#world-development
39 messages · Page 143 of 1
you need to export binary FBX, not ASCII FBX
it should be in the export settings for sketchup or whatever you're writing from
not an option. is ther something that's better?
are there no additional options in the FBX export?
nop
oh there's an options button
i'm blind
oh there's a triangulate all faces option should i do that?
no need
I think Unity does that on its own so it doesn't really matter
no binary option... >.<
Are you trying to bring an ASCII FBX into Blender? I think you can import the ASCII FBX into Unity and then use the FBX exporter package in Unity to export to Binary FBX
There's also an Autodesk FBX converter tool but I get weird results with that.
if that's the absolute best option i can do it but i'd rather not open unity before i'm done in blender...it takes so long to open and close and i like giving blender as much of my computer as i can.
didnt' people used to always export as obj to import into blender? why's that not the standard anymore?
Can you just close Blender until you've exported from Unity? The FBX exporter is the best tool I'm aware of for converting as ASCII FBX to binary.
the issue is having to open unity twice. once to convert, then again to do the uploading.
OBJ should be fine for static meshes, I think it just needs to be FBX or DAE or some other format like that for rigged meshes.
Not generally. You can add bones to anything but rigs are usually for characters.
I dunno, it's another file format. Don't really know what the advantages or disadvantages are vs FBX, it does a lot of similar stuff.
pedestal warp effect?
I dunno, maybe with a different material but I'm not sure I've ever seen a normal pedestal with a different material.
ahh. i haven't a clue...tempted to make some avis for this world so i'll prolly have to learn about that soon...oh btw... how hard is it going to be for me to make avatar "statues" that can be placed in the world?
Pedestals are just a prefab you drag in and assign an avatar ID, it's the avatar creating that's the tricky part.
Or do you mean like physical statues?
No.
You can however take the image of the avatar, and put it on a Quad and then use the quad as a button for the avatar pedestal.
you said it's been a long time since you played clue right? the premise is that in clue you move the character being accused into the room even if they aren't being played. i figured it could have npc/statues that take the place of characters with no player.
I think you can put the pedestal script on any object so if you can model it, you can make it into something that assigns an avatar
Anyone know why my baking keeps looping?
The Bake keeps saying "Baking" then restarting
woah really? would be cool if people used the avatar as the button for the avatar so you could more clearly tell what you were putting on.
Baking can have multiple loading times but why are you just looking at an empty inspector and not the lighting window?
People have. Anything can be a button. Buttons are just colliders anyways
oops the vid doesn't show it. In the bottom corner is where the looping was occurring
ok then MORE people then. 😛 i was in one world where they had statues and then traditional pedestals.
It's not performant and is kinda a bad practice so it's not widespread
Any ideas on a fix to these outlines?
At first I thought it was the just the Foliage shader, but then realized it's happening to Standard shader too when against the skybox...
Heya! ~ Question for anyone. When it comes to Skybox's I've been having such a hard time looking for City skyboxes. Anyone got any ideas of city cubemaps I could use/purchase? Thank you!
first is sketchup...second is blender import from dae...wtf?
Still repeating after like 15 mins, any reason as to why this is happening?
can't you rip a cube map from google earth?
Have you closed Unity and reopened it? Sometimes weird bugs just happen.
Can you? That would be good trick but the resolution might be a little low.
It's not gonna mess with your settings but you'll have to rebake if it got part of the way through the process.
never thought of that. Plus would it not be filled with water marks?
Cool idea though!
hrm didn't think street view had backed in watermarks.
i only thought of it cause people did it for tabletop simulator.
You could look at the UVs, seems like something weird is happening there. I don't usually work DAEs so I don't know if there are certain settings you need to set.
Aight thanks
Not a bad idea at all. But gotta agree with @vagrant shale Could be low Low res?
gonna try a few other formats to see if it's a dae specific quirk or a sketchup/blender issue.
I don't even know if Sketchup creates proper UVs or if it's something procedural, might need to do your mapping in Blender.
does blender have a pivot on camera option? in blender*
PoC is way better for worlds than PoF...funny that it's the opposite for avatars.
so i can't control the camera for the life of me for some reason. but it seems to be happening in obj too as far as i can tell...
no idea why this grey is intruding on everything...
Press F to focus on an object. Focusing sets the distance you can get to an object.
Oh woops thats blender. Press .
f isn'te doing anything noticable.
I read the post before looking at the image. Just ignore my post
I think I know what you want to do with the camera, Daz has a similar thing but I don't know how to do it in Blender. I'm not sure what to tell you about the texture issue, I would look at the UVs and your texture to look for any weirdness but that's a bit of a big topic I'm not going to be able to cover comprehensively in a reasonable amount of time.
screw it i'mma open the fbx in unity since it has that fly mode camera.
Blender has fly mode too fwiw. It's a different program sure but just a matter of watching some tutorials or reading some docs to learn and get used to it
If you just need to apply a basic material with a flat color or a tiling texture, it's just a matter of having nicely spaced geometry so things don't get stretched but if you want to have different textures for different parts of the models or to start using textures that need to be applied a certain way, you need to learn about UV mapping.
...hrm...this is just strange...there are entire walls that just don't render from inside the world but then do from outside it...
Here's a replacement Udon Graph for Avatar Pedestals that will stop the distortion.
oh i figured out why my wall texture was places it shouldn't be... there are places where it got applied to the backface of many textures because of sketchups "brilliant" learning algorithm.
and it looks like some of my faces are also "backwards"
Pretty easy to fix that in Blender but if you don't want to go through Blender then I'm not sure what to do about that.
...you keep taking the things and twisting them up...i haven't once said i didn't want to use blender. i specifically said that the obj was so messed up that i couldn't control the camera or see anything.
wish i would have caught this error in the first place. maybe it wouldn't have taken as long to fix. >.<
I said I don't know how to do it without Blender. I can't suddenly gain that knowledge because you don't want to use it.
Do you want to know how to do it in Blender?
Hi guys. I tried following a tutorial to use a custom grass shader and it's working in Unity but not when I open in VRChat. Idk if it's a compatibility issue or if I'm missing some setting to export. Anyone can help? Or alternatively, if you know a good grass shader that is compatible with VRC
i'm fixing it in skketchup since it's easy enough and i've already gotten used to the movement quirks. but again you are saying "you don't want to use it" and again i never said i didn't. in this instance i'm using the more familiar method but i would use blender if this werne't more familiar
erm...i bumped a key and it fullscreened my preview window. awesome for when i'm inspecting...but how do i get my inspector and stuff back?
got it back in a useful layout for editing things...but um...is there just a setting to make it act like all faces are lit?
Hey all. I suddenly can't test my world. Also, the VRChat SDK menu doesn't show control panel either. I've tried the regedit guide and even reimportated all.
Looks like you've got problems with your pens. You could probably delete them and this would go away but not sure how to fix them.
Progress! ||Maybe||
Now it's saying the pool table in my world is having issues.
Alright. Everything keeps saying UdonSharp.
I doubt those two are related, you probably just didn't have enough space to display those errors before. Do you have UdonSharp in the project?
Hm... I noticed something. For some reason, even after I import VRCSDK3, the keys aren't showing in Computer\HKEY_CURRENT_USER\SOFTWARE\Unity Technologies\Unity Editor 5.x
You're the first person I've seen try to troubleshoot with regedit but I can't really offer any insight there.
Something really tells me that if I can get the vrc control panel back, it'll fix everything. The last time I fixed this was through that registry fix (where you delete all keys with VRC). It didn't work this time.
:(
ran into a snag messing around with a scrollable buttons set up. It uses a scroll rect tied to a vertical scroll bar to scroll through various buttons, and then a mask to cover buttons that go off the menu. However, the buttons dont respond when clicking them half the time, and i suspect it's trying to click/drag the buttons each time you click, preventing the button press. Has anyone messed with this that might know a solution?
why would the fbx have exactly 100 more faces than the skp?
The reason the builder isn't showing up is you have compiler errors so it's more the symptom than the disease.
Is it something I broke in Unity? Because I just made a new project, importated sdk3, and it's still not showing up. I don't know how to fix compiler errors.
There isn't one fix for all compiler errors, it depends on what you have. Does this new project have errors?
hrm...do i have do do something special with my world to get collisions working?
Is that what Unity says? Unity triangulates quads so if you're modeling with quads it'll end up with more faces once it's imported
it's what sketchup says.
Well you need to add colliders yes
can i just say "hey if thre's mesh there collide with it?
Idk nobody here really uses sketchup so it's hard to answer any questions specific to that
Yep just add a mesh collider component to the mesh
the probuilder tutorial there was no setting up collisions so i assumed mesh collision was on by default.
and what do i need to set?
