#world-development

39 messages ยท Page 144 of 1

minor finch
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i got it ๐Ÿ‘

vagrant shale
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Check the settings in the SDK to make sure the location of the VRChat exe is set properly

mild spade
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Check if you have "Synced" enabled on the bool. It must be enabled to be synced.

brazen python
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it is enabled

mild spade
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hmm. did you make sure to put the Synchronization type of the script to "manual" or "automatic"? Also is the animation active for the other player too? If you try to play a bool on a door that is not active for the other players it will not play for them. Also double check that the name of the SetBool "Take off" is exactly the same, with no spaces. Type "Take off" and dont press space or enter. Pressing enter will create an extra space

indigo stump
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Alright. I know thereโ€™s a lot of iffiness around blacklists. And while I would love to be able to prevent someone from utilizing the world and purposely causing problems. Itโ€™s not liked.

What about admin panels that work while in game, to allow specified individuals to carry out moderation like owners can (force mute,). So they arenโ€™t banned from the world, they can still access it, but they are easier to moderate. or for instance, forcing the users avatar into a fall back if they are coming in with crashing avatars.

Of course all of this without modifying the SDK, all through Udon\

gaunt egret
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havent you posted this somewhere before

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vrc staff dont monitor the channels.

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make a canny if you want it

bold ibex
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@limber panther If this it the same Player Bush. I'm a major dumb dumb, and I am trying to comprehend a script. So I'm kinda new to it all, but I'd love your input.

I LOVE the idea of hiding the Room Object unless a user has access. I wanted to use the KEYPAD system. Is there anyway I can get a prefab done? Or a step by step? I'm not all too good with the coding side of things.

I wanted to use a KEYPAD that teleports the user if they are GRANTED to the room. Similar to how yours ACTIVATES if the user is granted, the object is revealed (aka, the ROOM is revealed). But, is HIDDEN to other users or to those that are Denied.

I want to have to the users I have on the list, put in the code, ARE Granted, and click OK, teleport to the destination I want them to teleport to (the VIP room). May you help me with this?

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I want to have a key code for aesthetics, rather than a simple button. :|

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And the destination I want hidden unless granted teleportation to:

sand forge
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anyone knows why this is happening ? it says rate limited, when i look at it ingame

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It was working before, but now its just this

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Like every few secs it tries to load and it doesnt work

deft vortex
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if I want a world object to have physics (like a floppy pizza), can I use physbones or do I still need dynamic bones for that

upper obsidian
deft vortex
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thanx

sacred warren
sand forge
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Nop, its only that one player

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The rest is furniture

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I tried re adding the player and the settings, but it didnt work either

sacred warren
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I had that issue in a club world I made with only a single video player, it was very annoying. You may need to turn off autoplay (and make sure there's no default) and see if it works if you manually put an URL in.

gaunt egret
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unless ive missed an update, youll have to use dynamic bones

sand forge
sacred warren
sand forge
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Oh god

sacred warren
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I think one historical issue there was that it would always try to load the URL twice for some reason, which in turn triggered the "3 second timeout" protection and would break it.

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The "only one URL every 3 seconds" thing is incredibly annoying and makes some things that should be easy, exponentially more complex :/

upper obsidian
sacred warren
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I hope they add some way to construct URLs and do API calls out in future, as it's somewhat required if you want to be able to handle anything externally.

sand forge
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Ugh well, i know nothing about Scripts or anything else

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I usually watch videos for that

gaunt egret
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using both avatar sdk and world sdk will conflict lol

upper obsidian
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Doesn't conflict and won't lol

glad tiger
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I created a hole in a wall in Probuilder but I am unable to walk through it in game. I detached and deleted all the faces previously. Anyone know what's wrong?

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Should I fill the hole, delete the meshes and try again?

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I'm trying that now

naive bone
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I have question does sugar and salt particles have something to do with lagging in the game?

upper obsidian
upper obsidian
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The name of the mesh in the render mesh and in the collider must match.

glad tiger
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ok

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so rename this

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to this?

upper obsidian
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Yes

glad tiger
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I'll test it.

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building world now

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nope still doesn't work.

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I'll make a new wall

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Wait

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I think I found it.

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I duplicated a different wall to redo the current one, and it did not have the same collider positioning and scaling. I'll mess with the colliders on the current wall and I'll see what happens.

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Ok the colliders work properly now but the shader isn't showing up in game.

lilac pewter
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does anyone know if i can unpack my last build because i had a power outage and it messed up the scene so its completely gone but i have the last build which isnt far off anyway i can unpack it

vagrant shale
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A power outage messed up your Unity scene? Did it happen during the scene getting saved? That's the only thing I would think that could do that. It got messed up how? I don't think you're going to get a scene from a VRChat build without a fair amount of against TOS work.

bold ibex
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is there a way to convert all materials to the vrchat > mobile > strander lite

azure valley
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Apologies if asking for assets here isn't proper, but does anyone know of a cheap fire particle effect or some equivalent?

wanton badger
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So I can upload a world to vrc, but my friends can't join it, there's no errors so please tell me what wrong

bold ibex
wanton badger
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  1. yes
  2. Trusted
  3. pc
stone reef
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While trying to playtest my World this error popped up (Unity CS0103), anyone here able to help me?

Edit: I looked the error up but my brain is kinda smooth

bold ibex
wanton badger
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Of course not

vagrant shale
vagrant shale
wanton badger
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They can see the world in the world's menu, they join but when they click OK to join, a black screen appears and then they get sent to their home world

vagrant shale
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But you can get in there just fine? That is strange. That can happen with certain issues like not having a floor collider (I think) but it should also be happening to you.

bold ibex
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howis my world looking so far i imported a roblox map into unity

timid ocean
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Does anyone know how, with ClientSim, to switch to the perspective of a remote player? I can't find this information anywhere, may not be possible

vagrant shale
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Bumping isn't a thing on Discord so you're just pushing your messages out of view. I don't know what to tell you other than reimporting the SDK but I imagine you've tried that.

prisma scaffold
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How do quest players input something to a UI InputField? I know for SteamVR users we can either use out PC's keyboard or an overlay keyboard, but how would a Quest user?

vagrant shale
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Generally, they don't. There might be some sort of workaround but that is generally not possible.

late summit
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i keep getting this for every youtube url i try to save in the usharpvideo playlist

vagrant shale
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Are you sure the player can handle plain Youtube links? A lot can't but I don't know about that specific player.

late summit
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is there a video player that you know of that supports youtube links?

analog wyvern
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sidenote: im tryna get both an audio/music player ( in background, Udon Record Player) and my main tv (protv with ltcgi) however right now only the protv one works (only wiht audio) the other one doesnt play or load anything

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any fix? or is two media players just not possible

late summit
late summit
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ok ty

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ill try to get this working

vagrant shale
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As far as I know, ProTV only supports youtube links if you use youtube-dl and then you need a link resolver to keep them from expiring but maybe that's just for Quest but it's the one I use because it works consistently for Quest

late summit
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im having an issue with my mirror where it shows the avatars & world but blacks out avatars completely

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im not sure what i did wrong

mild spade
late summit
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oh lmao... im dumb thanks for the reminder.. it was right there too and i didnt even notice the alert

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i removed all my light probes and forgot to redo them because i added rooms, changed the light direction, and remodeled the interior

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makes sense

tulip crow
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where can i get sdk3

digital comet
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ups

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download a there you go

charred scarab
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Hi, using a mesh collider for the ground, which is low poly and gently sloped. When I walk up it in vr, I notice that the camera is sort of jittery, anyone know whats causing it?

stone marsh
sacred warren
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AVPro lets you set a max resolution (which I assume is passed to YTDL) but I'm not seeing an "audio only" option. Is there any way to get it to ask for audio only, or shall I open a feature request?

digital comet
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hii, i recently started to make 3d worlds on vrchat, and i dont know how it works microphone detection

glad tiger
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What reflect layers do I need to select to have a mirror reflect only the players and not the skybox/environment?

glad tiger
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Yaya thanks

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no more sussy links!

daring belfry
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๐Ÿ‘

meager root
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does vrc support urp?

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i waana try some stencil shader shenanagins

upper obsidian
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Vrc only supports the built-in pipeline.

plush kindle
vagrant shale
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People have managed stencil shader type effects somehow but yeah, no URP

meager root
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ah oki, ty

celest bramble
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uhm a small question QwQ uhm have maybe someone a idea how i can use Screen Space Reflections in VRChat? so uhm i will build it in (With an toggle that default off is) my world

green lagoon
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that would involve using a Shader that supports screen space reflections

celest bramble
green lagoon
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I know it's possible to do I just don't know in particular?

