#world-development

39 messages · Page 143 of 1

vagrant shale
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But if you wanted anything in there, you could have just deleted the scripts because that's all it didn't like, you didn't need to delete the entire folderr.

wooden merlin
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do i need to do something to make my world into triangles?

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...crap.

left rain
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you need to export binary FBX, not ASCII FBX

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it should be in the export settings for sketchup or whatever you're writing from

wooden merlin
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not an option. is ther something that's better?

left rain
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are there no additional options in the FBX export?

wooden merlin
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nop

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oh there's an options button

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i'm blind

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oh there's a triangulate all faces option should i do that?

left rain
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no need

vagrant shale
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I think Unity does that on its own so it doesn't really matter

wooden merlin
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no binary option... >.<

vagrant shale
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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

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There's also an Autodesk FBX converter tool but I get weird results with that.

wooden merlin
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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.

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didnt' people used to always export as obj to import into blender? why's that not the standard anymore?

vagrant shale
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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.

wooden merlin
vagrant shale
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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.

wooden merlin
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AFAIK i didn't do any rigging...is rigging a thing for worlds?

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what's dae?

vagrant shale
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Not generally. You can add bones to anything but rigs are usually for characters.

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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.

wooden merlin
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pedestal warp effect?

vagrant shale
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I dunno, maybe with a different material but I'm not sure I've ever seen a normal pedestal with a different material.

wooden merlin
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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?

vagrant shale
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Pedestals are just a prefab you drag in and assign an avatar ID, it's the avatar creating that's the tricky part.

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Or do you mean like physical statues?

stone marsh
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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.

wooden merlin
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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.

vagrant shale
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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

pearl plume
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The Bake keeps saying "Baking" then restarting

wooden merlin
vagrant shale
stone marsh
pearl plume
wooden merlin
stone marsh
somber heart
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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...

fallow nova
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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!

wooden merlin
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first is sketchup...second is blender import from dae...wtf?

pearl plume
wooden merlin
vagrant shale
pearl plume
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I can try

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is that gonna ruin the lighting tho?

vagrant shale
vagrant shale
fallow nova
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Cool idea though!

wooden merlin
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i only thought of it cause people did it for tabletop simulator.

vagrant shale
fallow nova
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Not a bad idea at all. But gotta agree with @vagrant shale Could be low Low res?

wooden merlin
vagrant shale
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I don't even know if Sketchup creates proper UVs or if it's something procedural, might need to do your mapping in Blender.

wooden merlin
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does blender have a pivot on camera option? in blender*

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PoC is way better for worlds than PoF...funny that it's the opposite for avatars.

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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...

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no idea why this grey is intruding on everything...

stone marsh
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Press F to focus on an object. Focusing sets the distance you can get to an object.

Oh woops thats blender. Press .

wooden merlin
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f isn'te doing anything noticable.

stone marsh
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I read the post before looking at the image. Just ignore my post

vagrant shale
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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.

wooden merlin
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screw it i'mma open the fbx in unity since it has that fly mode camera.

cobalt prawn
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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

vagrant shale
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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.

wooden merlin
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...hrm...this is just strange...there are entire walls that just don't render from inside the world but then do from outside it...

rain shadow
wooden merlin
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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.

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and it looks like some of my faces are also "backwards"

vagrant shale
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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.

wooden merlin
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...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.

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wish i would have caught this error in the first place. maybe it wouldn't have taken as long to fix. >.<

vagrant shale
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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.

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Do you want to know how to do it in Blender?

pallid hazel
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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

wooden merlin
wooden merlin
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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?

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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?

undone dome
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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.

vagrant shale
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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.

undone dome
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I just deleted it and the folder itself.

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It's now spitting out another error. ._.

vagrant shale
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Progress! ||Maybe||

undone dome
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Now it's saying the pool table in my world is having issues.

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Alright. Everything keeps saying UdonSharp.

vagrant shale
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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?

undone dome
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Yep.

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I've even reimported that.

undone dome
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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

vagrant shale
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You're the first person I've seen try to troubleshoot with regedit but I can't really offer any insight there.

undone dome
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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.

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:(

plucky knoll
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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?

wooden merlin
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why would the fbx have exactly 100 more faces than the skp?

vagrant shale
undone dome
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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.

vagrant shale
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There isn't one fix for all compiler errors, it depends on what you have. Does this new project have errors?

wooden merlin
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hrm...do i have do do something special with my world to get collisions working?

cobalt prawn
cobalt prawn
wooden merlin
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can i just say "hey if thre's mesh there collide with it?

cobalt prawn
cobalt prawn
wooden merlin
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the probuilder tutorial there was no setting up collisions so i assumed mesh collision was on by default.

