#world-development
39 messages · Page 145 of 1
Still having the problem after i made a new project
I am using the correct unity and sdk
When say "not letting me upload" wym? Can you click build and test or build and publish? Does the form asking for the world title and tags etc pop up?
so it goes into playmode, but i when i click upload, it doesnt do anything
ive done all the classic fixes, reimport packages, made a brand new project
you don't go into play mode lol
yes, yes you do when you upload?
no you don't
avatars put you into playmode, worlds just upload from the normal editor
when you click build and publish, the SDK puts you into playmode :V
When you press upload, it may start running
yeah
oh okay, I assumed you were like
pressing play, then trying to open the SDK
le sigh
can you upload a world that is just a plane with everything set up?
it may be one of the packages you imported
just a flat plane with a default skybox and light and a VRCWorld thing
good point, lemme try that, uhm, new project? or just new scene?
new project entirely
ah, okie, one second then
you may have overwritten something incorrectly with a package, I know I did that with udonsharp
(thank god for unity hub)
Are you able to input text etc? And can you take a screenshot of it in play mode?
I'm trying to make a world for the kids at my library to view their 3D prints, but the VRChat tab on the left randomly disappeared. Does anyone know what happened?
vrchat SDK tab at the top, view SDK
unless it just doesn't open the SDK window?
Yeah it doesn't open it
that's. odd.
It didn't get mixed up with any of the other tabs? not that I know that's possible
just throwing stuff at the wall here until someone more qualified comes along
IKR! And I've been working on this for a while and the kids need to be able to use it by Wednesday 😅
Compiler errors will cause that to not show up. You need to clear those up to make it appear again.
By fixing them, lol.
Are the contents of those folders listed actually part of something you're using?
Looks like you have scripts that it doesn't like. Generally, C# scripts aren't allowed by VRChat unless they're among the handful that have been whitelisted.
I would delete that scripts folder and hopefully they will clear up.
All four?
Just the Scripts folder in Assets\SampleScenes\
That worked! Thank you so much! You're a lifesaver Krampus!!! 💜
Anyone know a good water shader for pools?
How can I make a seat in unity 2019
All of the videos I find are outdated
Good idea to take a look at the options yourself.
I liked this video when I made my decision, shows off a few. https://www.youtube.com/watch?v=gPKlUEZJQt8
And as said in the video https://vrcprefabs.com/ is invaluable for finding these things (click "Database")
Here's a quick tutorial on how to import a water shader into your world. There are a bunch of water shaders out there, so feel free to look around to find the best one for what you're after.
btw, RED_SIM's 'perfect water shaders' works best if it's a day scene. Looks pretty mid if it's a sunset or night scene, like this one.
So hopefully this ...
You just drag in the prefab included with the SDK, should be called VRCChair3. It has the actual model parented beneath it with a mesh renderer on it you can disable so you can line it up with your own chairs and it won't be visible.
I am super new to doing anything so where would I find the prefabs folder
Assets is the folder you start in, so just find "VRChat Examples".
If it isn't there then you haven't imported the VRChat World SDK.
Thank you both lol
You can also just do a text search of the project tab, it's in the top right
where is a good place to find assets to make VRC worlds to buy or download
Unity Asset Store, Sketchfab, I think you can get some stuff from Deviant Art
any known world creators that take commissions for clubs?
how i prevent vrchat kicking me out of own world after loading in
trying to test my stuff, whenever i press play on unity it throws this error
i mean it works
just it unoptimized
but vrchat shouldnt kick me out for too long loading time
You don't test things for VRChat by pressing the play button, you want "Build and Test" in the builder. That's just a warning that shouldn't stop you from building/publishing.
Is there a quest shader with a cutout option? For a vrchat world
No, but you also don't need to use Quest shaders for worlds, you can use pretty much any shaders you like.
Oh ok thanks
um everything just froze when i clicked Set Collision Matrix
im just stuck zoomed in like this can someone help me
Select anything in your hierarchy and press F in the scene view ?
help its doing this
Click the cube that has the green/blue/red thing around
how do you add photos into your world
move your camera
You can literally just drag them directly onto the object you want to put them on
i figued it out i finished my world i just wasn't for sure at the time
As long as you figured it out! 👍
yea i'm glad i did it was for a memorial
A friend of mine is having an issue uploading a world where when hes on the screen of the name your world and stuff when he clicks upload nothing happens
Is he able to give the world a name or does nothing happen? Did he check the TOS checkbox? Sometimes that can be hidden depending on the size of the window and zoom level.
How do I make it so that I can turn into an avatar by interacting with this object? I tried putting a VRC Avatar Pedestal on it, but does not work. (I don't want a default avatar display window)
Did you take the pedestal script and add it along with a collider? You've got to have the collider as well. Never done it, myself, but that might work,
but it just made a huge display
Instead of adding the pedestal component, have you tried just adding a regular Udon Behavior and dragging in the script? Not sure if that would work differently.
where do I put the avatar ID on this?