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and I suppose you could also try a real-time light probe?

cobalt prawn
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I don't know anything about SSR specifically but that's an important step for modifying camera stuff in general

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Yea I would look into using a realtime reflection probe instead

green lagoon
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the screen space Reflections would have problems with being stereo correct which is probably why it's not VR compatible

cobalt prawn
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Yeah I figured it would have some stereo issues. Oh well. Wait for rtx update ๐Ÿ˜ˆ

green lagoon
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I don't think anyone would have the budget for a graphics card powerful enough to do ray tracing in VR

cobalt prawn
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Naw lol I'm just playin. Maybe someday

celest bramble
celest bramble
austere hull
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how i check for quest inputs

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OVRInput.Get(OVRInput.Button.Two) dont work

final rapids
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Hey, I'm suddenly having trouble updating my world. Everything seems to go fine until it uploads the file, where it gets stuck and says failed to upload asset bundle

vagrant shale
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Have you tried closing and re-opening Unity?

final rapids
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multiple times

austere hull
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private void Start()
{
lp = Networking.LocalPlayer.displayName;
}

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i cant publish world because of that line whys that

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in playmode it works correctly

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but in publish mode theres no localplayer that shouldnt be issue

azure valley
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dumb stupid question: what are the settings for the avatar-only low quality mirror or is it a prefab i have to find online somewhere

green lagoon
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In this tutorial I will show you how to add a high-quality and low-quality mirror with toggles to your VRChat world with the new VRChat SDK3 and the Udon programming system!

Timestamps:

  • Intro 00:00
  • Set up scene and mirrors 01:16
  • Add mirror toggles 02:24
  • Programming with Udon 03:20
  • Interaction text 05:27
  • Test in VRChat 05:52

๐ŸŒธ 3D Mo...

โ–ถ Play video
tulip tartan
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im looking on how to put a metro in vrc can some one give me a tip

simple salmon
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Anyone used the VRCBilliards VRCBCE table? I've imported the specified version of udon sharp into unity project, put the prefab in the world and the readme says it should just be that simple but none of the buttons on the table are responding :S (n00b to vrc world creation so don't discount the simple ๐Ÿ˜„ )

vagrant shale
azure valley
green lagoon
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the prefab for doing that kind of mirror

azure valley
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ah thanks, I didn't know if the default vrc prefab could have it's settings altered for that or not

green lagoon
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checking over the page it seems It's a custom Shader on VRCPlayersOnlyMirror

hybrid jolt
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HELLO SORRY Iโ€™m looking for someone to make a MAZERUNNER glade and maze in good quality pls

hybrid jolt
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Or not ether or

coral magnet
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Don't think you'll easily find someone who'd do it in their spare time! ๐Ÿ˜„
Sounds like a fun concept though.

hybrid jolt
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Imean yea probably not but itโ€™s worth a shot to put up and Iโ€™d be willing to pay ๐Ÿ’ฐ 300 pound for it

coral magnet
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Ah that's always valuable to say!

hybrid jolt
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Iโ€™d be willing to top at 500

coral magnet
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There's some other Discords for commissioning world creators, you might get lucky there. Check out vrctraders in #community-servers-old

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For 'in good quality' 500 might be on the low end, but it's probably sufficient for a small commission. Good luck!

tulip tartan
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a ukraine metro

bold ibex
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Still seeing support to have a keypad code teleport to VIP room with a whitelist bound box around said room.

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Is that possible?

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A white list box?

vagrant shale
# tulip tartan like a vehicle that like moves

Do you know how to make an animation? Basically you just need to animate the subway car and then make the char stations child objects of that but you don't want to move it too fast or the avatars will start to lag behind the chairs. Other option depending on how the scene is set up would be to move the world around the subway and keep the subway itself stationary which would avoid any issues with lag but wouldn't work so great if you need to have people inside and outside the subway sharing the same world.

maiden magnet
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Hey guys, haven't made a world in a while so just a question
I'm trying to do texture compression/crunching and the "override for android" option is gone (To crunch for quest)
Did it change to something else? I'm pretty sure the only compatibility option I didn't install was for apple devices.

vagrant shale
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Can you build for Android?

maiden magnet
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Android is what Quest uses to operate

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At least lasat time I checked it was. It may have switched to a windows mobile platform or something

vagrant shale
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Yeah, the SDK refers to it as Android but it basically means Quest. Can you switch build target to Android?

maiden magnet
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Or linux. But I havent looked into quest in like a year

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Let me check

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I closed my project so give me a second

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Ok so apparently I DID miss the Android module

vagrant shale
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Alright, well you can add it in the Unity Hub if you installed Unity that way.

maiden magnet
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Doing that right now

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This is embarrassing lmao

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Ok problem solved LMAO moral of the story: Look into stuff for longer then 10 seconds before inquiring.

vagrant shale
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No worries, it's an easy miss, especially if you don't connect Android support to being related to Quest support ๐Ÿ™

maiden magnet
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Yeah I already knew about that but my ignorant self believed I already installed the android module. RIP one hour of my time

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more like 30 minutes but I also got lazy

bold ibex
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How do I make an animated texture into my world

abstract flare
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What's the easiest way to make a timed door? Like I want it to open with a button, count to 5 and then close.

wary token
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https://vxtwitter.com/RolltheredDev/status/1540960601643646976
Finally got a trailer for my world ๐Ÿค 

runic epoch
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anyone using audiolink?

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i can't seem to be able to connect the prefab lights to anything

wary token
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Its the AudioLink Dev's server.

runic epoch
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cant seem to find a link to it :p

wary token
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I will DM you 1 sec :3

rose dirge
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hi so i uploaded my world to find a issue so i have removed it hoping to reupload is there a way or do i have to wait till this time next week .. many thanks

bold ibex
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oh crap wrong channel

alpine blade
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anybody know where the camera is that you use to make the world picture?

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nvm im dumb

inland thorn
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Any world builder here ?

gaunt egret
gaunt egret
rose dirge
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@gaunt egret it was private

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But it was uploaded so I'm guessing I'll have to wait

gaunt egret
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if its private you can reupload

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you dont have to remove it entirely

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if it has the same pipeline id you can just update it

rose dirge
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yeah well i removed it and tried to re upload to no luck its not even showing on my vr chat account

hidden inlet
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i wonder if there is a shader that supports emission masks besides poiyomi? I want to use emissions as an alternative to lightsources, so i can save a Material slot that way

sacred warren
frosty bone
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This is a lot errors. How fix it?

austere hull
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how i fix

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cant bind button for quest

upper obsidian
frosty bone
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you say 2 packages?

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And i got it already, when i just made new project... that is crazy, SDK is first package i just installed.

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It's weird to see errors already with new project.

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oh, after restart errors are gone...

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in new project part.

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Ah... i think i found the cause.

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And it's partially fault of CyanLaser.

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I just follow instructions - so many people will just do it.

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And it will go wrong if you installed package from VrChat site.

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No warnings in instructions is not good, dear CyanLaser....

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I thought first you need 3 packs for ClientSim.

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oke, it seems owner of the page need write more information (so not cyanlaser himself)

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and i heard there is new tool creator companion... but i still like some handwork ๐Ÿ™‚

wary token
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You missed it, twice.

sacred warren
wary token
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Nope xD

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Nearly the entire first half of the video

sacred warren
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Oh, the hallway? But yeah, I mean it's now showing the world very much in that case ๐Ÿ˜‰

frosty bone
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do we all use now Creator Companion? ๐Ÿ™‚

coral magnet
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I'm planning to switch to it eventually, for new projects at least. I've had some trouble upgrading.

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Which isn't the worst thing in the world, we can still use the public SDK without the creator companion.

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But eventually it's going to lead compatibility issues with third party prefabs.

frosty bone
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That is why not all people can just switch ๐Ÿ™‚

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That explains, thank you.

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Problem ClientSim doesn't work with public SDK. Old CyanEmu is only option to use it with public SDK.

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kinda shame actually, you're almost forced to switch... if you want use new features of ClientSim.

sacred warren
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Why can you not construct URLs in Udon? It seems like a weirdly significant oversight.

vagrant shale
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Seems like a potential security threat? Not sure.

wary token
# coral magnet But eventually it's going to lead compatibility issues with third party prefabs.

Kinda infuriating hearing this, I am barely educated on what creator companion even does so I may be wrong here, but isn't this going to create some sort of exclusivity for specific creators that have already established themselves? If you can only get stuff that passed an approval process (if that is how it works, idk) then its going to effectively kill a lot of the smaller creators by limiting their reach to websites like Booth and Gumroad.

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I can already see creator companion becoming something that hurts and demotivates smaller creators if its going to be exclusive, not sure if it will be but if it is, that is extremely worrisome.

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Everyone I ask about this has differing answers too, so i feel like VRChat needs to educate us on what it actually does and how its going to work for creators just because everyone seems confused who i talked to so far.

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Potential Canny post? I don't know if i should, but i think maybe?

vagrant shale
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Hopefully it stays optional, I certainly don't see any need to use it when most of the features already exist in separate packages

green lagoon
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https://hello.vrchat.com/blog/creator-toolbox-update if it helps here's the official blog post on creator companion

wary token
green lagoon
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hope that clears it up for you

coral magnet
wary token
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Is it painless? ๐Ÿ˜ฎ

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Is there a guide somewhere?

coral magnet
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Yep, pretty painless. There's download links in that blog post, I think?

green lagoon
wary token
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I'm gonna read that right now ๐Ÿ™

coral magnet
wary token
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Is it similar to Github Desktop?

