is that correct? I'm learning so I'm sorry if I Did wrong. XD

cobalt prawn
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Yeah that looks right

bold ibex
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Since it was applying it to DEFAULT (aka everything).

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But now it's on it's own layer.

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So now, any item I want climbed, set to Climb layer.

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like this wall?

cobalt prawn
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Yup

bold ibex
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I do appreciate it. :)

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Layers are kinda newish to me.

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But I guess the main one was set to DEFAULT so it was applying to everything in the world.

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But on it's own layer, only things I select are the ones that are climbed.

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I get that, yeah? :D

cobalt prawn
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Exactly. Layers are probably most often used like this, as a way of grouping things so that their behaviors do not affect other layers

bold ibex
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Brilliant! I get that. <3 Thanks again, lemme test.

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Hmmmm.

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It works but it makes my screen glitch. I might need to test it in test and build instead of Unity.

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"This script will allow you to climb along any collider set to any layer that you spesify within the Wall Grab Layer. " So that inclines what we just said, about setting any layer we set.

cobalt prawn
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There is also the layer collision matrix in the physics settings, which is where you can basically say "don't let this X layer interact with Y layer"

bold ibex
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Oooo nice nice nice.

cobalt prawn
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So that can occasionally cause issues, like if you're climbing and pulling yourself too close to the wall, you don't want your body collider to collide with the wall or it will be fighting the climbing movement

bold ibex
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I thought that. ^

cobalt prawn
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Not sure if that will apply here but it's the kind of thing you wanna be aware of

bold ibex
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I tested it when it was on Default.

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And it was fine.

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But as soon as I made a new layer.

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It was all ashgaioweghawoeghreg.

cobalt prawn
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Hmm, I'm assuming you basically just want the Climb layer to have the same boxes checked as Default then, so it will behave roughly the same

bold ibex
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So to get that matrix up? I can do that there.

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So physics settings?

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Upper left?

cobalt prawn
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Project settings > physics yeah

bold ibex
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Oooh okay okay

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lemem do so

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So the left side row?

cobalt prawn
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So yeah that row down the left side is what you want to change. See how the intersections along the top between "default" and "playnoenvironment", "uimenu", and "ui" are unchecked? Make sure the intersections between Climb and those layers are also unchecked

bold ibex
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I hope thats what you mean

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Or Im jsut dumb

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XD

cobalt prawn
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No heh, it's just a little weird to understand

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Like this

bold ibex
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I apologize if its frustrating. >_<

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(I feel so bad if I'm bad at understanding. XD )

cobalt prawn
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No worries, that looks right to me

bold ibex
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I will test really quickly.

cobalt prawn
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Because you see, now "default" and "climb" both have the same intersections disabled (the red X's and O's I drew)

bold ibex
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I seeeee now!

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Thank you for guiding me so far. ^^

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It helps me learn.

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Welp

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Maybe it's just me. :P

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Its like

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glitching big time.

cobalt prawn
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No dice? Hm

bold ibex
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It's alright. Let me show you the package.

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I wonder if there are others I can try?

cobalt prawn
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Idk I'm guessing it's fine if it was working earlier, just takes some tinkering to get the layer thing right

bold ibex
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-nod nod-

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Honestly, I'm even willing to give someone the package as a gift to help me get it working for specific walls. :)

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I appreciate you helping me learn though, Jason. :)

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I wouldn't of known about layers properly until you showed me.

cobalt prawn
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Hmm 🤔 kinda stumped though tbh

bold ibex
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Well... I don't mind but, I can send it to you?

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Even if you can't get it working, you can always have it as a thank you?

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Little things mean a lot to me. :)

cobalt prawn
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I don't think that's allowed since it's a paid package

bold ibex
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I can pay again, it's okay. Double pay.

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If it means possibly getting it working. :P I'm a silly dork.

cobalt prawn
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Lol, well. Idk if I wanna hop on unity and go thru this right now. I don't need the package personally but I appreciate that

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I do wanna see ya get it working though

bold ibex
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I understand! I would not wish for you to go out your way for a random person. ^^;

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It means a lot to me. I just wanted to make a fun bounce room and wall grabbing room!

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I got the bounce mats working just fine.

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Huzzuh! But I just liked the idea of players being able to grip the wall they aim for.

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bouncy!

cobalt prawn
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Yeah, I mean it shouldn't be too difficult to get the layers workin right, maybe someone else can help later or I can run thru it myself when I have more space to jump on

bold ibex
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Sounds good. :) I'ma upload my world update for now. I fixed the jump height, I had users going through roof LOL.

untold fiber
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Hi guys I’m pretty new here, I’m a 3d artist and would love to share some my architecture projects in VR Chat so my question is can I upload after one week after I registered? Thanks in advance

green lagoon
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?upload

odd roverBOT
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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

untold fiber
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Thank you!

gusty idol
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Hey guys, this problem has been bugging me for a while and I have no idea If there’s a fix for it. I have this ramp that extends over and up over some distance, but when I go up it, I jitter up it rather than going up it smoothly. It’s as if it’s like a tiny tiny staircase that is smooth to the naked eye. Any fix for this?

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I tired making the ramp a plane, I tried probuilder, I tried rotating box meshes with game objects but nothing works

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And it’s super weird because when I test it in unity it doesn’t show up but when I do it in VRChat it doesn’t work 😦

hoary juniper
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hi, i starting a new world but i have a issue when i get close to object it disapear

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is some unity setting?

upper obsidian
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Camera setup in the editor and occlusion in the window menu.

hazy badger
stable tulip
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Disable Dynamic Clipping and set Near to 0.01

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Make sure your Occlusion is baked up to date or clear it

stable tulip
vagrant shale
vagrant shale
gusty idol
vagrant shale
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Did you turn off the collision on the original object? Because I'm not sure how adding a plane with a mesh collider on it isn't working

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Do you just walk straight through it?

gusty idol
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Perhaps my unity is cursed or something

visual tartan
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Heya folks, I followed a tutorial how to put a mirror in the scene, but the mirror is toggled on at first, where it needs to be toggled off, how do I switch it to where the mirror is toggled off at first?

vagrant shale
vagrant shale
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I assume you have some sort of set active program you're using to turn it on

visual tartan
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Thanks man. You are awesome for all the help you are giving everyone.

vagrant shale
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Sure, no worries.

visual tartan
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This is the UDON Graph for it

vagrant shale
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Yup, that looks right. You'll use that same basic graph for a lot of stuff so it's good to memorize it. That will only turn the object on for you but that's what you generally want for a mirror. If you want to turn something on for everyone, I can show you how that looks, it's just a couple more nodes.

visual tartan
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Oh I mean the setting like that has the mirror turned on by default

vagrant shale
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That node setup just basically gets its current state and then flips it and sets that to the new state, so if it's off, it'll turn it on and if it's on, it'll turn it off.

visual tartan
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Oh gotcha, now what you said above, where can I find that again?

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The checkbox?

vagrant shale
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You'll need to have the mirror selected in the scene

visual tartan
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Gotcha

vagrant shale
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If you want a button that just turns something on or just turns it off, you can lose the getactiveself and the unary negation node and just use setactive and then there's a checkbox for whether you want to set something on or off. That's good for basic syncing as if you have something turned off by default and you toggle it before someone enters the instance, they aren't going to get that state change and it's going to be permanently desynced for them where it will be off for them when it's on for you and vice versa.

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But it's fine for a local mirror

visual tartan
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Yeah I just want the mirror local

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I can't seem to find the turn off button though

vagrant shale
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You need to have your inspector panel open, maybe you have the lighting panel or something else open?

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Maybe screenshot your screen?

dapper granite
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Have anyone ran into this where ClientSim asks you to correct Input Axes Settings and then you click Apply but it keeps getting this error everytime I try to go into Playmode? I can't seem to resolve this. It was working fine a few moments ago i don't think i've changed anything that would mess with input mapping.

visual tartan
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Here ya go

vagrant shale
visual tartan
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OH THE- Sorry, wow lol

dapper granite
vagrant shale
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I still haven't gotten around to messing with the creator companion stuff so maybe that's the culprit but I guess most people are using it without issue. You could try exporting the scene as a prefab with dependencies and opening it in a new project but I'm not sure if that would help.

dapper granite
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If everything fails I'll probably try that. There's not much in the scene tbf, just meshes and the VRCWorld thingies. I just was blocking in the Scene and stuff.