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and what do i need to set?

undone dome
cobalt prawn
left rain
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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

cobalt prawn
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And then it will automatically take the form of that mesh

wooden merlin
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oh right, is there a quick and dirty way to just make all surfaces illuminated so i can check for more mesh errors?

undone dome
wooden merlin
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um...i seem to be like 5 inches tall in the emulator...

cobalt prawn
cobalt prawn
wooden merlin
cobalt prawn
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Right but you exported from sketchup right?

wooden merlin
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ok yeah i exported at 1 meter units.

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well actually 1000mm units

cobalt prawn
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Right and maybe what sketchup considers 1 meter is different from what unity considers 1 meter. This happens between programs

wooden merlin
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so i have to figure out in what way it's off and rescale it?

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does unity have a measuring tape?

cobalt prawn
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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?

undone dome
# left rain 1.) did you install u# before any other dependencies or prefabs besides sdk3 2.)...

So the new project now loads sdk3 properly but didn't write any SDK3 keys in registry.

  1. I installed SDK3 immediately and nothing else before or after.
  2. I got the U# package from https://github.com/MerlinVR/UdonSharp
  3. 2019.4.31f1
GitHub

An experimental compiler for compiling C# to Udon assembly - GitHub - MerlinVR/UdonSharp: An experimental compiler for compiling C# to Udon assembly

cobalt prawn
wooden merlin
wooden merlin
cobalt prawn
cobalt prawn
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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

wooden merlin
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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...

undone dome
wooden merlin
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...need to look up...there's seriously no measuring tape tool?

undone dome
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And I also converted anything inches/cm into meters.

cobalt prawn
wooden merlin
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...even word has a built in measuring tape... >.< wtf?

cobalt prawn
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I mean, unity has a grid, it has coordinates, you can use stuff like progrids if you want more flexibility from that

wooden merlin
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actually i just noticed this grid...i assume the markers have meaning. and it seems like the door is exactly 4 of these tall...

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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.

undone dome
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I fixed it... I just removed a folder 'SampleScene'

wooden merlin
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can i invite friends to a world i used build and test on?

fathom spear
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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

pulsar oak
wooden merlin
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what shader is good for worlds on quest?

silk crow
left rain
# wooden merlin 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

wooden merlin
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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...

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grabpass? is that anything like the stencilpass stuff in poi?

left rain
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grabpass is typically used for screenspace effects shaders, things like water refraction. quest hardware won't support it.

wooden merlin
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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.

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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...

left rain
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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.

wooden merlin
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but again they have to opt into each and every avatar anyway and most apparently don't unless you're friends.

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i don't suppose there's numbers for the "limit transparency" and "limit materials" bit?

left rain
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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

wooden merlin
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do people get the pool tables out of the sdk or from somewhere else?

left rain
wooden merlin
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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.

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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?

bold ibex
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anyone know how i can remove this symbol from text?

jagged ledge
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Hello VrChat friends, I have a question. Can I Update a World that I published in VRChat or can I upload it once?

lapis willow
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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?

honest copper
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cool glitch effect at co-ords 999999X 999999Y 999999Z

lapis willow
honest copper
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gets especially weird if you move the camera

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of course not without a SLIGHT cost

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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

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I'll come back when it's done

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GIF finished

gaunt egret
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is there an issue or

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you're having all of the current errors i can see because you're far from 0 0 0

honest copper
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yeah

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so apparently don't build worlds at those co-ords if you expect it to work XD

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I am having issues with not being able to compile the .dll files on my mac though

gaunt egret
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using wrong version of unity anyways

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mac isn't a supported platform so someone else is gona have to swoop in lol

honest copper
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olk

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*ok

gaunt egret
jagged ledge
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Hello VrChat friends, I have a question. Can I Update a World that I published in VRChat or can I upload it once?

near escarp
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You can update it as many times as you want !

jagged ledge
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i have heard that I can only one world per week publish. How often can I update published worlds?

vagrant shale
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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.

jagged ledge
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Thank you Krampus 😉

jagged ledge
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hey VRChat friends, Can someone please tell me why this colour is so pink instead of the original colour?

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This is a screenshot in VRChat. In the Unity Hub Editor is the colour normal

vagrant shale
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That color means there's something wrong with your material or it's using a texture it can no longer find.

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Possibly a material that doesn't play well with Quest

native moon
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anyone know why unity crashes when importing the vrchat sdk?

vagrant shale
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!outputlog

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

vagrant shale
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Maybe check there?