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It looks like it

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Ok this is horrible already xD

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Time for some people to start running VM's to make stuff i guess xD

green lagoon
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well vrchat doesn't doesn't have any officially sanctioned support for running on Mac or Linux for Content creation

vagrant shale
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I guess some people are still holding onto their installs of Windows 7 for dear life. Windows 10 is pretty good, not sure about 11, though.

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Let's not talk about 8

wary token
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What im getting from this is that it auto switches from windows to android for you?

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For quest?

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If so, thats actually kinda pog.

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Also i really hope clientsim gets VR support

vagrant shale
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It's nice but so long as your project size isn't bloated and you have your cache set up, it's only a minute or two to switch build targets so I don't really mind that.

wary token
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its really nice not having to build a project and just be able to sit in your map to get scale just right before publishing ๐Ÿ˜„

gaunt egret
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just hoping its not going to be forced on us

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i understand its aimed for a newer demographic but im perfectly capable of managing projects, keeping with the correct versions of packages, etc etc

green lagoon
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I guess that would depend on how much adoption there is with the VRChat Package Manager format VPM

sacred warren
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Occlusion culling normally behaves but I'm having some weirdness at the moment, in fact it's almost like it's doing the opposite of what it should do. Here's an example. The only thing I've changed from the defaults is Backface Threshold to 20.

pastel coyote
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Make sure your Windows is up to date. Sorry I'm late on this!

rose dirge
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still having a issue with my world not showing up once its been uploaded gave it some time and still no luck

vagrant shale
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It's allowing you to upload and the process is completing but it isn't showing up in the Mine menu?

sacred warren
rose dirge
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It doesn't no but I had the message saying world created successfully @sacred warren

sacred warren
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It'll sometimes say that even if it completely fails. Are there any red messages in the console?

naive bone
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does anyone in here know how to make the character climb the ladder without headset?

rose dirge
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@sacred warren going to try reupload clear the log so I can tell ya

pseudo sequoia
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I have a question on layers StereoLeft and StereoRight. If I tag objects with those layers, will they be only displayed for the respective eye?

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Looking if I can make picture frames with 3D photos

vagrant shale
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There has to be shaders that can do that but I'm not sure about doing it with layers.

pseudo sequoia
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It would have to be a shader made specifically with VR in mind

rose dirge
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@sacred warren

sacred warren
rose dirge
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how do i sort that as its my new world

sacred warren
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Did you add the VRC Scene Descriptor yourself, or was it already there?

rose dirge
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already there

vagrant shale
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Usually it will give you a specific error when that's happening, not just tell you it uploaded fine but detaching the pipeline manager where your scene descriptor is (probably VRCWorld) should do it.

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There will just be a button that says detach

sacred warren
# rose dirge already there

You say it's your new world, but it already had someone else's blueprint ID present. Where did you get this "world" from?

rose dirge
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i made it but deleted the first one i uploaded due to finding an issue

vagrant shale
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If the world no longer exists, it should free up the ID but I guess it isn't doing that.

sacred warren
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Ahh, that makes sense. Yeah, just as Krampus said, detatch it, clear the box if it doesn't clear itself and it'll generate a new one when you upload.

ocean crag
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So none of the objects I hide are disappearing from my screen, is there something I can change to make them disappear again?

rose dirge
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cheers @vagrant shale and @sacred warren

vagrant shale
vagrant shale
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How are you hiding them?

ocean crag
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Clicking the eyeball

vagrant shale
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There's an eyeball in Unity? Can you post a screenshot?

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Is this Blender?

ocean crag
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no?

sacred warren
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There's an eyeball thing in the hierarchy

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You need to make sure you have the eyeball clicked at the top of the scene window too, else it won't work.

vagrant shale
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I see, I've never used that but I guess it could come in handy. I assume that only hides things inside of Unity so it seems like it could get confusing.

ocean crag
sacred warren
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Yeah, it's just to make life easier if you're trying to work on things which overlap or occlude other objects, or need to drag select in the window without selecting them.

sacred warren
past tulip
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someone knows how to resolve this problem, like the vrchat sdk control panel not showing in unity

ocean crag
vagrant shale
runic inlet
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Are there any videos on how to set up the world development kit?

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Because I have no idea

vagrant shale
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Do you mean the SDK or WorldToolKit? In either case, you just install it like any custom package.

azure valley
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I'm. Feeling like I'm missing something really dumb - is udon sharp no longer required?

vagrant shale
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Udon Sharp has never been required if you don't intend on using Udon Sharp scripts.

azure valley
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for certain prefabs I mean, sorry.

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I'm just feelin quite dumb, I follow the links, get the latest version of udon sharp, import the package - all is fine as good. Go to put in a prefab that requires udon sharp and then it just... doesn't work? Says theres a compile error?

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I'm trying to get a video player in and it just seems like udonsharp... isn't working?

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I'm using SDK3, I'm like a solid 90% sure I did everything correctly, I just don't know where I could have gone wrong here?

vagrant shale
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I'm not sure, I haven't had any issues with Udon Sharp but I see a lot of people do. I haven't installed a new version since the creator companion came out, though. I do know some issues can arise if you add a prefab dependent on Udon Sharp but it sounds like you went in the right order.

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Maybe ask about it on Techanon's server?

azure valley
#

Well the same thing happened with the USharp Video player, its why i went to ProTV to see if that worked. Got the same issue on either?

tidal turtle
#

I made a snow particle for my world but how do I make the snow not clip though my house since I tried to fix it but couldnt

vagrant shale
#

I believe there's an option for giving a particle collision. Whether that performs decently or even works in VRChat, I don't know.

azure valley
#

Could this have something to do with it?

#

I'm on the latest version but it wont let me import that part, uh

vagrant shale
#

You could always try deleting and reimporting the SDK and then importing Udon Sharp over that but I don't know if that will do anything.

azure valley
#

i mean at this point why the hell not, huh? ยฏ_(ใƒ„)_/ยฏ

#

Well that didn't work

#

I'm gonna try a separate project and see if it works in there

#

Well, it works in a separate project

#

Is it because I have udon scripts already in the other project? They were just mirror toggles so they wouldn't be too bad to redo, just annoying.

gaunt egret
#

you need udon sharp for those players

#

it even says on the protv page

azure valley
#

I know that, udonsharp wont import correctly on my current project.

#

I'm trying to figure out why and how to reverse it

#

it wont let me merge the vrc folder

gaunt egret
#

hrm that is the right version of sharp too tf

azure valley
#

I'll just steal the files over from the other project

#

if the import wont overwrite then copy and paste will!!!!!

azure valley
#

update: didn't work

vagrant shale
#

You might also have to delete the SDK from the packages folder as well as the assets folder

azure valley
#

okay that didn't work either.

#

I guess some other package I have in here messed it up

azure valley
#

Well, time to go port everything to a new project and then see where I went wrong

brazen python
#

how do you make a animation transition from multiple states to the next

#

im trying to make it play the first one on loop. then when you click the button plays the next animation and when it finishes it plays another loop until interupted by the button press again making it play a non looping animation going back to the looping static animation

lethal blade
#

Quick question
Are worlds allowed to store data off VRChat

#

Ex: in a self-hosted database

upper obsidian
lethal blade
#

I mean it is the unity engine soo

#

Not out of the question

#

Even if I have to stoop to roblox levels of communication I will deal with it

#

(Roblox can only use http(s) connections)

upper obsidian
#

Vrchat itself does not prohibit this, the documentation has a list of allowed components, including udon. Read, try.

lethal blade
upper obsidian
lethal blade
#

And by custom scripts I mean special manually written c# scripts

upper obsidian
lethal blade
#

But can it import native system libraries

bold ibex
#

can multiple people world on a world together

#

thank you

sand forge
#

heya ! i added a new video player to my world ( ProTv ) and i have these errors, and i have a purple screen ingame with no sounds or anything, so the links wont even load.
its the only player in the world

minor finch
#

if an audio source is a child of a mesh and that mesh is culled, does that mean that the audio source is also culled?