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Actually Reinstalling everything Seem to have worked. Thanks for the assistance anyways. I was just bummed because the only thing i could find on it was an unanswered git issue ticket on the ClientSim github but it solved itself i guess.

vagrant shale
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Cool. It would be nice to understand why things do what they do but if things start working again, I try not to question it.

sacred warren
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If I want to disable an AVPro video component on the fly, I apparently need to reference it by name, but does anyone know how to find the real component name for it?

gusty idol
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its very minor but very disorienting in vr

gaunt egret
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remove ur mods man

vagrant shale
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Are you sure that there's nothing hidden that could still have collision on it? What happens if you put that plane in another part of the room? Is it still bumpy? It's possible there's some minor unevenness even on planes that I've never noticed because I don't usually play with my head on the ground but that doesn't seem right.

gusty idol
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magically disappeard

gaunt egret
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likely to get banned from this discord for using them, but it could also be the cause for this

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don't ask for help when you have mods

gusty idol
gaunt egret
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it could but alright!

gusty idol
gaunt egret
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check stairs in blender. if the ramp looks like this its still going to catch the corners of the stairs

gusty idol
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What does blender have to do with any of this

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its a plane in unity

gaunt egret
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the stairs themselves did not look like a flat plane for the top of it

vagrant shale
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Sometimes there can be objects hidden that still have collision on. Not sure if that's the case but if you move it across the room and it doesn't do this then that would seem to be the culprit. If it's still bouncy then I'm a little stumped but it would also be nice to see it from a normal height as most people aren't going up stairs from that perspective.

gaunt egret
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if there's still stair collision you need to take it into blender to make an appropriately fitting ramp or completely disable the collision on the stairs themselves

gusty idol
gaunt egret
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if the stairs are apart of the whole building, as in one piece, then it needs to be separated in blender

gusty idol
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Again, not in blender

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its a p l a n e

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in unity

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unless I can export that plane into blender and fix it i have no idea what you're talking about

gaunt egret
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something below the plane is causing the issue is what it looks like?

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i am aware that its a P La Ne in unity

gusty idol
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Then why are you asking me to go into blender

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my entire workflow is in unity

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nothing is coming from blender

gaunt egret
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because i don't know if your whole building is 1 mesh or not

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or what kind of colliders you're using

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if your whole building is 1 mesh, and you disable the collision on it, youll just fall through

gusty idol
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Yes?

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It's not one mesh though

gaunt egret
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disable the mesh collider on the stairs

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the whole point of putting it into blender is making the plane mesh accurate to the stairs

gusty idol
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Already did that

gaunt egret
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like the image i gave earlier

gusty idol
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There's no stairs

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There is literally no stairs

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Im not trying to smooth out stairs.

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Im trying to smooth out a ramp

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that is a plane

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that is flat

gaunt egret
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l0l

gusty idol
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but is bumpy

gaunt egret
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good luck bro

stone marsh
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Is it fairly steep?

gaunt egret
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they use mods, i wouldn't bother

gusty idol
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Riley what is up with you man,

gaunt egret
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you'd be surprised as to what issues they can cause even if someone is using them for non harmful reasons

stone marsh
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Please leave bickering out of dev help channels.

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Is the ramp fairly steep? There's a transitional slope limit where you can no longer walk up a slope. Your ramp may be just at this slope angle.

gusty idol
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Ill make a video give me a moment

stone marsh
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I'm on mobile so that may or may not help.

But, you may want to do simple tests to ensure it's simply not the angle of the slope.

Make a few different slopes, just at different angles, and see if the issue persists on all slope angles.

A screenshot of the project may be useful

gusty idol
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ok i delete then

median briar
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Is it just wishful to think I can use this in vrc?

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it works in unity/emulation -- but I only see the first frame when testing in vrc

stone marsh
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Is it just an MP4 clip?

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Cuz we can't do that anymore

vagrant shale
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Video players are difficult in VRChat, I use Techanon's ProTV player and upload videos to VRCDN https://ask.vrchat.com/t/protv-by-architechanon-usage-guides-and-walkthroughs/7029

stone marsh
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That's not what he was doing

median briar
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right -- trying to play a video in the project

stone marsh
median briar
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not via url

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ugh... yep, there's the crux of the issue

stone marsh
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If it's small, it will load fast for everyone so syncing should be less of an issue at least.

If it's small, you can also bake the video into a shader and then just play the audio using a sound source. But file size.

median briar
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url's haven't been reliable, especially on quest

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bake into a shader ey?

stone marsh
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Oh, quest. Ye.

median briar
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the video is like... 12mb

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I'd be down to try that, honestly

stone marsh
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Depends more on length. More frames = giga shader lol

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You'd still have to worry about syncing the audio with it. But may be easier

gusty idol
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Found that the shallow slopes have more of a problem but the steep one works just fine

vagrant shale
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Have you tried slopes in other worlds? Just trying to make sure it's the geometry and not something with your avatar or application.

stone marsh
# median briar I'd be down to try that, honestly

I'll need to look it up, there's a few scripts/Shaders that can do what I was talking about that should work for quest. But they're all paid. I can shoot ya a message later if I remember lol. Iirc the main one was on Gumroad. But maybe it was a Patreon. Lmao.

Either way. Pros and cons of any approach. I do wish we could just play a mp4 tho. Tedious. Forgot why that happened.

gusty idol
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Cool, that's all I wanted to know

stone marsh
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The slight stair stepping was introduced like 4-6 months back in a update. It was way worse in some beta builds. Was almost entirely removed but ya can still see it slightly depending on the slope if you really look

gusty idol
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It's very dissorienting in vr at least for me so

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Guess I'll redesign the map 😢

stone marsh
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Most don't seem to notice it. But it really depends on the slope. So may be wise to alter your slope slightly. I'm sure it will get improved eventually

gusty idol
#

Yea ill just shorten it until it works lol

median briar
stone marsh
#

You probably have errors in your console

#

If ya hit clear, you can hide the yellow triangle warnings and info blurbs in the top right corner.

Only thing left should be some red stop sign errors that didn't clear.

Take a screenshot of these. Showing the top bar of the console so we can ensure we're seeing all of them.

Please ensure you're not in play mode when doing this.

vagrant shale
#

Why do you just have an object called SceneDescriptor? Just drag in VRCWorld.

stone marsh
#

Don't worry about that yet lol

gusty idol
#

Thank you merc and krampus for helping out btw appreciate it

vagrant shale
#

Sure, sorry there's no simple solution, I guess my ramps just tend to be steep enough that I don't run into this issue.

stone marsh
#

Yeah. Just do what I asked and I can take a better look lol

#

That's not your issue

vagrant shale
#

I assume you made an object called SceneDescriptor because the SDK said it needed one. VRCWorld already has one of those but alright, try it this other way.

stone marsh
#

No... You didn't. But okay. >.>

gaunt egret
#

"Showing the top bar of the console so we can ensure we're seeing all of them."

stone marsh
#

That's not what I asked for....

#

Without seeing the top bar I can't tell if I am seeing all the errors so we're left to just make guesses

vagrant shale
#

||Try it Merc's way if you want but if that doesn't work, just delete the Scenedescriptor object and search your project down in the bottom for VRCWorld and drag that in||

stone marsh
#

Idk how many times people have said it was everything but there was actually like 20 more errors lol

gusty idol
#

New people like myself really don't understand stuff like this. It's intuitive for you guys since you've done it for a while but it's not so easy for us lol

stone marsh
#

Did you actually install UdonSharp?

gusty idol
#

yea redo sometimes work

stone marsh
#

Your main hard error is complaining about not having U#.