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Though that might just be for app logs, not sure where you check Unity logs outside of Unity.

jagged ledge
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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. ?

vagrant shale
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I don't see how that would cause an issue with a material. Are you using the standard shader? Any textures?

jagged ledge
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I used the model and the material (for the colour). what is the legacy shaders?

near escarp
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Whatever your material is using to display the textures

jagged ledge
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sorry, i don't know how I can solve this display error. Do you have an idea how to fix it?

vagrant shale
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Change the material on that object to use the standard shader

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If you click on the object, you can see the material(s) towards the bottom

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At the top of the material settings, you can find the shader.

wicked sparrow
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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

glacial panther
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gamers, anyone here uses UKeyboard? I was wondering if it was possible to sync the portable keyboard chat with the fixed version

jagged ledge
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i clicked on the object and this is to see. I can not find a shader or material settings

glacial panther
vagrant shale
vagrant shale
wicked sparrow
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@vagrant shale the outside is quite dark all i want is a transparent panel thats shows the room

vagrant shale
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Looks like you already have some transparency, you can just increase it if you want it to be more transparent

wicked sparrow
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@vagrant shale oh i see where do i increase it

vagrant shale
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You click into the color to the right of albedo and then lower that A value below the RGB

wicked sparrow
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oooh ye

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i just found out

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stupid question thanks

prime cliff
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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

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hulp

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what could i have done wrong?

vagrant shale
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Are you handling the door movement with Udon or by triggering an animation?

prime cliff
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i am not sure? it is over animatior but uses udon graph

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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...

▶ Play video
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not doing the locking part

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so i just skipped those parts

jagged ledge
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Yes, I clicked on the object

vagrant shale
prime cliff
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no the animation is fine

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and worked until this part

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no angle there

vagrant shale
# jagged ledge Yes, I clicked on the object

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?

prime cliff
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the animation still plays correctly but angled now

jagged ledge
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For you I have made a screenshot of the editor

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wrong screenshot sorry ...

prime cliff
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(also cant interact with it like in the video)

jagged ledge
vagrant shale
vagrant shale
# jagged ledge

Post the hierarchy on the left when you have the object selected.

prime cliff
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didnt change anything between so wouldnt know how it would have

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but it did??????

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i wasent even in the window anymore

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okay so the animation works again thanks

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juuuuuuuuust still cant interact with it T_T

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(ingame while testing)

vagrant shale
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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?

prime cliff
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dunno he makes it for the lock and then it instanly works

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maybe i missed somethingggggg

vagrant shale
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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.

ocean crag
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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

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clean slate

prime cliff
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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

ocean crag
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I've saved multiple times too

vagrant shale
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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.

vagrant shale
ocean crag
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the issue is my whole project is gone

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is there back up files I can look through

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like i said ive saved frequent;y

vagrant shale
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It seems you have a scene file in there, is that what we're looking at?

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Is SkyShip_Scene the active scene?

vagrant shale
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@limber panther You know about this?

ocean crag
vagrant shale
jagged ledge
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as you wish, I have posted the screenshot of the herarchy

vagrant shale
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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.

limber panther
vagrant shale
# ocean crag yes

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.

ocean crag
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I mean I only put the name in the project name when I create the world so probably is untitled

prime cliff
vagrant shale
limber panther
prime cliff
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sure hope it will

jagged ledge
prime cliff
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just redoing animations

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wanted to launch the world latest yesterday T_T

vagrant shale
ocean crag
vagrant shale
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You can also search your project for scene files and go through them

prime cliff
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play so it opens normal in the animation menü

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I press on play to test it aaaand

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whyyyyy

ocean crag
vagrant shale
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It's possible the animation is on the wrong object so the pivots are wrong but that's just a guess

prime cliff
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just deleted everything and gonna redo it

limber panther
# prime cliff 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..

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also might be worth while selecting both nodes, and 'right-clicking, both tangents, liner'

prime cliff
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seen that the pivit was rotated differently now, do you mean that? (sorry im kinda tired/brain burned out again)

limber panther
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possibly...

prime cliff
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just rotated it back will now redo the stuff

jagged ledge
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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.

prime cliff
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III just gave up for today cause today is already another day

candid pumice
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Can anyone help me understand what this means, and what I need to do to fix it, if anything?

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It is in reference to ArchiTechAnon's TV using slim controls.

vagrant shale
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Is it causing any problems? Do you have the newest release?

wicked sparrow
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my avatar is very dark anyways to make this look brighter without addin more light.I would like the walls to be dark

near escarp
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Di you bake light probes ?

wicked sparrow
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yes

near escarp
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Can you show where they are placed ?

wicked sparrow
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sure

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its only one tho

near escarp
wicked sparrow
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in the center of the room

near escarp
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That is a light

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Not a light probe

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Lightprobes are a different thing you bake so that dynamic objects can get baked light information

wicked sparrow
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oooh

near escarp
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As it stands, your model is receiving no light from the room, hence it being dark

wicked sparrow
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i thought u meant refelction probwe

