#world-development

39 messages · Page 142 of 1

brazen python
#

ok good news is when i changed the value from the empty state to the animation from true to false the first animation does indeed play correctly

undone dome
#

Actually, the strange thing is that the bar stool doesn't have a collider and it worked.

brazen python
#

unforutnatly

#

it wont play the second

undone dome
#

Nevemrind. I figured it out (I think). Thanks again.

vagrant shale
brazen python
#

yes i do

#

i think

vagrant shale
#

Could you post that graph?

brazen python
#

i think i already posted it?

vagrant shale
#

All I can find is this one that sets it to true

brazen python
vagrant shale
#

Yeah, that makes it true. That check in the box means true. If you make another button and uncheck the box in that program (make sure it's a different program) that will make it false. If you want the button to toggle true and false give me a minute and I'll post that graph.

#

This is a toggle graph. The getactiveself node gets the current value of the boolean and the unary negation node flips the value

brazen python
#

it still wont play the animation where it flips back up

#

*edit nevermind! it works nowww

#

thank you guys

vagrant shale
#

Great, glad it worked out

tawdry warren
#

Hey guys, i want to make a game with a bot that chases you and kills you, where to find the assests to make something like that?

timid hawk
#

I am still suffering from script issues no matter what I do, right version unity, and SDK3, yet it always has this issue no matter reimporting, making a new fresh project, idk I'm giving up and no one decided to help me with my earlier message

#

never used to do this before and only recently it has, I even reinstalled the whole unity

vagrant shale
#

Is that stopping you from doing something? Warnings are usually not a big deal, just the red errors.

timid hawk
#

It stopping me from using the very script VRChatSceneDescriptor

#

Because it cannot load

#

therefore when it comes to publishing, Impossible

#

or editing the VRChat SDK Builder

#

information

#

I even once thought it was the new VRChat Companion helper, but nope was the same thing when I did everything manually

#

a .dll error is a big thing, idk why its just a warning

#

because then the whole package is an issue

#

then when I try to click update, it says a new version but here is the catch

#

its the same version it is

vagrant shale
#

The "you scene needs a scene descriptor error" is a normal part of publishing, are you trying to build and test? Are you sure it's pointing to the correct program in the builder settings? Build and publish should still work but build and test needs to know where VRChat is to launch the program.

timid hawk
#

I'm not even building and testing, its literally missing

#

or failing to work

#

hmm this new project is different

#

it still says missing VRChatSceneDescriptor yet its there, but then finishes the build and test but declares its missing still

#

Never got this far with last one I did, but still an ongoing issue

shadow venture
#

I tried uploading my world but I can't. It won't let me click anything on this screen.

timid hawk
#

I remember that being an issue back then

#

can't help you there sadly Shadow

#

Also having issues here though haha

shadow venture
#

Darn.

vagrant shale
vagrant shale
timid hawk
#

but give me a moment switching the build to andriod

vagrant shale
shadow venture
#

Still can't press anything

timid hawk
#

Ok I switched my build to android and here it is the very error I'm talking about

vagrant shale
#

Wait, is required to build an avatar? Are you using the world sdk or the avatar sdk? They're different programs.

timid hawk
#

why is it asking for avatar

#

Then it seems VRC Creator Companion is at fault

#

let me retest this

vagrant shale
# shadow venture Still can't press anything

Is that a recent SDK? it looks off. Maybe that's the new one. I still haven't messed with the creator companion because I fear new things. Is the play button at the top of the scene activated?

timid hawk
#

Says avatar is not enabled

#

weird

timid hawk
#

even so the error is the same when unpaused

#

I done this too without VRC Creator Companion and the result is the same

vagrant shale
#

This is why I don't deal with the creator companion. Everything worked just fine before they added that, at least for me. The world sdk used to be a completely different download and I've never seen that behavior but who knows?

timid hawk
#

It askes for only SDK3 or SDK2 which SDK2 is being removed very soon

#

so only option is to embrace the new

#

you know what I'ma try with SDk2

shadow venture
vagrant shale
#

Not if I never update

timid hawk
#

going to try SDK2 right now

#

Man things were so much easier back then in early VRChat

#

around 2018

undone dome
#

Hey all. I have another issue. I followed the tutorial from https://youtu.be/DpXR2oXdMA4 and when I pick up an object, I see the outline of it getting picked up instead of the actual object. It's like an invisible object.

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
green lagoon
timid hawk
#

Now my SDK2 is weird like the other one

#

nvm got it fixed now lets see....

cobalt prawn
vagrant shale
uncut hare
#

how do i go about making this skybox rotate?

#

continueously

stone marsh
#

Animate it ...

uncut hare
#

idk how to in unity

stone marsh
#

Looks like you just put a material on a large dome.

uncut hare
#

thats what it is

#

cylinder

timid hawk
#

wait wait does this make sense?? I click Build and Test on SDK2, yet it sends me an external link about vrchat

stone marsh
# uncut hare cylinder

So you'd just make an animation where it rotates 360°. Two keyframes. That's all

Start at 0° and go to 360° then set to loop

uncut hare
#

hmm

timid hawk
#

my stuff becomes externally edited like what?

vagrant shale
#

Try this, it's probably good enough. Hard to say without a dislike button https://www.youtube.com/watch?v=JVFg9g4f-ME

In this Unity tutorial we're going to look at how we can create simple animations

The project files are available to our patrons here:
https://www.patreon.com/posts/62683553

Want to follow along? This project is a good starting point
https://www.patreon.com/posts/61579877

Check out our Unity 3D platformer playlist
https://www.youtube.co...

▶ Play video
timid hawk
#

then it shows no apps can open that link

regal kindle
#

I reallly need some help decimating to a low enough polygon/triangle count without losing quality

vagrant shale
#

I think you would need to animate the tiling if it was an actual skybox but if it's just a cylinder, then yeah, just keyframe the object rotation.

undone dome
regal kindle
#

And also What’s the best way to merge materials? I keep hearing the word atlas, but i can’t figure it out

stone marsh
vagrant shale
#

What Merc said.

regal kindle
#

Okay I will look up a video on how to do that

stone marsh
#

Just make everything quads with pictures of how the world is supposed to look.

regal kindle
#

Thanks very much

vagrant shale
vagrant shale
shadow venture
#

Should I worry about this?

vagrant shale
#

Red is usually bad but is it stopping you from doing something you want to do?

stone marsh
#

If that error is persistent and doesn't go away and is preventing build you'll need to comment out line 82/81 in Notepad++ or ideally Visual Studio Code.

shadow venture
#

What?

shadow venture
stone marsh
#

Which part didn't you understand and I can go from there lok

vagrant shale
#

You could also use notepad but then you'll have to count lines yourself. I'd download notepad++

#

Just put // in front of that line and pray

stone marsh
#

Or Visual Studio Code. Which is free.

shadow venture
#

I have no idea what those even are.

stone marsh
#

But yeah. It's been an issue affecting a lot of people recently. Commenting out the line fixes it for now

uncut hare
#

i got the animation but idk if it will loop or play in game

vagrant shale
#

Open up that file, find that line, put // in the beginning and save

stone marsh
vagrant shale
#

If you click on the animation, there is a loop checkbox. It's enabled by default so you'll need to disable it if you don't want looping.

uncut hare
#

thats ok

#

and it works

vagrant shale
#

🙌

shadow venture
stone marsh
# shadow venture Will this make me able to actual upload my world?

Yes. It will get rid of that error.

Iirc the line starts on 81 but it may just be 82. You can tell by looking at it. Just comment it out disables it. It can be reverted at any time or the next time you update the sdk. If you screenshot line 82 we can tell you for sure. But you just put // at the start of that specific line to disable it.

shadow venture
#

Fixed it.

stone marsh
shadow venture
#

Uh, the upload button won't work?

stone marsh
#

Then u didn't fix it lol.

#

Screenshot your error console again

shadow venture
stone marsh
#

Can you please hit clear, then in the top right corner of the console, hide the info blurbs and warning triangles so only the red stop sign errors show. Then ensure you screenshot the entire console so I can see the error number and all the errors

#

From what I see you didn't comment out the line tho.

shadow venture
#

What?

stone marsh
#

Which part of what I said confused you?

shadow venture
#

All. This is the only world I ever uploaded.

stone marsh
#

Nobody can help you, if you don't say what you need help with.

stone marsh
#

Vrchat isn't an easy game to run. Your process manager tells me nothing at all

shadow venture
#

But all the errors are gone?

stone marsh
#

Buy a better computer

green lagoon
#

I suppose they could also try to have their safety settings to not show very poor avatars

stone marsh
# shadow venture Yeah.

If you're able to enter play mode, there are no hard errors. What happens when you press upload?

shadow venture
vagrant shale
#

Or stop going to demanding worlds. If it's Quest compatible, it will tend to be less demanding but the sky's the limit on how demanding a PC world can be. Not that it isn't possible to bring a PC to its knees in an ostensibly Quest-compatible world, it definitely is.

stone marsh
#

10/10. You asked how to not lag while giving me zero actual info about your computer, what worlds you're in, avatars, and explained nothing and insult me. Good way to get help.

shadow venture
#

It works now. \

stone marsh
shadow venture
#

How do I make this brighter, so the flowers aren't black?

stone marsh
#

Looks like some of your stuff should be using cutout

shadow venture
#

It is.

vagrant shale
#

Do you have any baked lighting? This looks really flat.

shadow venture
#

What's that supposed to be?

vagrant shale
stone marsh
# shadow venture It is.