Note, using beta software while still learning is not advisable. U# 1.0 beta has a lot of issues still and will break many assets.

vagrant shale
#

Unless the creator companion changed how this works, you don't really need UdonSharp unless you intend to use UdonSharp scripts and I'm not sure why that would be causing issues with your scenedescriptor if you aren't using any in your scene

gaunt egret
#

why not just do it manually? someone else had this problem a while ago even with udon inside while using the creator companion

#

dragging and dropping isn't hard

#

the entire project

stone marsh
#

Would be best to just start a new project using the current live SDK off of the website and downloading the current live U#. Using CC and U# beta isn't advisable unless you know what you're doing and are okay with dealing with issues.

graceful radish
#

Do any of you know where I can find a city skyline skybox similar (or the same one) to the ones used in for example midnight rooftop?

stoic torrent
#

Export Exception - System.IO.FileNotFoundException: C:/Users/Ryzen/AppData/Local/Temp/DefaultCompany/worldbuilding/scene-StandaloneWindows64-SampleScene.vrcw does not exist
File name: 'C:/Users/Ryzen/AppData/Local/Temp/DefaultCompany/worldbuilding/scene-StandaloneWindows64-SampleScene.vrcw'
at System.IO.File.Copy (System.String sourceFileName, System.String destFileName, System.Boolean overwrite) [0x000b6] in <eae584ce26bc40229c1b1aa476bfa589>:0
at VRC.SDK3.Editor.Builder.VRCWorldAssetExporter.ExportCurrentSceneResource () [0x00254] in <9e7293f16c954332b5868459571dee92>:0
UnityEngine.Debug:LogError (object)
VRC.SDK3.Editor.Builder.VRCWorldAssetExporter:ExportCurrentSceneResource ()
VRC.SDK3.Editor.Builder.VRCWorldBuilder:ExportSceneResource ()
VRC.SDK3.Editor.Builder.VRCWorldBuilder:ExportSceneResourceAndRun ()
VRC.SDKBase.Editor.VRC_SdkBuilder:ExportSceneResourceAndRun ()
VRC.SDK3.Editor.VRCSdkControlPanelWorldBuilder3:OnGUIScene () (at Assets/VRCSDK/SDK3/Editor/VRCSdkControlPanelWorldBuilder3.cs:186)
VRC.SDKBase.Editor.VRCSdkControlPanelWorldBuilder:ShowBuilder () (at Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanelWorldBuilder.cs:130)
VRC.SDK3.Editor.VRCSdkControlPanelWorldBuilder3:ShowBuilder () (at Assets/VRCSDK/SDK3/Editor/VRCSdkControlPanelWorldBuilder3.cs:43)
VRCSdkControlPanel:ShowBuilders () (at Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanelBuilder.cs:329)
VRCSdkControlPanel:OnGUI () (at Assets/VRCSDK/Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanel.cs:214)
UnityEngine.GUIUtility:ProcessEvent (int,intptr)

#

I do not know what to do

bold ibex
#

Is there an easy way to see the size of the world before upload?

near escarp
#

You can only tell after upload due to all the different kinds of compressions

bold ibex
near escarp
#

Great way to see a breakdown of items !

green lagoon
#

and that tool also has a crunch compress everything in the scene setting

bold ibex
near escarp
#

You can even set users to 0 for local test, and then check in the toolkit !

bold ibex
#

Seems like a lifesaver haha

near escarp
green lagoon
#

definitely wouldn't surprise me if VRWorldToolkit ends up on the community creator companion tab

sullen fiber
#

Wonder if anyone can help me? I have a gun system in place but when people use the second grip (Like a forward grip), it isn't synced on the other players end. Meaning on your end, you are aiming at them, but visually on the other person end, they are not. It doesn't effect damage or anything, just makes the visuals look wonky.

wooden merlin
#

dangit i just had an idea for a world and now i gotta start learning world building to make it. 😛

wooden merlin
#

will that series go through udon cause i think i'mma need some udon.

green lagoon
#

I don't think so but it would cover the basic stuff to handle like mirror toggles

atomic glade
#

So real quick question, how can I fix my Unity & SDK simply not letting me upload the world? Only errors it's throwing up is this, clicking the button simply just does nothing

visual tartan
#

Something I am considering adding to my world, how do i add a url video player?

green lagoon
#

grab a video player prefab out of the vrchat sdk folder or find a comunitymade video player

sacred warren
#

For some reason I'm missing the additional VRC layers. Is there any way of getting it to add them back?

white gulch
#

anyone know how to fix toggles not working cross platform or syncing. I have a barrier for a club but if a pc person uses it the quests arent affected by it and vise versa

vagrant shale
#

Is it using a sendcustomnetworkevent node? If not, it will be local regardless of platform. Platform shouldn't generally matter unless you have different versions published for different platforms.

vagrant shale
#

Unless you're willing to put in some time downloading programs and troubleshooting, I'd just go to one of the worlds that has video libraries set up for you.

visual tartan
#

Ah darn

near escarp
visual tartan
#

I’ll probably look more into that later then. Is it as simple to have my world be both Quest and PC btw? Does it cost money to make my world public?

vagrant shale
#

Yeah, you just have to switch the build target in the builder and make sure you've published for both platforms. Making a world public doesn't cost money but you need to be user rank to submit a world to community labs and then it needs to get through that process to be truly public.

visual tartan
#

I forgot what my rank is haha

#

I can try and look it up

vagrant shale
#

If you're a high enough level, you should have the option to submit a world to community labs in the portion of the build process where you give your world a name and a thumbnail. I think you can only submit one world a week but you can edit it after submission.

#

Getting to user doesn't take too long, a few days to a week depending on whether you're keeping to yourself or mingling and making friends.

visual tartan
#

I wish I knew all this last month lol. I was aiming to have my world uploaded by May 27th. I ended up almost giving up cause Unity gave me that pink screen. But it wasn’t until last week I really wanted to not give up and do what I could to make it happen. A few days ago someone made another world veryyy similar to mine, which was uploaded May 30th, so I just feel kind of salty I didn’t do this sooner lol.

green lagoon
visual tartan
#

Yeee

vagrant shale
#

Better late than never so next time you'll know more and can do something even better.

visual tartan
#

Exactly

#

Funny thing is, I was using another world similar to the one I was making for reference lol. So I would have been the 2nd world. But now there’ll be 3. I’ll make more worlds of the show though, like locations wise.

surreal nebula
#

What's the blender add-on that lets you select what you want to export?

vagrant shale
#

Looks like you have problems with Udon (Captain Obvious, I know). Try importing it again, I guess?

#

🙌

cobalt prawn
#

It's common for errors and warnings to pop up immediately after importing assets, I usually click "clear" after importing and if errors are still present then those are the ones to worry about

#

Specifically for importing though

dark orbit
#

I'm really curious, is it actually possible to create a procedurally generated 'infinite' world in VRChat? Similar to minecraft in that only a region of 'chunks' around each player actually render. I have seen very little about this concept and I'm wondering if there's some really obvious limitation to VRChat I'm missing

vagrant shale
#

You can set up an LOD component to completely cull an object at a certain distance so that part is kind of doable, procedurally generating voxel biomes would probably be more complicated.

modern kayak
#

the procedural generation part is 100% doable. The tricky part is when you get over 10k meters away from 0,0,0 and things get wiggly from floating point precision

green lagoon
#

and the normal method fixing that would get a bit weird with procedural generation like that

modern kayak
#

You could mitigate that by teleporting the player back and moving the terrain, but that has problems when there are multiple people in the instance, they'll see each other in their "real" position rather than the faked position, which could be completely wrong

#

but you can mitigate that as well by using station shenanigans to move remote players around without affecting the local player

cobalt prawn
#

Yeah the multiplayer component of that trick seems like it'd be really difficult with all the station shenanigans. One of the vrc flight sim devs has made this but it isn't public afaik, and I think one or two other worlds

visual tartan
#

I have another question

#

if I have the world published for Public, how easy would it be to add new things?