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my bad

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oh so i have to add light probes all around the room huh

near escarp
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Not everywhere, one in each corner of the room and one in the center and it should be fine

wicked sparrow
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okay thanks seems like unlit avatars work fine but other don't

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@near escarp does this look okay?

near escarp
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Try to place them at the same height you would expect people to be and that'll be perfect

wicked sparrow
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oh

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i see

vagrant shale
wicked sparrow
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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

near escarp
mellow plover
#

idk where to ask this but where do i find this world

#

i cant find it on booth

#

i did once before though

native moon
#

idk why my unity doesn't import the SDK at all

#

been trying to figure it out but couldn't

candid pumice
sinful cave
#

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

near escarp
#

What is the area supposed to be ? A mesh with a shader ?

sinful cave
#

its an area that you teleport to supposed to be like outer space both standard and poiyomi do the same effect

near escarp
#

How big is it ?

#

Very likely it's just being culled by the camera draw distance

cobalt prawn
#

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

near escarp
sinful cave
#

quite big selected is robot kyle

near escarp
#

Yeah, definitely culled. You'll have to increase the camera clipping plane, you can check in the game view if it's correct

sinful cave
#

thats the odd part it doesnt show that effect while in unity i fly over to it and it looks fine

cobalt prawn
#

Unity scene view != in-game camera

sinful cave
#

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

cobalt prawn
#

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

sinful cave
#

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

cobalt prawn
#

Drag it into the reference camera slot for the scene descriptor/VRCWorld prefab if you have that

mellow plover
sinful cave
#

odd still doing the same thing in game

cobalt prawn
#

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

sinful cave
#

nothing shows in the game tab just shows normal

cobalt prawn
#

Hm and that's the same camera referenced in the scene descriptor?

sinful cave
#

yeah

cobalt prawn
#

Hm not sure then. Can you screenshot scene descriptor just to be sure? And also the material settings for the starry background?

near escarp
#

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

sinful cave
#

oh yeah somehow the camera had been changed to deffered on rendering path now it looks like in game

near escarp
bold ibex
#

what am i doing wrong bro

near escarp
#

Missing the absolute basics teehee

bold ibex
#

this is my first time uploading a world bro

#

cut me some slack my guy

near escarp
#

I mean, if it's your first time doing it I would expect you looking for any tutorial or documentation sweat

cobalt prawn
#

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

bold ibex
#

I'm not one to follow any type of instructions, but I'll try my best

near escarp
#

Tough road ahead, god speed !

sinful cave
#

this is with it directly on the ground where the player would be and it still doesnt render everything

cobalt prawn
#

Well I hope that does not also include instructions given to you from people like us lol

bold ibex
#

lol no

cobalt prawn
#

Or shrink it down

sinful cave
#

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

cobalt prawn
#

Oooh ya it seems the fog is just drawing over it then

#

?

#

So if you increase the fog distance does it become visible?

sinful cave
#

forgive my ignorance with this where do you edit the fog distance

cobalt prawn
#

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

sinful cave
#

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

cobalt prawn
#

Sweet glad ya got it. Tricky one

sinful cave
#

where do edit the voice range or how far you can hear people at

vagrant shale
burnt lynx
#

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

gaunt egret
burnt lynx
#

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

gaunt egret
#

its pretty easy but once you upload it publicly you can put it on a pedestal

vagrant shale
#

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.

burnt lynx
#

oh alright

shadow venture
#

How do I make this world brighter?

vagrant shale
#

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.

shadow venture
#

Thanks, mate.

burnt lynx
#

do i even need unity to upload an avatar?

gaunt egret
#

yes

burnt lynx
#

Oh. Well I'm having some trouble with the sdk. Idk how to use it.

vagrant shale
#

Are you using the world sdk or the avatar sdk?

burnt lynx
#

Avatar sdk

shadow venture
#

Is there a better way to optimize my world for quest? At this point it's starting to look like shit.

near escarp
#

No lighting ?

shadow venture
#

I fixed it.

wooden merlin
#

will i be able to point a camera at this and have it render in iso?

bold ibex
#

hey does anybody know how to put a material onto only one side of a cube?

wooden merlin
#

erm...well i know how to do it in sketchup...but that's because by default you only affect one face at a time.

crude flume
#

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.

upper obsidian
#

In unity UModeler and Probuilder

still grove
#

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

burnt lynx
#

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.

wooden merlin
#

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?

inland cave
wooden merlin
#

am i crazy or should this let you configure the aspect ratio?

wooden merlin
#

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.

wide viper
#

How to fix these error

boreal sierra
boreal sierra
#

anyone know how to fix that this randomly came up when i tried to test. i didnt import any scripts or whatever

whole shoal
#

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.