Yep Pretty much anything with UdonSharp.
You need to add it to the same object as the mesh, not a container/parent object
1.) did you install u# before any other dependencies or prefabs besides sdk3
2.) where did you get the u# package
3.) what version of unity are you running
And then it will automatically take the form of that mesh
oh right, is there a quick and dirty way to just make all surfaces illuminated so i can check for more mesh errors?
You jut gave me an idea. brb
um...i seem to be like 5 inches tall in the emulator...
Not sure exactly what you mean, there are some buttons and dropdowns along the scene view toolbar that will do things like turn world lighting on/off, or change the shading mode, maybe that will do what you want
I'm guessing sketchup has a scale factor for units that is different from Unity's then. Your world is probably exactly 100x too big or something
...not sure what isn't clear. i want it so just everything is being hit by light as if i had perfectly placed lights...or you know maybe the engine could just not cast shadows so i see the textures exactly as they are in gimp...
...i'm not in sketchup
Right but you exported from sketchup right?
Right and maybe what sketchup considers 1 meter is different from what unity considers 1 meter. This happens between programs
so i have to figure out in what way it's off and rescale it?
does unity have a measuring tape?
For the light thing, you say "perfectly placed lights" but what does that mean? Like perfectly placed as they would be in real life? In that case you'd need to place them yourself. If you just mean everything 100% clear and colored you can use an unlit material I guess?
So the new project now loads sdk3 properly but didn't write any SDK3 keys in registry.
- I installed SDK3 immediately and nothing else before or after.
- I got the U# package from https://github.com/MerlinVR/UdonSharp
- 2019.4.31f1
I mean Idk because I don't ever use sketchup and transfer models from sketchup to unity. But I would guess it's off by a simple number like 10 or 100x
i legit said idealy exactly as i see them in gimp. 😛
yeah but it'd be nice to know the exact ratio so i can just adjust it and know i'm still on 1 meter units since the endgame plan is to be using this for a game where space matters.
Right, and in that case lighting isn't needed at all, you need to use unlit materials that just show you the texture without light affecting it
So try 0.1, .01, .001. Figure it out and then you know.
If none of those are correct then Idk what to tell you, you'd probably need to look up some specific stuff about scaling from sketchup to unity
ehh only if we're right about it being a perfect balance of 10 what if unity is assuming it's recieving inches. then it'd be off by a factor of 12 instead of 10 and it could look close enough since i don't know the scale of the emulated pov...
If it helps any, almost everything from SketchUp to Unity scales down to .001. Of course it differs.
It's not really ideal, but what I normally do it load it into Blender since I don't know how to resize too well in SketchUp, scale it down, then re-export.
...need to look up...there's seriously no measuring tape tool?
And I also converted anything inches/cm into meters.
In unity 1 unit is 1 meter. Spawn a cube and scale it there's your measuring tape
scaling in sketchup is super simple. click the resize tool, click the object (DO NOT click and hold) click the diagnal most gizmo(again do not hold) drag it a little bit then just type the scaling factor and hit enter.
...even word has a built in measuring tape... >.< wtf?
I mean, unity has a grid, it has coordinates, you can use stuff like progrids if you want more flexibility from that
actually i just noticed this grid...i assume the markers have meaning. and it seems like the door is exactly 4 of these tall...
even with this though i'll still say any piece of software that doesn't just let you litterally highlight a section and derive the in system measurement of it needs some rethinking in my opinion.
I fixed it... I just removed a folder 'SampleScene'
can i invite friends to a world i used build and test on?
so my world is having trouble on quest and ive swaped all the shaders and they have this screen issue. frame rate is fine from 30 to 50 but when they turn is a issue
youll have to upload it first but yea you can invite people to the world.
if you need to immediately test something like a mirror then just change the "connected clients" number on the SDK control panel to something like 2 or 3
what shader is good for worlds on quest?
you can use most shaders on quest that you'd use on pc... standard is fine, standard lite is better if you don't need standard, poiyomi and mochie are fine. for quest you want to minimize the use of transparency and minimize the number of materials overall for performance. the one thing you absolutely cannot do on quest is grabpass shaders
oo i can use poiyomi on worlds? NICE! i'll hafta switch back after i figure out why the upload configurator won't let me click the accept tick mark...
grabpass? is that anything like the stencilpass stuff in poi?
grabpass is typically used for screenspace effects shaders, things like water refraction. quest hardware won't support it.
ahh. pretty odd that avatars strait up ban poi but worlds it's allowed. was gonna say maybe it's cause you can't opt in on avatars but you can on worlds...but from what i understand of quest that makes no sense since apparently questies have to opt into each and every avatar.
hrm that's interesting. so you can't have 2 active scenes in world like you can in avatar. in avatar as long as there are no entities with descriptor in the second scene visible you're fine...
it's about the number of shaders total you'd have to support... a world with 16 players could be an extra 32 materials on quest, probably not well optimized either. that adds up.
but again they have to opt into each and every avatar anyway and most apparently don't unless you're friends.
i don't suppose there's numbers for the "limit transparency" and "limit materials" bit?
no, it's all relative. quest hates transparency so minimize it where you can. and you always want to use as few materials as you can get away with. fewer materials = fewer draw calls
do people get the pool tables out of the sdk or from somewhere else?
hrm vrworldtoolkit sounds interesting. dunno what exactly it does based ont aht description though.easyquestswitch seems more strait forward. may have to see about getting that one for sure.
is it possible to switch from proximity chat to global chat if players are going to be distant from eachother but you want them to still be able to converse?
anyone know how i can remove this symbol from text?
Hello VrChat friends, I have a question. Can I Update a World that I published in VRChat or can I upload it once?
I've added a camera system to my world that utilizes multiple cameras, but now the effects of my post processing are not being shown. I'm not sure if one of the new cameras has taken over as the main camera that is triggered by the PP volumes, or how do I decide which camera is the one to decide that?
cool glitch effect at co-ords 999999X 999999Y 999999Z
Looks like you hit bedrock
lol yeah, its the same sort of bug as the farlands too so it is especially minecraft reference material
gets especially weird if you move the camera
of course not without a SLIGHT cost
I'm exporting a GIF of it so I can show the weirdest part but the progress is slow on that due to my high resolution display and quite musy mac
I'll come back when it's done
GIF finished
is there an issue or
you're having all of the current errors i can see because you're far from 0 0 0
yeah
so apparently don't build worlds at those co-ords if you expect it to work XD
I am having issues with not being able to compile the .dll files on my mac though
using wrong version of unity anyways
mac isn't a supported platform so someone else is gona have to swoop in lol
https://docs.vrchat.com/docs/current-unity-versioni i realize i should have linked this, my bad. its been a slow morning lmao
Hello VrChat friends, I have a question. Can I Update a World that I published in VRChat or can I upload it once?
You can update it as many times as you want !
i have heard that I can only one world per week publish. How often can I update published worlds?
Once a week is to upload new worlds (new IDs) once it's uploaded to community labs, you can update the same world as much as you want.
Thank you Krampus 😉
hey VRChat friends, Can someone please tell me why this colour is so pink instead of the original colour?
This is a screenshot in VRChat. In the Unity Hub Editor is the colour normal
That color means there's something wrong with your material or it's using a texture it can no longer find.
Possibly a material that doesn't play well with Quest
anyone know why unity crashes when importing the vrchat sdk?
!outputlog
You can find your output log at C:\Users\%Username%\AppData\LocalLow\VRChat\vrchat named output_log.txt
Maybe check there?
Though that might just be for app logs, not sure where you check Unity logs outside of Unity.
Is it possible that it has something to do with these error: Assembly for Assembly Definition File 'Packages/com.unity.analytics/AnalyticsStandardEvents/Analytics.asmdef' will not be compiled, because it has no scripts associated with it. ?
I don't see how that would cause an issue with a material. Are you using the standard shader? Any textures?
Do not use legacy shaders
I used the model and the material (for the colour). what is the legacy shaders?
Whatever your material is using to display the textures
sorry, i don't know how I can solve this display error. Do you have an idea how to fix it?
Change the material on that object to use the standard shader
If you click on the object, you can see the material(s) towards the bottom
At the top of the material settings, you can find the shader.
hi there i don't how to make a transparent type of material. I want the window to show the room inside but im outside. The room has a light and a reflection probe but I don't know how to make it transparent
gamers, anyone here uses UKeyboard? I was wondering if it was possible to sync the portable keyboard chat with the fixed version
i clicked on the object and this is to see. I can not find a shader or material settings
so that someone's message on the portable window would be visible on the main one
You can use a cutout shader if the area you want to make transparent is black or darker than everything else, you can just use a transparent texture as your base color in the standard shader, or you can just increase the alpha on the albedo color if you're just using a color, it depends on how you're doing it.