#

I know's SUPER easy to "Build & Test."

vagrant shale
#

Just as simple as publishing it again, public worlds don't operate any differently from private worlds in terms of updating.

bold ibex
#

what do i sue to upload worlds like the vrc scene descriptor coz its not showing

vagrant shale
#

Search your project for VRCWorld, that comes with a scene descriptor, a spawn point, all that good stuff. All you need for a VRChat world is that and a plane to keep you from perpetually falling and I guess technically even that is negotiable.

visual tartan
#

So Krampus, if I upload the world right now publicly, I could make changes on Unity and then publish it again with the updated stuff? Do I need to go through a process like how I do when uploading for the first time?

#

And process I mean community labs

vagrant shale
#

No, once a world is in community labs, it's in and it stays in unless you choose to remove it, whether you make changes to it or not. Once it gets enough traffic to leave community labs and become truly public, it remains public unless you choose to make it private again, at which point I presume it would need to go through the process again. But updating the world has no impact on any of this unless you break the world which might impact its ability to make it out of community labs or fix it which might hasten the process.

visual tartan
#

Awesome! Didn’t know it was that easy. I might publish it as a private world just to bring other friends to while I am working on it still

#

And then once I think I am ready for public, I will submit it to community labs. Or do I have to upload it there no matter what?

#

I am so sorry, I know I am probably repeating questions...

vagrant shale
#

It has to go through community labs to become public. Community labs is an opt-in selection of worlds that acts as a filter that keeps particularly problematic worlds from being made public.

visual tartan
#

So if I just publish it for myself, I can bring friends without going through Community Labs?

#

Cause if so, I'll upload it like now lol

visual tartan
#

Thank goodness.

green lagoon
#

Community lab is just if you want strangers to visit

solar flax
#

I got a question regarding pickups. What exactly determines the glowing outline? some of my objects have it around the mesh, some have it around the collider

cobalt prawn
solar flax
#

thats what I thought, but I've checked them all, they use box colliders

cobalt prawn
#

Ah, in that case I think it depends on whether the object that has the pickup script attached has a mesh, or if the mesh is a child of that object

solar flax
#

the parameters are all the same except the collider dimensions and the transform component

solar flax
cobalt prawn
#

Hmm guess I'm wrong then lol sorry. I was quite curious about this myself at one point but guess I can't remember if I reached any conclusions or what they were 😅

solar flax
#

haha that's cool

#

I just can't find any documentation on it so I thought I'd ask

cobalt prawn
#

Yea it's a good question

#

Are they all on the same layer?

solar flax
#

yup

#

they're all on the pickup layer

#

wait

#

I might have an Idea

cobalt prawn
#

Hmmm

gaunt egret
#

could try making the empty the child of the mesh

#

mine are all outlined normally

solar flax
#

my guess is that it has to be a mesh renderer, not a skinned mesh renderer

solar flax
gaunt egret
#

no guarantees, mine just "worked" when i made them lol

solar flax
#

does the collider go onto the empty gameobject or the mesh?

cobalt prawn
#

Oh ya I haven't been able to get a pickup glow outline from skinned mesh, don't think it works for those

gaunt egret
#

mesh

#

the empty gameobject is for the exact grip

solar flax
#

hmm i'll give it a try

gaunt egret
#

hrmm i just found the video i used ages ago, not sure if it could be of any help to you since it seems like you already got it down but https://www.youtube.com/watch?v=DpXR2oXdMA4&

In this tutorial I show you how to add pickups to your VR Chat world. There have been a networking update to Udon which changes the Udon Behavior script and now you add the Object Synch Script.

This is the fourth video in my start to finish VR Chat Udon world building tutorial series. I will be adding more videos as we go along and build a worl...

▶ Play video
#

its kind of slow but /shrug

solar flax
#

I actually used that vid a week ago lol

gaunt egret
#

oh lol nice

solar flax
#

I'm pretty new to the sdk so I was just watching whatever videos I could find

#

yeah no didn't work

#

I guess i'm gonna have to stick to box outlines

#

yeaah its the skinned mesh, it doesn't work with skinned meshes

pulsar mountain
#

is URP compatible with vrc worlds?

wild ginkgo
#

is there a tutorial or anything on how to make noise cancelling walls? idk how to explain it, but i have these cubicle rooms and i am wanting to add buttons to put a visibility blocker (not a problem), a lock on the room (not a problem), and a button to block sound from the outside main room (the problem). Is there a script or something in the sdk that does this already?

upper obsidian
wild ginkgo
gaunt egret
#

might be worth checking out vrcprefabs

#

i swear ive seen something similar to what you're looking for

wild ginkgo
#

yeah, i was thinking it would of been part of one of the private room prefabs, but i dont think so, i downloaded one and not seeing anything like it. ill try looking over the whole doc again though

upper obsidian
#

But this is only voice channel management. Everything else is as it was and will be.

wild ginkgo
graceful plover
#

With the UdenSyncPlayer, how do I make it so the audio is like global

#

Somewhere in here I think but idk what I

#

'm looking at

#

Or like

#

How do you make a youtube video background noise global you know?

upper obsidian
visual tartan
#

Something I wanted to ask last night but got too tired, I uploaded the world as private, unfortunately it uploaded as PC only, is there a way to do both Quest and PC?

remote bobcat
crimson sand
#

can someone help me ???

visual tartan
#

Alrighty, if I click on set to android, and nothing happened, is something actually happening? XD

#

Oh, apparently androidplayer is disabled lol

glass moon
#

Do you make collision boxes in Blender or in Unity?

visual tartan
#

Me?

#

I set everything as a collision in Unity

#

Oh, probably the guy above haha

kindred kestrel
#

is the vrc youtube api down or something atm or is the udonsharp video player api down? doing testing for a new update to my club and the video player is down

glass moon
#

Are you supposed to make collision in Blender or Unity?

stone marsh
#

Unity

visual tartan
#

Oh sorry you were the one asking the question

#

Yeah Unity.

glass moon
#

Oki, got it

upper orchid
#

I'm still having an issue where rigid bodies are falling through colliders at the start but when they respawn they work normally. This happens in editor too. Anyone ever run across this?

#

I'd prefer not to just script them to spawn after X seconds or something

#

I've tried added box colliders instead of mesh colliders under them and it doesn't seem to make a difference

stone marsh
brisk bane
#

https://youtu.be/42RcpRN5iK4 Does anyone know where the assets and textures of this world are? I've been tryna find it for a couple days now

Thank you all for 10,000 subscribers! This is crazy, I hit my first 1,000 nearly two weeks ago and it's grown so much. Thank you for all of the support, it's really nice and is actually helping my confidence too. I hope you enjoy this video where we play Capture the Flag and another scary map with Nagzz! I'll be hoping to record more, and maybe ...

▶ Play video
vagrant shale
visual tartan
#

Alright, how do I fix the “adroidplayer is disabled”? I tried to google it but there wasn’t a straight answer and I trust you guys

vagrant shale
visual tartan
#

Thank you so much! I’ll try that tonight

visual tartan
#

Krampus I assume you probably have some awesome VRChat worlds out there with all that experience?

vagrant shale
#

Haven't released a world that's just my own in some time, I usually work with a couple other world builders. Welcome to Respite is the main one I was directly involved with and you can see part of that but my worlds aren't really intended for people to go in and explore, they're live theatre worlds that are designed to be operated by trained actors. You can go to the Welcome to Respite Credits world and there's more to see there but that's mostly the work of one of our other world builders, Screaming Color. The same is true for Gumball Dreams, that's Screaming Color's work but you really need the actor there to experience it properly. I am working on a Halloween show that is primarily my own work but that's not ready to show right now. We don't have any shows currently available but I can give you a heads up when we do if you're interested.

solar flax
#

How do I create glowing UI elements? I've seen worlds with glowing UI toggles and stuff, but I can't figure out how to do it

vagrant shale
#

There are probably some shaders that handle this in different ways but glow is usually controlled by the emission channel in your material. You can set a color and change the intensity and depending on the post-processing in the world, the material will appear to be glowing if the intensity of the emission is high enough. Perhaps that not what you're looking for, do you happen to have a picture?

solar flax
#

actually thats what i'm going for, its just that UI materials dont have emissions as far as I'm aware