I don't believe so, or it's set wrong, you can see the leaves for instance, the black edges are where it should be cutout. The mask is showing as opaque.

Can't tell if I'm see the black parts of a mask or if bad lighting but looks like the texture/mask

vagrant shale
#

Cutouts also have a threshold so maybe that is turned all the way to 0 so nothing is being masked out.

stone marsh
#

Indeed. The leaves shouldn't be showing those black edges if it was properly cutting

#

Idk about the floor tho. It could be lighting, it could be part of a texture/mask. Need to see more and see your lighting setup and light maps

vagrant shale
#

Seems like there are no lightmaps. You're really gonna want that, having nothing but realtime lights tends to get problematic quickly, especially if you want people using Quests to not be in a nightmare world of poor performance and visual glitches.

#

I say this in the process of building a world that uses nothing but realtime lights but I'm careful to have a max of 2 on at any one time.

tawdry warren
#

q-q

vagrant shale
# tawdry warren q-q

You want to make a robot that tracks and kills you, right? I think that's kind of complicated. I'm sure someone around here knows how to do it, it's a thing in Noir: Nocturne but I think you're going to have to develop some foundational animation and programming skills to tackle that. I don't think there's a prefab for that but if there is, I'd certainly like to know about it.

tawdry warren
vagrant shale
#

So what you need is the pathfinding? Sounds like something for #udon-general but it's just harder to find people that know more advanced stuff like that so you likely won't get an answer. Maybe you can commission an Udon programmer on Fiverr.

shy tide
#

Hey guys, I'm getting this weird exception. It says "Export exception" and something about a .vrcw file not being found? I'm not sure what's up

#

I tried to transcribe the error message but it's super long and I forgot how I copy and paste it

#

I think I see what the problem is. I do not know how to find the script that is improperly referring to this though. I changed the parent file path, and one of the scripts didn't have its respective path change.

#

But I do not know hich script this is in

maiden basin
#

alright, ive run out of debugging solutions

#

it seems the audiolink asset on github doesnt actually seem to work with reactive lights

#

ive tried in a new project, with everything updated, every other aspect seems to work, but not the lights for some reason

#

are there any known issues with audiolink doing this?

shadow venture
#

For some reason, I can't access my world I uploaded an hour ago. It keeps taking me back to my default home world. Any suggetions?

cobalt prawn
shadow venture
#

What?

vagrant shale
#

VRCWorld is a prefab that comes with the SDK that acts as a Scene Descriptor, a spawn point, allows you to change walk and run settings, all sorts of stuff. If you don't have that in your scene, you won't have anywhere to spawn but I'm not sure if that's the issue.

shadow venture
#

There is a spawn point.

boreal trench
#

YOOOOOOO, I'm a 3d environment artist, I wanna start on making some vrchat worlds

vagrant shale
#

One of the great things about VRChat is most of the hard stuff in setting up how you access and interact with the world is handled for you so I think you'll find it very accessible.

cobalt prawn
# shadow venture There is a spawn point.

By that do you mean that there is a spawn point referenced in the scene descriptor? Sharing a screenshot of the scene descriptor would help to make sure that you do

#

If it's not that then it's usually something specific you imported that is just breaking things... In which case I advise starting a very simple bare bones world possibly in a new project, making sure that works, and slowly adding things one by one from there, being careful to read directions along the way

cobalt prawn
#

Well, that's not your scene descriptor. But I believe it reveals the issue which is the pipeline manager attached to that Spawn object you have selected. You should remove that pipeline manager component

#

Because the VRCWorld prefab already has that

vagrant shale
#

Yeah, having multiple spawn objects seems bad, there's already functionality in VRCWorld to have multiple spawn points if you want that.

obsidian salmon
#

how do you make a custom world spawn

#

im not sure how i should do it

gaunt egret
#

place vrcworld prefab where you want the spawn to be

spice crescent
#

im haveing a problem with my world uploading when ever i click publish it logs me out and gives these's errors

weird because i just uploaded 15- 30 mins ago

vagrant shale
obsidian salmon
#

i got the spawns to work

tropic badger
#

Quick question, can you still use the SDK and debug/playtest your world without having the required VRC rank ?
Are you able to do everything locally and enter the world in vr without uploading it ?

vagrant shale
#

Yeah, pretty sure you can still build and test. You only have to be new user rank to upload a private world which usually only takes a day or two but that shouldn't be necessary to test.

tropic badger
#

Ok, thanks a lot ! Pretty motivated to make a world but I wasn't sure if I could since I'm still a visitor :(

sudden rain
#

Can someone help me my unityhub won’t stop showing me the black screen

shadow venture
#

What does this mean?

tropic badger
# shadow venture What does this mean?

Found on reddit:

It means it is trying to import something that isn't a vertex, edge or face.
It's only a warning so it might not break everything, but check that you didn't export other objects than meshes in Unity

tulip tartan
#

hey im new to making worlds but i wanna put a metro map in vrc could someone give me a hand with it if u can dm me

tulip tartan
#

ive already got the map gma file so i just need help with putting it in sdk then vrc

wide viper
#

Why I cannot upload my world I press upload already but nothing happend

fiery rune
#

Hello!! Can anyone DM the assets for edible foods, the working beer and cups?

ocean crag
#

Can anyone explain what is going on here with these cups?

tardy moth
#

I cant test my world offline, these are the critical errors that pop up in unity. I don't really know what I did wrong

left rain
#

you probably installed a prefab that requires udonsharp without installing udonsharp first

#

remove the prefab from your project entirely, install u#, them import the prefab package again

tulip tartan
#

can someone help me out

sharp lava
#

@tulip tartan GMA Files have to be extracted with a gmaExtractor, then the mdl files decompiled to smd source files using Crowbar, then smd files need to be imported to Blender using Blender Source Tools.

tulip tartan
#

oh no i just wnt help uploading this avi to quest but it dont wanna work ive made 2 pc avis

sharp lava
#

Anyway, for quest, you need to install the android SDK before you build.

ocean crag
#

idk if it helps but with my issue i had tried other object than those cups on that table and they did the same thing for some reason

silk crow
late ruin
#

best water for a beach style world?

sharp lava
#

Please dont go buying crest from the unity store; it's not compatible. 😛

swift trench
#

Does anyone have any idea how on earth I would model a pool locker like this

#

ofc don't need them to function.

#

just black box with a cube on top

#

and then model the keyholes?

left rain
#

build one locker at high detail including the keyhole, bevels, other details, etc., then use it as the high resolution mesh for a texture bake onto a plain cube the same size

#

then apply that texture, tiled, onto a very large cube representing all the lockers

swift trench
#

I managed to make a basic one in 58 tris

#

tho yeh I def made the bevel too much

#

bit better

delicate musk
#

Heya, need a little bit of help or directing. I was trying to add dynamic bones to an NPC in a world I'm creating. However I've found that the script is either disabled or removed during build & upload or on Load of the world in VRC. As I can't find Phys bones in SDK3-Worlds, what's the best way of either: A) adding Phys or B) where can I find a similar script which will work with SDK3-World?

vagrant shale
delicate musk
swift trench
#

?

#

latest version of dynamic bones should work.

vagrant shale
#

Yeah, sorry, i didn't mean you needed an older version of dynamic bone, you just need dynamic bone.

delicate musk
#

hmmm, well heres the thing. I have the latest version. it just doesn't appear to work with the latest world SDK

crimson sand
#

can someone help me understand whats wrong and fix it

vagrant shale
#

I just called it old because it's the system that came before physbones but they haven't updated worlds to use physbones yet. That's weird, did they remove dynamic bone support before adding in physbone support? I'm still on a slightly older SDK but I have dynamic bones in my world and it publishes fine.

vagrant shale
crimson sand
crimson sand
delicate musk
#

it publish just fine thankfully. however once I'm in world with the NPC its on its disabled on the NPC.

vagrant shale
#

The key is to never update your SDK so things won't break

delicate musk
#

wiser words never written lol

crimson sand
#

what do i do with it

vagrant shale
#

Click on the unity package and then go to assets->import package->custom package

crimson sand
#

this still shows up

vagrant shale
#

Try exiting out of Unity and then open it back up? I don't really know. Maybe the log will tell you something.

left rain
#

this again

swift trench
left rain
#

if you import a prefab that requires udon sharp, you must install udon sharp before you import the prefab package.

vagrant shale
#

I'm just going to never use the creator companion ever if I have the choice but I'm sure that won't last long.

swift trench
#

I've had to migrate a world before becase it kept breaking u# prefabs tho I had CC U# installed
even stuff I made kept breaking.

left rain
#

the cure is to completely remove whatever custom prefab package you imported from your project, i mean just wipe it tf out. then import udon sharp. then import your custom package. read the instructions before you import any custom package for the love of god

swift trench
swift trench
#

If it comes to it, people WILL stay on legacy SDK versions, Creator Companion is just not stable and you need admin to update it so anyone who does not have 100% controll of a pc, like a teenager, just can't update it.