Are you sure that's the actual object and not the parent object? An object without a mesh renderer on it shouldn't even appear.
@vagrant shale the outside is quite dark all i want is a transparent panel thats shows the room
Looks like you already have some transparency, you can just increase it if you want it to be more transparent
@vagrant shale oh i see where do i increase it
You click into the color to the right of albedo and then lower that A value below the RGB
I am currently following a door tutorial and after the udon graph stuff this happend, in the video it works here it just made it crooked
hulp
what could i have done wrong?
Are you handling the door movement with Udon or by triggering an animation?
i am not sure? it is over animatior but uses udon graph
https://youtu.be/CJfhG8-KGvs?t=497 thats the video and the point where i am rn
Here's a tutorial covering how to make a door and lock, that open and close when you click on them. You could also move the interact script to be on another object to the side, if you wanted it to be button-activated door.
So hopefully this tutorial helps replace some of those old sdk2 tutorials, though you could always adapt those to sdk3 wit...
not doing the locking part
so i just skipped those parts
Yes, I clicked on the object
So it seems like you are using an animation. Can you go into the animation panel and play your animation? That's probably what's wrong.
Well that can't be the object itself or it would have a mesh renderer on it. If it doesn't have a mesh renderer on it, it won't render and it's clearly rendering. There is no parent object that object is parented to?
the animation still plays correctly but angled now
(also cant interact with it like in the video)
So when you play the animation in the animation panel it isn't crooked? And you're sure you're using the right animation? I'm not sure how it would be performing any transformations not in the animation.
Post the hierarchy on the left when you have the object selected.
didnt change anything between so wouldnt know how it would have
but it did??????
i wasent even in the window anymore
okay so the animation works again thanks
juuuuuuuuust still cant interact with it T_T
(ingame while testing)
It doesn't look like the Udon behaviour has any interaction component to allow you to trigger it, maybe that's later in the video?
dunno he makes it for the lock and then it instanly works
maybe i missed somethingggggg
You also need a collider on the thing you want to interact with but I usually use an interact node and I don't see that anywhere so he must be doing it a different way.
So Im downloading an asset pack from the store and unity freezes for a good 10ish mins and I had to task end unity and when I open the project this
clean slate
there is one other thing i had problems with too, in the video he makes an empy and makes it a manager and puts the door as the child and made all animations on that but when i clicked the door it gave the door another animator, didnt do that in the video
I've saved multiple times too
Does the asset pack have scripts or is it just models and textures? Hard to say without using that asset pack myself. The error log would be helpful but I'm not sure how you can access that if Unity is crashing on you.
Well, you definitely don't want multiple animators on one object but I don't really know this process so I'm not sure what might be going wrong.
the issue is my whole project is gone
is there back up files I can look through
like i said ive saved frequent;y
It seems you have a scene file in there, is that what we're looking at?
Is SkyShip_Scene the active scene?
nvm looked wrong only door has
@limber panther You know about this?
the active scene should be midnight ship deck
And is that what it says in the upper left? That part isn't in your screenshot.
as you wish, I have posted the screenshot of the herarchy
yes
Counter_Standard (1) has child objects. I suspect if you expand that dropdown, you'll find the actual object with the material. Though I'm not seeing any magenta materials so I'm not even sure what the problem is at this point.
when making the animations, you want to have the main empty selected. this will make an animator on that object
Your project is Midnight Ship Deck, your scene is apparently just called Untitled. If you know what your scene should be called, you should search for that.
I mean I only put the name in the project name when I create the world so probably is untitled
had that like shown in the video but when i pressed on the pivit point empty then it made another one there, but now it appears to be working, dont know what i did different now tho
Well you have a scene called SkyShip, could it be that? Can you double click it to open it?
welp... glad it's working ^^
sure hope it will
The material is Mangenta when I test the world in VRChat in the Editor seems it normal
Okay, well it's a problem with the material so you need to find the object the material is on which I suspect is a child object of the one you had selected.
where do you see that sky ship? I searched files and dont see anything?
You can also search your project for scene files and go through them
play so it opens normal in the animation menü
I press on play to test it aaaand
boom
whyyyyy
thank you krampus it was one of them in there
It's possible the animation is on the wrong object so the pivots are wrong but that's just a guess
just deleted everything and gonna redo it
I believe one of your states is set wrong. First rotate the first animation into the on state. then when making the off state, rotate it to the on position, let go, and then rotate it back. Now it should look the same in the editor, but you may find the rotation values to look different to how they were before..
also might be worth while selecting both nodes, and 'right-clicking, both tangents, liner'
seen that the pivit was rotated differently now, do you mean that? (sorry im kinda tired/brain burned out again)
possibly...
just rotated it back will now redo the stuff
Thank's a lot the problem is solved. ;D The object counter_standard is splittet in the Base and the top. The to had a legacy shader that I changed to standard.
III just gave up for today cause today is already another day
Can anyone help me understand what this means, and what I need to do to fix it, if anything?
It is in reference to ArchiTechAnon's TV using slim controls.
Is it causing any problems? Do you have the newest release?
my avatar is very dark anyways to make this look brighter without addin more light.I would like the walls to be dark
Di you bake light probes ?
yes
Can you show where they are placed ?

That is a light
Not a light probe
Lightprobes are a different thing you bake so that dynamic objects can get baked light information
oooh
As it stands, your model is receiving no light from the room, hence it being dark
i thought u meant refelction probwe
my bad
oh so i have to add light probes all around the room huh
Not everywhere, one in each corner of the room and one in the center and it should be fine
okay thanks seems like unlit avatars work fine but other don't
@near escarp does this look okay?
Try to place them at the same height you would expect people to be and that'll be perfect
Unlit avatars don't receive any light from the environment, they're just whatever the color of their texture map happens to be so it would make sense they would be unaffected.
ye i kinda got that no need for light if the shader is unlit
i mean it doesn't need light too be shown
@near escarp yup works much better now

idk where to ask this but where do i find this world
i cant find it on booth
i did once before though
idk why my unity doesn't import the SDK at all
been trying to figure it out but couldn't
When I test I can't put a URL in the input bar. In #creator-companion I was told to reload the SDK to get the .dll to allow me to do that (I didn't know if that was the problem yet) but even when I did that, it still doesn't work.
does anyone know why an area in my world looks like the greyish one when its supposed to look like the one with the stars. in unity its completely fine but as soon as i upload it to vrc its like it un renders stuff and puts an over lay on it or something
What is the area supposed to be ? A mesh with a shader ?
its an area that you teleport to supposed to be like outer space both standard and poiyomi do the same effect
Ya I'm guessing the starry background is a huge mesh and the camera's far clipping plane isn't far enough to see it

quite big selected is robot kyle
Yeah, definitely culled. You'll have to increase the camera clipping plane, you can check in the game view if it's correct
thats the odd part it doesnt show that effect while in unity i fly over to it and it looks fine
Unity scene view != in-game camera
it is a decent distance from where the player teleports to it but i know someone whos put a similar teleport much further and didnt have that effect
my far plane is 7k just testing it
And you'll only see those changes here in the camera preview, or in the game view panel, not the scene view
And those changes will only be present in VRChat if the camera you have selected is also referenced in your Scene Descriptor as the reference camera
that might be what im forgetting how do you set it as a refernce camera again as ive not done that so that might be whats causing the issue
oh i see where it is
Drag it into the reference camera slot for the scene descriptor/VRCWorld prefab if you have that
begging you i dont wanna contact the guy in that pic 🙏
odd still doing the same thing in game
Maybe it's still not far enough? I would place your camera in the area that is having this issue, in the same position a player would be, and adjust it while looking at the game view tab
Alternately you can probably shrink the size of the starry background, assuming it's like a giant inside out sphere around that area
nothing shows in the game tab just shows normal
Hm and that's the same camera referenced in the scene descriptor?
yeah
Hm not sure then. Can you screenshot scene descriptor just to be sure? And also the material settings for the starry background?
My guess is that your camera is being ignored due to some of your settings
This is a default camera
You changed a bunch of things that really shouldn't be messed with, like the FOV and the rendering path
I'd suggest resetting the component and only changing the clipping plane
oh yeah somehow the camera had been changed to deffered on rendering path now it looks like in game

what am i doing wrong bro
Missing the absolute basics 
I mean, if it's your first time doing it I would expect you looking for any tutorial or documentation 
Currently Supported Unity Version By VRChat: https://docs.vrchat.com/docs/current-unity-version
Short videos, funny moments and crazy stories from VRChat and more.
You can find all my social media at: https://virgosky.dev/
How to install unity for VRChat?
How to create VRChat world?