#

can't seem to find them on textmesh pro materials too

vagrant shale
#

Post-processing only works on PC, though, on Quest you have to fake it with shaders. Maybe they're using a UI shader that does have emission? Might be worth searching for emissive UI or something on booth or gumroad.

solar flax
#

well i've tried but i've found nothing so far, maybe I just gotta keep looking

vagrant shale
#

There are also ways to do text that isn't textmesh, it could just be a standard material with a transparent texture but that's just guessing.

solar flax
#

thats my last resort lol, but i've seen so many worlds use glowing text, i'm not sure if thats the right way lol

left rain
#

if you want your text to glow, apply an HDR color to it and use postprocessing glow. to avoid the entire UI layer (and possibly the rest of your level) blowing out, use a color value somewhere above 1.0 and set your glow threshold to be around that same value

solar flax
#

oh okay, I can't believe I didn't think this through lol

#

whenever I assigned regular materials, they all just turned into boxes, but I forgot to set it to cutout or transparent lol

#

brain fart

left rain
#

tmp uses its own materials iirc but you can set the color to emissive values (meaning above 1.0)

vagrant shale
#

Unfortunately, I think it's just RGB values, no intensity on text mesh

left rain
#

hm i know i saw HDR options in older TMP materials

#

create a material for that and assign it to your UI text, then you can set HDR values for it and combine that with post-process glow

fickle quail
#

Is the Vrchat youtube API having problems? Asking for a friend who didn't get answered.

#

Video players work on my end, idk why they aren't working on his end.

cobalt prawn
fickle quail
#

Nah, PC. He's troubleshooting random stuff now.

#

(he found out /why/ it ain't working, sort of)

upper orchid
nocturne crown
#

is it possible to replicate bloom for quest? or to make neon lights seem very bright

#

this is the world im doing and Id like the neon lights to be bright and act like light sources

green lagoon
#

maybe see if you could get the glow to be baked on the baked lighting?

nocturne crown
#

kinda like this

green lagoon
nocturne crown
#

would this work for quest though?

green lagoon
nocturne crown
#

ill attempt thanks

#

sorry, just want to be sure, which one is it?

green lagoon
#

you don't need to use any of those just using the built-in light Baker

stuck ice
#

Anyone know world optimization tips? I'm on my 2nd ever VRChat world and even though its only one room, its 117 mb and laggy. I don't really know what it could be. The assets were made for vrchat so im unsure of whats causing the size to be so big.

left rain
green lagoon
stuck ice
#

Okay thank you, im using mixed lighting

#

baking tends to look really shit because i dont know how to use it properly

nocturne crown
green lagoon
left rain
#

optimizing framerate is another story entirely and there's a number of things you can do, it's hard to go into all of them in detail. most importantly is baking lights and avoiding real-time lighting whenever possible. the next most important thing is reducing the number of materials in your scene, and this is typically done through material atlasing or trim sheets.

stuck ice
left rain
#

if you have a large scene, occlusion culling can go a long way.

nocturne crown
green lagoon
stuck ice
#

Alright thank you

#

<3

green lagoon
stuck ice
#

Also, is there a way to compress materials or make them lower quality manually in unity?

nocturne crown
green lagoon
#

I would worry about the bloom after you get the map to Ashley have any lighting

left rain
nocturne crown
#

ill prob have to crank the emmission up by a ton to give the effect

green lagoon
left rain
#

the VR World Toolkit we linked to above has a Mass Texture Import tool

#

yeah beat me to it

stuck ice
#

ah

#

thank you guys very much

#

<3

green lagoon
stuck ice
#

FPS is okay, theres a bit of framerate drops but its mostly for quest

#

i made it quest compatible on a private version that was lower than 100 mb

#

my quest friends who joined literally had to restart their headset

green lagoon
#

definitely sounds like it needs optimizing

stuck ice
#

yeah

#

if i run into anymore issues ill ask you guys

green lagoon
#

cool

glass moon
#

How would one go about creating a collider

left rain
#

add a collider component to an object. there's a bunch of different kinds. avoid mesh colliders unless you really need them.

glass moon
#

So then is that it or do I also have to give it a custom collider box?

left rain
#

collider components define the box, or whatever other shape. if you add a box collider component to an object, you can click the button on the component to shape the collider however you like.

glass moon
#

How would one get to a test world?

#

the "build and test" thing

green lagoon
glass moon
#

Ok, problem

#

My client won't boot up

spice crescent
#

this is my 2nd world is getting out on labs in 2 days and 2000 visits in 1 day any good?

glass moon
#

someone please

stone marsh
#

Please what?

spice crescent
glass moon
#

Yeah

vagrant shale
#

What do you means? Like for build and test? I still haven't bothered with the creator companion so I can't help you there. Have you tried turning it off and turning it on again?

glass moon
#

-w-

That won’t work with Udon

vagrant shale
#

But you can still publish, right? That's usually what I do but I know that some people prefer to launch tests directly from/in Unity. Do you get any errors or does it just not go anywhere?

spice crescent
#

steamapp/common/vrchat/vrchat.exe

glass moon
#

My file explorer isn’t responding what

spice crescent
#

right click on file explorer and go downloads try that

#

?

glass moon
#

This one?

spice crescent
#

yeah then vrchat

glass moon
#

That's what I did

spice crescent
#

that one right

glass moon
#

Yep

spice crescent
#

1 sec

#

leme open unity

glass moon
#

Is this troublesome?

spice crescent
#

something to do with cinamachine

glass moon
#

?

spice crescent
#

and also something with Udon

glass moon
#

I didn’t use Udon at all yet

spice crescent
#

try reimporting it

glass moon
#

I haven’t even opened Udon

spice crescent
#

might have imported incorrectly

glass moon
#

It was because I didn't have a spawn set

#

because I didn't know how to set a spawn

vagrant shale
#

Are you using VRCWorld, by chance or did you make your own scene descriptor? People seem to have trouble with that.

glass moon
#

And there’s no collision

#

And my mouse isn’t working

#

I'm gonna restart my computer

glass moon
#

How do I make mirrors

#

and chairs

spice crescent
#

search assets and type VRCMirror

glass moon
#

Also where would I find the jump height, movement speed, etc in the inspector? I can’t seem to find it

spice crescent
#

1 sec

#

make sure u have a VRCWorld in your scene then hit play

#

wait 1 sec

#

cyan emu

#

i think

#

click on your VRCworld and at the bottom of the inspector it has it there

glass moon
#

K, thx

#

Ok, so

#

I can't see my uploaded world

vagrant shale
#

Can't see it where? In your "Mine" list in VRChat? Did you build for PC/Android or just Build and Test?

wild ginkgo
#

has anyone used Guribos private voice channels before and got it working? im having trouble getting it to work even with following their step by step tutorial

nocturne crown
#

is it possible to make a spritesheet gif on a tv? as well for quest? if quest doesnt work thats not too worrisome

vagrant shale
#

I've gotten Guribo's mics to work but not the private voice channels.

vagrant shale
nocturne crown
vagrant shale
# nocturne crown awesome! any idea how to make it? or any tutorials you can find?

It's pretty simple, you just bring your frames in, change the texture type to Sprite (2D and UI) in the import settings, then select them all and drag them into your scene. Unity will figure out what you're trying to do and prompt you to create an animation, call that whatever you like and save it and then you'll have an object in your scene with the looping sprite animation.

bold ibex
#

Can Anyone tell me why this is showing up while im trying to upload a world for quest?

#

It's Saying "android sample scene does not exist."

stone marsh
bold ibex
#

alright

bold ibex
#

Thats whats been happening

stone marsh
#

Are you using UdonSharp 1.0 beta from the CC?

bold ibex
#

Hmm I Think so im not sure

#

im using it for a keypad for the world

bold ibex
toxic slate
#

Did anyone recently have their world deleted recently? I have a pretty tame world that had been out of labs for several months that seemed to get removed for no good reason. Im not sure if they give out warnings or tell you why it was removed.

visual tartan
#

You'd think they'd give you a reason...