craggy willow
#

if not you can just ignore all those lol

boreal sierra
#

fixed it turns out i imported something that had scripts included for some reason

boreal sierra
#

anyone know why i literally cant rotate the VRCWord prefab anymore

still grove
kind portal
#

if i upublish my world, does the stats like visits get cleard or remains everything the same?

wooden merlin
#

build & test isn't letting me click it.

wooden merlin
#

the pool prefab is giving me these errors...

sullen notch
#

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 :/

rare veldt
#

whenever i try and publish the world litterly nothing happens

bold ibex
#

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

wooden merlin
#

have any of you used the pool prefab vrcbce?

bold ibex
wooden merlin
#

any idea what's causing my issue?

pliant hearth
tropic whale
#

Does anyone know why do my walls keep disappearing when I reach a certain part of the room or look at a certain angle?

wooden merlin
#

...i can't even test my lighting because of the error the pool table is giving. >.<

wooden merlin
tropic whale
wooden merlin
#

hrm...i wonder how you make a light source flicker like it's fire...

sinful cave
#

the way ive seen it done is animate the light source to be brighter and dimmer on a looped animation to make it flicker

agile spear
#

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

fervent steppe
#

I broke something when trying to build and test please help Gianpiero first then please help me

agile spear
#

Hi VoicIE, thanks! Nice to meet you.

fervent steppe
#

nice to meet you too

#

do you know a fix for when things turn pink

agile spear
#

Yes

fervent steppe
#

how do i fix this

agile spear
#

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.

fervent steppe
#

i readded textures and it started to disappear

#

the skybox has also disappeared

#

would it be easier if we talked in a vc?

agile spear
#

Simply reload the texture by dragging it from the computer folder to the texture window in Unity.

fervent steppe
#

I reloaded unity and stuff came back

agile spear
#

It probably found the texture path on its own.

fervent steppe
#

maybe

leaden cipher
#

I just accidentally dropped a .unity scene file onto my VRC world scene - have I just lost all my work?

bold ibex
#

hey does anybody know how to change the gravity of a cube to make it heavier?

bold ibex
#

How to make billboard grass in VRChat?

#

I don't know how it works in VRChat.

silent furnace
#

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.

silent furnace
austere hull
#

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

wooden merlin
#

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

leaden cipher
bold ibex
#

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

wooden merlin
#

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?

river stag
#

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

#

😂

leaden cipher
#

When I try to upload my world, the scene starts to play and the build/publish window doesnt show up, has the SDK broken?

wooden merlin
#

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?

austere hull
#

cyanemu stopped working after adding new script how i restore

wide linden
#

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

remote bobcat
# wide linden is there a site or can you tell me the max poly count for quest worlds and pc wo...
brazen python
#

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

tribal basalt
#

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?

bold ibex
#

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

solemn gulch
#

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

rare veldt
#

my console is saying something about android player is disabled, how do i fix this. im trying to make my world cross platform

brazen python
#

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

burnt flint
#

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

burnt flint
burnt flint
# gaunt egret no

is there a site where ppl upload maps so you can download and edit/modify them?

gaunt egret
#

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

spiral creek
#

If I wanted to make something which displays a gif

#

what would be the best way to go about that

near escarp
#

Poiyomi flipbook feature

spiral creek
#

I thought so

#

just was wonder if their was a way without poiyomi

#

Still thanks

wide linden
#

I was looking for a world equivalent of this

spiral creek
bold ibex
#

my UI doesnt show up inside my world at all

white moon
earnest hazel
#

So, The hard cap is set at 80? Anyway to increase it for worlds?

vagrant shale
# wide linden I was looking for a world equivalent of this

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.

spiral creek
vagrant shale
#

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.

bold ibex
#

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

wheat haven
bold ibex
#

ok gotcha, thanks

sand forge
#

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?

rugged whale
#

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. vrcBlush

bold ibex
#

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.

bold ibex
#

hey, how do i change this

rugged whale
gaunt egret
gaunt egret
#

yet, anyways. i think theres something that says they are going to add it but it isn't exactly a priority for world sdk

lapis willow
#

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

rugged whale
lapis willow
rugged whale
glad tiger
#

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.

gaunt egret
#

use box collider

#

if its a pickup itll use box collider anyways

limber panther
bold ibex
#

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

sacred warren
#

Is a URL existing in an AVPro player classed as a "loaded" URL and thus will hit the rate limiter?

vagrant shale
# bold ibex can someone link a good tutorial on how to export animations from blender to uni...

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.

stone marsh
vagrant shale
#

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.

bold ibex
#

just a little idle animation so that it doesn't feel as stiff

vagrant shale
woven adder
#

i'm having problems in my video player world where i can't click on the "enter URL here" search bar

vagrant shale
woven adder
#

testing the map on desktop

#

when i select the search bar, nothing happens

#

or the little cursor doesn't appear

stone marsh
#

Either you're in a collider volume or the layer is set wrong.

visual valve
#

i am having problems with importing the vrchat sdk to unity

woven adder
winged wadi
#

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

bold ibex
vagrant shale
bold ibex
#

does this work?

vagrant shale
# winged wadi it sounds like alot but tbh i have no idea if that is usable or not

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...