How to upload world to VRChat?
I'd recommend reading an official guide or tutorial first then lol
Ya
Otherwise you're gonna have another question after this one... and then another and then 100 more
Tough road ahead, god speed !
this is with it directly on the ground where the player would be and it still doesnt render everything
Well I hope that does not also include instructions given to you from people like us lol
lol no
Keep adding zeroes to the far clipping plane? I don't know how huge your skybox thing is
Or shrink it down
its really not to big but its putting some kind of distance fog on it ive done maps way bigger then this one without it doing this fog
Oooh ya it seems the fog is just drawing over it then
?
So if you increase the fog distance does it become visible?
forgive my ignorance with this where do you edit the fog distance
Bottom of the lighting tab I believe
Or just disable fog completely real quick to see if it's visible and then you know the fog is the issue
ill definitely see if that fixes it
thank you for the help on this
yup it was the fog layer honestly forgot there was that setting on the lighting tab
Sweet glad ya got it. Tricky one
where do edit the voice range or how far you can hear people at
You could do it yourself with trigger zones but I think you'll have better luck and more options just using Guribo's prefabs https://github.com/Guribo/UdonVoiceUtils
hey i just made my first avatar ever and i wanna test it out but i dont have unity. if someone could make a world so i can try it out, please do and tell me the exact name of the world so i can go see it. this is my first ever so it's kinda bad but i still wanna use it. dm me for the model.
please i'm desperate
im kind of confused on what you're asking. are you wanting your avatar on a pedestal in a world or are you wanting someone else to upload it for you? because theres multiple test worlds already uploaded on vrchat if you just simply look up "test" in world search
I want it on a pedestal yea
It's not animated bc I couldn't get the cats plugin don't work
I will upload in the morning if it's easy enough but if I can't then I'll need someone else to do it
its pretty easy but once you upload it publicly you can put it on a pedestal
Once you upload it, it will just be in your avatar list so you don't even need a pedestal if you can get that far.
oh alright
How do I make this world brighter?
You can add lights, increase the intensity/range of the lights that you have, or increase the environment intensity in the lighting window but most of these assume you know how to bake lights.
Thanks, mate.
do i even need unity to upload an avatar?
yes
Oh. Well I'm having some trouble with the sdk. Idk how to use it.
Are you using the world sdk or the avatar sdk?
Avatar sdk
Is there a better way to optimize my world for quest? At this point it's starting to look like shit.
No lighting ?
I fixed it.
will i be able to point a camera at this and have it render in iso?
hey does anybody know how to put a material onto only one side of a cube?
erm...well i know how to do it in sketchup...but that's because by default you only affect one face at a time.
In Blender you select the faces you want it applied to then select the material and hit apply. Don't know how to do it in Unity or other programs.
In unity UModeler and Probuilder
While trying to build and test, I am getting Could not load world wrld_fab90176-26ab-40b4-87ce-cc4630085ae3 because Forbidden as an error. I was ysing the VRCWorld prefab from the example for ease
okay can someone PLEASE help me out i am extremely confused on the descripter thing
i am not qualified to do this so i'll need someone to upload it for me and put it in a world so i can use it.
how hard is it going to be to set up a camera to watch the game from this angel in iso mode and show it as a video player of some sort?
Not hard, but it requires some techniques you're unlikely to have come across before, specifically Render Textures and how to set one up with a camera.
am i crazy or should this let you configure the aspect ratio?
got the view good enough. had to edit the model a bit more to cover up some more rooms since i apparently am not allowed to control the aspect ratio.
?
anyone know how to fix that this randomly came up when i tried to test. i didnt import any scripts or whatever
what exactly are the requirements for a world to go from community labs to public? my world has been out for a while now and has a decent amount of visits and some favorites, but it's still in labs.
does it keep it from working?
if not you can just ignore all those lol
fixed it turns out i imported something that had scripts included for some reason
anyone know why i literally cant rotate the VRCWord prefab anymore
Sorry to be a pain, does anyone lnow what would cause this error?
if i upublish my world, does the stats like visits get cleard or remains everything the same?
build & test isn't letting me click it.
the pool prefab is giving me these errors...
Hi, does anyone know if there are any stylized toon water/waterfall shaders? Or how to tweak one of the ones in the VRC Prefabs to suit my needs? Im looking to add water and mini waterfalls that are windwaker-like
Everything im finding is using URP Shader Graph and not the Built-in Pipeline :/
whenever i try and publish the world litterly nothing happens
uhh so my world was working fine and idk what i did but now the texts and panels are showing throguh objects and i fixed the texts butthe pnels are stil lshowing
have any of you used the pool prefab vrcbce?
yes i have\
any idea what's causing my issue?
I am also having this issue.
Does anyone know why do my walls keep disappearing when I reach a certain part of the room or look at a certain angle?
...i can't even test my lighting because of the error the pool table is giving. >.<
coud be that your looking at the backface not hte frontface?
I dunno, when I look at it from a different angle it works fine (both tests are done in-world)
hrm...i wonder how you make a light source flicker like it's fire...
the way ive seen it done is animate the light source to be brighter and dimmer on a looped animation to make it flicker
Hi guys, can anyone recommend a tutorial on how to create a portal for teleportation from one world to another? I found several for internal teleportation in a single region but none for creating a teleportation portal from one region to another. Can you please help me?
Thank you in advance and see you soon,
Gianpiero
I broke something when trying to build and test please help Gianpiero first then please help me
Hi VoicIE, thanks! Nice to meet you.
Yes
how do i fix this
It means that it has lost the texture path. You have to open the folder and reload it from the original path.
Or drag and drop from the Assets window.
i readded textures and it started to disappear
the skybox has also disappeared
would it be easier if we talked in a vc?
Simply reload the texture by dragging it from the computer folder to the texture window in Unity.
I reloaded unity and stuff came back
It probably found the texture path on its own.
maybe
I just accidentally dropped a .unity scene file onto my VRC world scene - have I just lost all my work?
hey does anybody know how to change the gravity of a cube to make it heavier?
I'm running into a small issue with Jetdogs audio boost system. When someone is in the audio boost area, and a new player joins the world, it disables it for everyone else in the world, until the player being boosted, leaves the audio boost area, and returns. This only started happening after a recent update. Any ideas on a fix? I've double checked and nothing is set global, so I'm unsure why a player joining would reset it for everyone. Default is on.
Probably...I've learned this the hard way too. Try ctrl Z to undo your actions. I really hope you had a backup of your project. (Always make backups)
if i move vrc synced object to certain coordinate with a script is it guaranted to move there instantly
as other script is constantly checking its position and wondering if it would be laggy or no
is there a way to open 2 of the "project" view so youc an manage files in 2 directories at once?
figured it out
man this is nice
Thanks for trying to help, I just managed to figure it out - im new to Unity development, but I found a Scenes folder in my assets directory and it was in there!
how do i change this? also does anybody know why the world i made doesnt appear in my profile
i published the world to community labs today
what's the point of copying your scene to upload for android? is that only necissary if the quest version is different than the pc version?
Hey guys I kinda need help I bought a world prefab and it’s a zip file I can’t get it in to unity for some reason I’ll be in the vc in about 20-30 min can anyone help me?
Just realized there isn’t a vc
😂
When I try to upload my world, the scene starts to play and the build/publish window doesnt show up, has the SDK broken?
is it normal or a weird world setting i did that makes it so lighting gets noticably timmer when i can see the light source?
cyanemu stopped working after adding new script how i restore
is there a site or can you tell me the max poly count for quest worlds and pc worlds?
I saw 70,000 as a suggestion but that can't be the max
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what is likely the most perfor...
how do i properly get post processing to work
im trying to make it so you can have a option to make everything black and white
so my friend has been helping me make an avatar world and when i go to upload it, i get these 2 errors every single time. we have tried older SDK's, Newer SDK's, the latest SDK, Rebuilding it from the ground up 5 times, detaching the pipeline manager, and no matter what we do 90% of the time the SDK wont allow us to open the control panel. any ideas on how to fix this?
is there a way to increase the volume of sounds in unity? it's all the way up as is but ingame if my sliders go below 100% you can't even hear it
maybe it's just the audio itself? it's just a static room ambience
Increase the gain within the VRC spatial audio source
And add a VRC spatial audio source component if you haven't ^^' its required for audio to work iirc
I found looking up a real world db chart helped find the proper values
my console is saying something about android player is disabled, how do i fix this. im trying to make my world cross platform
well still waiting for help on the post processing and while i'm at it im trying to figure out how to make my tardis truley bigger on the inside. any ideas on how to do that? i want to make it so you can seamlessly walk in and out of it while the illusion its bigger on the inside is there
Hey is there a way to download a world, and then export it into unity? I want to turn a VRChat world into a Gorilla Tag map
no
sad face
is there a site where ppl upload maps so you can download and edit/modify them?
theres probably some free ones floating around that are fine to use but otherwise no. if you stumble across something like that, they're likely ripped
If I wanted to make something which displays a gif
what would be the best way to go about that
Poiyomi flipbook feature
this is just avatars from what I can see
I was looking for a world equivalent of this
my UI doesnt show up inside my world at all
There are. You can convert a gif to a Sprite sheet and animate through it
So, The hard cap is set at 80? Anyway to increase it for worlds?