#

I am sorry man

toxic slate
#

Just wondering if maybe I got caught in a random wave of deletions, yeah no message or anything

near escarp
nocturne crown
wild ginkgo
#

So i have a game where the player presses the start button and some objects move, i just tested it with friends and it was all local. so to make it synced, is it just as simple as adding a vrc Object sync to all the moving objects?

vagrant shale
vagrant shale
wooden merlin
#

oh shoot i'm used to being in avatar chat...sorry

fleet quiver
visual tartan
#

I got my world uploaded! Not publicly yet though lol. Still wanna add things before I make it public

near escarp
#

Looks great !

stuck ice
fleet quiver
stuck ice
#

tyty

fleet quiver
sacred warren
#

For anyone familiar with video players - video players keep playing (or at least downloading) even when their parent gameobject is disabled. Are there any good ways to handle that so it doesn't happen, but also doesn't break the player in the process?

solemn gulch
#

wet

graceful radish
#

how can i make player voices quieter when they are in another room?

upper obsidian
sacred warren
somber wraith
#

is it normal that the heat my world is generating isnt shown on the website?

sacred warren
near escarp
sacred warren
#

I guess most people won't see it as the SDK normally complains first and asks you to fix it. For some reason the SDK didn't notice the issue for me but this still did so, yeah, very handy.

proven basalt
#

can you get phys bones to work on world elements ? such as NPCs

vagrant shale
#

You could with dynamic bone so I assume so but I haven't had a chance to play with the new system.

near escarp
sharp ravine
#

im so excited i finally released a world that's compatible with both pc and quest

proven basalt
vagrant shale
#

Ah, so I guess just keep using dynamic bone for worlds for now, that works fine for PC and Quest but you'd got to buy it.

wild ginkgo
#

Do players have some sort of identification for collision? I am trying to detect when a player is in a collision trigger, but i cant have anything else triggering it

left rain
#

use collision layers so the layer for your trigger only collides with the player/playerLocal layers

bold ibex
#

Hi, I am getting lots of UdonSharp errors about vrc prefabs and several packages are not letting me use them from the space under the titlebar...

wild ginkgo
left rain
#

the collision matrix handles this stuff for you... you shouldn't need to have any conditionals in your scripts

wild ginkgo
#

because for context, I am making rooms that you can lock (by putting a wall with collider up) but I dont want people locking the rooms and then respawning or leaving and the rooms be stuck on lock so i was going to put a collider in the room to check if players are in there, and if not, unlock it

left rain
#

use the collision matrix and set up a layer for your trigger that ONLY collides with the player layer, then make sure your trigger object is on that layer. unity will not report or process collisions that are masked out by the collision matrix

wild ginkgo
#

well im currently just using scripting collision for other stuff, so should i just stick with doing it in scripts? or if i set up a collision matrix, it wont affect the other stuff?

left rain
#

it'll be more efficient to use the matrix

#

it won't affect your other stuff unless you put your other objects on one of these new layers

#

the Player layer is built-in

#

if you really want to script it, check the layer names but i believe it's called "Player". "PlayerLocal" is the current player as they see themselves, "Player" is everyone else

wild ginkgo
#

ok and one more quick question, i was about to use OnTriggerExit to deactivate the lock if someone leaves, but if there are multiple people in the room and only one leaves, it would deactivate it right? if so, is there a way to then just check if no collider with layer "Player" is present in the trigger

vagrant shale
#

I'm not sure about that. It would seem like you could have a counter that starts at 0 and then increases whenever someone joins then opens the door if the number hits 0 again but how exactly you'd code that, I'm not sure.

left rain
#

you could possibly have the OnTriggerStay event override the locking mechanism, that way on the last OnTriggerExit the mechanism is disabled and there's no OnTriggerStay to re-lock it. i don't know how performant that will be with lots of players, though

#

you could count OnTriggerEnter and OnTriggerExits, but you'll have to be careful about making sure that you don't accidentally overcount and you'd have to worry about syncing that counter for late joiners and such

#

i'd try using OnTriggerStay first and stress test it, see how tough it'll be with a high player count

kind leaf
#

I think stay would be slightly more demanding than a counter with a late join update but seriously, it's vrc and not optimized for what we are trying to do with it. The handling is poor and what we can do is limited. vrc was clearly meant to be handled like altspace or something else lame, but being a community environment has become sooo much more. with an only solution being a review process with zero restrictions to allow for the best possible programming while being reviewed for malic

kind portal
#

i have a issue with my sound because it plays all over the map, i want to play sound in certain areas but it always plays every were

#

i tried with 3d sound but it didn't work eider

kind leaf
#

You have to also change the settings of the vrc spartialized component.

#

alternatively, you can setup triggers to enable or disable a sound in zones

#

triggers are colliders set on trigger with scripts attached to do something on entering them

azure hawk
#

Is there an easy way to get an animated model to make a sound at a specific time?

#

I'm trying to get a dinosaur model to make a noise exactly when it opens it's mouth, but I can't seem to get it to work, and there's barely any easy tutorials online (all this coding stuff hurts my brain 😭 )

rare warren
vagrant shale
#

That or just have the animation that opens the mouth turn on the audio source and have it play on awake but kayframing that wouldn't be much more complicated.

vagrant shale
#

Which part is confusing? Playing an animation, turning on an audio source, all of it? If you know how to play an animation and you have an object that is parented to the object you're animating, you can just turn on the record button and turn the audio source on at the right keyframe or add a block to your Udon graph that turns on the audio source at the same time as the part of the graph that turns on the animation.

bold ibex
#

any good sources on making really good-sounding audio?
I want to make it so indoors has more of a bassy sound for voices and outside is more echo-y

unique radish
#

Happy friday all. I am having an issue where no matter the number of players in my instance, there's a noticeable lag that happens whenever a new player connects. I do have 2 different video players in the world as well as 'better player audio' controller. I have a separate club room about 1000m directly above the main area. Any ideas? Could it be the video players?

vagrant shale
# bold ibex any good sources on making really good-sounding audio? I want to make it so ind...

So you're looking for vocal effects and not recorded audio production? The only prefab I know that does anything like that is Guribo's but I haven't done that stuff specifically so I'm sure sure if it has quite what you need. https://github.com/Guribo/UdonVoiceUtils

GitHub

Tools/Components for UDON (VRChat) based worlds. Includes private channels, reverb, auto player range adjustment, etc. for player voices. - GitHub - Guribo/UdonVoiceUtils: Tools/Components for UDON...

vagrant shale
bold ibex
azure hawk
vagrant shale
# bold ibex So like echoes when you are outside is something you can do with this?

Apparently it can do reverb, not sure about true echoes. Like I said, I haven't done too much with it, just added microphones for amplification but it seems to be the go to prefab for audio modification inside of VRChat. You can check out the documentation to get a better idea of what it can do. https://github.com/Guribo/UdonVoiceUtils/wiki

GitHub

Tools/Components for UDON (VRChat) based worlds. Includes private channels, reverb, auto player range adjustment, etc. for player voices. - Home · Guribo/UdonVoiceUtils Wiki

bold ibex
#

tysm

unique radish
bold ibex
#

does anyone have the vrchat emojis as a png?