#

unlike things like steam that is able to update itself fine.

bold ibex
#

im trying to make my first world for vrchat but when i go to import the package VRCSDK, it says this
if anyone knows how to fix this please lmk! ty!

bold ibex
#

retried and now its giving me these errors and telling me everything is imported already

shy tide
#

anyone have any idea why these trees are so much brighter than they should be? I've checked my lighting settings and none of the sliders seem to have any effect on the brightness of the leaves. IDK what I'm doing wrong here.

severe thicket
#

doing some stuff for a reference for a vrchat world comm price sheet

sharp lava
sharp lava
ocean crag
#

so Im trying to get multiple object to respawn when I press a button but when I put them all as children under a object, it makes the object all distorted and the respawn button just makes them bounce around, any suggestions?

vagrant shale
#

By respawn you mean you want to have pickups that return to their origin? I think there might be a prefab for that in the prefabs database

ocean crag
#

yes that

#

that would be awesome if you have a link to that

vagrant shale
fathom spear
#

haha world go bbbbbrrrrrrrrr

shy tide
# sharp lava Either there's a custom shader on that tree, or you're running off baked lightin...

It seems that the environment multiplier has no effect on the brightness of the leaves. The lighting is provided by a skybox and a directional light. I'm also using bakery, btw. I adjusted some of the sliders in the shader itself.

Specifically, I reduced translucency strength and view dependency. It seems to maybe improve the lighting? I'm still not sure how well terrain and trees fit within the bakery settings. It seems to have worked... slightly better? But it seems that I cannot do any actual baking with these trees so idk

left rain
#

@ocean crag

#

given an array of GameObjects, this will cycle through all of them, set the owner to the player that interacted with the button this script is applied to, then find the VRCObjectSync component and run Respawn() on it

#

this way it's network synced

ocean crag
#

but will it be just tied to that owner, or will anyone be able to reset

left rain
#

anyone can reset. the ownership thing is more about networking; only the owner of a given object (this is separate from the world instance owner) can modify its properties, so for the button to work you need to forcibly set the current player as the owner so that the respawn event works and is pushed to other players

ocean crag
#

perfect let me compare that to my current script and see what needs to change

sharp lava
#

@shy tide That last screenshot definitely looks more consistent as a whole, but might be good to pose the question in #world-lighting as well. Not sure if there's anything specific to think about with alpha blended or tested textures.

severe thicket
#

Finished the thing :>

sharp lava
#

Looks damn nice @severe thicket

severe thicket
#

Thanks! :>

#

im planning on using it as an example piece for world commissions

spare granite
#

Does anyone have any direction or resources of how to be able to unlock and lock a room. I'm making a VIP room for my friends but I cannot find a good video or resource that will assist in doing so.

sharp lava
#

yeah actually.

#

Also thank you Bush for all your hard work 🙂

spare granite
#

Thank you. I did that one and got that working. But I was wanting to also be able to let my friends open it up to everyone as well. So that if they want their friends who are not on the list can get it. If that makes sense. Lol.

sharp lava
#

Permanent solution would be saving them to script, but for runtime use I'm pretty sure you could add them to an array from a simple admin panel.

#

I think the author of that tutorial was in #udon-general just a little while ago. Probably would know at least a smarter or more elegant way of doing that then I would.

spare granite
#

Okay! Thank you!

ocean crag
left rain
#

it's just getting the length of the array of GameObjects that you want to reset.

#

the variable here is a public variable of type GameObject[] that stores a reference to every object you want to reset with this button.

#

you'd need to populate that using the inspector. then this script will iterate over each of those objects. Length is a property of any array-type variable, so anything that you see ending in [] in Udon.

red urchin
#

any idea why my water would turn invisible when i went to bake the scene lighting?

#

everything is there but the water isnt visible now, i didnt have the water set to static is that why?

#

oh it is using Red_sim water shader btw

#

i was going to use silents water shader but for some reason it has issue when you bring out the camera, theres like a shadow reflection of the camera view in the water and it hurts to look at

vagrant shale
#

Maybe try adding a realtime directional light?

red urchin
#

didnt change anything no

vagrant shale
#

And you have reflection probes?

cobalt prawn
#

Heh

red urchin
#

that might be it

#

i had one a long time ago but for some reason it was bugging out my pool table so i got rid of it

#

should i just bake one right above this lake?

cobalt prawn
#

Yup

red urchin
#

huh well its baked but i still dont see the water

cobalt prawn
#

Hmm can you share a screenshot of the water's material settings?

sharp lava
#

could you send a sc.......thank you Jason xD

red urchin
#

sure gimme a sec

ocean crag
red urchin
ocean crag
red urchin
#

thats the water of mine

left rain
cobalt prawn
red urchin
#

uhhh no i do not

#

didnt see that

cobalt prawn
#

Saw this on the download page

#

Says you can just drag that prefab in so maybe that'll do it?

red urchin
#

heck how did i miss a whole page like that

#

lemme see

sharp lava
#

Thats the ticket, z-depth isn't written cause shadow cascade is turned off.

#

There's a simple script you can apply to your camera as well, but if the author has specific instructions, just follow those.

red urchin
#

not workin yet hmm

#

lemme check around

ocean crag
left rain
#

there's no public variable for you to populate

#

whatever that GameObject[] variable is that's in your udon graph, you need to populate that with a list of GameObjects that you want to reset, using the inspector

#

make sure the variable is public

ocean crag
left rain
#

drag shit into it

#

making a variable public means it will show up in the inspector. when you make the variable public in your udon graph, you should see a property in the inspector with the same name as your variable. type in the number of objects you want to reset, then you should see a list of empty slots for GameObjects. then select them all.

ocean crag
left rain
#

i have no idea what you're talking about

#

@ocean crag in the udon graph, make sure your GameObject[] variable is public. then look for it in the Inspector, under Public Variables in the Udon Behavior component.

#

set the Size component to the number of objects you want to reset. then populate the list.

red urchin
#

yeah i still cant figure this out with the water

ocean crag
left rain
#

i need you to read what i've written very carefully

#

make a public variable of type GameObject[], not GameObject

ocean crag
red urchin
#

so the main reason i stopped using silents water shader is because a few months ago it suddenly broke for me in an update and started making some weird effects on cameras that hurt your eyes, and its somewhat visible in unity too if i zoom in close enough, this point where the issue appears zoomed in also happens to be the exact point where i cant see Red_Sims water shader past a certain point, so i'm sure i'm doing something wrong on both of them so i'm not sure

left rain
left rain
#

i'm sorry friend but i cannot help you

#

do some basic udon tutorials on youtube and this will make more sense

ocean crag
#

i followed the tutorial but the objects went crazy when they respawned, you told me to go to variables I went to variables, I dont understand where the cut off is here..

left rain
#

if you're doing tutorials you're not paying attention

ocean crag
left rain
#

i've explained everything to you already, that's why i'm suggesting you do another tutorial. i don't have unlimited time to walk you through every single step of how udon graph works. you need to make a public GameObject[] variable in udon graph, then wire it up as it my original screenshot, then populate it in the inspector

ocean crag
#

its wired exactly as your picture

left rain
ocean crag
# left rain

alright I get it you dont know what the problem is, you can admit that its alright 😂

left rain
#

good luck

ocean crag
#

how do I make the object public? "oh you make it public"

#

thanks...

#

Lmao it was a drop down arrow for the options, lol amazing how it was such a simple answer...

cobalt prawn
#

Indeed it was the drop down arrow they screenshotted and circled in red for you 🙄

cobalt prawn
# red urchin

Do you have post processing in your scene or any other components that would be affecting your main camera? If you have PP and you turn it off does this get fixed?

red urchin
#

ah heck i'd have to check later i just cleared my baked lighting so i can see the water again lol

#

but yeah i do have post processing, it's only affecting color grading and bloom at the moment though

#

i just messaged red_sim asking if they know what might be up

cobalt prawn
#

Hmm gotcha. Only other thing I can think to check would be the settings on the meshrenderer component, just to make sure it's set correctly to use the reflection probe

red urchin
#

through looking at a few videos online, i'm not seeing anybody bake their scene and use water shaders so maybe its something with me using baked lights as opposed to realtime somehow

#

and yeah it does use the reflection probe

ocean crag
red urchin
#

before baking lights it looks perfectly fine but its only after baking that it breaks

#

so it has something to do with that

#

i guess i'll try setting the water mesh to static

#

i didnt think i have to do that though cus nobody ever mentioned it in a tutorial

cobalt prawn
#

Yea that doesn't seem like it should be necessary

ocean crag
#

@cobalt prawn can you take a crack at why my respawn button is doing nothing

cobalt prawn
#

Naw sorry, I don't ever use udon graph really just u#

#

And I'm not too familiar with the networking or player api stuff

ocean crag
#

ugh, thanks though, I just want some simple checker pieces to respawn when you press a button

cobalt prawn
ocean crag
#

I dont believe so thats what im trying to figure out how to do

cobalt prawn
#

You just set the amount of objects and then drag them in

#

Or you can select all the objects and drag them all in together

ocean crag
#

where do you set that amount at?

cobalt prawn
#

In the inspector panel for your respawn button, whatever object that script you made is attached to

#

Might be a dropdown arrow you need to click to reveal it 😛

ocean crag
#

is this the inspector panel your referring to?

ocean crag
cobalt prawn
#

Ya, Idk why it's not on there though, something wrong with the way the variable is set up

#

Cannot by sy.....