Pretty sure there is no world polygon limit, things are just going to get unplayable at some point. Especially if it's a PC-only world, you can potentially get away with millions of polygons but there are a lot of other factors like number of materials, texture resolution, post-processing, shaders, etc. but I don't think there is a hard limit.
Can I put that over a material ?
You can make a particle animation from a spritesheet or you can just split it into frames, change the resulting textures to sprites in the import setting, and then drag those all into your scene which will combine them and generate an animation for you.
hey so if I wanna make an audio play when I get near an object do I just hit the "is trigger" box? does it need any udon stuff?
I assume yes but I'm not sure
Yes, it need an OnPlayerEnterTrigger (if i remembered the name correctly) event to play the audio
ok gotcha, thanks
Heya ! I wanna add a playlist for my video player in my world, but i cant find any videos on how to do it.
Does anyone know how to add one?
Hi, anyone know how to make a orb-camera? When the people put their camera they capt the scene of world camera. I try to make a production world. 
Is it possible to add bones to a pickup object? I'd like to make books that open halfway and flop around as you move. Pizza slices that bend and don't look like a piece of hard cardboard would also be interesting.
hey, how do i change this
Do u solve It? I wanna make the same
use the proTV prefab, can find by simply googling "proTV for vrchat"
this is possible through the dynamic bones package, but you will need to purchase it. unfortunately physbones are not in the world sdk.
yet, anyways. i think theres something that says they are going to add it but it isn't exactly a priority for world sdk
Yes, one of the other cameras took over as the main camera and I had to apply the post process layer to it
I jave a bit of another issue I need to figure out atm, but don't know how to describe it, and not at home atm to show screenshots
Do u have any tutorial?, Is my first time using cameras, my idea is make a orb-camera but i fon't found nothing atm
Honestly I don't truly know what I'm doing. I used a prefab from another user's patreon and adjusted it to fit my needs
Can u send the patreon at DM pls? 
Is it possible to create a cylinder collider? I'm trying to add a collider to a bottle but it has to stand up since, you know, a capsule collider (which is being used right now) means it can't stand up on it's own.
Would have to be a Convex mesh collider. Cylinders are hard/ expensive to do via math, so there are no math related collider for them
can someone link a good tutorial on how to export animations from blender to unity? I wanna have an object in my world animate but I'm not exactly sure how
like an npc I guess
Is a URL existing in an AVPro player classed as a "loaded" URL and thus will hit the rate limiter?
Do you know how to create the animation in blender to begin with? There may be a method that I'm unaware of but I don't think object animations can be exported from Blender to Unity so you have to do it with bones and if you have a character, it's often better to either rig the model in Mixamo and export their animations or if you already have a rig, to retarget those animations to your rig. Only once you get to that point are you ready to bring it into unity.
It's an option but I hear the animations take up a lot of space. Better to just stick a bone in your object and animate that or do it in Unity.
yeah i know how to make it i just dont know how to get that animation into the game
just a little idle animation so that it doesn't feel as stiff
If it doesn't need to be triggered, you can pretty much just change the FBX import type to humanoid which will create an animator for you and then you go into the animator window and drag in the animation which should be embedded in the FBX if you click the arrow on the right of the FBX in your project tab, it looks like a triangle with some woosh lines on it.
i'm having problems in my video player world where i can't click on the "enter URL here" search bar
Are you on PC or quest? I don't think Quest can generally input things
testing the map on desktop
when i select the search bar, nothing happens
or the little cursor doesn't appear
Either you're in a collider volume or the layer is set wrong.
i am having problems with importing the vrchat sdk to unity
I got it fixed now, thank you sm
Right now i am modelling a couch that i plan using in a world
but i wanna know for the amount of polygons i should aim for
the couch is set and done and according to blender it has 148,480 faces
it sounds like alot but tbh i have no idea if that is usable or not
okay so the animation shows up and plays in the little window and the component is here, do i need to add a controller?
Go to your window panel and into animation and open up the animator. If you drag your animation in there (if it isn't already in there) it should create an automatic transition to it from entry which works fine if you just want the animation to run on a loop
does this work?
It's hard to say what is too much because it depends on how much you have being rendered at once and other factors like materials and textures but that is a lot for a single piece of furniture, you probably want that down to 5k-10k at most and less than that if you have a dense scene or want it to run well on Quest. This is a good video if you want to reduce poly count while retaining detail https://www.youtube.com/watch?v=Yx9TvvnxCAM
We will go through the process of reducing the poly count on a 3d scan or a high poly mesh, down to an acceptable size, and then to bake a normal map and also a diffuse map in Blender. The model was downloaded from SketchFab
Support me on Patreon
https://www.patreon.com/Markom3D
SketchFab
bit.ly/37YudJ4
Node Preview Addon
https://blendermark...
ay thanks for the vid ima give it a watch
Does the "new animation" state contain the animation you want to play? Because otherwise it's unnecessary and might create problems, though I guess if there's no transition condition, it will move right into the second animation anyway. I would delete that and then right click the entry to create a new default transition to the animation you want to play if it doesn't create it automatically.
also i accidentally put the wrong thing there and had to correct it but now i can't get rid of the bottom connection there, is that a problem?
I'd just delete both of those and start from scratch at this point. You might have to reassign the default transition if it doesn't let you delete that state. You just right click on entry and there will be an option to assign a new default transition and you drag to the animation you want to play. You shouldn't have 2 animation states if you only want to play one animation.
That should work.
gotcha
how do i make sure its set to loop?
ok nvm
okay so it didn't show up at all
not even the model
i'm guessing it needs transforms applied maybe?
cause adding a box collider spawns it way over here
If you go into the animation tab and play the animation there, can you see the model performing the animation? It's possible the root location is being animated so they're going to a different part of the world.
apply root motion is checked if that makes a difference
the animation plays but depending on the camera angle she's just.. not there? and it looks weird. it wasn't like this when i imported it
I've heard that can help but I haven't had good luck with it. Is the animation happening at all in the world in the animation tab? You may have to edit it in Blender to remove those keys or you can copy it to a new animation in Unity (since it's likely read only) and then delete the root keys there. Were there issues with changing the armature to humanoid? That's just a quick way to set up your animation controller but maybe the armature isn't properly set up as a humanoid so you need to have it generic and create the animation controller yourself.
no it's happening, it played absolutely perfectly when i imported
Should be as simple as changing it to generic and then creating the animation controller in the project tab and then dragging that where the existing controller is.
ill try that
@vagrant shale thanks for the video bdw got it to 37k
still alot ima just remake it and keep an eye on the faces
37k could be a whole avatar lol
you're a god that was exactly it
it looks perfect tysm for the help
i mean this is still an issue but oh well
nah mate
high fidelity couch is where its at
can make it happen\
It's probably the hip bone that is controlling the placement in the world so if you delete those keyframes, you should be able the place the model where you want in the world and it will stay there.
okay i know this was from a bit ago but where do i find this
i wanna make the audio play automatically when i'm near the object
How do you setup a ingame live camera feed to a plane?
Can someone help me with music? I have one spot I want to play an ambience and the rest to play normal music, how do I do that?
Hey i was wondering if anyone knows how to recreate the bed in this world, i feel like ive tried literally everything and scoured through all the udon library and i cant find anything at all https://vrchat.com/home/launch?worldId=wrld_3448f7e4-79a7-4115-a44c-e6221174969f
Could you explain it so we don't have to see it ourselves? Is it a custom sitting animation?
So, how it seems is that it puts the avatar in a laying animation or state of some sort but keeps the x axis rotation of the view
Ive tried to figure out maybe getting the local players camera and applying a rotation in that way but i couldnt find anything that worked
It's basically just making trigger zones that turn one audio source on and the other off and vice versa, there are a lot of tutorials on that. Vowgan's usually a good starting point. https://www.youtube.com/watch?v=1QSbuwij_Xc
Here's how you handle player triggers, or areas that a player can step into, have a thing happen, and step out of to have something else happen. We're using this to showcase an object toggle, toggling UI controls whenever the player is near them.
As always, any examples and assets made during the tutorial are available to Patreon supporters. Th...
Thank you!