I'm not sure. Well, it was a thought but maybe that's not the way to do it.
I am going to try to add both
It works now if I interact with the object, but the mega-display is still there
I also tried setting the scale option to 0
Whats the best way to do like... a HUD system these days? Is there a prefab for it or are people still using CanvasUI/Playertracking stuff
I wonder if you could adjust the placement using an empty object to hide it underneath the world. I have something like that in one of my worlds and I think that's how we do it but I didn't do that part myself.
I added a child gameobject with 0.00001 scale, and it works!
So, I'm getting this weird SDK build error, I think it happened when I imported the sdk from git per the new cyanemu instructions over an existing sdk, is there a quick and easy way to fix these? I know I'm shooting in the dark, but I thought I'd pop the q in here.
okay so im back at it and i managed to make a working door animation, but nothing is the trigger, help, how do iset it up?
Is there a way to set it so players cant see a specific layer but it can be seen in a mirror?
You can do this using Poiyomi. There's a mirror option for rendering only in mirrors or not in mirrors. Etc..
help me
spawn added to descriptor?
how
What how? Is there a spawn field in the descriptor, is there an object added to which players will spawn?
Or delete this object, in sdk there are also prefabs vrcworld
There's still no way to test quest compatible world without using quest, right?
Yup
ty
Easiest thing you can do is drag a Quest user with you to test
I uploaded a world to VRChat that appeared to be working in Unity. But when I join my uploaded world I am immediately kicked back to my home world. Does anyone know how to troubleshoot this?
hi i have a simple question but ive been searching and cannot find the answer, is there a way to make multiple prefabs from a scene in unity? insted of one by one
Just delete your scene descriptor object and drag in VRCWorld where you want people to spawn
ill try that
hello, how do you make objects that players can hold and interact with? (like bottles in the "black cat" world for example)
Someone knows what are this artifacts and how I can remove them?
I'm using mochies shaders and standards
Add a VRC Pickup component and an ObjectSync script in an Udon Behavior component to make it synced.
Do you see these artifacts before or after baking your lights? You may need to increase the quality of your bake or use higher quality compression on your lightmaps.
I think after baking but will do thanks
And a collider too or is it not needed?
Yeah, it'll add the rigidbody automatically but you need to add the collider yourself, I think.
I think so too
does anyone have an interactive water prefab?
Hey! Im fairly new to VRchat(80 hours atm) and im trying to create my first world, cos im bored!
But when i try to "Build & Test" this pops up... Any idea why? It only started popping up after i tried to set up my mirror, allowing people to turn it on/off. Any kind of help would be great!
Does anyone know how to get the VRC Panel to show?
Check your console for errors
Do you have Udon Sharp installed? You seem to have things in your scene that require it.
okay there are a lot of errors, but i never changed any code
the last time i opened this world it did not have these errors
i just have no way of figuring out what happened to cause this because i didn't do anything to the world, i just hadn't opened it for awhile
Luckily, most of those aren't errors, they're warnings. The only ones that are really going to stop you are the red ones. The first one that pops out is that spawn button script, do you need that? Because it's not working at the moment.
I do need it, i just don't know why all my scripts aren't working anymore because i didn't change any of the code since i last opened it
I assume you have Udon Sharp installed? It might be worthwhile to install the most recent version/
I do have udon sharp installed
the world was allowing me to test it and run it with the vrc control panel a few months ago
the only difference now is that i just hadn't opened it since then, but now there are a bunch of errors
Well, it seems like your errors are mostly related to scripts and Udon Sharp so I think your best bet would be to delete your current installation and import the newest version.
i tried using the migration tool, but in the world it migrated it deleted all the game objects
also i'm not sure why this has missing scripts
I've never messed with the migration tool so your guess there is as good as mine.
i feel like everything ive done is lost
even though it worked before and nothing changed in the project
in the migrated world I can pull up the VRC Control Panel, but all the GameObjects and everything in the Hierarchy is gone
And it's not letting me copy-paste the hierarchy from my original project to the migrated project
Are you sure you have the correct scene open? Search for scenes in your project tab and try opening them.
Ah okay, is there a way for me to see if i have it installed? I would assume i do, but im ofc not 100% sure
Unless you're using the creator companion, you probably don't unless you manually installed it yourself. Pretty sure it should be a folder in your assets folder but I can double check.
Much appreciated!
Yup, it's a folder if you have it.
I tried using higher quality lightmaps and also remove all of my lightmaps but they're still now I'm trying to activate ambient occlusion to see if it changes something
oh thank you! all of the gameobjects survived
now im back to this
You can also adjust the lightmap settings on a per-object basis
now i get this when trying to compile
Got 2 of em, if im at the right place
Did you get the newest version of UdonSharp?
all the scripts should compile, as they compiled before and none of the code was edited
i didn't change any version, unless the vrc creator companion did
but i was getting the same error before i did the migration
yeah idk imma try to go back in blender to see if maybe the UV mapping is messed up
Hmmm, I think you just need one so I don't know why you have two. I would delete them and re-import. Maybe open a new scene first to avoid issues with references.