▶ Play video
winged wadi
vagrant shale
# bold ibex does this work?

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.

bold ibex
#

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?

vagrant shale
#

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.

bold ibex
#

ok now i just have any state and entry, entry is transitioning into the animation

vagrant shale
#

That should work.

bold ibex
#

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

vagrant shale
#

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.

bold ibex
#

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

vagrant shale
#

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.

bold ibex
#

no it's happening, it played absolutely perfectly when i imported

vagrant shale
#

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.

bold ibex
#

ill try that

winged wadi
#

@vagrant shale thanks for the video bdw got it to 37k

#

still alot ima just remake it and keep an eye on the faces

gaunt egret
#

37k could be a whole avatar lol

bold ibex
#

it looks perfect tysm for the help

#

i mean this is still an issue but oh well

winged wadi
#

high fidelity couch is where its at

gaunt egret
#

4 million poly couch 🙏

#

praise be

winged wadi
#

can make it happen\

vagrant shale
bold ibex
#

i wanna make the audio play automatically when i'm near the object

brazen python
#

How do you setup a ingame live camera feed to a plane?

azure anchor
#

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?

bold ibex
vagrant shale
#

Could you explain it so we don't have to see it ourselves? Is it a custom sitting animation?

bold ibex
#

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

vagrant shale
# azure anchor Can someone help me with music? I have one spot I want to play an ambience and t...

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...

▶ Play video
stone marsh
# bold ibex So, how it seems is that it puts the avatar in a laying animation or state of so...

This feature calibrates the avatar position to a chair or surface to sit on in your world, so that all different sized avatars sit correctly on a chair/surface without clipping into it. It took several days of development to get it to work properly with all chairs and avatars, even more to add the

bold ibex
#

Is that fr all it is

vagrant shale
# azure anchor Thank you!

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...

▶ Play video
azure anchor
#

Will this affect the slider that I have already set?

#

For the volume?

stone marsh
# bold ibex Is that fr all it is

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.

vagrant shale
bold ibex
#

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!

stone marsh
azure anchor
#

The song and all of my Udon script for that song is done

#

I still want the slider for the volume

vagrant shale
#

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.

azure anchor
#

I wouldn’t mind it be jarring since that area is sorta of a secret

brazen python
#

how would i teleport a player when they touch a object rather then interact with one

brazen python
#

ok thanks

austere hull
#

can i change udonbehaviour use text with script

azure anchor
# vagrant shale trigger zone

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....

vagrant shale
# azure anchor So I am trying to use the C# but I am not being able to auto fill or have certai...

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.

bold ibex
#

Do u have udon sharp?

#

Cause if you want to use udon in a c# format youve gotta get the u# compiler

azure anchor
azure anchor
#

I just follow the tutorial lol

#

This is why I don't like tutorials >.>

vagrant shale
azure anchor
#

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 😭

vagrant shale
#

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.

azure anchor
#

I hear my music everywhere like I had it before

vagrant shale
#

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.

azure anchor
#

Nope

#

Still didn't work

#

The cube appeared and now won't disappear

#

This is my Udon Graph

vagrant shale
#

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.

azure anchor
#

The layer is also set to MirrorReflection

vagrant shale
#

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.

azure anchor
#

Huh?

#

Sorry. Kinda confused

#

Which nodes are you talking about?

vagrant shale
#

All this stuff

#

I guess that checks to see if the player entering is the local player but it should technically work without it.

azure anchor
#

Where should I connect the PlayerApi too?

#

Still didn't work

#

Appeared and then stayed

vagrant shale
#

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.

azure anchor
#

Okay. I just didn't think this would be that difficult 😭

vagrant shale
#

Triggers are kind of finicky. Buttons are simpler but that's not going to give you the functionality you're looking for.

brazen python
#

how to i get mp4s of my choosing to play in vrchat

vagrant shale
#

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.

brazen python
#

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

brazen python
#

ahhh ok thanks

vagrant shale
#

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.

brazen python
#

yeah makes sense

#

i was trying to do something else entierly

brazen python
#

well any idea how i would upload a gif then?

vagrant shale
# brazen python 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.

brazen python
#

ok

sudden maple
#

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.

vagrant shale
#

I think I've seen those errors before but I don't know if they got resolved. Might just be a problematic prefab 🤷

sinful cave
#

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.

sudden maple
#

Found some pretty important-looking errors. Anyone have any idea how to solve these?