#

Whatever that says, it seems to be your problem

#

But Idk the graph stuff or what to do about it

sharp lava
#

Programming is hard, even with a node editor. Tutorials are the way to go though. Or U# will make a lot more sense if you have any experience coding.

#

All hail Merlin, our savior from noodles.

left rain
#

GameObjects can't be synced no matter what, it's just not a supported type. You rely on the VRCObjectSync to handle synchronization for pickup transforms.

#

If a public variable isn't showing up in the Inspector, try recompiling your script using the button in the top right of the Udon graph.

glossy cargo
#

So I cannot seem to login into my world project for some reason? It just constantly been saying this for 30 minutes now when trying to log in

ocean crag
#

in case anyone comes across that issue]

shadow venture
#

How do I give my world project a background?

tall forum
#

can u help me

#

anyone

#

i cant open builder in my sdk

vagrant shale
#

Do you have compiler errors?

tall forum
#

yeas

vagrant shale
#

That's why. Post them and maybe we can suggest a fix

tall forum
ocean crag
vagrant shale
#

Not sure what the fix is for that one but fixing that is what you need to get your builder back so hopefully someone does. Have you ever been able to build successfully?

tall forum
#

nope

vagrant shale
#

Ah, well, I was going to say to trace your steps back to before the issue but if there is no before, I'm not sure where to start.

tall forum
#

thats the error that what it says

#

how to cahnge the dir

#

k

ocean crag
#

has anyone here used teh PI music player from the vrc google doc? if so where do you insert the youtube links for music

ocean crag
#

sus link and no name? hmmm

#

but yah if anyones used the music player hit me up because their instructions on github are "drop the prefab and throw in the links for your music"

shadow venture
#

It's still blank?

vagrant shale
#

Can you post a screenshot of the settings on the material?

cobalt prawn
#

Try toggling these buttons on the scene view toolbar

#

Idk if I click them on accident or some script toggles them or what but they always seem to get messed with and it drives me crazy

shadow venture
#

For some reason there's 2 of the same map? It was supposed to update it.

white moon
shadow venture
#

Can I reattach it?

vagrant shale
#

You have to go to your content manager in the sdk and find the world ID, it'll be wrld_something, copy that and paste it into the box and then attach it.

vagrant shale
#

It's one of the tabs in the SDK panel

shadow venture
#

So, what box do I put it in?

vagrant shale
#

In the pipeline manager just above or below attach if it's been detached

shadow venture
#

On the model or spawn point?

vagrant shale
#

In VRCWorld, that's the only thing that should have a pipeline manager. Are you still using that spawn point object? Why? VRCWorld already does that.

shadow venture
#

So, everything should not have a pipeline manager, except VRCWorld?

vagrant shale
#

Unless you've got a good reason to put a pipeline manager on something but I'm not sure why you would.

shadow venture
#

Is that the reason why I can access my own world on Vrchat?

vagrant shale
#

Possibly, I imagine having multiple pipeline managers could cause weird conflicts.

#
shadow venture
#

Is there also a solution you have in mind so I can fix the lighting?

vagrant shale
#

I don't know what you want to fix specifically, did you watch that video on how to bake your lights? You're going to need to learn to do that unless you want to be stuck using a couple of realtime lights or having performance issues.

bold ibex
#

Does anyone know how to fix this

viscid arch
#

i cant find spawns if its like a folder

#

that you find here

#

and if I add vrc scene descriptor no where does it say add spawn

gaunt egret
#

assets --> vrchat examples --> prefabs

#

vrcworld prefab has everything you need, it will act as the world spawn by default

vagrant shale
#

Yup, just add VRCWorld and delete your own scenedescriptor

#

Sometimes I wish VRChat would just tell people to add VRCWorld than complaining about a SceneDescriptor. I get it technically isn't necessary and there might be reasons to not use it but it adds a lot of unnecessary confusion.

viscid arch
#

anything I need to do

#

still wont let me test the map

#

figured it out

gaunt egret
#

error tells you what the problem is lol

gaunt egret
#

pinned channel is always a good place to look first but i guess people forget thats a thing idk

cobalt prawn
#

Well the people that read docs and watch tutorials usually won't need to come here. So this place is more likely to be full of the people that don't 🤷

#

There's gotta be a name for that phenomenon or whatever ya call it, like in the context of statistics and whatnot... I dun remember

#

Also anyone can search this channel with keywords and probably find their exact questions asked 100x in the past 100 days 😂

gaunt egret
#

video in pinned can carry people a long way

#

also yeah true, this place is like a specific google search

cobalt prawn
#

That's usually my first step, is just to assume someone else had the same problem as me and find an existing convo/thread about it

gaunt egret
#

yeah me too, its a treasure trove of sorts. the only time ive asked questions is when ive been awake for 27 hours at a time xd

cobalt prawn
#

But ya Krampus' point about the scene descriptor. I feel that lol. Might as well put an alert for multiple pipeline managers too, since that's a huge reason why people get kicked back to their home world

#

gets a job at VRchat, adds these small changes to the world SDK, quits

bold ibex
#

Lol

sullen notch
#

Hi, question. I made a tree in Blender. In blender the leaves look fine, but in unity they have a box area from the transparent part of the png. Is there somethin I can do to fix this?

gaunt egret
#

cutout

sullen notch
#

Ahhh so not transparent

#

Thanks

swift trench
#

they a bit thicc but ehh

#

scaleing width down way better

small pagoda
#

Is there a way to make a mirror in vrc reflect everything BUT the skybox?

swift trench
#

Skybox is allways on afraid
I've seen cutout mirrors tho idk how they work

hoary juniper
#

Hi, how i allow user to jump normal on my vrchat world?

vagrant shale
#

Do you have VRCWorld in your scene?

hoary juniper
#

ya

#

they reported they can't jump

swift trench
#

Use the vrc world prefab instead of the component

#

That lets you change movement ammounts

#

That should have a udon script on it that sets movement properties

hoary juniper
#

which one?

#

from VRCExample

#

or SDK folder?

#

ok used vrcworld prefab, it work

#

another question i wanna use this car as vehicle but just with basic movement, no whells ecc, any idea how to do it?

#

just mount on chair and ride it

subtle maple
#

Is anyone here can suggest a way or tools to make a floor texture combine with sand texture ? Cause im trying to make a VRC world with a floor that with bit of sand at some place, I was doing the shader graph and using polybrush to paint the texture with vertex color, but at the end i found out its not compatible as the floor just turn bright pink color. I've been stuck at this for hours 😂

#

im trying to make a floor texture like this

sharp lava
stone marsh
sharp lava
#

Vertex colors it the preferred method, save a texture and have in editor control of mix strength, but MERC is correct that a masking texture also works just fine. For the scale of project you're likely to be working on, either's fine.

subtle maple
#

thank you! im going to check on the RGB masking.

sharp lava
#

Apparently Poiyomi's comes with texture masking by default, that should be an easy way to get started.

stone marsh
#

Indeed. Can blend them in editor using Pois RGB masking. Works well.

stable moon
#

I've got a question how do I make a world private and how do I make the chairs invisible?

swift trench
stable moon
#

Oh ok thanks

umbral dune
#

It's uhh using poiyomi shader, I tried both 8.0 toon and world, same thing

#

Ahh - it was streaming mipmaps not being enabled

copper gulch
#

first time making a room

hot panther
#

I've dropped a camera into my scene and made it render to a render texture. It works in the editor, but in vrc it's black. Is there something specific I need to configure in order to have the camera view shown?

near escarp
hoary juniper
#

but i only see flying vehicle

#

with that package

sharp lava
#

All the scripts you could possibly need are in there, and I do believe he has a car or two there as well.

#

Worst case scenario,, apply scripts to a nice car model.

#

Dunno if that one is much good though, never used it myself.

upper orchid
#

For a new world, what would you guys consider high performing as far as going from labs to public?