I just wouldn't use the creator companion at this point, it causes all sorts of problems but I guess it's too late for that at this point.
ah, i didn't konw that...
i just dont want all my work to be unusable
Seems like there is some issue with the migrating of UdonSharp to whatever the creator companion is using but I've avoided using it until they resolve the problems with it so I'm not much help there, I would try asking in #creator-companion
so i have a model of an rv but i'd like to make the door open what is the best way to do this sorry for the rookie question
First thing you would need to do is make the door its own object in Blender unless you wanted it to be a bone animation and then you can pretty much just follow this tutorial for any type of door. https://www.youtube.com/watch?v=CJfhG8-KGvs
Here's a tutorial covering how to make a door and lock, that open and close when you click on them. You could also move the interact script to be on another object to the side, if you wanted it to be button-activated door.
So hopefully this tutorial helps replace some of those old sdk2 tutorials, though you could always adapt those to sdk3 wit...
@vagrant shale Appreciate the help, ill probably start over or smth, seems like its completely F
Luckily enough i wasn't that long into it:)
If I were you, I wouldn't use the creator companion until it's out of beta if you have been.
Aight, what would u recommend? Blender or?
The creator companion is just an optional add on to Unity so you can just use the SDK and get UdonSharp separately if you need it. Blender would just be if you wanted to make or edit models or bone animations.
Aight! Thanks, ill keep it in mind!
when i uploaded/published a world I clicked "Manage in browser" and it took me to this, but it doesn't load
it just flashes rectangles
I can Build & Test my world without an error, but when I try to upload the world I get this
[Question] How would I achieve a smoother transition between the surface of the water and the skybox? I've already added a cuboid fog volume, but it stills looks a little "off."
Nevermind, I reimported everything to try to get rid of the MongoError duplicate id error and now UdonSharp isn't working anymore
even though nothing changed
Part of that looks like a creator companion issue so you know where those go, the duplicate ID problem has to do with it not recognizing you as the last person to publish to that world or you trying to publish a new world to an existing blueprint and the fix for that is just to detach the ID in the pipeline manager on VRCWorld but still don't know what to do with that Udon Sharp situation until you can get rid of the creator companion.
There was no attached ID to the VRCWorld, I will attach one, try, and then detach it if it doesn't work and then try again if it doesn't work after that and then I will see what I should do
You can just leave it detached and it will publish to a new ID.
I tried all of the above and a new ID was not published
So I am still getting the duplicate key error in MongoDB
my avatar can't jump in my world anyway to fix this?
And you definitely don't have multiple scene descriptors?
Are you using VRCWorld for your Scene Descriptor?
Let's see..
I have a VRCWorld in my Hierarchy
But it doesn't look like I have multiple
yes but it was not on the terrain i am using guessing thats why
So you detached the blueprint in VRCWorld and then tried to publish the world and it still said duplicate ID? That is strange.
It should just be wherever you want the player to spawn. Can you click on that in the hierarchy and post an image of the inspector?
Oh I had to do it to the VRCWorld in the Hierarchy
Yeah, you select it in the hierarchy and then detach in the inspector
I selected it in the assets
okay, now the world is uploaded, but it kicks me back to my home world when i try to join
i put it on the terrain and still cant jump
now its back here where i want it
You don't put a Scene Descriptor on your terrain, you just drag in the VRCWorld prefab and make sure you delete the Scene Descriptor you added.
Stop putting Scene Descriptors on things, get rid of those and drag in VRCWorld
thanks so much man!
Sounds like progress but I don't know about that particular issue. It can be an issue with VRCWorld I think but there are different things that can cause that..
I can Build and Test it without any errors at this point, but when I join through VRChat it doesn't work and shows no error to me at all
Unfortunately I can't find a solution to this problem online...
pickup item wont stop flashing in and out of existence in test mode
I don't know what causes that but I have had the issue and fixed it by deleting and replacing the mesh renderer. You might have to drag the model back in, though.
Is there an alternative for audio occlusion in worlds to Better Player Audio?
Flashing how ?
i fixed it it was because i tried to box in my scene with a cube as a skybox
What's the best way to fling a player? A fast-moving collider doesn't seem to do the trick
By moving them manually. Lower gravity, increase inertia. Yeeet. there's a few scripts for things like player pickup and yeet pads that could be looked at so you can get ideas. You can also parent the player to a invisible floor collider and yeet them. Lots of ways to do this.
Interesting; thanks!
Is there a prefab that allows day and night cycle that is set to a certain place (e.g. everyone is seeing the current time of day of a certain real life place)?