Is that fr all it is
Np, maybe watch this as well as it covers animations and you'd probably want to have an animation to have one audio source fade out and the other fade in if you want the transition less abrupt. https://www.youtube.com/watch?v=YuWbH5c9CBI
(Sorry, accidentally recorded this one in 1080p, whoops)
Two of my oldest videos, Contextual Buttons and and Door Animations, have both grown rather outdated, so I've combined the two into a brand new video to go over them!
Full Tutorial Playlist:
https://youtube.com/playlist?list=PLwEtUGCdQX7HMkFCVxiNvO4DS2CmHWbe6
00:00 - Intro
00:42 - Animat...
One Question
Will this affect the slider that I have already set?
For the volume?
Probably. It includes a bed script as well, you can read the description of the page. I've used it extensively but not the bed script portion. It should have it set so you can naturally lay down irl and be in the laying position in game as well, once you sit on the bed.
It will override it locally for that player, yeah. Isn't that what you want? Anyone not interacting with the trigger will be unaffected unless the script is global.
Alright, if this is actually it ill be frustrated and relieved at the same time because ive been meaning to buy this and put it in my world for some time now 💀
Thank you so much tho!
Good luck. Def join Reimajos discord if u have issues. He gives good support. Plz read description tho to make sure it's what u want
So I have a UI slider already for the volume of a song already put together. But I want a certain area to have a creepy ambience when entering that area.
The song and all of my Udon script for that song is done
I still want the slider for the volume
You could just turn one audio source on and the other off with the trigger but that would be kind of sudden. I'm not sure how to make a fade without adjusting the volume level.
I wouldn’t mind it be jarring since that area is sorta of a secret
how would i teleport a player when they touch a object rather then interact with one
trigger zone
ok thanks
can i change udonbehaviour use text with script
So I am trying to use the C# but I am not being able to auto fill or have certain text pop up like the guy and I followed him exactly to the tea....
I'm not sure what the issue is there but it's not so much important that you know how to do exactly what he's showing, just that you can get a trigger to function at a basic level. Then it's just plugging that into a set active node with your audio source as the instance and the set active value set to checked or unchecked depending on whether you want to have the audio source turn off or on. I guess in your case you want a toggle which is done like this with a graph. I don't know much about using Udon# from scratch, I mostly just edit existing scripts.
Do u have udon sharp?
Cause if you want to use udon in a c# format youve gotta get the u# compiler
I have nothing so I was following him using Udon Sharp on unity and then doing it from scratch?
I am confused xD
I just follow the tutorial lol
This is why I don't like tutorials >.>
He doesn't start in UdonSharp, though. Have you done the regular Udon version?
I did the one he did in the first part but he was like let's do this for vrchat
So I did
and now I have errors
Let me just do what I did at first
It did not work
I need help 😭
I think the UdonSharp stuff is just a supplementary addition to show you how it can be done in UdonSharp, you don't need to do that part.
It still didn't work
I hear my music everywhere like I had it before
It might be good to start with something simpler like a trigger to make a box appear so you can know whether the problem is with the trigger or with the function that the trigger is activating.
Okay. Let me try that
Nope
Still didn't work
The cube appeared and now won't disappear
This is my Udon Graph
Hmm, that's a little odd, and the references in the inspector for the udon behavior on the trigger area are referencing the right object? It seems like one half of your graph is working but not the other half.
There's a reason he adds all that code in the middle but you could try removing all the stuff in the middle and just connecting the arrow on the trigger nodes directly into the setactive nodes and see if that works any better.
All this stuff
I guess that checks to see if the player entering is the local player but it should technically work without it.
Where should I connect the PlayerApi too?
Still didn't work
Appeared and then stayed
You wouldn't connect the api to anything if you deleted that code. Might be worthwhile asking about this in #udon-general since that's where the Udon people tend to be. Just post your graph and what's happening.
Okay. I just didn't think this would be that difficult 😭
Triggers are kind of finicky. Buttons are simpler but that's not going to give you the functionality you're looking for.
how to i get mp4s of my choosing to play in vrchat
You want to play videos? I don't think you can play local videos and even if you could, having entire MP4s in your world is going to make the size huge. You want something like ProTV and then you want to upload your videos online.
how do those movie worlds even work then? do they have connection to a server or something?
those you dont even put in a url. you just select the movie they have press play and the movie just starts
ls media has their own servers
ahhh ok thanks
Yeah, they have the URL loaded up that connects to where the video is stored. Youtube can be a bit problematic and you have to use a program like youtube-dl to get a specific format and then you have to put that through a link resolver, at least for it to work on Quest. You can also use VRCDN but that is only for files you own the copyright to and I get the feeling that isn't what you're looking for.
If you want to have movie night, I'd just got to one of the worlds that already has that, they've done the hard work for you and it is pretty hard work.
well any idea how i would upload a gif then?
Use a program to split the gif into individual frames (they're out there), drag all of those frames into your project. Make sure the texture type is set to sprite (2D and UI) in your import settings and apply. Drag all of the frames into your scene and it will ask you to create a new animation. Call it whatever you like and you'll have a frame animation that will loop that you can play in the animation window.
ok
Getting a wall of errors that look like this when I try to use QvPen. I have other Udon scripts in the world that work fine. Any ideas?
I do have both the SDK and UdonSharp installed.
I think I've seen those errors before but I don't know if they got resolved. Might just be a problematic prefab 🤷
does anyone know why udon sharp is giving this message? I imported it and updated the sdk, i feel like its just something i need to download because of the message.
Found some pretty important-looking errors. Anyone have any idea how to solve these?
What is this? I am trying to Build &Test and I get this error
Can someone let me know what am I missing here? ☝️
Please and thank you
I fixed it, thanks ghostly folks 👍
👻 What did it? I would have helped if I recognized the error but maybe you can let us know so we'll know what to do in the future.
What’s the easiest way to make a small area pitch black in vr? I still see lines while I’m in vr
It looks pitch black on a picture and on desktop mode but not vr
Is your environment black? I'm working on a show that is pitch black right now and it looks it in VR but I'm also using realtime lights which might be part of it.
Like my skybox?
My skybox is bright blue
Yeah, skybox should be black, all the intensity stuff should be at 0, all that stuff..
I have windows so what’s a way to make that area dark then?
Because I have a skybox because of the three windows lmao
You could make a fake skybox and make it unlit so it doesn't need to have any light on it to be visible
How would I do that? That’s something new for me. 😅
Hmm, it might help to have an animation controller on it. I don't know if that matters but I always use one and don't have issues 🤷
That method is deprecated and doesn't work for worlds anymore. You must use an animator.
Thank you
should this suffice?
If you just need it to play automatically when the world loads, that should do
oof, now it wont even play in playmode
That isn't really what matters, though. Does it play when you build and test? Is it set to loop? Should it be?
Can you post the inspector on the object with the animation?
For this, can I make a cube in unity or should I do this in blender?
I would use Blender because a cube by default is going to have its normals on the outside and be invisible from the inside and you want it to be the opposite which requires flipping them. Or you could just put flat planes in front of the windows, that could work for your case as well if you just want the feeling that there is something outside.
Could I do that for the small room instead?
Whenever I try to upload my world it forcefully plays the scene and doesnt show the uploader page
the SDK says i need to add a VRC Scene Descriptor even though i have one
the SDK is also saying this
even though I have a published previous version of the same world live on vrchat?
Have you done the easy things first, such as restarting unity?
yessir
Check console for errors when not in play mode
Ensure you only have one scene open in hierarchy
Double check for extra descriptor
i have 1 caution for media players not having automatic resync
but even with the media player stuff removed entirely
it still does it
its definitely the only scene and descriptor
No, I meant, do you have errors in your console? Not your SDK window
Hi!
I have a simple question.
I just tried using a world from the asset store as a base for VRCHAt world
everything works except for wind effects
are vertex moving shaders not allowed?
or is there other way of adding such shaders?
thats what im aiming for
Testing links for Quest and PC since the link I used doesn't work anymore
This also happened when I updated my world, weird
This seems like an easy question but I can't find an answer - How can I get if a collider collided with a Player?
Has anyone used ProTV or any video player that uses playlists recently? Every guide says to just pop the urls in under playlist but there seems to be have been an update and it just isn't there.
Try clicking those 3 dots to the right of the udon behaviour and then find modified component -> revert modified component. I had to do that a few times getting my ProTV set up. Techanon;s Discord is also a good place to ask about this stuff.
Thanks, I'll give it a try. Currently reimporting everything because of errors. I was in the discord yesterday and it was pretty dead so I wasn't sure if I had a chance there.
There's not a ton of chatter over there but if you ask in the help channels, you'll generally get an answer
Now re reading this, so having that for the room that is pitch black would work. It would be just for the windows right?