bold ibex
#

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 👍

vagrant shale
azure anchor
#

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

vagrant shale
#

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.

azure anchor
#

My skybox is bright blue

vagrant shale
#

Yeah, skybox should be black, all the intensity stuff should be at 0, all that stuff..

azure anchor
#

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

vagrant shale
#

You could make a fake skybox and make it unlit so it doesn't need to have any light on it to be visible

azure anchor
runic epoch
#

animation will play in playmode

#

but not in vrc client

vagrant shale
# runic epoch

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 🤷

stone marsh
# runic epoch

That method is deprecated and doesn't work for worlds anymore. You must use an animator.

vagrant shale
#

If you just need it to play automatically when the world loads, that should do

runic epoch
#

oof, now it wont even play in playmode

vagrant shale
#

That isn't really what matters, though. Does it play when you build and test? Is it set to loop? Should it be?

runic epoch
#

it does not play on test

#

i believe it is set to loop

vagrant shale
#

Can you post the inspector on the object with the animation?

azure anchor
vagrant shale
# azure anchor 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.

azure anchor
leaden cipher
#

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?

stone marsh
#

Have you done the easy things first, such as restarting unity?

stone marsh
#

Check console for errors when not in play mode

Ensure you only have one scene open in hierarchy

Double check for extra descriptor

leaden cipher
#

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

stone marsh
#

No, I meant, do you have errors in your console? Not your SDK window

leaden cipher
#

oh my bad

#

no no errors in console

tepid cypress
#

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

pure rivet
#

Testing links for Quest and PC since the link I used doesn't work anymore

#

This also happened when I updated my world, weird

timid ocean
#

This seems like an easy question but I can't find an answer - How can I get if a collider collided with a Player?

misty shoal
#

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.

vagrant shale
misty shoal
#

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.

vagrant shale
#

There's not a ton of chatter over there but if you ask in the help channels, you'll generally get an answer

azure anchor
vagrant shale
#

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.

cyan herald
#

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.

vagrant shale
#

I don't recommend trying to make your own Scene Descriptor object, just delete that and drag in VRCWorld

wary token
#

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.

cyan herald
vagrant shale
#

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.

austere hull
#

how to change player speed in udonsharp

vagrant shale
#

Your question has already been answered in the correct channel

sacred warren
#

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)

cyan herald
#

I'm used to inputting it all manually.

vagrant shale
#

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.

regal vigil
#

does anyone know what happened with my SDK?

near escarp
#

Your console is probably causing that, check the errors

regal vigil
#

not really understanding any of this

vagrant shale
#

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.

naive bone
#

why it keep froze everytime when I click the builder

#

can someone help me

#

please

regal vigil
vagrant shale
regal vigil
bold ibex
#

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

vagrant shale
#

Sounds like usharpvideo is the problem, then, but I don't use that so I can't really help there.

vagrant shale
bold ibex
#

i want more then this video url

#

theres no like script to add muitliple video player urls and select the udon order?

tame wedge
#

any one know how to fix this?

bold ibex
#

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

vagrant shale
# tame wedge any one know how to fix this?

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.

gaunt egret
gaunt egret
#

playlists on those are built in

brazen python
#

how do i sync up a animation that is set up like a door trigger.

#

with late joiner scripting

bold ibex
bold ibex
#

I need some help

brazen python
#

if anyone can help let me know

mild spade
brazen python
#

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

mild spade
#

A bool with "unary negation" that changes the value of the bool each time you click on it?

brazen python
#

yes!

#

i do have that plugged in

mild spade
# brazen python i do have that plugged in

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

brazen python
#

thanks!

minor finch
#

is it normal for unity to hang a little bit on model files when using the VCC to migrate?

languid salmon
#

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

vital geyser
#

Is there a way to test worlds without an internet connection?

upbeat herald
#

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

upper obsidian
upbeat herald
#

So it isn't important ?

upper obsidian
#

It's important, that's why I wrote it.
All scripts should work, and not stop at the slightest error.

outer quest
#

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?

subtle cradle
#

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?

marble ravine
#

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

kindred birch
#

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...

stone marsh
# kindred birch sooo i feel like im missing something. I added props to my world but when people...

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.

https://docs.vrchat.com/docs/vrc_objectsync

kindred birch
#

oh thank you!

kindred birch
timid ocean
leaden cipher
timid ocean
bold ibex
#

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!

timid ocean
bold ibex
#

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.

timid ocean
leaden cipher
#

i assume you mean this one just to be sure?

timid ocean
leaden cipher
timid ocean
leaden cipher
stone marsh
timid ocean
#

It just re-set itself to 2019.4.31f1, so in theory this must be right

leaden cipher
#

its the current version so it makes sense

#

i wonder why tutorials advise against manually setting it

kindred birch
#

Thank you @stone marsh

timid ocean
#

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?