Not that I'm aware of. Could be a fun idea tho
Especially if you matched it with an accurate star map for the person's location
i cant upload world the menu dont pop up after pressing build and publish
okay it loaded after removing custom scripts
stupid that i cant have editor sided scripts
Does anyone know the nature/trees assets used in "Happy Hill Dog Park" I am working on a new world and the trees I have are not suitable for the build?
is it possible to make 3d model that chases the player?
Yes
whatever you can bother to code up in udon
well i have 0 experience in c# and minimal experience in java
I have made chairs! 
so whats VRC Spatial Audio Source? is there any reason to use it over just the normal audio source unity comes with?
This is not instead, this is a script for normalizing 3d sound.
On worlds, it usually doesn't need to be used.
i see, alright then
How do i make my world more realistic?
Physically based rendering & baking your lighting are good ways to start.
Unity's standard shader lets you create materials that look quite realistic. https://docs.unity3d.com/Manual/shader-StandardShader.html
Though you'll need to find textures for it. I usually just search for 'cc0 textures' on Google.
Baking your lighting in Unity is probably more important though! You can make some nice looking worlds without any textures at all.
Have you done something like this before?
how is to put a pic from the pc as thumbnail of a world in unity
Add the image to your asset folder.
Go to upload the world
When on upload screen
Click back to Scene view tab
Create a Quad
Create new material
Add the image to the material
Probably best to use the image on the emissions layer so that it's bright for the pic or just use Toon/Unlit shader.
Put the new material on the quad
Position the quad in front of the VRCCam camera (not ur normal camera)
Go back to game tab
Click the button to upload a new photo
You put the mesh collider on the wrong part of the bottle. I'm guessing your bottle has a root, and then the mesh is under the root as a child since your screenshot doesn't show the mesh renderer component.
If you add a mesh collider to something without a Mesh Renderer, it won't add the mesh to the collider. You can see on your mesh collider there is nothing under "mesh". So the collider isn't doing anything
As a side note, you can probably make these convex colliders as well.
makes sense
for optimisation isn't it better to use a box collider?
Yes. Generally speaking it is.
Mesh colliders are mainly an issue on high poly meshes tho. Because collision is checked against every face.
However, setting the mesh collider to "convex" will create a low poly wrap around the mesh for much better performance but this only wraps the mesh like a volume, for a bottle this would be fine, assume you want the bottle to lay on its side more naturally.
That said, a box collider would be sufficient overall.
ok thanks
I would imagine a drum set could be done to some degree by just checking for collision between a drum stick and a collider on the drum. A guitar would have to track collision with each finger on both hands and the string. I don't think there's a way to make a guitar that would be reasonably playable in VRChat. Even if the collision calculations were perfect, having any sort of accuracy without a physical peripheral would be pretty much impossible.
been working on a club world and was wondering how i make things sound reactive like post processing and lights
I might suggest trying to add them one at a time not all at once
i did add them 1 by 1 but it seems that usharp has its own sdk should i be using that one over the latest one
the release page for usharp says use the latest SDK
and I'll have to go run some errands irl so I won't be able to help out
alright thanks alot i got some of the errors gone but still have 1
Did you import Udon Sharp first? Are you using creator companion?
i had the sdk in first since it was a project i started
then added the others
now no errors unless i have a audio link object in my scene
i even did a full reimport so the whole project
You should always import Udon Sharp before any packages that depend on it. It seems like it's just that one script that is causing your problems so you could probably delete it and be fine but I'm not sure hoe to get it working.
The SDK isn't dependent on Udon Sharp, it's the other way around.
i need the audiolink script for the link to work
oh okai yeah ill give it a redo them thanks
Did you follow the install instructions for the Audio Reactive Lights?
ill go over the instructions again
i have to start a whole new project as no matter what i do i get different errors
i have 2 problems with my world. a few items become sort of transparent when helt at an angle and some trees that are setup with unity terrain system become transparent leaves when far away. this does only happen ingame and not in unity or cyanemu. i do have global illumination activated in the lightin settings. could that be it?
new project i got the demo scene working
I don't know about the object transparency unless there's some alpha on it and it just only shows at certain angle but for the terrain, I think there is some built-in LOD on terrain trees you you might need to adjust some of the settings to extend that.
the thing is, it worked before and i didnt change a thing
ill just upload without gi enabled and see
is there a material type that supports vertex color and alpha maps? and is quest compatible?
i copied the example scene but having a problem with this 1 error
C:\buildslave\unity\build\Modules/Audio/Public/AudioSource.cpp(2200) : Error executing m_dryGroup->getWaveData(samples, numSamples, channelOffset) (An invalid parameter was passed to this function. )
UnityEngine.AudioSource:GetOutputData (single[],int)
VRC.Udon.Wrapper.Modules.ExternUnityEngineAudioSource:__GetOutputData__SystemSingleArray_SystemInt32__SystemVoid (VRC.Udon.Common.Interfaces.IUdonHeap,System.Span1<uint>) VRC.Udon.VM.UdonVM:Interpret () VRC.Udon.UdonBehaviour:RunProgram (uint) (at Assets/Udon/UdonBehaviour.cs:982) VRC.Udon.UdonBehaviour:RunEvent (string,System.ValueTuple2<string, object>[]) (at Assets/Udon/UdonBehaviour.cs:1190)
VRC.Udon.UdonBehaviour:ManagedUpdate () (at Assets/Udon/UdonBehaviour.cs:515)
VRC.Udon.UdonManager:Update () (at Assets/Udon/UdonManager.cs:254)
like tis working but this casts the whole time
Using VRCWorld or your own Pipeline Manager?