Yeah, just use an unlit material and make the actual texture dark or else if the plane/cube isn't getting any light, it's just going to be black.
Using the latest VRCSDk, even tried re-importing. The only thing that strikes me odd is that there is no drop-down for the Scene Descriptor. I can't run test builds or publish.
I don't recommend trying to make your own Scene Descriptor object, just delete that and drag in VRCWorld
Does anyone here know of a proper in depth tutorial for creating custom UI panels in VRC? I want to take a crack at making a settings menu for my theatre world.
I meant to re-name it to VRCWorld, but regardless of what I do with it, the contents for the Scene Descriptor in the inspector isn't showing up.
Don't rename it VRCWorld, use the actual VRCWorld.
Search your project for it.
VRCWorld contains all sorts of functionality your Scene Descriptor object does not and is probably the source of your issues but if that doesn't fix it, we can go from there.
how to change player speed in udonsharp
Your question has already been answered in the correct channel
Does anyone know the reason for the "one remote URL every 3 seconds" rule? It basically breaks anything that uses remote URLs, even if it's not playing it seems. On that same note, does anyone know a solid way to have audio players not have the URL present until it's needed to get around that issue? (without having to write something manual to handle it)
Much better. Thanks
I'm used to inputting it all manually.
Np, I think the error should just tell people to add VRCWorld rather than a SceneDescriptor as I'm still not sure what the benefit would be of not using VRCWorld and it's the source of a lot of confusion.
does anyone know what happened with my SDK?
Your console is probably causing that, check the errors
not really understanding any of this
Delete the Standard Assets folder. It doesn't play well with VRChat and that's your only actual error, the rest are just warnings and shouldn't effect your ability to build.
Specifically, it's the scripts in Standard Assets that are the problem so you can just delete those but it's probably just better to move any models or materials you need out of standard assets and delete the folder to make sure you got everything.
I deleted them, but the builder still wont show up
Do you still have errors?
yeah but never mind, I reinstalled usharpvideo and it came back
Is there a way to add muitiple videos into the video player
for example one video can play but instead of loop it finishes and goes to the next video.
id like it for the next video to loop
Sounds like usharpvideo is the problem, then, but I don't use that so I can't really help there.
ProTV has a playlist but it would depend on the player you're using.
i want more then this video url
theres no like script to add muitliple video player urls and select the udon order?
any one know how to fix this?
is there a way to make the fake window effect? my room model has no windows but I kinda wanna add one and I figured that would be the easy way
Both of those errors are coming from the same script to presumably if you deleted that script, those errors would disappear but that could potentially create other errors. I would copy the file to another directory and delete the script in that directory.
redirect to #avatar-help
try proTV or even usharpvideo, ive never gotten wolfe to work properly at all
playlists on those are built in
how do i sync up a animation that is set up like a door trigger.
with late joiner scripting
Mm might give it a try, thank u
I need some help
if anyone can help let me know
You can sync simple animations like the state of a door with a synced bool* variable. How does your script looks right now?
well i dont have acsess to the project right now. ill have to take a screenshot later
but i did have a animator linked to a bool
A bool with "unary negation" that changes the value of the bool each time you click on it?
The basic idea of "synced" variables is: When you click a button.. transfer ownership of the script the the person clicking the button. Then the new owner of the script (the person clicking the button) can make changes to the value of the "synced" variable. After that you call "RequestSerialization" which tells everyone that the "synced" variable has changed and that they need to update the new value.
1-Take ownership.
2- Change value.
3-Send the new value to everyone.
This is a basic picture of the graph with a synced variable. In order for this to work, make sure you change the "synchronization" type to "manual" on the script (red square on the picture)
I hope this helps in some way
thanks!
is it normal for unity to hang a little bit on model files when using the VCC to migrate?
hi, does anybody know how the effects for world miniature in the camera test world. Or the kaiju platform world are done? im having a hard time finding info about this online
Is there a way to test worlds without an internet connection?
Hi I'm new to unity and i'm having a problem with something like udon graph
I tried to google it but i didn't find anything
How can I fix it ?
And how can i google the errors if i have one ?
I only just import the SDK and nothing more
Disable error pause, restart unity
So it isn't important ?
It's important, that's why I wrote it.
All scripts should work, and not stop at the slightest error.
Quick question, whats the max size limit for quest worlds? I remember it was 100mb, I heard someone saying 200mb now. Can someone confirm this?
100mb
Does anyone know of a scroll text thing for like world updates? Im looking for like a scroll bar text thing to put on something so I can just put world updates on it...but not sure were I can find one..any help?
I dont know where to post this, but I managed to create a HUGE world. It has a large mountain you can climb, some grass that flows in the wind, and its great to explore. Critiques and reviews would be great
sooo i feel like im missing something. I added props to my world but when people interact with them .. you cant personally see the other person pick them up. like the object is set to private for each person. is there a way to fix that? if this question makes sense...
Each pickup needs the component vrc object sync added to it. This component should be on the same part of the pickup as the pickup script.
SDK3 Version Used to sync transform values of a gameObject. It has one option. SDK2 Version Used to sync transform values of a game object as well as animations using animators. Actions available via Triggers RPC's are available via the SendRPC action
oh thank you!
would this have player pickup to? I saw a world with that. it was fun.
I'm having the same issue, "Build & Publish for Windows" just runs the scene, did you manage to figure out the issue?
no sir still trying to figure it out myself, not sure whats going on - ill let you know if i figure out any solutions
Ahh, thanks for replying, trying to figure it out too, will post here if I find a solution
Hi there, I am having an issue with my SDK3 for VRChat. I'm using the Current Version (2019). I keep getting a message with "VRScene Distributor" Needed to Upload. I'm quite confused! Could someone give me a hand (: Thanks!
Do you use ProGrids? Trying to see if we have something in common that could be breaking it
I'm new to the World-Development side so I have not used ProGrids yet. I tried uninstalling/Reinstalling to see if that would Correct it.
nope
Did you change "Unity Version" in your VRC Scene Descriptor?
i did actually yes, i replaced the SDK and had some issues remounting the world ID - one of the things I did to get everything set back on track was manually readd the world id and unit version
i assume you mean this one just to be sure?
Ahh, I too changed the Unity Version to the correct one, tutorials said not to do this
will removing the version fix it at all?
testing now
fingers crossed
Tried deleting it, and separately Reverting it, neither worked
It just re-set itself to 2019.4.31f1, so in theory this must be right
its the current version so it makes sense
i wonder why tutorials advise against manually setting it
Thank you @stone marsh
Me and multiple others it seems are unable to upload our worlds. I'm at a loss. Does anyone have any idea what could be wrong?
- In the VRChat SDK window, I click "Build & Publish for Windows"
- Instead of loading the upload interface, the scene just plays, as if we had just pressed the play button.
There are no errors in the console.
Additional information:
After the scene has played, it has a blueprint ID and the VRChat SDK window displays this:
What comes up in the game tab?
Also quick question for anyone, If I dont want my pickupable objects to be affected by other objects or gravity what do I turn off or select in the inspector?
Just the same thing as what would come up if you clicked Play instead of Build & Publish
Huh weird, did you try just exiting off unity and reloading?
Indeed yes, tried restarting Unity
I've tried resetting the VRC Scene Descriptor, restarting Unity, adding the scene to Unity's build settings, & unchecking "Future Proof Publish", and there are no console errors
How do you make an unlit material?
There was an update recently for the sdk that kept me from uploading, are you up to date on the sdk version?
I'm on version VRCSDK3-WORLD-2022.06.03.00.03_Public
Are there any errors possibly in the console?
None at all, completely clean console
How do i fix UI sticking through walls? protv and my own custom ui are sticking through the walls
Well I solved it, that was an interesting one
In the material settings, you can find the shader type at the top.
It turns out that if you have a Canvas with Screen Space Overlay turned on, the Canvas actually overlays the upload UI so you can't see it 😂
I solved this by making the Canvas be disabled by default, and then enabled by pushing a button in-game. The canvas is for filming.
@leaden cipher
Well the unlit material at least won't receive any light regardless
Is that actually happening in game? It does that for me in the editor but doesn't actually happen in game.
anyone know how I can make something in a world orient itself to face towards the local player?
or face away
still didnt work, udon is a pain
Did you change accounts? That's not an Udon thing, it has to do with publishing to an ID from a different account than the last one it was published from. I don't know how to resolve it other than detaching the blueprint in the pipeline manager and publishing to a different ID or publishing to the account associated with that ID
It's annoying but otherwise anyone that had your world ID could override your world with their own.
amazing!
could you explain how to fix that possibly
In relation to Udon Networking. I desire a button that allows me to whitelist users who click it. I want to make a room off in the distance for my friends only to access in private times if we are all in a friends instance. Sometimes, you want to break away from a busy world (like mine gets).