#

I haven't tested this

fervent steppe
#

my floor keeps dissapearing

upper obsidian
minor finch
upper obsidian
fossil hull
fossil hull
minor finch
#

Occlusion culling

glad tiger
#

How can I make my rain particles be reflected in a mirror? I have the particles and mirror set to the same layer.

wary token
#

And the mesh to a quad

#

for some reason unity's billboarding is broken in mirrors, but mesh particles work for me.

glad tiger
#

under the Shape menu?

wary token
glad tiger
#

I found it

glad tiger
wary token
#

Or a cube scaled on its axis to make it flat

#

so it will be double sided

#

๐Ÿ˜„

glad tiger
#

I'm looking at this right here:

#

I found Quad under the mesh tab

wary token
#

Yee, mess with render alignment too

#

That will be the most important setting

glad tiger
#

What do you like to set it at?

wary token
#

It varies depending on what you're going for, i think i usually have it locked to an axis so the particles stay straight

#

i cant remember the names of the settings though, im away from my PC atm so i cant check

glad tiger
#

Where can I change the transform of the particle itself?

wary token
#

Under shape i think

#

And size over lifetime if you wanna use that to get some variation

glad tiger
#

Shape only changes the space that the particles will show up in

#

The shape itself is set to Box

wary token
azure valley
#

feels kind of nice to make something entirely from scratch. s'what i got so far

sacred warren
#

Does anyone have a script or know where I can get a script that will change all selected object's "Static" flag back to the prefab's default? (it's annoyingly one of the things Unity doesn't let you do on multi-select).

main marlin
#

this is my first time trying to create a vr chat world and whille i was trying to install the sdk3 to unity it had and eror with one of the files and idk how to fix it can someone pls help

#

how do u fix this

sacred warren
#

Follow the instructions in the VRC guides much more closely.

main marlin
#

oh dam

#

ok

sacred warren
#
main marlin
#

thc

#

thx

gaunt egret
azure valley
lethal blade
#

Anyone know if lighting affects video players

vagrant shale
#

It depends on the material of the player. In the case of PROTV, I'm pretty sure you can adjust that to change the glossiness.

bold ibex
#

yo alright does anyone know how to add brushes into your world, whenever I search it up all I get is the annoying brush avatar

sacred warren
#

You probably want to look up pen prefabs, not brushes ๐Ÿ˜‰

bold ibex
#

i meant like hair brushes, what I now realize I should've searched hairbrushes and not just brushes ๐Ÿฅฒ

#

okay cant find that either

#

so does anyone know how to add hair brushes

iron trench
#

i tried loading into MY OWN WORLD and it just loads 2 times then kicks me to home world. how do i fix this?

vagrant shale
gaunt egret
vagrant shale
#

No Quest support ๐Ÿ˜ฉ

azure valley
#

why are most vrchat tutorials extremely lengthy youtube videos

vagrant shale
#

Because the video creator has to screw up halfway through and then start over from the beginning without editing that part out.

azure valley
#

It's somehow extremely accessible while also taking up so much time unnecessarily its annoying

final rapids
#

I'm trying to update my world, and I'm getting the following error when the file is uploading: Asset Bundle upload Failed. Failed to Upload File. These are the errors i get in the console

#

I have restarted Unity and it still keeps happening

austere hull
#

can i run function on input

crimson sand
thorny geyser
#

Should I use .png or .jpg for materials?

vagrant shale
#

I'd use png. Unity gives you a ton of tools for compressing your textures and reducing the size of your build but you can't uncompress something that already had compression embedded into the file.

thorny geyser
#

oo nice ty

slender mauve
#

hey, I'm using unity and a YouTube video on how to make a world and when i am trying to start the test it makes me get vrchat through Microsoft Appstore but when I search in there nothing comes up, I have tried using my actual oculus and that didn't work earthier, and I searched vrchat on a window logged in and it still says I need Microsoft. Can someone please tell me earthier how to get it on Microsoft app or how to get it somewhere else that will work.

#

and for the youtube video when he presses it he jsut goes right in

vagrant shale
#

I would download it through Steam if you're using VRChat on PC or using a headset connected to a PC.

green lagoon
slender mauve
#

Kk ty

azure valley
#

ive come up with a solution to udon being hard to learn and tutorials being very broad and unspecific sometimes

slender mauve
#

so, I am on steam and logged in to my account and when i press build and test it still takes me to Microsoft Appstore still. So, I need to know how to fix that. like maybe a setting on vrchat or something?

vagrant shale
surreal nebula
#

how do you make a cutout mirror

azure valley
surreal nebula
#

yeah I searched in this channel and found it, thanks though

upper obsidian
# surreal nebula yeah I searched in this channel and found it, thanks though
GitHub

A simple mirror prefab for mirrors that show players only without any background in VRChat - VRCPlayersOnlyMirror/PlayersOnlyMirrorCutout.shader at main ยท acertainbluecat/VRCPlayersOnlyMirror

minor finch
severe patio
#

Question for... anyone!
I'm kinda new to VRChat world making and stuff.
Just messing around rn mostly and learning along the way.
I have an idea for a VRChat club. I know, I know- there's a lot of clubs in vrchat and its annoying.
Well;

  1. Mines has a special... gimmick to it that i would love to see in a club world, but nobody has done it yet.
  2. Im lazy so im sure i won't even make it to a full fledged thing anyway, but lemme at least try to do the basics.

I've uploaded random worlds before and put together basic things with probuilder and audio link.
I'm here to ask for some audio link help / tips actually! Hard to find some online.

In club worlds with audio link, at least some of them. The colors of the lights matches the video kinda.
Like in LOCATION.SEWER, the lights match the video. Actually, I think the lights in that one are coming directly from the video screens so idk if thats a good example.
Maybe "0day" ? Which, seems like the same thing. But like the light pulses and glows the specific video's color. And the lights on the ceiling match.

How do i get this effect?
In unity all i seemed to get is to change color via "reactivity settings" on the surface or whatever.
its bad enough i can't even use the USharpVideo player in unity anyway, it just fails with unknown error in play mode, i'd have to go directly in vrchat to test that :/ (or well, the "test" feature)

green lagoon
severe patio
#

ohhh i completely forgot about the realtime lighting

#

tysm

green lagoon
steep forge
#

Hello everyone, I'm new to creating worlds for VR chat, I would like to know how to play a YouTube music playlist in a quest world. Any help would be greatly appreciated๐Ÿ™‚ I looked all over youtube however, all i seen were videos on how to place a player using udon but not how to script it.

green lagoon
#

you can't play any YouTube videos on the quest

vagrant shale
#

I got them working with ProTV but that was a while back and it was using youtube-dl and even then, the links expired after a few hours. I'm not sure if that method even works now, I think you can use a link resolver but I've never had good luck with those.

upper obsidian
fervent steppe
#

parts in my world keep disappearing

#

so i click test and the earth that i placed in the sky dissappears

#

its static and the shader is set to standard

#

the planet is just a sphere aswell so idk why it disappears

#

nope i cant replicate it

#

could the object be too far?

fervent steppe
#

its too far away

#

well i found the issue but the fix is a different question

#

ill just shrink the planet and move it closer

#

oh ffs

#

i think i just fixed the issue

fervent furnace
#

Hey there, does anyone have a good example model for visually checking the size of what you build to make sure it looks natural. Basically a mannequin.

It's been a few years since I have made anything for vr chat and in the old sdk it used to include one. Maybe it still exists in this sdk and I looked over it.

If I need to I will just import an avatar but I enjoyed having that simple mannequin to make sure everything just was averaged and compositionally similar throughout the scene.

bold ibex
fervent furnace
#

I wanted to try avoiding that since some avatars seem to be much smaller or larger than each other and that mannequin from the first sdk was like right in the middle of everyone but if I can't find one of my original projects and pull it out I guess I will just download an av that looks close.

surreal nebula
#

trying to modify a script to work with interact instead of ui for colliders, what should I do to set opposite value?

old breach
#

Assets\UdonSharp\Editor\UdonSharpASTVisitor.cs(2800,58): error CS0246: The type or namespace name 'InterpolatedStringTextSyntax' could not be found (are you missing a using directive or an assembly reference?)

Any fix?

gaunt egret
#

er well, the capsule model you can add into your scene within unity is the collider for avatars

#

i use that to scale my worlds, seems fine

austere hull
#

how to properly manage thousands of objects on map

vagrant shale
#

That's really going to depend on what your needs are. It sounds like you might just need to have code running on interact but you have it running all the time which isn't great.

green lagoon
austere hull
#

2500 objects each having collider and 3 meshes

green lagoon
#

what do the objects do

#

as It would answer if you can just disabled all of them not in view

austere hull
#

they all disabled by default

#

but map loading takes minutes

vagrant shale
#

What is your world size? That's the only thing that should impact how long it takes to load. I would look into batching if you have a bunch of identical meshes but I don't know that much about the details on that. I think just marking them as static should enable some batching.

barren spindle
#

Hey guys, I'm new with crunch compression/crunching, do you bake lighting then crunch or the other way around? ty for reply.

vagrant shale
#

I don't think it matters. Crunch compression effects the texture and lightmaps are their own layer on top of the texture. You can crunch your lightmaps to reduce their size but you need to have lightmaps to do that.

barren spindle
#

Hmm, I see. when i crunched the texture when i already baked the lights. it got this weird artifacts. anyways ty for reply

vagrant shale
#

Crunching will give you artifacts to some level, that's just the nature of compression but you didn't get them when you crunched after baking? Generally, you do any compression on your textures when importing them and then leave them alone. Having to re-compress after every bake would get to be a real pain for larger scenes.

jovial juniper
#

anyone know why the client sim window is greyed out?

barren spindle
#

I didn't touched the texture before baking, that's why i got curious with it having artifacts. when the baked was done then i crunched it's texture

#

didn't get them when you crunched after baking?
nope, everything was perfect. no weird artifacts and all

vagrant shale
#

Crunching is the best option for reducing file size but it's also one of the more extreme in terms of reducing the visible quality of the texture. If you want something to look nicer, I would recommend one of the compressed types like RGB Compressed ETC 4 Bits vs using a crunched format. When I want very high quality, I use ASTC 4x4 block but that's also going to produce a much larger file size in your world and impact performance. Often, you have to pick and choose where you want quality.