I don't recommend that. Do you have a reason for not using VRCWorld?
Then I would delete any object with a Scene Descriptor or a Pipeline Manager and then drag that in and see if it works better.
So I have two long running animations. One runs in one place, one runs in another. Those two "places" get enabled and disabled for various reasons at different times. Is there any way to keep those two animations in sync time-wise with each other? (they're both the same length and speed).
Also, are there any known tricks or tips on shortening the time it takes to do a local build test? (ClientSim doesn't work for a few things I need to test atm)
i am so confused why this is happening. they arent fully transparent, but you can see the shadowmap through them with is super weird, only the shadows tho
One thing that people have told me is that having a toggle for seats is necessary for Full Body Players. I know nothing about that since I dont have FBT, but how would I go about toggling seats?
basically just a object toggle that would turn off the chairs Collider locally
Got it, so just gotta do it for each seat then, individually?
I suppose you would have the button coded where you can turn them all off at the same time
Well, yes, but I meant you gotta add each seat to the script individually? There's no way to bulk-disable stations or anything like that
yes you would probably have to add all of the chairs to the script
Cool. Mainly just trying to figure out if I needed to do that all manually or if there was a prefab people used. Thanks!
is there a way to change the name and thumbnail of a world without having to use the unity project?
Is there a mirror shader that is working better with the occlusion culling of worlds?
trying to figure out how to reduce world size but idk what i could do anymore and debugger isnt showing the asset that is causing it to be so big
Last time I saw something like that, it was because there was a lot of batching static data so you may need to uncheck that in your statics, though that might also reduce performance. I'm not sure on the technical details, that's just what I've seen contribute to a lot of hidden world space.
like having object set as static?
uncheck all of them
Yes and no, if you actually go into an object that is marked static, there are several different types of static and batching static is just one of the options.
You probably want to leave the rest enabled.
just batching static got it
So I was looking though the assets for a Unity icon to upload a world like how avatars are done and there is nothing what do a drag into the hierarchy
I don't know about this Unity icon thing but yeah, if you search your project and you have the SDK, you should have VRCWorld
You can search your project in the top right of the project tab
You do have the world SDK, correct?
Yes
Do I have to attach the world to that sdk?
If so how
I’m new to this just did avatars
You import the SDK into your project by adding a custom package but I assume you did that already. Then you just locate and drag in VRCWorld where you want people to spawn in.
Ok but the world is not there
It’s blank
😭
I was given the a rar file then unzipped it
Then dragged the folder into Unity did I do it right
lets test
It would depend on how your rar is set up. Is it a project folder or a unity package?
I don’t know
Well, one is a folder and one is a package so that should be a hint.
Ok I think I made progress but the Unity scene is blank and no world
Just the Spawn
I though all I needed was like the Unity logo then bring it in and poof it works like avatars
You don't typically just open a project folder by dragging it in, you open Unity Hub and use the Open option and then locate the folder. I still don't know what this Unity logo you're referring to is unless you just mean the shortcut to open the program.
EDIT: I now wholeheartedly recommend using World Creator Assistant to set up your VRChat world projects! It's now the way I set up all of mine!
https://youtu.be/F1Tr3Nc9Rxs
https://ask.vrchat.com/t/world-creator-assistant-automate-vrchat-world-project-management/7571
https://github.com/Varneon/WorldCreatorAssistant
Download Unity - https://docs...
sorry if this isnt the place to ask, but on the quest side of my world, there is a bug that when you look at the right of the world, it goes black, does anyone know a fix to this or what may be causing it?
That's a scene, that's where a particular scene in your project is located. If your folder/package doesn't have a scene, then you have to make your own scene. I don't know what you downloaded or what it was supposed to contain so it's hard to give you advice but you don't usually open a project by just creating a new project and then dragging in the files over it.
that package doesn't contain the world SDK
That too but not having the SDK doesn't mean you can't open a scene.
It’s not the world sdk I downloaded The Lazy Leaf World
I imported it wrong I think I dragged it In and I did not import it though starting Unity
did you follow the install instructions
Nope I install everything different from what they tell you to do lol 😂
You'll probably have more luck following the instructions, just a hunch.
Still having issues
You'll have to be more specific.
I can’t import it even though I setup the VRCSecneDescripter and there are no issues with the console
What are you trying to import? You just open it from Unity Hub like the instructions say. You mean you can't upload?