#

Like, is under a month good? Under a week?

undone dome
#

Hey all. How do I make it so when an object is picked up and thrown, it slides around? I know kinematic makes it so they float and gravity drops them, but I saw some worlds have it so when you let go of an object, it slides based on your throw.

cobalt prawn
#

Sliding on a surface would be done by giving the collider a low/zero friction physics material. Floating through the air would be a non kinematic rigidbody that does not use gravity

undone dome
#

It worked as I wanted. Thank you!

cobalt prawn
undone dome
glad tiger
#

Hello. I have some objects that I can pickup and they react to gravity in the world. How do I mess with the gravity intensity on the objects??

vagrant shale
#

First place I would look would be the Rigidbody component

glad tiger
#

Everything is set to it's default on the rigidbody.

vagrant shale
#

So try setting it to not that and see what happens.

kindred kestrel
#

anyone know why i cant use any video players in any worlds or mine this is the debug from my club world

kindred kestrel
vagrant shale
#

A full reinstall of Windows? That's further than I've seen anyone go to fix a Unity error. I'm not really sure, that site is kind of unreliable in my experience. Do you have any links you know work to try it with?

kindred kestrel
#

My bf Even went into the world and he put in a URL it loaded on his end but not mine

vagrant shale
#

Yeah, it's just that link resolver that I know has issues sometimes. Video players can be kind of picky with what links work properly. I use VRCDN that works well but that's only for content you own.

kindred kestrel
#

And I’m getting the same error when I’m trying to test the world in unity directly with the emulator thing no matter what I do always get the same error or in general the video just won’t play or load and I don’t understand why I can stick in a YouTube video and nothing I even have my own account with VRCDN and the video player won’t even load that

viscid arch
#

so i made 2 toggles for mirror but the hq toggle disappears once clicked

vagrant shale
kindred kestrel
vagrant shale
#

Yeah, see at the bottom how the LQ button is referencing itself and not the mirror?

kindred kestrel
#

here is a YT url

viscid arch
#

ye i have no clue on how to fix that

vagrant shale
vagrant shale
kindred kestrel
fickle quail
#

(In the same instance with me and him, I can load a url, he can't)

viscid arch
vagrant shale
#

HQ looks fine, see how it's actually referencing the mirror? It's your LQ button that isn't working properly.

kindred kestrel
vagrant shale
#

Ah, well that's not much good for you, is it? I have good luck with ProTV so you could try that but I have no clue if it will fix your issue.

sacred warren
unique radish
#

I've got some invisible walls that I'm trying to block people from selecting stuff through / playspacing through. They're box colliders marked as environment but that didnt seem to help. What else do i have to do? It should be a solid wall but the laser pointer selector goes right through.

rich basin
#

Anybody here know how to make a MMD Dance world?
I been wanting to try and make a little one of my own for awhile now but I haven't a clue where to even start

vagrant shale
shadow venture
#

Having trouble right now. When I installed ProBuilder the tool bar didn't show up.

vagrant shale
#

Can you post a screenshot of the exact error? I'm not very good at spotting them yet but it sounds like one of the handful of errors we see all the time so I'm sure someone will recognize it.

stone marsh
#

Please post screenshots of actual console

frozen mountain
#

I have a world that I've created a few years ago and it is still in VRchat. How do I download my own world to make some changes to upload again? Is there an easy "download world" button in vrchat (i hope)?

#

I don't think I still have the original world on my computer.

left rain
#

you can't

stone marsh
frozen mountain
#

how odd.

stone marsh
#

Always backup your work.

frozen mountain
#

Well I probably have it backed up, I'll have to search.. But it might not exist in its current form. Oh well.

left rain
#

the assets and scripts that comprise a world are compiled upon upload... you can't really reverse that process. even if you could somehow download what's been uploaded to VRC's servers, it'd be a garbled mess

stone marsh
#

I'm glad me saying "post screenshot" was helpful

bold ibex
#

currently making a world, however whenever i try to load into in game it sends me back to my home world

#

it uploads fine, however buuld and test doesnt work

subtle maple
#

Anyone here have experience using the PostProcessing+ on github before? the one that allow you to create post-processing slider for Dark Mode, Bloom, Saturation, Contrast, Temperature and also presets profile. It mentioned it need UIExpansionKit to be install, is it mean i just need to drag and drop the UIExpansionKit folder to unity assets? Sorry if my question sound dumb 😅

#

or is this allow to be use to build vrc world?

runic epoch
#

it will let me hit play, but i cant build and publish for some reason

#

unsure how to fix this

upper obsidian
stone marsh
# runic epoch

You can use simple light probe placer, it works in 2019, but will throw errors. So when you're done using it. You need to delete it entirely from your scene and project

#

The probes will stay and the asset still works to place volumes of probes. Just needs to be entirely removed when done placing your probes

runic epoch
#

that worked, ty

vagrant shale
#

I've used Autoprobe without issue and it sounds like it does a similar thing? But you'd have to buy it.

undone dome
#

Can anyone point me to where I can find a tutorial on creating a spawn sound?

stone marsh
upper obsidian
#

Set up tags through the site and publish the world

vagrant shale
#

I don't know about the tag but you need to reach the User level to upload to community labs

#

Maybe try detaching the Blueprint and publishing to a new ID? The community labs button should be below the checkbox you have to click.

stone marsh
#

Content_sex is a system tag it can't be removed by you

#

Publishing under a new ID is your only route. System_sex was added by you most likely erroneously during upload if the world was never pushed to labs or reported.

#

Regardless, there is a way for you to accidentally add that tag during upload. It can also be from reports if there was any sexual content. Take your pick. Doesn't matter. Too easy to upload to a new ID but it honestly is meaningless regardless

#

I don't know about your situation. Could have been. I'm operating on the assumption you have no NSFW content or NSFW avatars or sexualized themes.

sullen notch
#

Question. Im trying to place trees using the terrain group settings. All my parts have mesh renderers and mesh filters, but when i click to place a tree, the leaves vanish. Is there a way I can fix this?

wooden merlin
#

trying to follow the guide...on the window part...but when i select all 4 edges and then hold shift and click on the blue arrow the wall deforms instead of the edges deforming to make new faces...

cursive talon
#

Would it theoretically be possible to retrieve audio being broadcast onto a server and play it in a VRChat world as background music?

wooden merlin
kind portal
#

hi if i unpublish my world, those everything be the same if i republish it? like visits,...

swift trench
#

it should retain stats, tho I belive it will need to go through labs again

hollow helm
#

Heyo, when i apply a material to a large object it stretches in a weird way, how do i prevent stretching and have it be a smaller more continuous texture?

#

Any help will be greatly appreciated

fallen depot
#

Hey guys! Im a music producer if anyone seeaking original music created for your Word i will be happy to colaborate!!

https://www.mixcloud.com/juanitolen/road-to-forget-14062022/

vagrant shale
grim crest
#

I've been working on worlds for over a year now and can never seem to get any video players to work. I create a new Unity project Import the newest sdk and whatever video player I want to try and get to work and end up getting the error
"Video Players do not have automatic resync enabled; audio may become desynchronized from video during low performance"
It can be autofixed and when testing the world the video player works fine (whenever I do autofix it) but when I have uploaded a world the video players seem to work for maybe a little and then break, or won't work at all (what happens if I don't autofix the issue)
From what I've seen on here and found on google the auto resync thing should be just enabled with a checkbox on the VRC Unity video player script, but I never see that checkbox. Not with a completely new sdk, recently made video player, newest version of Udon sharp and just created Unity project. I have no idea what the issue is and It's getting annoying. It doesn't seem like I'm the only one with the issue either as I've seen at least 2 other people with this issue. Anyone have any ide on how to fix this or what the issue could even be?

stone marsh
#

That auto resync error is erroneous for the majority of players/use cases. Just ignore it if you don't understand it, it's not a hard error and it doesn't prevent upload.

grim crest
#

Yeah it doesn't prevent me from uploading the world, but the videoplayers are never reliably working in the worlds, or basically don't work at all

stone marsh
#

That doesn't have anything to do with that error

#

Most players such as ProTV (best) or Usharp player, manage syncing via custom scripting. The sdk will always throw that error for these sort of players. Resync options are on the players main script for both of these.

#

If you haven't used it, I certainly recommend ProTV as it's the best right now.

If you're having some form of specific issues, more information may be useful, or join the protv discord

grim crest
#

I don't know what is the issue on the videoplayers then, the only error I seem to be getting is that one and no matter if I try to make one myself from scrap or use a prefab they all never really work

stone marsh
#

Well, regardless, it's nothing to do with that error.

Knowing your setup and more info about your project can be useful. Some things can easily break players, such as having them start disabled or being enabled by area triggers.

Other things cause issues, such as bad ping between people

Quest users

Untrusted URLs

Bad links

On and on.

It can be useful to pull the logs or know what errors the players are creating when you try and play a video. Most players have logging and will produce errors, as well as errors on the UI in game. Again, I recommend ProTV pretty heavily.

#

!outputlog

tawny lilyBOT
#

You can find your output log at C:\Users\%Username%\AppData\LocalLow\VRChat\vrchat named output_log.txt

hollow helm
#

I got an error i dont know how to fix

#

Assets\Standard Assets\Characters\FirstPersonCharacter\Scripts\FirstPersonController.cs(3,27): error CS0234: The type or namespace name 'CrossPlatformInput' does not exist in the namespace 'UnityStandardAssets' (are you missing an assembly reference?)

stone marsh
#

Please always take a screenshot showing the entire console.

#

I already most likely know the issue but useful to see all errors to ensure there's nothing else.

hollow helm
stone marsh
#

Delete standard assets

hollow helm
#

It was that easy?

stone marsh
#

There should be a folder in your project called that.

There is most likely stuff inside your scene folder too, that needs to be deleted. Will be called scripts or something inside of scenes.

hollow helm
#

me who was pancking about this for half an hour T-T

stone marsh
#

Don't delete your actual scene file, just the folder called scripts inside of the scene folder if it's there.