  1. In the VRChat SDK window, I click "Build & Publish for Windows"
  2. 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:

ocean crag
#

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?

timid ocean
ocean crag
timid ocean
#

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

azure anchor
ocean crag
timid ocean
ocean crag
timid ocean
analog wyvern
#

How do i fix UI sticking through walls? protv and my own custom ui are sticking through the walls

timid ocean
vagrant shale
azure anchor
#

I think I found it

#

I don’t know if I am going to bake it correctly but we will see

timid ocean
#

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

vagrant shale
#

Well the unlit material at least won't receive any light regardless

sacred warren
untold pewter
#

anyone know how I can make something in a world orient itself to face towards the local player?

#

or face away

dark trout
#

wtf?

#

auth token error, had to full reload

dark trout
#

still didnt work, udon is a pain

vagrant shale
#

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.

leaden cipher
#

could you explain how to fix that possibly

bold ibex
#

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.

indigo stump
#

@bold ibex this might be an option

bold ibex
#

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.

mild spade
brazen python
#

ill have to show tommorow as i am not at my pc

eager root
#

I forgot how to use the pedestal could someone run it by me rq on how to use it

vagrant shale
#

You don't want that one, you want this one. You basically just place it and add the avatar ID

bold ibex
#

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?

weary root
#

i need help making the mirror transparent, is that possible?

ocean crag
#

How do I make an object not effected by gravity or other colliders? I want pillows you can stack for a fort

weary root
#

anyone know whats happening here

ocean crag
weary root
#

i did not

#

nvm got it fixed, i deleted and reimported the sdk

gaunt egret
# bold ibex Hm the tutorial was helpful, but that was for a door access to VIP. Is there a s...

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! ^^

▶ Play video
#

player_bush has a lot of udon tutorials

timid ocean
timid ocean
#

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

vagrant shale
#

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.

plucky rain
#

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?

near escarp
#

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

ocean crag
#

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?

vagrant shale
#

Because the variable you're referencing is the button

#

Drag the mirror from the inspector to where it says Self

ocean crag
#

huh weird thats what I initially did

vagrant shale
#

Dragging the variable into the graph rarely properly assigns the variable, you usually have to drag it in there.

ocean crag
#

cool beans, thx krampus

vagrant shale
#

One of the errors is about post processing so you could try getting the post processing stack from the package manager

leaden cipher
#

it turns out when the scene starts the "play" cycle

#

my unity was spawning an invisible camera

#

im going to launch a nuclear war

timid ocean
leaden cipher
#

dude i wanna die

#

i cant believe i got outsmarted by a facking camera

naive bone
#

how do i fix this?

ocean crag
# naive bone

when you click on the sdk at the top is there an option to open control panel?

stone marsh
# naive bone

You have zero errors to fix. Press the clear button

naive bone
#

Why is the Unity lagging for 24 hours after I click builder?

stone marsh
sacred warren
# naive bone Why is the Unity lagging for 24 hours after I click builder?

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.

stone marsh
#

You'd need either an exceptionally bad computer or an exceptionally terrible project for something like that

sacred warren
#

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.

stone marsh
#

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

naive bone
stone marsh
#

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

stone marsh
#

You're a bit confused. But it's okay. I'm glad it worked regardless lol

#

Good luck! :)

naive bone
#

i only have 16

stone marsh
#

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.

naive bone
#

@stone marsh which one should I click?

stone marsh
#

It's not gonna really help u with anything

fallow phoenix
#

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.

stone marsh
#

Booth is easily #1 for vrc assets, shaders, etc.

ocean crag
naive bone
#

Project ideas destroyed.... because unity won't work....

gaunt egret
#

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

ocean crag
#

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

round oracle
#

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

stone marsh
#

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.

stable moon
#

Got a question can I put nsfw stuff in a private world?

green lagoon
#

not-safe-for-work is not allowed on the platform at all

stable moon
#

Kk thanks

vagrant shale
round oracle
#

oh wow

#

thank you!

vagrant shale
#

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.

subtle cradle
vagrant shale
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It's basically just this, have one of the setactive nodes be checked and the others not be.

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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,

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Windows button at the top

round oracle
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the middle one is the one im trying to turn on

vagrant shale
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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

round oracle
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yea its set

vagrant shale
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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.

round oracle
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hmm alright thanks anyway though this is a major step in the right direction lol

vagrant shale
round oracle
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they are meshes

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ok

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so i got it to turn on but now it wont turn off XD

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hang on i got a fix

round oracle
vagrant shale
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Great, glad to hear you got it.

brazen python
minor finch
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As far as I know I haven't even touched the VRCSDK yet, I'm using VCC

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um

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do i need to reload the SDK?