#

It may have been artifacts in the bake, then. You can change the quality settings of the bake in lighting but there are a lot of factors there so I would recommend watching a tutorial or 2 on baking lights.

#

The big one is lightmap resolution, I usually bump that up from the default of 40 texels per unit to around 200 or 300 but that is going to make your bake take much longer depending on your hardware.

barren spindle
#

one sec, let me open up the world

#

this is my settings for baking

jovial juniper
#

does clientsim not work?

vagrant shale
barren spindle
jovial juniper
#

and this creator compaion is shit

vagrant shale
barren spindle
#

this the one with crunched textures

jovial juniper
#

i just want to test the world in unity like i do with avatars

vagrant shale
#

Yeah, I think that's a result of your lightmap settings, not your texture compression settings. Change lightmap resolution to 200 texels per unit, change lightmap size to 4096 and use the progressive GPU lightmapper if you have a GPU that can handle it.

barren spindle
#

Alright, I'll give a try later. ty for the help

vagrant shale
jovial juniper
#

this is on of the many errors this tester caused: "Assets\Samples\VRChat Client Simulator\1.1.4\ClientSimWorldTestExample\ClientSimWorldTestExampleScene.cs(20,46): error CS0115: 'ClientSimWorldTestExampleScene.GetTestSettings()': no suitable method found to override"

#

i followed the instructions perfectly, copy url to the "+" button under packages

#

now i have to remake my entire fucking project

vagrant shale
#

I don't know about that, I would just try deleting the VRChat Client Simulator folder. It sounds like something went wrong with that install but your project should still be usable

jovial juniper
#

been trying that for over 3 hours

vagrant shale
#

Does it still give you errors if you delete that folder? It's not necessary to have the client sim, it's just more convenient.

jovial juniper
#

yup

#

i delete one thing, it makes more errors, i delete that, it makes more

vagrant shale
#

What sort of errors? You may have unrelated errors.

#

But yeah, I would personally avoid the creator companion for now, it seems to be more trouble than it's worth.

jovial juniper
#

agreed

#

anyone know to offically set up "ClientSim"?

left rain
#

the documentation is on github

#

you need to have git for windows installed first, and the git.exe added to your system PATH

vagrant shale
#

VRChat is expecting people to set up path variables and that's their idea of making the tools more accessible and easy to use? Well, alright, then.

left rain
#

it's temporary until they get the creator's toolkit fully operational

#

otherwise you can stick to the usual SDK3 package and cyanemu for the time being

bold ibex
#

is there a shader that can replicate the PS1 vertex jitter?

vagrant shale
left rain
#

ยฏ_(ใƒ„)_/ยฏ

vagrant shale
left rain
#

if you go to their downloads page they're still showing all the old stuff, with the option of the creator companion beta

bold ibex
left rain
#

i'm sure once it's out of beta it'll at least be mostly functional. in the meantime setting up your system PATH is not brain surgery, i realize it's a bit more technical than your average windows user is comfortable with but it's not the end of the world

vagrant shale
#

It's not that complicated if you pay attention and follow instructions but the language used on the announcement advertises this as an easier way to get and install these packages when it is objectively more difficult to use ClienSim than the CyanEmu package it's designed to replace

#

Simple, fast, and painless...

left rain
#

right there at the top

#

i'm sure it'll be fine once they're done. if you're using creator companion, the package management is handled for you. you only need to involve yourself with all this git stuff if you're not using the creator companion AND you want to use clientsim

surreal nebula
#

failed upload

bold ibex
#

does anyone know how to make a click door to teleport?

iron trench
vagrant shale
#

Yeah, making sure you're using VRCWorld and not your own Scene Descriptor is a good start.

cold meteor
#

having a problem, whenever i click into the game window to enter the information, my mouse disappears and i cannot enter anything, and the only way to get my mouse back is with the escape key

kindred kestrel
pastel coyote
long kite
#

Anyone know how to make a ride for a theme park.

sand forge
neon meadow
#

I have had similar problems with multiple types of video players yesterday and today.
Until now, there was nothing wrong with it.

Everything works fine on local tests.
I was able to play the video.
The video player error message is not displayed.
However, when I actually try to upload it to VRChat, I get an error message like this. ; ;

I don't know if it's the same problem, but I also want to know how to solve this problem.

And I didn't know if this was a problem with UDON ... ; ;

austere hull
#

does placing 10 huge colliders will make map load much faster than 5000 tiny ones

gleaming trout
#

Are there any easy way to maintain both quest and pc world together?
I tried both switching build or having 2 separate project and both still take a lot effort t to make some small updates

spiral creek
#

Hey I'm getting Export Exception - System.IO.FileNotFoundException

#

and I can't upload a world

vagrant shale
# gleaming trout Are there any easy way to maintain both quest and pc world together? I tried bot...

I hear that the creator companion allows for simultaneous building but I don't think I would use that yet. You don't need separate projects, just switch build target. The best way to make the process of switching targets faster is by keeping your project size as small as possible by only keeping the things you need in there and creating a local cache server in preferences like in the picture. You should also only be switching build targets after you've built and tested several changes and want to make sure PC and Quest are the same, not for every small change.

vital geyser
#

Is it possible to play a video that's imported into the project directly?

vagrant shale
#

No, pretty sure that isn't possible. I guess you could import all the frames and play it as a frame animation and then play the audio track at the same time but it probably won't stay synced for long.

fervent furnace
#

Hopefully my last dumb question for a while. Before I start adding functionality to this world. Is c# still allowed to be used in worlds like it used to be or does it need to be udon now? I am much more comfortable coding in C#.

stone marsh
fervent furnace
# stone marsh https://github.com/vrchat-community/UdonSharp

I'll look into using this. I haven't built anything for vrchat for a long time. SDK2 wasn't a thing at the time. Thank you so much for your time. I should probably just bite the bullet and look more into Udon if I am going to add interactivity to stuff I build for vrchat but I will look into that compiler.

stone marsh
fervent furnace
fervent furnace
#

You can! How much experience do you have with LOD's?

stone marsh
#

It's also not a one size fits all, something like that will take a range of methods to keep it performant.

That totally aside, you'll have major float point errors at that distance from 0:0:0 so you'll need to do some form of trickery such as moving the world, not the player, camera tricks, using stations n animations. Etc. Allowing someone to walk a km from 0:0:0 will cause a ton of FPEs

#

The vrc SDK
Unity 2019.4.31f1

#

What about them?

coral magnet
#

Plenty of them don't use anything!
Though I heard 'magtic light probes' is fairly popular.

stone marsh
#

Post processing and bakery are really it. There's some tools to help with placing probes but they may or may not even be of use depending on your project

coral magnet
#

Post processing doesn't require any third party tools, does it?

stone marsh
#

No

coral magnet
#

(Nvidia only!)

stone marsh
#

Of course. You can use the GPU baker included with unity tho, so bakery is purely optional

#

It's use has both pros and cons depending on your project

#

Learning the base process with just unity alone is probably a good start and buying tools as you need them, rather than thinking you need to use them cuz some people use them before you understand why and when people use them.

#

Truly all you need to start is Unity and the sdk.

bold ibex
#

Guys

#

How do I make my world public?

vagrant shale
#

Are you User rank or higher? If so, there's an option to submit to community labs when publishing. If you make it out of community labs, the world is public.

bold ibex
#

Ok ok

#

Well I don't think I am

#

I just started

vagrant shale
#

It shouldn't take you long, at least if you're willing to go into...public instances ๐Ÿ˜ฑ

green lagoon
#

and yeah vrchat does support lods for worlds

bold ibex
#

hi im unable to upload world cause its over 50mb for quest is there anyway around this cause im compressing all textures to 512 from 2048 and its doing nothing to the mb count help plz

left rain
#

quest limit is 100mb

#

maybe your SDK is outdated?

vagrant shale
#

Yeah, I remember seeing a bug when the size was just increased where it was still complaining about being over 50 MB but that was months ago. Also, make sure you're making your changes to your texture in the android overrides or it won't affect the size of the Quest world.

green lagoon
#
#

this video tutorial shows basic world-building just using Unity

vagrant shale
#

Mmhmm, it uses probuilder which is somewhat limited vs something like Blender but it can get the job done if you don't want to learn any other programs right away. Blender would probably be the second most essential as it will allow you to create a lot more assets but you can also find a lot of assets available on the asset store or sketchfab.

hallow sapphire
#

Hello, I've been trying to upload and test my world, it worked once, but now when trying to test it I keep getting the error "System.IO.FileNotFoundException: C:/Users/PC/AppData/Local/Temp/DefaultCompany/New Unity Project (2)/scene-StandaloneWindows64-FILE-NAME.vrcw does not exist"
Does anyone know what could be happening?