#

Standard Assets isn't supported anymore and not used for anything

#

If you still have errors post screenshot, but if the error says anything related to standard assets, just click the error and it will take you to the thing that needs to be deleted in your asset folder.

bold ibex
late ruin
#

why do i spawn all the way out here when i have a spawn on the main entrance?

vagrant shale
# bold ibex fix?

Search your project for VRCWorld, drag it where you want people to spawn

#

@late ruin this might also fix your problem if you aren't using VRCWorld. There is no reason to make your own spawn point object unless you need to do something fancy with it. VRCWorld has a spawn point and allows you to create multiple by dragging in empty game objects if you're so inclined.

late ruin
vagrant shale
#

Have you tried clearing your baked lighting and generating again? That's what it's telling you to do.

late ruin
vagrant shale
swift trench
#

Is is poible to limit the ammount of mipmaps there are or the bius of it

#

cus my normal maps are making a shild shape on quest (was cube before I enabled smotthing) and I aaaaaaa

#

on pc it makes circle

wooden merlin
#

can anyone tell me what i'm doing wrong that i can't do the window part of the tutorial vid?

#

instead of the 4 edges exctruding to create new faces the face they share deforms...

vagrant shale
wooden merlin
#

https://www.youtube.com/watch?v=ofzw6hKhI3k&list=PLPdWkxUSZ65Fp6ICrU7mIq1znAfPwMhNZ << people were talking about this series being pretty much the best so i assumed it was kinda like an unofficially official kinda thing.

#

around 9:59

gaunt egret
#

pinned

wooden merlin
# gaunt egret pinned

are you saying the reason unity isn't working as expected is explained in a pin, or...?

vagrant shale
#

@wooden merlin I don't know about this shift arrow thing he's talking about, to extrude, I hit the e key and then enter and then I move the points out where I want them.

wooden merlin
#

e just calls up the rotation gizmo.

vagrant shale
#

You can also just press e with the faces selected and that will move them in the direction of the normal, I believe but I prefer to just move with the gizmo or hotkeys

#

R rotates, E extrudes. If it doesn't, you may have some hotkeys that have been reassigned and should re-download Blender.

wooden merlin
#

again e is just calling up the rotation gizmo...it doesn't extrude at all.

#

erm...this is all in unity my guy...didn't you notice the ui looked nothing like blender?

vagrant shale
#

I did not, I'd completely forgotten you can model in Unity. I don't know, then. Just do it Blender like a normal person.

wooden merlin
#

i really hate when the advice to fix a problem is to start all over and find a new tutorial. >.<

vagrant shale
#

I don't know how many people here use Probuilder, I think most do their modeling in Blender so you'll have to find someone that uses Probuilder to give you any direction or use Blender which more people know how to use.

left rain
#

probuilder is what a lot of newbies start out with because it's simpler than modeling in blender and you don't have to leave unity to do it. krampus is right that modeling in a dedicated app like blender is the right path in the long run, but it doesn't mean you can't use probuilder to help you learn about the process.

#

anyways @wooden merlin check the manual; you need to switch the extrude operation to Individual Faces mode

vagrant shale
#

You're just gonna be dependent upon other people that know Probuilder if you run into problems. I figured it would have its own Discord server but I guess not.

left rain
#

I'm not disagreeing that a dedicated 3D app is a better long term choice but saying "just use blender" still isn't answering the question

wooden merlin
left rain
#

i don't know. i've barely touched probuilder

vagrant shale
#

I mean, I tried to answer the question, I just ignored the UI because I figured if there was 3D modeling happening, it was Blender. 😅

wooden merlin
left rain
#

do it in SketchUp then, seriously... once you've imported your stuff into unity everything is basically the same

#

probuilder is just there to help you build simple meshes quickly but if you already know how to build models elsewhere you don't need it

wooden merlin
#

i assumed the tutorial delves into stuff other than modeling and was just gonna follow along till i got to that stuff.

#

also learning an alternate way to model didn't seem like a terrible thing.

gaunt egret
#

i mentioned the pinned because theres a video directly in it. ive never seen any use for probuilder besides the most basic block outs

#

learning blender is a huge skill to have

wooden merlin
#

i don't know why but i find blender's interface massively infuriorating.

vagrant shale
#

The videos after that should be applicable to any other house model you import. The layout might be a bit different but the process is the same.

wooden merlin
#

part of it comes down to how all of the camera controls are on the middle click. where as sketchup/vroid/unity all have reletively simmilar camera controls to eachother for instance right click being used to rotate the camera and middle click to pan it.

gaunt egret
#

i don't say it bc im elitist or whatever but blender is huge, has tons of tutorials, tons of documentation, millions of people use it and contribute to its succession in multiple different ways from tutorials, free assets and free addons

vagrant shale
#

You should've seen it 3 or 4 years ago, they used the right mouse button to select, it was madness. I think it works pretty well now but Sketchup is going to be a more powerful option than Probuilder, I think.

left rain
#

you can use maya-style camera controls in blender

gaunt egret
#

ive been using it for years, right click is nothing but every keybind can be changed to whatever you want

wooden merlin
#

it's so annoying when i'm in blender and i go to pan and the context menu pops up for a second and i have to worry about if i activated one of the options.

left rain
#

change the control scheme to "industry standard" or whatever they call it

wooden merlin
#

rotate* not pan

#

i wouldn't know how to do that. but it's def somethign i'll be looking into. :p

left rain
#

if you already know anything about 3d, and it sounds like you do, you're largely wasting your time with probuilder

gaunt egret
#

^

#

plus with blender you can do procedural stuff way easier

left rain
#

blender is definitely weird if you have any prior experience with 3d but there are alternate control schemes out there that are easier to transition to

late ruin
vagrant shale
#

Having to keep multiple navigation schemes just comes with the territory of building up your toolbox of skills. Sometimes going between Daz, Unity, and Blender screws me up for a minute but then I just find my footing and I'm good but I guess reassigning things is also an option if you want them to be as similar as possible.

left rain
#

if proceduralism is your jam I'd check out Houdini too, but that's a whole extra commitment, it's hard to use

wooden merlin
#

oh that brings up something me and a friend have had issue with in unity. we're both used to "model is focus of camera rotation" instead of "camera is focus of camera rotation" if that makes any sense. i found you can switch this behavior in unity by switching from perspective to parallel...but it'd be nice if i could rotate properly in both views...

vagrant shale
left rain
#

press F to focus on a model, then alt+left drag in the viewport to pivot around

#

same as maya

vagrant shale
#

I just use fly mode for everything in Unity

gaunt egret
#

what is fly mode

#

my only bane with unity is the camera controls

#

so painful

vagrant shale
#

Right click and then WASD to fly around

cobalt prawn
#

Q and E for up/down as well

wooden merlin
#

huh fly mode is interesting.

gaunt egret
#

thank you

wooden merlin
#

still think i'd prefer to be able to just rotate around the model. 😛

cobalt prawn
#

And shift to go faster

gaunt egret
#

perhaps i should not stay awake for 28 hours and then create a project :')

left rain
wooden merlin
#

which again i can in iso but not persp.

wooden merlin
normal jackal
#

I need help

#

I’ve been struggling for days now

#

I’m trying to update my quest world but the sdk won’t show the control panel

left rain
normal jackal
#

Now it only shows reload sdk

left rain
normal jackal
# left rain you probably have compile errors

I don’t understand what that means ;-; like I’ve tried reloading the sdk I’ve tried reimporting it when I close unity and open it again it shows the little buttons I need but won’t pull up the control panel

left rain
#

check the error console

#

chances are you have some imported package or something that is throwing an error

normal jackal
#

VRCBuildPipelineCallbacks failed to load a type in assembly 'VRC.Collections, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. If this is Assembly-CSharp it's just Unity being in the middle of loading.
UnityEngine.Debug:LogWarning (object)
VRC.SDKBase.Editor.BuildPipeline.VRCBuildPipelineCallbacks:Initialize ()
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadMethodAttributes ()

#

That’s the error I see for the sdk I think

left rain
#

show a screenshot of the entire error log

normal jackal
left rain
#

ok. and you are using unity 2019.4.31f1, and the latest VRC SDK 3.0?

normal jackal
#

Yes

left rain
#

did you recently install a custom package? some prefab or something?

wooden merlin
#

just to check should i just continue this tutorial vid and ignore all of the modeling stuff or should i jump ship and find some other tutorial for non modeling things?

vagrant shale
#

I'd just skip to the next video, that covers materials and the next is lighting so that should be unimpacted by the modeling.

normal jackal
#

I don’t believe so, I know I just exported the PC version it was just fine opened a new file for the quest world and imported it and a ton of errors

vagrant shale
#

At least if you like how it's been going up till now. There are 100 world creation videos out there so if you don't like how this person teaches, you've got options.

normal jackal
#

Last time I attempted to update it there was a cinema machine error

#

I fixed that, that’s where I’m lost because the PC one is just fine

#

This update is vital ;-;

left rain
#

ok. instead of opening a new file for the quest world and importing, what I'd recommend is literally copying your entire project root folder to a new folder, then open that new project via unity hub, then switch the target build to android