And I'd love to have it whitelisted for specific friends only (a button).
So me, and specified friends who click it can teleport, like VIP.
How to cycle through an array: https://youtu.be/s3mZ7SLfmzI
Here's a tutorial on how to create an Admin/Vip Room that only admins and/or Vips can enter. This does require you to add them to a list when building the world, and it is case Sensitive so do keep that in mind.
This same method can also be used for those of you wanting to make anythi...
@bold ibex this might be an option
Oh beautiful! Thank you so much for the fast response. I'll get to that!
I was a dumb dumb and searching the wrong keywords.
it didn't work
Are you able to click on it and it changes for you but not for everyone else? Can you show me your script?
it changes for me but not for anyone else.
ill have to show tommorow as i am not at my pc
I forgot how to use the pedestal could someone run it by me rq on how to use it
You don't want that one, you want this one. You basically just place it and add the avatar ID
Hm the tutorial was helpful, but that was for a door access to VIP. Is there a similar method for a TELEPORT to a VIP room?
i need help making the mirror transparent, is that possible?
How do I make an object not effected by gravity or other colliders? I want pillows you can stack for a fort
anyone know whats happening here
Did you move or delete anyfiles when uploading?
your message was hours ago so i apologize for the ping but this video might help too https://youtu.be/ZcwdAgZywDQ
Here's a quick tutorial covering how to teleport a player via a button. It covers both how to do it for just the local player, but also how to teleport everyone to a location as well.
So hopefully this is helpful. As always, if you have any questions, feel free to ask in the comments bellow! ^^
player_bush has a lot of udon tutorials
Yeah, so I just deactivated it with the little checkbox, then put a button in my world where if I click the button, it activates the canvas
Does anyone know how to use TeleportTo to teleport a player? It appears to work when running the game with just myself, but when running with multiple people in the world it does nothing
Not really, can you post your errors?
Both the SDKs should contain everything you need, not sure what your issue was with the avatar SDK
In that case you do need to get the Cinemachine package. Why you don't already have it, I don't know. I've never had to download it for a new project but that should clear it up.
Beginner Question:
I modeled a room in Blender with a lot of duplicate objects.
Would it make a difference size wise if I make those objects separate files, and import, duplicate them in Unity?
Filesize wise, no, but performance wise, yes
It's a bit more complex than "Less individual objects = better performance", but if you can join the meshes of static object in places that are often seen together, then it's good practice
I feel like im on crazy pills, Ive made a million mirrors but for some reason this button in particular just disappears when I press it and not the mirror, any clues why?
Because the variable you're referencing is the button
Drag the mirror from the inspector to where it says Self
huh weird thats what I initially did
Dragging the variable into the graph rarely properly assigns the variable, you usually have to drag it in there.
cool beans, thx krampus
One of the errors is about post processing so you could try getting the post processing stack from the package manager
i spent 2 hours doing this thinking i was insane
it turns out when the scene starts the "play" cycle
my unity was spawning an invisible camera
im going to launch a nuclear war
Gotta love invisible cameras 😆
when you click on the sdk at the top is there an option to open control panel?
yes
You have zero errors to fix. Press the clear button
Why is the Unity lagging for 24 hours after I click builder?
Restart unity
Ensure future proof is disabled in the settings tab of the sdk
Do you have a bad computer? Laptop?
Would honestly need more information regarding your project and what exactly you mean. Could be a very, very long list of things depending on many factors
The SDK is badly made and has a check that runs and cycles through EVERY COMPONENT ON EVERY GAMEOBJECT every single time you click into the SDK window. It's fine on small projects but will outright kill Unity for seconds/minutes on large projects. Even moving the mouse out of the SDK window and back in will trigger it to run again so you can easily get yourself stuck in basically a hard lock unless you edit the SDK to remove the stupidity. To see if that's the issue, go to the builder tab, mouse over the build button AND DO NOT MOVE THE MOUSE. Eventually the button should light up, in which case this was the issue. Problem is it'll repeat that process every time the mouse moves into the builder window, it's painful.
You'd need either an exceptionally bad computer or an exceptionally terrible project for something like that
I have neither and I've seen it happen a lot. It's the duplicate name check AFAIK, it does it in a really bad way and as I said, re-does the check every time you mouse into the builder window, it's horrendous. You'll reach a tipping point eventually and the problem will get exponentially worse.
Odd. Never experienced that despite my projects/world's being fairly massive, dozens of world projects and years of doing this. But I have a good computer. Regardless. Point is. Not enough information to really make an informed opinion on "why unity lag" lol but never know I suppose. More info would be nice tho
Yeesh
Standard assets isn't supported, you need to remove the standard asset folder and any trace of it elsewhere. There may be some stuff in the default scene folder as well.
Clicking the error will highlight the script that needs to be deleted. Any error that references standard assets needs to be deleted
No, the contents of the folder. Specifically the scripts listed in your screenshot, was
here it is
You're a bit confused. But it's okay. I'm glad it worked regardless lol
Good luck! :)
how many gb you have
i only have 16
Your computer is honestly pretty much the bottom tier of what can run Unity. So there will be a lot of potential things that can cause lag. It's not purely your memory. More. Your CPU with no discrete GPU. Without a gpu you'll..... Struggle.
Not saying it's not possible. But as your project grows your lag may become unbearable. Keeping your project as simple as possible, limited draw calls, limited shader effects, limited poly count, etc. Will be your biggest saving grace.
Are you seeing an error or something? Always best to go to console. Hit clear, then screenshot all of the red stop sign errors that remain. Show the entire console.
There are tools that can help you, but often just quickly clicking through everything is quickest.
First. Remove the "Sample Scene" from your hierarchy. You can right click it, and click remove.
It's not gonna really help u with anything
Hey, what's a good resource for VRC world models/assets/prefabs nowadays? I'm specifically looking for water/ocean assets now, but I wanna find a good general resource.
Booth, Gumroad, GitHub.
Booth is easily #1 for vrc assets, shaders, etc.
also build in unity store has a million and 1 assets, but no guarantees they dont have a million polygons and are completely solid objects
Project ideas destroyed.... because unity won't work....
unity works. like merc said, your PC is the bottom tier of what can handle unity
you can still make worlds but your project needs to be basic/simple, no fancy shaders, no high poly models, optimized as much as possible
if you really want traction in your world youre going to want that anyways otherwise it will be crash city and forget having quest users
does anyone know how to make a 3 way toggle? (it might have a diffferent name but i dont know it)
if thing 1 is on, thing 2 and 3 are off,
if thing 2 is on 1 and 3 are off, etc
(btw i dont know anything about the actual scripting so the connect boxes would be better lol)
this is what my toggle currently looks like
double click something small in the heirchy
try double clicking the camera in the heirarchy\
maybe i usually just double click something small and it fixes
F to focus.
Your scaling may also be way off on everything.
Spawn a Unity Capsule. The capsule is the size of the player collider. Judge scale based off that.
Got a question can I put nsfw stuff in a private world?
not-safe-for-work is not allowed on the platform at all
Kk thanks
That's a toggle but you can also set something to just turn off or just turn on if you just use the checkmark in the set active node without the getactiveself and the unary negation node. You can also create a block node which allows you to create additional branches.
Let me know if you can't get it, I can show you how it might work but those are the building blocks of that sort of a system, just have every button set the active state of thing 1 to on and things 2 and 3 to off and so on for the others.
So you know how to make a system that if you click one button it turns others off?
Let me set something up, just a second
It's basically just this, have one of the setactive nodes be checked and the others not be.
That's a local script, it can be networked with a standard sendcustomnetworkevent node, and if you want to have it synced for late joiners, you're going to have to get more into that but that's the logic, anyway,
Windows button at the top
so i got it to turn off the other 2 objects but for some reason the main object wont toggle on
the middle one is the one im trying to turn on
Are your references all set correctly in the inspector? There's nothing that should be different about the functionality other than it being on vs off
yea its set
I don't know, the only thing that comes to mind is maybe a parent object is turned off? That would keep any child objects from appearing but otherwise I'm not sure.
hmm alright thanks anyway though this is a major step in the right direction lol
What types of objects are these? If it was something like an audio source, it's possible you're not noticing it's on because the perhaps it's muted or if it's a visible object, perhaps the mesh renderer component is disabled. If you just leave it on by default, can you see/hear it?
they are meshes
ok
so i got it to turn on but now it wont turn off XD
hang on i got a fix
alright well i got it, thank you so much for the help, i appreciate it a TON
Great, glad to hear you got it.
does that help?