vagrant shale
#

Are you using build and test or publishing?

hallow sapphire
#

I've tried both and the same thing happens

vagrant shale
#

I see, my guess was going to be that your VRChat.exe location isn't set up correctly in the builder but that shouldn't affect publishing. It's a common issue but I can't remember what the fix is.

hallow sapphire
#

Ah damn

vagrant shale
# hallow sapphire Ah damn

Can you post your whole console? I did a little searching and it seems to be just a generic error that results from other errors.

vagrant shale
# hallow sapphire

Yeah, it looks like you've got a few errors but the "vrcw does not exist" error is just a result of the others. It looks like you're trying to do something with a blend file but it can't find blender and then there's a reference to SDK2. Are you using SDK2? Also, it seems to reference an avatar descriptor but then you say this is a world. I don't know, there's a lot going on here. It seems like you've got every possible SDK in this project when you should really just need the one.

hallow sapphire
#

I'm using SDK3 atm, I remember converting it so that it would be compatible with SDK3 and that's how I tested it the first time, but the second time I loaded my world save and tried to test it again, it won't work. I'm not really sure what most of these errors are, I'm new to unity and this is my first world

vagrant shale
#

Its your first world but you had to convert it from SDK2? That hasn't been what most people have been using to make worlds for like 2 years. I would just delete all your SDK folders and reimport the most recent world SDK and just that. Still not sure about the blend file thing, don't try to use blend files in Unity.

near escarp
#

And it's not even lightbaked

cobalt prawn
grave zealot
#

Thanks, it's meant to be more mainland and just focused on a beach/giant lake. It's the Eclipse scene from Berserk

cobalt prawn
# cold meteor anyone able to help?

Take a close look at all the gameobjects in your scene hierarchy, there's probably a random script attached to something that you imported which is causing mouse lock + other stuff

cold meteor
#

is there a quick way to go through them all? I've got quite a few gameobjects

cobalt prawn
#

I mean I would just look at the ones you are not already familiar with

cold meteor
#

found it

#

one of the objects had a player thing that was messing it up

#

thanks

cobalt prawn
#

Yee nice ๐Ÿ‘

vagrant shale
#

Fog is an option or just have the light fade to black, depends on the effect you're going for.

cold meteor
#

found a problem with colliders
some of my floor tiles have no collision while others do, both have mesh colliders set in the same way

#

anyone know what could be the problem?

upper obsidian
cold meteor
#

what does convex do?

solemn gulch
#

it's way more optimized depending on what your mesh looks like, though it doesn't allow for inside bends

leaden cipher
#

Quick question, can I attach my primary and only spawn point to an object that moves around?

cold meteor
#

thanks

#

changing it to convex did nothing, still fall through

#

wait i dont think it should be player local layer

upper obsidian
cold meteor
#

right

cold meteor
#

how do i make a trigger that causes an animation when clicked, rather than just toggling on/off?

sharp bane
#

Quick question, how long does it normally take for a vrchat world to leave community labs and be published?

I've been waiting 4 months now.

Only saying this because I feel like it's been a while and I should just ignore it now

green lagoon
#

that would basically be dependent on how many people visit the map

bold ibex
#

does anywone know if its avaliabl for two or more people to work on a singl.e unity project for a world

near escarp
wicked prairie
#

uhhhh idk what's going on here

#

uh

#

i see

#

i didn't

#

also do i need to have VRCWorld hidden in the heiarchy

#

ye

bold ibex
#

hey everyone

#

any highly ranked vrchat user wanna publish the map im making?

#

i dont have the level

#

if you publish it i will just have my name somewhere but full creds go to you apart from that

#

anyways dm me if your interested

#

quick preview of my model

lament iris
#

I'm making a dystopian-looking citadel.

vagrant shale
bold ibex
#

ok

#

how many game hours does it take? (around)

rancid bison
#

What's the Damage Layer most worlds use for guns that do Damage?

vagrant shale
#

It varies based on a lot of factors like whether you're hanging out in public instances and making friends or just going into private instances on your own but maybe 12ish? I don't go into public instances so it took a bit longer for me, you can google it and find some estimates

indigo bramble
#

sdk brokey and udonsharp seems to be the problem, what did i do

wooden merlin
#

is a camera combined with a reciever different than a mirror?

lunar moon
#

got my first VRChat world (a port of the eggmanland hub from Unleashed) working

main marlin
#

hey i just downloaded a prefab and imported it but i cant find it in untiy does any one know how to find it

vagrant shale
#

You can see the name of the files/folders during the import process so you could try importing it again and everything will be unchecked since it's already there but you can see where it is. It probably created a new folder in your assets folder.

ocean crag
#

What are some visit numbers that would be considered successful for veteran publishers on new worlds? I usually get a few thousand visits and several hundread favorites but it dwindles to almost no activity usually within a week. Whats a good goal to be shooting for?

vagrant shale
#

Most of my worlds aren't made for general public use so I don't have a great answer for you but that sounds pretty decent if you're just publishing original worlds and putting them out there. If you want to have sustained activity, you need to start marketing and developing a social media presence. Creating worlds (and tagging them appropriately) related to popular IP is also going to get you more attention than a world that has no name recognition even if it's quality work. A world can be amazing in quality but if only a handful of people ever check it out organically, then you're depending on that small group to tell their friends and for their friends to tell their friends and so on which can happen but a lot of it comes down to luck.

green lagoon
#

and if it's like not a game map there might not be an incentive for repeat visits if somebody doesn't decide is cool enough to put in their rotation of hangout Maps

ocean crag
#

Thanks @vagrant shale I started a platform with my last one which has been my most successful world so hopefully that keeps a little traction going

ocean crag
languid pewter
#

I've seen some worlds where you can walk at a section wall and climb it like it's a ladder (on pc) , If I was looking to reproduce that, where should I start looking?

vagrant shale
bold ibex
#

I'm sorry to all Italians , but i turned the coliseum into a strip club.

languid pewter
bold ibex
#

can someone help me?

vagrant shale
bold ibex
#

๐Ÿ˜ญ ๐Ÿคฃ

vagrant shale
hazy badger
#

how do I add text into my world like credits for textures and all that?

vagrant shale
#

You can create text in the inspector just like you would any object like a sphere or cube

nocturne crown
#

how bad will a quest world be if most shaders are standard?

#

currently, quest shaders on my world just doesnt show normal maps well :/ idk if theres any other way to fix it either

austere hull
#

i love when map takes 5 mins to load in unity and 10 mins to load in vrchat

vagrant shale
# nocturne crown how bad will a quest world be if most shaders are standard?

That depends on a lot of factors, how many materials and textures you have, number of meshes, whether the meshes are combined or all separate objects, etc. I never use the VRChat mobile shaders for worlds and I can get them over 60 FPS with fairly complex scenes on Quest 2. At least before everyone starts bringing in their very poor avatars.

austere hull
#

count is as 2x more rendering of everything

nocturne crown
#

most things without needed normals ill prob put on quest

austere hull
#

but for few objects that i needed transparency for i used standard

#

for 5k of remaining objects i used quest shaders so will be less laggy

nocturne crown
#

im making a daycare map that actually looks good so i just want the playmats to have their normals showing

#

so it probably wont be many objects that are standard

#

minus the cutout ones too

vagrant shale
#

One some cases, you might be better off with a simple mesh using a normal map for detail vs a more complex mesh but you only have that option if you're baking your own normal maps.

nocturne crown
vagrant shale
#

Too much transparency can be a pretty bad performance hit so you'll want to limit that where possible. Also use occlusion culling where possible.

nocturne crown
#

there isnt many cutouts, i use a few cut outs in my world doesnt lag at all, but yeah if its too much ill reduce them

vagrant shale
#

You can also bake all your lights into your textures using Cycles in Blender and then use all unlit materials for great performance but I think I'm the only psychopath that does that.

nocturne crown
#

damn, i didnt do that :/ way too late to even try, my computer wouldnt be able to handle baking that map anyway

#

it would probably take days

vagrant shale
#

Only like 20 minutes if you've got a decent PC ||for every texture.||

green lagoon
nocturne crown
#

thanks for the advice but damn that would suck

vagrant shale
green lagoon
#

isn't that kind of result in mismatched lighting baking the World Lighting in blender

vagrant shale
#

It won't be exact but you can eyeball it. I wouldn't recommend it for most applications but we use it for our show, Welcome to Respite, and we get some pretty quality lighting if I do say so myself and often hit max FPS on Quest 2 with a fairly high number of objects.

gaunt egret
#

ay that looks cozy

full kettle
#

so i had just uploaded a world for quest and pretty much all the textures are black does anyone know how to fix this

vagrant shale
#

Are your lights baked?

full kettle
#

no i just have a skybox and thats it

main marlin
#

im trying to put in a beer pong table but the file is not being opened

#

does anyone know what to do

vagrant shale
vagrant shale
full kettle
#

ok

#

wait is there a way to get rid of a skybox

vagrant shale
#

Yeah, you can change the skybox to none or something else in the lighting tab and change the lighting source to a color or gradient rather than skybox.