I did open it that way
I’m just confused with what’s going on right now errors left and right just stressed
Did the scene open? You'll need to post an image of the console for us to figure out how to solve any errors you might have.
Hold on
Fixed is there a way I can change the name of the world and change the amount of players
That's part of the process of building the world, you build in the SDK panel and you'll get the chance to do that before it publishes.
basically you need to remove the build ID because it has the old id from the original map
i dont know where to even start
Yeah, I guess the creator of the world must've left the blueprint ID attached which is weird for an asset you intend on selling.
click on the vrchat world item in the hierarchy
VRCWorld
ok
thanks for clarifying the name
yeah that is very weird
There should be a button that says detach in the inspector on the right
under he pipeline manager, click that
so i clicked remove componet
Ctrl Z?
i detached it
cool
Okay, you should be good, then
You hit publish again and the error is still there?
i cant publish it again the vrcsdk wont load up
Well that's not related to the Blueprint, do you have errors?
You may have to hit the pause button in the top middle above the scene view. If that doesn't fix it, just re-open the project.
can i create a VRC world in a new version of unity
No, it has to be 2019.4.31f1
no you'll have to use the currently supported version of unity in vrchat
cuz the linux version of unity hub cant open the version unity VRC uses
idk why but just fails to even run '
seems unity ben reworking the hub latly and they broke a lot of stuff for older vesions
can i backport
A door? Like a physical door or a portal? Do you want a permanent portal in the world? Not sure what you're looking for.
yes a portal
the world has to be uploaded with the exact version
can i make the world in a diffrent version then port the map into the same unity version
or can unity not open levels made in other versions
You want a permanent portal to another world in this world? Do you know the ID of that world?
Should generally work alright but you still ultimately have to get the right version of Unity working.
Some things might not be compatible but so long as you aren't using things that don't exists in the version VRChat uses
i can get the version of unity that VRC uses working on mac fine but on my pc it just wont work so i cant use older versions
seems unity hub 3 dont work well with older unity versions
Then yeah, you can develop in the new version and then open it on the old version and it'll do some migration and stuff but should generally work.
any particular reason you couldn't just open the unity version without the Hub
it wont run
I suppose I could just do your development on your Mac?
Can you post what you detached? It will attach an ID after publishing but it should be a new ID/
i guess tho i dont have a compatible mouse with it
so id have to use tochpad
which ist ideal
USB should work on any computer
my mac only has usb c
it said to destroy on load
and my mouse is standerd usb
i tried a converter cable but the mouse was very jittery
Yeah that's a normal part of the publishing process. Are you still getting the Blueprint error and you made sure you detached the right thing? There should only be one option.
i did
Unless you ended up with multiple scene descriptors somehow.
if i delete it will it work?
Did you drag in VRCWorld at any point?
will VRC update to the 2021 lts anytime soon
Probably not, it didn't update to 2019 that long ago and it'll probably update to 2020 next, though they may skip directly to 2021
nope vrchat only changes Unity versions every couple of years
You should be able to undo but you also shouldn't have done it when no one said to do it. I guess it's just a downloaded world so you aren't losing much work
It is just a rollercoaster of emotions with you, isn't it?
i'm just stressed
Well, I guess it worked so that should help with your stress levels. I still don't know what you wanted to do with portals but you can if you want.
ok i will figure it out
im still trying to figure out why this error is occuring
C:\buildslave\unity\build\Modules/Audio/Public/AudioSource.cpp(2200) : Error executing m_dryGroup->getWaveData(samples, numSamples, channelOffset) (An invalid parameter was passed to this function. )
UnityEngine.AudioSource:GetOutputData (single[],int)
VRC.Udon.Wrapper.Modules.ExternUnityEngineAudioSource:__GetOutputData__SystemSingleArray_SystemInt32__SystemVoid (VRC.Udon.Common.Interfaces.IUdonHeap,System.Span1<uint>) VRC.Udon.VM.UdonVM:Interpret () VRC.Udon.UdonBehaviour:RunProgram (uint) (at Assets/Udon/UdonBehaviour.cs:982) VRC.Udon.UdonBehaviour:RunEvent (string,System.ValueTuple2<string, object>[]) (at Assets/Udon/UdonBehaviour.cs:1190)
VRC.Udon.UdonBehaviour:ManagedUpdate () (at Assets/Udon/UdonBehaviour.cs:515)
VRC.Udon.UdonManager:Update () (at Assets/Udon/UdonManager.cs:254)
everything seems to work
i love you
i did something to my mirrors but im not sure what. the lights no longer show in the mirror reflection
it was fine before but idk what change would affect this
my reflection probe and light probes seem fine. i didnt change anything with those
Any changes to your mirror layers?
Nope, I thought it was that too so I tried switching the mirrors to a different layer and baking it but that didn’t change anything
Actually, do the mirrors have to be on the same layer as another component? I don’t remember. Like do the mirrors have to be on the same layer as the reflection probe?