#

chances are, whatever you imported into your new file was missing dependencies from your original project

normal jackal
#

… I’m sorry I feel stupid

left rain
#

brute force method is to just copy

normal jackal
#

Ok let’s try that

#

Can I call you and share my screen so I don’t horribly mess up like I think I’m about to

left rain
#

if you prepare for it, next time there are tools like EasyQuestSwitch that can help you change components as you switch back and forth without having to copy the project

#

I'm sorry i can't take calls right now

#

just go to your file system and literally copy the unity project. it will probably take thirty minutes

normal jackal
#

It’s ok

#

The file?

left rain
#

the project root folder

#

duplicate the whole thing

normal jackal
#

The file highlighted is the one that’s the one it takes me too when I push show in explorer

left rain
#

if that folder contains "Assets", "Packages", and all that, it's the right folder

late ruin
wooden merlin
#

if making a life scale clue game would 1 meter per square be a decent scale you guys think?

normal jackal
#

Ok I’m terrified lmao sorry

#

I just don’t want to lose it after just getting out of the labs

left rain
#

that's why you're copying, not overwriting things

vagrant shale
normal jackal
#

It’s almost done

vagrant shale
wooden merlin
#

also is there a scale factor calculator out there somewhere where you put in the current mm and the desired mm and it tells you the % to scale?

late ruin
wooden merlin
#

i can do it but it is always a pain in my backside and i do it so often just having a calculator at hand would be nice.

vagrant shale
vagrant shale
normal jackal
#

Thank you

#

It’s updating

#

I’m not I’m saying thank you

normal jackal
left rain
#

ha it's just the bot. and you're welcome. good luck

normal jackal
#

It did just pop up with an error on the side but since it’s still uploading I’m going to ignore it>.>

vagrant shale
#

Errors only matter if they stop you from doing something you're trying to do

late ruin
vagrant shale
#

How is your spawn set up? Are you just using VRCWorld or are you trying to do something else? Because I don't recommend that. Also, is it just spawning you at the edge of the map and not respawning you constantly? You could call that progress unless it's also doing that.

boreal sierra
#

its supposed to be like this but when i move my player/camera it changes shade depending on where im standing

vagrant shale
mint mesa
#

Does anyone ever get this weird thing with colliders that make your avatar just kinda jitter. You wont see it unless you have phyc bones or dynamic bones on. This happens on all types of colliders, and if you are on like a mesh that has a collider on you, your avatar does the falling and landing animation non stop. idk how this even happens or how to stop it.

#

Forgot the video and it wouldnt let me add it on the original post :P

vagrant shale
#

I think that's just because the slope is too great so you keep falling between steps.

stone marsh
#

Yep. The slope is simply too steep

#

You're not properly grounded.

#

You can actually set the falling animation to a toggle so you can disable it using AV3. GoGoLoco also has this setup. You can also remove the falling animation entirely.

mint mesa
#

Its not just me though, everyone is affected here that has a falling animation

stone marsh
#

Yep

#

It's the slope

mint mesa
stone marsh
#

You're standing on the edge of step...

mint mesa
#

then standing on a flat surface you just jitter

stone marsh
#

If you're on an edge or a slope or corner of a surface you'll not be properly grounded

#

Poorly setup colliders can exasperate this. But it's typical behavior in all worlds when your capsule is only partially grounded.

mint mesa
#

nah its only in 2 worlds I am working on. So its poorly setup colliders then. Which blows my mind cause I will have 2 planes, both with box colliders and only 1 has the problem

#

im just lost in the sauce but thank you for replying quick lol

wooden merlin
#

should the walls of a mansion be about 2.5 meters or more?

stone marsh
wooden merlin
#

i'm asking specifically about the aesthetics of the hallways of a mansion.

stone marsh
#

Well, that's kinda up to you. Hard to make any form of subjective opinions based on aesthetics without ya know, seeing it.

wooden merlin
#

i'm usually using sketchup to draft stuff like tables and cabinets. this is my first time trying to create an environment and i don't want it to feel like it's just an appartment since mr boddy is supposed to be one of the richest men in the victorian era.

#

so i can't really use my own scale sensibilities since i've always been poor.

#

meant to sent that pic with the last message

vagrant shale
#

I think average wall height is around 8 ft so a mansion could easily go past 10 and that's before you get into vaulted ceilings.

wooden merlin
#

so maybe go 3 meters in the common halls and then 4+ in the rooms?

vagrant shale
#

Sounds like a reasonable starting point

cobalt prawn
#

Yeah I feel like a Victorian style mansion would probably be around 10-12ft but I'm no expert on architecture or anything. Maybe you could find some blueprints or floor plans online that detail heights too

#

Or just look at photos and eyeball it

wooden merlin
#

hrm...any of you use sketchup? i forget how to make a wall that is acting as an inside into an outside...

#

nvm deleting and remaking fixxed it.

vagrant shale
wooden merlin
#

...ok "thirteen feet?"(was supposed to be all caps to demonstrate my astonisgment. but the bot doesn't care about that vs impatience i guess.)

vagrant shale
#

And that's just the average, an opulent mansion could be more. It might not be a bad idea like jason said to find some existing examples as a reference, I would imagine there are people that have recreated famous Victorian homes in sketchup.

wooden merlin
#

"That low" what?

vagrant shale
#

Seems like a typo but maybe this article was written by Jeff Bezos

wooden merlin
#

hrm...i just realized i am not quite sure what kind of lighting the mansion would have...late victorian would be right about the time that mantle gas was still super common on the street but filament incandescent electric lights were finding thier way into homes...so maybe electric sconses? heck i dunno if natural gas mantle lights were used in homes ever...that seems insanely dangerous. it was fine outdoors since the gas would just escape if there was a problem...i'd guess people just used candles indoors prior to electric but past people could also be very stupid. 😛

vagrant shale
#

Actually, the previous paragraph was more relevant to this topic so I'd just call it 20 ft.

wooden merlin
#

ok that's weird...it seems like sketchup has learned that i want it to snap to 250mm for wall thickness...does sketchup learn stuff like that?

vagrant shale
#

Oh no, Sketchup is becoming sentient.

wooden merlin
#

like i was having to type for a while but aftera bit it seems like when i drag out before doing the typing it just snaps to the 250...

#

that begs the question of how colonel mustard killed mr boddy in the library with a candlestick. 😛 wouldn't a candlestick be pointless if the home was wired for electric? boddy probably just had it for oppulences' sake?

left rain
#

i think a combination of gas and candles is correct

wooden merlin
#

the conservatory doorway comes otu a bit weird in 3d...i feel like i should extendthat wall out a bit to come under the archway to give the door proper mounting space.

vagrant shale
wooden merlin
#

hrm...like i can see how that's based on it...but that's just weird...the ballroom is the front door, the stairs are replaced with a pool, the conservatory is a fully outdoors space...oh weird you can walk behind the lounge...

#

or wait the entryway is the hall? so it'st he lounge that's cut out? ok what?

#

and they just did away witht eh ballroom. that seems even weirder.

vagrant shale
#

It looked similar at a glance but maybe their version of the game is different. I figured someone would have done that by now so I did a little searching and that was the closest I could find.

wooden merlin
#

don't get me wrong, it's apreciated...but i think i'd feel more comfortable doing it mysefl than using this since i'm building off the boardgame i know it'll work with an udon powered life scale game. 😛

#

when i get to udon that's when the real fun starts. it's all fresh learning not retailoring my existing skills.

vagrant shale
#

I'm not sure how you're planning on doing this but it will be interesting to see if it makes it there. There's a game called Killer I think where the killer has to killer everyone without getting caught by the others, is the idea something like that?

wooden merlin
#

nah, i am going to replicate the actual boardgame, you'll call up an udon menu on your turn to "roll the dice" then move the number of squares and if you are in a room you can call up the udon menu to propose a scenario and then the other players can use their menus to show contradicting evidence.

#

i did think of basically adding a second gamemode which would basically be based on amongus.

#

one person is the killer and has to kill everyone else but i'd replace the kill cooldown with having to find weapons. but otherwise basically stock amongus.

vagrant shale
#

That sounds pretty complicated but I've seen some pretty impressive stuff done with Udon so I'm sure it's possible.

wooden merlin
#

after this i also want to make a version of resistance. town of salem is fun and all but the fact that the host can't participate and the turns take so much longer makes it hard to get non pug games going.

wooden merlin
#

coming together.

austere hull
#

how i render 4 of same texture instead of one stretched one

vagrant shale
#

Multiply the x and y tiles in the material settings by 4. At least if I understand what you're trying to do.

#

Actually, it would be 2. 4 would give you 16.

austere hull
#

okay i found out

#

i couldnt check because i was using atlas

#

now when i cut texture out of it i can do that

#

now im wondering it might be better to just make map out of 1000 cubes

#

will it lag very bad or vrchat can handle it

vagrant shale
#

You want to use part of an atlas? I think you'd have to adjust the UV map in Blender for that.