full kettle
#

ok

#

thanks

main marlin
#

@vagrant shale the thing is it doesnโ€™t even say its importing

vagrant shale
#

I've never used that prefab so I don't know, could be messed up.

full kettle
#

ok so i think its the texture

main marlin
#

well thx anyway

vagrant shale
vagrant shale
#

Okay, so the UVs are probably fine

full kettle
#

wait i found something only one of the textures that came with the model work

bold ibex
#

does anyone know how to make a click door teleport all im finding is walk in to door teleport videos

vernal prism
#

could someone point me to VRchat 3.0 world spawn tutorial/instructions? I cant seem to figure out how to set it up correctly. I cant rotate / face players to a set direction.

vagrant shale
vernal prism
#

I keep getting kicked back to my home world after trying to load a new world i published. I can run it in test mode fine, but not after being uploaded. Cleared cache. Restarted client. Restarted PC. Still an issue.
2019.4.31f1 is the correct unity version right?

vagrant shale
#

It is. Are you using VRCWorld for your Scene Descriptor?

neon briar
vagrant shale
#

@low mirage Adjust the mapping in the texture settings.

vagrant shale
# neon briar help

I don't recognize the error, seems like something related to reflections. Did you add something or so something recently that might impact those?

neon briar
#

the error pops up when i go to the vrcsdk panel next to the inspector tab

vagrant shale
#

Was the project working before or has it never worked?

neon briar
#

it was working before i added bottles and chairs

vagrant shale
#

Standard VRC chairs? Those probably aren't the cause so I'd try getting rid of the bottles first.

scarlet quail
#

Hi everyone! i make procedural material with substance designer is there any way to get them working in vrchat? can anyone help me with this?

green lagoon
#

exporting materials as png's

scarlet quail
#

other than that

green lagoon
#

vrchat doesn't read SBSAR

scarlet quail
#

i know unity 2020.3.27 can use them with a plugin you think one day they will add support for that ?

torpid agate
#

where could i find this sky box or something very similar

green lagoon
neon briar
scarlet quail
green lagoon
scarlet quail
green lagoon
#

you would have to turn the Houdini stuff into a 3D model to load into vrchat

#

what are you trying to do that requires runtime procedural generation like that

vagrant shale
#

And these materials don't have any texture options? Most materials can have a mapping node to adjust the tiling but I'm not exactly sure what process you're using to do this.

scarlet quail
green lagoon
#

so that would literally not help vrchat in the slightest

#

as you can crunch compress textures to make them small download size-wise

#

and that would require vrchat to import a proprietary SDK

#

and I haven't heard it used case yet that actually requires it not just o'dear I don't want to be bothered setting up my materials properly

scarlet quail
green lagoon
#

well vrchat doesn't support it so there's no point continuing this train of thought

#

you'll have to turn your textures into png's

vagrant shale
#

This is basically the setup for that, depending on your texture coordinates.

scarlet quail
scarlet quail
green lagoon
#

I haven't heard what you're even trying to do besides wanting to skip making png's

vagrant shale
#

Yeah, you'd just change the output of the texture coordinate node if it was normals instead of UVs, I think.

green lagoon
#

and I just checked the unity plug-in and it just generates png's in the editor not running them as procedural Shader code materials at runtime

#

so there is no magic save vram compared to using equivalent size png's

scarlet quail
scarlet quail
green lagoon
#

or some other Shader code driven by animation

scarlet quail
green lagoon
#

my point is like you're going to need a custom Shader to do this not just the standard Unity Shader

scarlet quail
green lagoon
scarlet quail
green lagoon
#

well we're stuck with unity 2019

scarlet quail
green lagoon
#

I haven't published any worlds but I tend to read a lot of documentation

#

and a follow-up question would be does the substance plug-in even use the built-in renderer

#

as vrchat is on the built-in renderer

scarlet quail
green lagoon
#

but yeah if you want to do that rapid aging you're going to have to look into Shader creation

scarlet quail
green lagoon
#

because it's not worth the run time over head to try to completely procedurally-generated a whole substance material in the Shader

#

you would just want the Shader to be handling the blending between the different textures to handle the Aging effect

scarlet quail
green lagoon
#

so feel free to give it a try but make sure to Benchmark your Shader because you can't spare the framerate in VR because you're scared of a little bit of vram

scarlet quail
scarlet quail
green lagoon
#

and if it's helpful context I also try to do Quest content so I try not to go overboard on the complicated shaders to not melt the mobile phone processor

scarlet quail
scarlet quail
green lagoon
scarlet quail
green lagoon
#

anywho you should probably go look up the stuff required to do that aging affect in your Shader

#

as bickering about textures versus doing a whole substance material in Shader code isn't going anywhere

scarlet quail
#

LODs or something

scarlet quail
green lagoon
#

just crossed my mind what's bugging me about the procedural Shader approach you need a new Shader for each material which would increase to draw calls quite a bit whereas whip like a big texture Atlas you could shove the whole world in one material and one Shader

green lagoon
scarlet quail
green lagoon
#

example of like the graph complexity you would need for each Shader just because you don't want to use some png's

scarlet quail
green lagoon
#

yes but as I mentioned the draw call problem from having the swap shaders all the time might nullify any performance gains from trying to cut down vram usage

#

as using a 100 different shaders would be worse than using the standard Shader 100 times

scarlet quail
scarlet quail
green lagoon
#

and like you're honestly the first person I've heard on this Discord trying to go let's try to procedurally-generated all the textures in the world at runtime

scarlet quail
green lagoon
#

no that's changing like a Shader altogether in the link I was providing

scarlet quail
green lagoon
#

and most gamedev Studios aren't using substance materials in a matter where they're generated at runtime

#

like Final Fantasy 7 remake is full of substance materials but it's just a big stack of png's on the game disc

scarlet quail
scarlet quail
green lagoon
scarlet quail
#

no mans sky is famous title

fervent steppe
#

my bridge has no collisions although having both a mesh collider en a box collider

scarlet quail
hazy badger
#

I downloaded a fire effect from the asset store and it came with shaders, however whenever I tried to place it, all the shaders had errors loading. Any fixes?

vagrant shale
#

Does it support the built-in renderer?

hazy badger
#

I'm not sure, idk how to tell

#

all I know is that the shaders look like this in the folder

vagrant shale
#

Do you have the asset store link?

hazy badger
#

I do not have a link no, all I have is the name: Enflame - Stylized Fire, Smoke, and Sparks (Shader Graph)

vagrant shale
#

Yeah, the Unity shader graph isn't supported by the built-in renderer so not much you can do.

hazy badger
#

damn, alr. Do you know any fire particle packs I can use instead that are free?

vagrant shale
hazy badger
#

alr, thanks! I was just looking a Procedural fire actually

vagrant shale
#

Any recommendations for terrain tools that will work well for cross-platform worlds in VRChat? The built-in terrain system just seems so basic for getting any level of quality and I really don't want to have to sculpt and map my terrain in blender if I can avoid it. It's kind of expensive but I could pick this up if necessary, I just need to know if it's going to work or if it uses any scripts VRChat isn't going to like. https://assetstore.unity.com/packages/tools/terrain/gena-pro-terrains-villages-roads-rivers-183186#description

Get the GeNa Pro - Terrains, Villages, Roads & Rivers package from Procedural Worlds and speed up your game development process. Find this & other Terrain options on the Unity Asset Store.

hazy badger
#

I use 3D Realistic Terrain Free by Bad Raccoon

vagrant shale
#

Okay, thanks. I guess it's free so I can give it a shot but it looks like it just includes one terrain you can't change? I'm also seeing this but it looks like a set of 5 static terrains. I have kind of specific needs for the structure of the terrain so I'm not sure something premade is gonna do the trick. https://assetstore.unity.com/packages/3d/environments/landscapes/3d-realistic-terrain-vol-1-183198#description

Elevate your workflow with the 3D Realistic Terrain Vol 1 asset from Creepy Cat. Find this & other Landscapes options on the Unity Asset Store.

red crescent
pastel robin
#

Hello everyone , good afternoon !! , I have some newbie question like to ask vrcBlushvrcBlushvrcBlush

vagrant shale
#

$144 for a single asset. ๐Ÿ˜ฉ Well, I guess if it's what I need. I'm seeing it's possible to use heightmaps in Unity terrain. If I created a height map in Blender, could I use that on my terrain with decent results? The resolution just seems so low that I can't imagine getting any quality results from it but maybe that's because I'm just building it from scratch with the tools in Unity.

red crescent
vagrant shale
#

Also, it doesn't list it's compatible with 2019 so is there an older version I can use or can I generate the map in 2020 and then export to 2019?