I just realized that my mirrors are on the same layer I used for post processing. But it was working fine before when they were on the same layer so idk
Has anybody remade an entire game yet or just maps? very sad.
Also hello I'm currently going to work on my first project and am logged in. Just a question. When I actually finish making my world, do I need to do anything special for it to appear on my profile or is that automatic?
Ahh nice ❤️ thanks fam
got this error while trying to build & test, had it on an earlier world but forgot how i fixed it, anyone know?
@ me if you know pls <333
That error basically means nothing, it just means you have other errors. Post those and we might be able to help.
okay ty
Hi there, is VRChat using the benefits of Texture Streaming or not? the VRCSDK is confusing me. Its enabled in the editor settings but disabled in the quality settings (and the SDK is complaining when TS is not enabled on avatar's textures). I think it is used but they forgot to enable it in the sdk so is it necessary to report this?
The confusion is even more obvious on this screen
VRChat uses Texture Streaming, but your own project settings are irrelevant since you're not actually building an app, you're just building assets that get uploaded to VRChat. VRChat has it's own project settings that only the devs have access to
You can find vrchats quality settings listed here https://docs.vrchat.com/docs/vrchat-configuration-window
I see so its still worth it to enable texture streaming per textures right ?
Huh, well I guess according to that, VRChat does not use texture streaming
Well the point about project settings remains... but ya I dunno about this particular thing then heh
confusing lol
Might be an oversight in the docs
Yea but if the final app (VRChat) is using TS, but the sdk disable it by default, how can you test and debug your work without modifying the sdk directly ?
thats the problem I wanted to explain ^^
Yeahhh. There are plenty of discrepancies between testing in Unity vs testing in VRChat, but I agree that is a valid issue that oughta be a quick fix
is there way for allowing only one world instance
you cannot
but i remember prison escape for example
when was private and i made public instance in website then it was only instance existing
could i restrict users from making public instances
so i would make just one
probably not
Is there a way to sync Animations?
Also what is a good skybox maker/editor Program
if you know Blender you can render a Equirectangular texture and make your own skybox
anyone know how to disable unity from reimporting shit when i launch it again? it does it everytime i open a unity project and completely breaks the SDK, Bakery, Etc
Remove the shit from the project.
i like polyhaven, they have good skyboxes
not to make, but they have realistic ones for free to download
Well I'm trying to make the skybox from Halo 2 Cairo Station where they did projection on to the skybox for the Earth Moon and Sun
Make a BFDI:TPOT Worls with the fully usable _RC
getting some errors which I dont know what they mean, can anyone provide insight on how to solve them?
New project or old project?
its a few weeks old
Did you import SDK2 into it?
its also doing this with the SDK
not to my knowledge no
its only had the SDK3 in it
It talks about triggers and SDK2 so that's a bit odd if it really is SDK3.
Failing that, delete all the folders the SDK created, quit unity and reinstall the SDK
ive tried this a few times - just to confirm i delete the VRCSDK, VRChat examples & Udon folders correct?
im not missing any others?
That should be it. What's the full filename of the one you're importing?
VRCSDK3-WORLD-2022.06.03.00.03_Public
i believe its the latest SDK?
Looks right. Do you have anything else in the project? Could something else you've imported have included it?
its a world ready for upload so theres a few assets
Do a search for vrc in the project window
Also was the world designed for SDK2 or 3
3
only results are for the vrcplayersonlymirror assets
Go into the package manager and try to upgrade the mathematics package, once that's finished, close and reopen unity, the reimport the SDK.
ive got version 1.2.5 - doesnt seem to want to update to 1.2.6, its reverting back or something?
That's fine, it's weird but that will have worked despite how it looks.
Now close unity, reopen it and then reinstall the SDK. When you install the SDK, does it show things being installed to any folders outside of the vrcsdk and udon folders?
Does anyone know where I can find a good tutorial on how to make a game lobby
I just need to know scripts
[USharpVideo] Video player error when trying to load https://www.youtube.com/watch?v=HUne-XBFqpk&ab_channel=LenniProd.