#

1000 regular cubes would probably be okay, that's only 6000 faces which is less than a lot of avatars. I don't know if making them separate objects would cause issues but you could combine them into a single object which should perform just fine.

austere hull
#

nono

#

they must be separate because

#

i want players be able to interact with each separate floor and wall tile

#

so 1000 clickable tiles might be bit more laggy

stone marsh
#

They would batch

#

Assuming same material. Could GPU instance as well since low poly

austere hull
#

will have bunch of materials

vagrant shale
#

Making them clickable I don't think would be an issue unless they're all being used at once.

stone marsh
#

Well, that's bad design

austere hull
#

nono

stone marsh
#

Mo materials, mo draw calls, nothing batches, mo frame time

austere hull
#

giving player a shovel so he can dig anywhere he want

#

so when he would hold shovel he can click at any cube on the map

#

so every cube would need udon thingy

vagrant shale
#

Could they have the same material but just be mapped to different parts of the texture? That's atlasing but it seems like you're trying to avoid. I'm still not sure how digging with a shovel is related to clicking cubes but 1000 materials is going to be more taxing than the geometry of 1000 cubes

austere hull
#

if i use lots of cubes then i can use atlas

stone marsh
austere hull
#

because then i use tiling for specifying atlas tile and not duplicating tiles

#

thought about detecting closest tile to player and make hole in there but i guess i cant randomly make holes in the collider

#

as well in texture

austere hull
#

can i require player to hold button aiming at object for few seconds rather than just clicking

stone marsh
#

I mean it's technically possible but doing so would require a fairly complex setup for a beginner. But bout anything is possible, especially if done in U#.

vagrant shale
# austere hull because then i use tiling for specifying atlas tile and not duplicating tiles

It's' true that there isn't a simple way of actually utilizing tiling in an atlas but what you could do if just having the tiles in your actual atlas isn't an option, you could split each face into 4 and then overlap every face over the appropriate part of the texture. It would bring the polycount for 1,000 cubes from 12,000 tris to 48,000 but that's really not bad if that's all you've got going on in your scene and they're all using a single atlas

wooden merlin
#

so i want a staircase from the "lobby" to the gameboard. i can model it as either a ramp or as stairs. but i want it to look like stairs but collide like a ramp. how do i go about doing this? is it something i do in unity or in sketchup?

stone marsh
#

Just model the stairs and then add a box collider and rotate and position it such that it's a ramp

wooden merlin
#

cool thanx. so i'm guessing then that this is the right way to handle stairs you don't have to jump up? like the game engine doesn't have a "traversable height" that avatars can just walk up?

stone marsh
#

I mean, yeah, it's one way of doing stairs. The steps need to be small enough otherwise for someone to walk up if the stairs themselves had a mesh collider.

wooden merlin
#

oh, what is the height that is naturally traversable? i'm gonna guess with my luck less than 250mm. 😛

stone marsh
bold ibex
#

How can I give an object a collider that doesn't not collide with the player but still collides with the environment and raycasts?

#

This is for a shield

#

My current issue is the shield will glitch the player out when it collides with them

#

It shoves them or moves them

wooden merlin
#

erm...i just realized. i basically just finished the MESH for my world...yeah I made ONE contiguous MESH..that's gonna make it really hard to texture isn't it?

stone marsh
wooden merlin
#

seing as how this is the first model i've made from scratch that was intended to be textured i'd nothave a clue how to do that...nor do i know what substance is...

wooden merlin
#

so my world is about 50M b 50M by 12M...Is that big or not really?

#

what's the best format to export to to import into blender so i can try to figure out how to texture this there?

near escarp
#

fbx

wooden merlin
#

...i have to upgrade to paid to export now?

near escarp
wooden merlin
#

i'm gonna be ticked if i just spent a whole day modeling something only to be unable to use it because of a greedy mega corporation thinking they don't have enough money...

sullen notch
#

Uh i dont think this is how my trees are supposed to sway KEKW

dusty sapphire
#

Does stereo pan setting not work in vrchat? I'm trying to play a song from two virtual speakers with proper stereo split by having two audio sources playing the same song with left and right panning, but it doesn't seem to work in vrchat. Works fine in unity though.
EDIT: nvm, I decided to just split the song into separate channels using ffmpeg instead of dealing with this crap.

sullen notch
#

KEKIES

sand forge
#

Hey ! I recently started building my own World. And now i have alot of problems there and cant upload nor access some tools.
In case someone could help me, just dm or @ me vrcTupCry

#

I got alot of error codes and dont know why nor how to fix them

stone marsh
sand forge
#

In here?

gaunt egret
sacred warren
#

Is there a solid way to keep two animations synced? Not necessarily between users, I mean two different animations in the same world, both the same length so just need to make sure they start/end at the same time.

barren spindle
#

How do you fix this "seeing through walls" with post processing. I did the same thing setting as the other world I made. but this happens

sand forge
#

The grid button

barren spindle
#

Oh there we go, thank you

sand forge
#

No problem!

sand forge
inland cave
sand forge
#

Yeah standard 3D

#

I followed a guide, it worked at first, but afterwards when i started adding more stuff, it just broke

#

I dont know about the collab package but i could try removing it i guess

#

It just gives another error

#

re imported UdonSharp, now its this

inland cave
#

Id try removing the collab package, you shouldnt need it for VRChat

sand forge
#

Removing like? How?

#

I removed it and it just made new ones, or im doing it wrong

#

now this

final radish
#

hey does anyone have the link to that text message board for worlds

#

this thing

wooden merlin
bold ibex
#

hey can anybody help me with making a grabbable object global instead of local

#

because i want to throw cubes at my friends in the world i made

left rain
#

put the vrc_objectsync component on the pickup

austere hull
#

how i make player gui easy way

#

simple cube that follows player head

bold ibex
spark comet
#

hey guys, how do i "give" my avatars? Like, how do i make the little avatar giver for a wolrd?

midnight flame
#

anyone know how i make it so when player far out of map, objects start fading away of view including player tags?

i want try hide my VIP room out map so people wont be easy find it and etc. but atm they can see it out of Spawn?

since no option SDK do it, not sure what i need do this

elfin lotus
#

Anyone thinking of making a weakest link cross platform but actually works for quest users there is one that is cross platform but for some reason it doesn’t work for quest people

sand forge
#

I hate it, these errors in my world dont disappear. Im still stuck here

vagrant shale
vagrant shale
sand forge
#

I did

sand forge
#

I tried different things, but that collab thing and the top error still stay

elfin lotus
wooden merlin
#

can this texture mapping issue be fixed in unity or blender? i have no idea why sketchup thinks a round surface should be rendered out of order and with overlaps...

left rain
#

yeah, project new UVs in blender

jagged ledge
#

hello my vrchat friends, as follows I post two pictures with errors I have in Unity. Hopefully you can help me. 🙂

austere hull
#

are keys shared between pc and vr users or i have to make separate bindings for both

sand forge
jagged ledge
#

it is really confusing. I create a nice looking world test it permanently in vrchat and suddenly these errors appear and I can not start it anymore in vrchat 😦

left rain
#

do not import Unity Standard Assets into your project

#

they are not compatible with VRChat

sand forge
#

I have the same problem

#

But other errors

jagged ledge
#

how can I find out which assets not compatible?

#

most of the things i have in the world just worked fine

left rain
#

working fine in the editor is one thing, but VRChat does not allow any C# scripts aside from a few whitelisted ones

#

the Unity Standard Assets package includes a lot of scripts, none of which are whitelisted for use in VRChat

vagrant shale
#

Yeah, if you just delete the scripts from Standard Assets then it should be fine, you can still use the models and the materials.

austere hull
#

but if i want use more keys then

#

for example quest has these joystick buttons that are not used for anything

vagrant shale
#

Specific keybindings are not something I'm real familiar with but I imagine you would get into having to reference buttons that aren't shared across all platforms.

sand forge
jagged ledge
#

and I tested it in vrchat

#

it worked fine

#

but now it dont work

left rain
#

okay, well, that error you are getting is very obviously coming from a script in standard assets

#

so maybe remove that

stone marsh
#

^ yep. Standard assets has to be removed.

sand forge
#

You guys know whats up with my? I posted it a bit earlier

jagged ledge
#

Sorry I dont know what standard assets are

left rain
#

they're a package. you imported them.

#

it's called "Unity Standard Assets".

stone marsh
#

If you click the error it will take you to the location in your assets

left rain
sand forge
#

Hmm

#

The com.unity.collab ?

vagrant shale
#

All the standard asset errors are coming from standard assets/effects/imageeffects/scripts so if you just delete that folder, you should be fine.

sand forge
left rain
sand forge
#

No

#

It was all downloaded and started 2 days ago

left rain
#

try going to the package manager and checking what version of Unity Collaborate is installed. what you have might not be compatible with 2019. but i'm not sure exactly how this could have happened.

sand forge
#

Where do i see the version?

left rain
#

in the package manager.

sand forge
#

1.15.4 ?

jagged ledge
#

thank you very much 😄 I deleted the standard assets folder and it worked really well ;D Can you please tell what the problem with that folder is? 🙂

left rain
#

i explained it already... standard assets contains a bunch of C# scripts and you can't use those with VRChat unless they're specifically whitelisted

jagged ledge
#

ok thanks^^