#

I'm looking for the smoke emoji

pulsar oak
#

Don't know if this has been asked before (my search function is having a seizure) but what's a decent size to make a world? I'm thinking 250 sq meters is maybe a bit overkill?

analog wyvern
#

what is the polygon limit on worlds

#

Im interested in porting a world/enviorment i found but it has a high poly count, im working on bringing it down tho

vagrant shale
vagrant shale
# analog wyvern what is the polygon limit on worlds

There is none, as far as I'm aware and while larger models do contribute to world size, polygons tend to add up a lot slower than high resolution textures. The main issue you're going to run into with high poly models is reduced performance and that comes down to who is going to be coming to your world, whether they'll all be using gaming PCs or on Quest and how much you're rendering at one time. If you have LODs and occlusion culling set up, you can have many polygons in your scene without the performance taking too much of a hit as not much of that is being rendered at any one time.

uncut hare
#

how od i fix the textures rendering backwards, and the collision being 1 sided.

vagrant shale
#

I don't know about the collision, maybe just use boxes instead of planes? For your faces getting flipped, you want to go into solid mode in Blender, turn on backface culling, select the faces that are invisible and go to mesh -> flip normals. You can also try recalculate outside, sometimes that works.

uncut hare
#

aaal

#

ok

#

thanks

#

i can make colliders

#

for the floor

uncut hare
#

nvmd

#

found it

azure hawk
#

I added an audiosource to my world, but the sound is too quiet. How do I make it louder?

vagrant shale
#

There's a volume slider on the audio source. If it's too quiet at 1 (full volume) you'll have to increase the volume in a program like audacity.

vagrant shale
#

What didn't work? Increasing the volume in Audacity or in Unity? Are we talking about the volume right at the source or from a distance? Because if the sound is too quiet at a distance but fine right near the audio source, that's the falloff.

azure hawk
vagrant shale
#

Are you sure your world volume isn't turned down? If your volume in the audio source is at max and your source file is clipping, it should be pretty loud.

wild ginkgo
#

i wonder how private rooms in most world handle this, dont most private rooms have some way of unlocking if the person that locks it leaves? ive never used a private room, but i would be surprised if they donjt

vagrant shale
azure hawk
vagrant shale
#

And your system volume? Not sure what to tell you, I don't know if you're going to get any more volume than you're getting.

wild ginkgo
vagrant shale
azure hawk
vagrant shale
#

Post an image of the audio source settings? I'm not sure what else to recommend.

vagrant shale
#

Nothing looks amiss at first glance but if your other audio sources are working the way you want, why not just copy one and replace the audio file? If that still doesn't work, the only problem that could remain would be with the audio file itself.

azure hawk
# upper obsidian

It's at a perfect volume now, but now there's another problem. I can hear the sound from across the world at the same volume. I only want it heard from a specific distance.

azure hawk
azure hawk
#

I had to increase the "Near" in "advanced options"

#

Thanks!

silk plover
#

okay im incredibly frustrated now

#

everytime i get a world with udon

#

and uplaod it

#

it loads, black screens, loads again, and throws me into my home world

#

i dont understand why its doing this, it happens with every udon world i try to upload

#

Does anyone have anthing to help?

kind leaf
upper obsidian
silk plover
#

i have fixed the issue thank you <3

devout stratus
#

howdy,

Question. I'm taking on the task of making a simple world quest compatible. would anyone be willing to point me on the right direction?

vagrant shale
#

Bake your lights and compress your textures and that's probably about all you need to do

devout stratus
#

the world is fairly small, i think about 90mb, i heard you needed to change materials to mobile? is there a guide somewhere i would look at? also, hi krampus, nice seeing you again.

#

also, do mobile materials also work on pc?

vagrant shale
#

Hey! 90 MB is fine for quest, it's pretty big for a small world but it will upload and you only need to use the mobile shaders for avatars. There are certain shaders that only work for PC but unless they're exotic, they should work for both.

#

Mobile shaders do work for PC but they aren't necessary

devout stratus
#

krampus, are you available atm? would it be ok if i dm you?

vagrant shale
#

You could but why? I can answer any question here I can answer in a DM, it's just no one else can answer questions in my DMs.

devout stratus
#

just a little lost on where to start. all i know is that i have to switch to android target, and that is the extend of my knowledge. and the things i found on youtube didn't help me much.

vagrant shale
#

You press the "switch build target to android" button, let Unity do its thing and switch over and then you press "build and publish for android" just the same as you do for PC

devout stratus
#

ah, ok, i'll try that, see what happens

#

whelp.

open fiber
#

Wellp my Unity is completely fucked it seems is this where I can come to ask a question?

vagrant shale
open fiber
#

Good question

#

@vagrant shale

#

There was one more error but

#

I tried everything to fix this issue

#

My only Idea is delete the unity all together and reinstall

vagrant shale
#

I've seen a few people with this issue but I'm not real clear how they're resolving it. I believe @glass moon had the same errors so perhaps they can provide some clarity.

#

Apologies for the pings but someone else had the same errors and apparently this fixed it for them

devout stratus
vagrant shale
#

I think including android build support when you create the project should install all of the necessary components for you but yeah, that should hopefully do it without creating a new project.

devout stratus
#

i tried going that route, but i got the same bonk.

vagrant shale
#

Hmmm, weird. I never manually installed android studio on this PC and I've never had that issue but hopefully once you have it, you won't have to worry about this in the future.

thorn storm
#

read name and write to a ui [Udon,vrc,udonsharp]

i want when person x presses a button that his name is on a ui and that this is visible for every person

does anyone have a udonsharp script or can help me have already tried a lot and am overwhelmed

glass moon
devout stratus
#

Hey @vagrant shale i think i figure out what was wrong.

#

File > Build Settings > Android > Download > Install

steady kernel
#

Hey, I'm kinda new to making worlds and was having a problem

When I hit the "Build & Test" option in unity it's saying that there needs to be a VRCSceneDescriptor added to the project but there's already one inside. Did I do something?

vagrant shale
#

@steady kernel Are you using VRCWorld or did you create your own Scene Descriptor?

steady kernel
#

I'm using the VRCWorld from the SDK

vagrant shale
#

Hmm, is it in your scene? It needs to actually be in the scene. It's also the spawn point so you'll want to put it where you want people to spawn.

steady kernel
#

If you mean the VRCWorld asset then yes it is in the scene

vagrant shale
#

Strange, the "You need a Scene Descriptor to publish" warning is normal during the build process but it should still continue to build. I'm not sure if it will be any help but could you post an image of the issue so we can see exactly where it's appearing?

steady kernel
#

This is what is appearing when I try to build and test the scene

#

It's also seems to now be saying I don't have VRChat installed

vagrant shale
#

It could be that you need to point the builder to your VRChat.exe in the builder settings

#

It shouldn't be a Scene Descriptor issue but it's probably just saying that as a normal part of the build process and then failing because it can't find VRChat.

stuck ice
#

Anyone know any good websites for free assets?

vagrant shale
#

Sketchfab, though a lot of those assets are CC-attribution so you should have a list somewhere in your world of the assets you're using.

steady kernel
stuck ice
#

Alright thank you

bold ibex
#

i need help with a problem my world

vagrant shale
#

I'd save the scene, create a new scene (to avoid any issues with references) and then delete your VRCSDK folder and import the most recent SDK

bold ibex
#

???????

vagrant shale
#

Seems pretty straightforward to me...

bold ibex
#

do i need to download something?

vagrant shale
#

I would download the most recent SDK if you didn't download your current one recently. If it's a recent download, you can just re-import the one you have.

bold ibex
#

what unity do i need?

left rain
#

2019.4.31f1 is the only supported version of unity

#

the VRChat SDK is a separate thing; you download that from vrchat.com

#

re-import the world SDK package and see if that helps. typically when the editor throws errors, it's because you did one of the following:

  • you didn't use the right version of unity
  • you didn't install the latest world SDK
  • you installed the unity standard assets
  • you imported some prefab that requires udon# and didn't install udon# first
#

i feel like there needs to be an FAQ for this; it's the most common question asked here by far

wild ginkgo
#

so i tried making a counter that goes up on OnTriggerEnter and down with OnTriggerExit when the Player layer enters/exits. And when counter is 0, it deactivates a wall. When i build and test, counter is always 0 even if i enter the trigger area. If im in the trigger area, the wall wont stay up, it just instantly gets deactivated when i try to activate it

#

So the idea of having a counter to deactivate it works i think, but increasing the counter isnt working. Heres the code im using for the logic, its pretty simple if(player.gameObject.layer == 9){ counter++; }

#

to check layers, it has to be the number and cant use the layer name, so the 9 is what the Player layer is

bold ibex
#

now its saying this ..