#

Cool, I guess I'll play with that first before dropping the cash. The main thing I want to avoid is having to UV map the entire terrain in Blender and a height map would avoid that.

red crescent
pastel robin
#

I have same questions like atlas vrcBlushvrcBlushvrcBlush but It seems not solved

red crescent
#

it uses a node system to procedurally generate terrain

#

and you can just remove the script after and be left with a nice generated terrain

pastel robin
#

I am trying to make a world for the first time , too
And I had the same problem ๏ผšใ€€
ใ€Œ
whenever I try to upload the VRC SDK3 package I get this message:

Assets\Udon\Editor\ProgramSources\SerializedUdonProgramAssetEditor.cs(51,46): error CS0104: 'SerializationUtility' is an ambiguous reference between 'VRC.Udon.Serialization.OdinSerializer.SerializationUtility' and 'UnityEditor.SerializationUtility'
ใ€

vagrant shale
pastel robin
#

I tried to find some information with keywords, but couldn't find a solution vrcCryingvrcCryingvrcCrying . This question might be stupid, but I hope maybe someone knows why this is problem occurs >< vrcWOAH thanks ...... qwq !

fervent steppe
#

my bridge still has no collisions

pastel robin
#

Also I want to ask if there are any experts who make world available for commission for making fantasy world ? I I'm not sure if it's okay to ask in discord , I've read the Rule ๐Ÿ‘‰ ๐Ÿ‘ˆ

#

I see lots of people asking the experts for making avatars commission , and I would love to make a world for my fantasy story , too .... But I want to try to make a simple world by myself first vrcBlushvrcBlushvrcBlush

vagrant shale
#

@red crescent I'm not sure MapMagic will do the trick since I need to be able to define my own hills and valleys and it looks like it just gives you a procedural world without the ability to sculpt specific areas. Will Gaia 2020 allow for this or do I need Gena as well? I don't need paved roads, just the ability to make dirt paths between hills.

red crescent
#

gaia is also a generation type thing but you use stamps to stamp out terrain shapes

vagrant shale
#

@pastel robin There's the VRCTraders Discord in community servers, you can commission people there.

vagrant shale
# red crescent gaia is also a generation type thing but you use stamps to stamp out terrain sha...

So I will need to get that and Gena? I like being able to set my own terrain height with a brush, like I can with the Unity terrain, it's just too resolution even at max resolution. Will any of these tools allow me to do that? I'm working on a dark ride that has a specific path a cart needs to take with hills surrounding it on each side so I can't really use something that just gives me a cookie cutter result that I can't alter manually.

red crescent
#

gena is just for placing objects i think

vagrant shale
#

Gena says it supports roads but it looks like it means actual paved roads and I don't need those.

red crescent
#

wait so you want like a path?

#

if so yea gena will also do that

vagrant shale
#

But if I want to make the mountains around the path, then I need Gaia. So it's a $200+ investment, then. I may need to think outside the box with my search for alternatives.

red crescent
#

there is also a spline module for mapmagic however it does say its in beta and i havent actually used it

#

but you can generate mountains and place a spline which will carve out a path on the terrain

vagrant shale
#

I don't think even that will work because I need to be able to specify how the area around the path will be shaped, not just put a path through some randomly-generated terrain. I'll try the height map option first and if that doesn't work, I'll figure something out. Thanks for the help.

red crescent
#

no problem

#

sorry i couldnt be of more help

vagrant shale
#

Seems like Unity just doesn't want you making quality terrain, the tools are so laughably bad for that compared to most other things but maybe it's just because we're still stuck in 2019.

red crescent
#

they did try and improve it at some point but idk where that went lol

outer matrix
#

Hey, I'm getting the error of "Performance warning; There are more than 100 preview scenes." And it's preventing me from being able to even click on the VRCSDK window without unity locking up, and I cannot even click the build and test. Anyone know how to fix tyhis? Even moving to a new project does not fix this isssue.

vagrant shale
outer matrix
#

It seems very unlucky for me to have an issue that was reported very very low quantities of lol

vagrant shale
# red crescent they did try and improve it at some point but idk where that went lol

I did find something, in case it's useful to you. If you go into the package manager, go to advanced, and then display preview packages, you can find terrain tools which includes a number of features not available with the built in terrain tools. It's still probably not as good as the paid tools but it seems a lot better than what you get by default.

red crescent
#

oh yea thats the thing

vagrant shale
outer matrix
#

Any other project does not have this this error, it's only this one.

vagrant shale
outer matrix
#

it*

vagrant shale
#

Damn, that is a persistent bug. I'm running out of ideas but I guess you could just take the props and export them as a prefab. I'm sure it won't retain everything but it would be better than starting from scratch. I would imagine that wouldn't carry the curse with it but I'm not sure at this point.

outer matrix
#

Ive sadly tried starting from scratch. And It did not work whatsoever.

vagrant shale
#

Does the problem arise immediately when creating a new project or just when you try to bring in the assets from the old one? You might have a cursed asset somewhere.

outer matrix
#

Hell, even tried with only the map asset, still broke

bold ibex
vagrant shale
#

Ah, well at least you know the source of the problem if not the solution. I've seen others have problems with those pens.

vagrant shale
#

I assume you have UdonSharp?

bold ibex
#

i really wanna add pens to my worlds

#

in kinda new to this so i dont know much

#

what is udonsharp?

#

ok the pens are throwing up like a million errors

vagrant shale
#

Okay, well that's a good place to start, the pens require UdonSharp. https://github.com/MerlinVR/UdonSharp/releases I would double check any documentation that came with them to ensure you aren't missing any other dependencies. You may also need to delete and reimport them after installing UdonSharp as doing it the other way around can cause problems.

GitHub

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

lapis galleon
#

Is there a way to limit guest actions in your worlds? I.e. say I have a night-club setting and want guests to be able to use dance/wave/cheer, but not emojis or bats.

fervent steppe
#

i cant access the control panel anymore

craggy umbra
#

Does anyone know any quest compatible music prefabs

#

Like for playing global and not local music in worlds

fervent steppe
#

how can i fix these errors?

#

also the sdk is broken, is there a way i can keep all the progress i've made or do i have to restart

bold ibex
#

guys when you publish a world is it automatically adapted for quest?

green lagoon
bold ibex
#

Hi y'all, it's my first time using the new SDK3 and when I imported the SDK into my new Unity world I don't see the VRChat SDK tab on the top next to stuff like "component, window, and help". Did I do something wrong?

austere hull
#

wrong version

green lagoon
bold ibex
#

Oh my goodness how did di miss that? My Unity must have automatically gone to the newest version I had downloaded! ๐Ÿคฆ

#

Thank you very much! ๐Ÿ’œ

bold ibex
#

Guys when you publish a world for quest is it automatically cross platform?

green lagoon
#

nope you have to publish both the Windows and Android build

bold ibex
green lagoon
bold ibex
#

Yaay

green lagoon
#
bold ibex
#

Thx

iron trench
#

whenever i try to load into my world, it just loads 2 times then kicks me to my home world. how do i fix this?

solemn gulch
#

does it do this on desktop?

iron trench
cobalt prawn
#

There should only be one object that appears in the list, and that object should only have one pipeline manager

cobalt prawn
#

Hmm in that case I dunno. It would help to know what kind of assets are in your world, if it was ever working at one point, what changes you have made since then, any significant errors or warnings etc

iron trench
#

i have a 10x10x10 template that has some furniture assets along with it. I also added light sources and reflection probes and thats about it

#

there isn't any scripts that came with it either

#

and it never worked for loading into it

uneven bane
#

its a bit random question and more about curiosity, is it problematic or not recomended to have 2 different videoplayers in a small world, each with a different default video? obviously not both at 200% volume one of them would be almost mute, but i was just thinking ideas

cobalt prawn
iron trench
cobalt prawn
iron trench
outer matrix
cobalt prawn
# iron trench

Is there only one VRCWorld in your scene? Also can you click this and take another screenshot?

iron trench
#

yes, there is only one

cobalt prawn
#

Have you tried deleting the file it's telling you to delete?

iron trench
#

no

#

do i just delete it and reimport it?

cobalt prawn
#

Only delete the .meta file, not the scene file

#

Then Unity should make a new one automagically

#

You'll have to delete it in windows explorer since meta files are hidden in unity

iron trench
#

yea i found it

#

so then I just reupload it and see if I can load into the world?

cobalt prawn
#

I guess so yeah. I would clear the console too and see if any errors/messages are still there first

iron trench
#

ok

#

theres nothing in the console. is that a good thing?

cobalt prawn
#

Yes that's good, not a guarantee though

iron trench
#

ok

#

i'll see if i can load into it after reupload

cobalt prawn
#

๐Ÿคž

iron trench
#

i'll keep you updated

outer matrix
iron trench
#

sounds familiar, but i've never worked with anything like it

outer matrix
iron trench
#

try deleting the asset then reimporting it

outer matrix
#

Already tried.

iron trench
iron trench
outer matrix
#

It's only in this project, and ive never had this before.

#

I have, zero result.

iron trench
#

no subreddits?

outer matrix
#

nope

outer matrix
azure valley
#

I know the requirements are prolly a lil vague on purpose, but what gets a world out of community labs exactly?

slow leaf
#

anyone know how to get the grass swaying effect on grass in worlds?

jovial juniper
#

can someone tell me why this is not letting me upload?

#

and this:

azure valley