#

what do i do now??

left rain
#

that's a warning, not a compile error. it might not matter.

bold ibex
#

@left rain do you know anything about it?

left rain
#

i don't know what that shader warning is about, but it's just a warning, not an error, so it won't block your scene from compiling

bold ibex
#

my panal is not working what do i do????

vagrant shale
#

That usually means you have compiler errors, can you post your console?

bold ibex
#

wtf dose this mean??

unique radish
# bold ibex wtf dose this mean??

do they go away when you hit clear? Sometimes the console has errors while unity is loading up but if they go away it's not an issue

bold ibex
#

it prevents me from uploading it to vrc

unique radish
bold ibex
#

yes

#

It looks like I only need a plugin

#

ughh i need help

near escarp
#

Can you screenshot the whole console ?

bold ibex
#

Hey @near escarp could we dm call so you can see it and what it's doing

cobalt prawn
# bold ibex

Your error is being hidden right now... need to click this to see it

bold ibex
#

Ohhhhh

sacred warren
#

I've run into an issue issue with the video players. I set up a VRC AVPro video player with a "on interact, play". The source is a YouTube video. This works fine in the local test, but doesn't work on live. Is there something that could be breaking it specifically on live? (it works fine on every test when doing the local build).

bold ibex
#

whats this??

left rain
#

remember when i posted that list of things that break scenes? you imported the unity standard assets package. remove it

bold ibex
#

Ok

#

which one is it?

cobalt prawn
#

It's none of those. It's the folder called Standard Assets in your assets folder

bold ibex
#

Delete standard assest?

cobalt prawn
#

Yep

bold ibex
#

now i see theses

cobalt prawn
#

I dunno, try clicking clear or restarting unity

bold ibex
#

Ok

bold ibex
#

whats this??

summer gate
#

im wanting to put a map from gmod into vrchat for my star wars group any ideas how i can do this?

azure hawk
#

How do I add music to my world? Or more specifically, how do I easily add music that can be toggled on and off and changes when you go to different parts of the world?

bold ibex
#

theres how tos on yt

azure hawk
# bold ibex theres how tos on yt

I see tutorials on how to add music, but not any tutorials on how to make the music change when you go to a different part of the world.

wild ginkgo
#

is there a way to check if a trigger is empty of a specific layer?

summer gate
#

how do i rip a world from gmod?

late scroll
#

The scene descriptor isn't showing any info

gaunt egret
#

use vrcworld prefab

late scroll
#

Ok

stuck ice
#

thanks to the guys who helped me the past few days

#

yall are great <3

timid hawk
#

Unable to open Packages/com.vrchat.worlds/Runtime/VRCSDK/Plugins/VRCSDK3.dll: Check external application preferences.

#

The option is greyed out

#

or the VRChatSceneDescriptor is greyed out, I tried to reimport the SDK3 and everything

#

which renders VRChat SDK Builder Useless for me to do anything

timid hawk
#

Idk why its doing this, fairly recent for me, used to work like a charm

#

with a fresh build

#

I'ma just reinstall unity

leaden hazel
#

My Occlusion Culling has suddenly gone very strange on my project. When I run it, its suddenly getting all the info wrong

brisk tendon
#

does anyone have a nice free cyberpunk-like skybox?

leaden hazel
vagrant shale
leaden hazel
#

In particular, the reference camera which is obviously a big problem

#

This is suddenly started happening and I'm not sure what's changed to break this.

copper basin
#

i need some help

spice crescent
#

it spawns a white block that only that only appers on one platoform

#

it appering on PC atm

#

but sometimes on quest

#

i am assuming its soemthing to do with object sync

#

I also need to find out how to get objects syncing with pc and quest

sacred warren
#

Are there any limitations when it comes to multiple AVPro players?

wide viper
#

When I start to publish the world this happend

#

how to fix it

#

it like I already install VrchatSdk and UdonSharp

#

but when I press play

#

both of it gone

upper obsidian
wide viper
upper obsidian
light maple
#

Excuse me, When I want to baked my world's light, after baking my world's light all been dark and no light anymore, even I adjust intensity that's still not working, anyone knows how to solve this? thank you so much

near escarp
# light maple Excuse me, When I want to baked my world's light, after baking my world's light ...

You can support me on my pateron
https://www.patreon.com/mcphersonsound
This is a longer tutorial than normal and there is a lot to cover so here are time stamps for your convivence.
00:00 what is baked lighting
00:35 setting up lights
1:23 preparing meshes to bake
2:30 generate lightmap UV
3:28 light probes
5:10 reflection probes
6:00 emissive ...

▶ Play video
wide viper
#

I wait for 30 min for some magic to happend lol

light maple
#

my friend is creating his first world though, but his lightning, when other player join the light work pretty much but only when player itself looking his model is black and don't know how to solve

#

just like this

near escarp
#

Did they place and bake lightprobes ?

light maple
#

thank you I will ask him to try

near escarp
sudden rain
#

has anybody seen this error before and knows how to fix it

stone marsh
stone marsh
#

Press clear

#

Does it go away?

sudden rain
#

it does but it keeps coming back when i try to upload it

stone marsh
#

The error is suggesting you're terminating the upload during the upload process

#

Try and save and restart unity.
Once restarted, check the sdk build menu, go to the settings tab in the sdk menu and ensure future proof is disabled
When you go to upload, ensure you absolutely do not close any windows or exit play mode. If it errors, note exactly where in the upload process it does so.

bold ibex
#

How do I see if I my occlusion works

brazen python
#

anyone know how to help me with a problem? i have hit a wall. i am trying to animate objects that are activated by toggles on objects. I.e. push a button animation happens. but i have attempted to animate a switch that moves up and down when you press it and i have followed tutorials on how to do that by the book and so far nothin comes to fruition. i would appreciate help if i can get it.

vagrant shale
# brazen python anyone know how to help me with a problem? i have hit a wall. i am trying to ani...

Set up[ your animator like this where Entry transitions to an empty state which transitions to your animation. Create a boolean parameter and call in On or X or whatever. Then create a transition condition where that boolean is set to true. Then, create a button that uses the objects animator which goes into a setbool node with the value box checked and a string boolean with the name of the boolean you created in your animator. Make sure the reference in the inspector is referencing the correct object.

#

This is set up to have the animation be networked and is apparently not the proper way to handle networking but it works for everyone in the instance at the time the animation is triggered. If you just want it to be local, plug the interact node right into the SetBool node.

brazen python
vagrant shale
#

You made sure your animation works? Can you post images of your animator, graph, and inspector for the button activating the animation?

#

Does the animation play properly if you just make it the default transition from the entry state and let it loop?

brazen python
brazen python
#

when i hit the play button and toggle the boolen it does play and switch between the animations just fine

vagrant shale
#

You checked to make sure the reference in the inspector is correct and you brough in the animator and not the game object? Not sure what else might be the culprit.

brazen python
vagrant shale
#

Sometimes "has exit time" in the animation settings can cause issues but that's usually just if you're transitioning from one animation to another so if it's a single animation, I'm out of ideas.

mild spade
#

Could it be the name? Maybe "Flipswitch__" with a space is used on the script instead of "Flipswitch" Double check and make sure there is no extra spaces (dont press "enter" after you type the bool name on the script, that usually causes an extra space)

brazen python
#

ok

brazen python
#

i dont know what on earth the problem is at this point

shadow venture
#

How do I cut the white out of this texture?

mild spade
vagrant shale
brazen python
brazen python
#

they also are not set to static

shadow venture
#

Adobe I think

vagrant shale
#

GIMP is free and can do the same thing.

shadow venture
#

Had that in mind.

sudden rain
#

does anybody know how to make it to where you can teleport by entering a code for the kepad

brazen python
#

update. for some reason it actually moved. the animation played. but only once and never again

vagrant shale
brazen python
#

its strange. it seems like its trying to play both animations at the same time

brazen python
vagrant shale
vagrant shale
brazen python
vagrant shale
#

Can I see the main part of the window?

brazen python
#

wheres that?

vagrant shale
#

The part where you set up the transitions, this

#

Oh, I see. Looks right to me.

brazen python
undone dome
#

Hey all. Does anyone know why the sitting toggle isn't working? I have the exact same settings on a bar stool and I can trigger it just fine.

vagrant shale
#

Yeah, if the arrow from new state is true, then false to go from flip to flip 2 and true to go back, that should be correct.

#

Do you have a button that sets it to be false as well as a button that sets it to be true?

#

If you want a toggle, that's a slightly different program. That graph you posted always makes it true

vagrant shale