UnityEngine.Debug:LogError (object,UnityEngine.Object)
VRC.Udon.Wrapper.Modules.ExternUnityEngineDebug:__LogError__SystemObject_UnityEngineObject__SystemVoid (VRC.Udon.Common.Interfaces.IUdonHeap,System.Span1<uint>) VRC.Udon.VM.UdonVM:Interpret () VRC.Udon.UdonBehaviour:RunProgram (uint) (at Assets/Udon/UdonBehaviour.cs:982) VRC.Udon.UdonBehaviour:RunProgram (string) (at Assets/Udon/UdonBehaviour.cs:957) VRC.Udon.UdonBehaviour:SendCustomEvent (string) (at Assets/Udon/UdonBehaviour.cs:1435) VRC.Udon.Wrapper.Modules.ExternVRCUdonCommonInterfacesIUdonEventReceiver:__SendCustomEvent__SystemString__SystemVoid (VRC.Udon.Common.Interfaces.IUdonHeap,System.Span1<uint>)
VRC.Udon.VM.UdonVM:Interpret ()
VRC.Udon.UdonBehaviour:RunProgram (uint) (at Assets/Udon/UdonBehaviour.cs:982)
VRC.Udon.UdonBehaviour:RunEvent (string,System.ValueTuple`2<string, object>[]) (at Assets/Udon/UdonBehaviour.cs:1190)
VRC.SDK3.Video.Components.Base.BaseVRCVideoPlayer:OnVideoError (VRC.SDK3.Components.Video.VideoError)
VRC.SDK3.Video.Components.VRCUnityVideoPlayer:OnError (UnityEngine.Video.VideoPlayer,string)
UnityEngine.Video.VideoPlayer:InvokeErrorReceivedCallback_Internal (UnityEngine.Video.VideoPlayer,string)
Summer Mix 2022 | Avicii, Calvin Harris, Kygo, Alok, Robin Schulz, David Guetta, Gryffin
any reason the usharp video player gives me this error when loading links
this is all the things its installing, i just noticed the package for the sdk3 stuff isnt being imported - is that because i already have that package in another project?
Ok, so you've got the SDK installed via the package manager instead apparently, does it show up under the In Project section of the package manager?
It's a bit of an experimental way of installing it
oh hmm is that my problem then perhaps?
its down here in the project settings
Yup, otherwise you're doubling up on SDK lol
You appear to have the world SDK but not the core SDK.
Try searching for vrc in the package manager and seeing if it gives you an option for core. If not you'll need to install it via GIT afaik
No idea how you ended up with half the SDK installed
yes im a little confused myself
would be more favourable to kill this package manager version and try using the usual SDK?
i am not
Basically nuke this and go the basic route or go the whole way this way
I need to go now unfortunately
anyone else have this issue with the usharp video player i tried making a new project and still same problem
how would i go about having the audio source of a players microphone be set to the audio link with a button
Someone please help. The control panel in the vrchatsdk tab is no longer appearing. how do i fix this?
Check your console for errors
ugh christ this dumb bot
look at the namespace involved in that error: VRCSDK2
looks like you have old SDK files in that project. remove them
look harder then? or back up your project, completely wipe out any VRCSDK files, then re-import that package
is that the only error, or are there others further up the stack trace?
Hey world dev folks - I remember reading something about windows 10 only being compatible with the unity version currently - is development on windows 11 a no-go?
yeah. i would backup fully, then completely remove the SDK, then reinstall the SDK3 package. it looks like there's SDK2 stuff crawling around in there for some odd reason
copy and paste
the smart way would be to use git, but that takes some configuration and technical know-how to do it properly
heya, is there an easy script for randomizing pitch for an audio source toggle?
basically like, interact with object and it randomizes the pitch of the sound it makes each time?
pitch is a multiplier on playback speed, so you'd want to generate a random number between (minSpeed, maxSpeed) and then set AudioSource.pitch to that value before playing the clip
Random.Range() can generate your random value
mmm how would I generate a random number? I'm sorta dumb and new to udon type stuff
ohhh didn't know there was a random function
i got everything working but im wondering how i can play youtube videos off usharp video player
nvm it doesnt play any videos from youtube over a certain amount of time long
I've been searching for an answer to this for a while (considering I'm new to world building), but is there a way to prevent/stop mods from working in a world I create? Any explanation or direction to somewhere that has documentation of how to do this would be helpful! And if this isn't the right channel to be asking this in, please let me know TwT
can you attach a world spawnpoint to a moving object - for example inside a moving vehicle?
Ye but doubt itl work well, you can just teleport the player when they join and it synced up though
^ that's the correct way. You'll have sync issues otherwise.
Spawn the player in some nondescript location, black void or something. But have a script that runs on player join, perhaps with a 1-3 second delay to ensure everything is loaded and synced, then move the spawn point locally to where you want it and TP the player to that. That way when a player hits respawn, they will spawn where the spawn point is currently.
what's the best way to get an animated scrolling effect on a texture? my idea is to update and reset the material's Offset value constantly
If it's for PC, you can just use a shader that supports texture panning. Poiyomi is a great option.
Otherwise yes. You can animate the offset but are more limited overall.
it's for PC and quest so i'll just go with the offset
last time I tried doing a basic script for a VRchat world it was to have an object rotate but it didn't work
it was a generic C script, does VRchat only run a special kind of script or something
Vrchat doesn't support C# directly. VRChat uses Udon. You can use UdonSharp, which is a C# to U# compiler.
i'll look into that, thanks man
Can someone help me? I'm trying to make it so you can pick up this cup, but it flies into the air and disappears the second the world loads in.
It could be that the box collider boundaries of the cup are very big? Enable the "Gizmos" and see where the box collider is located (you might want to zoom out to see it)
I made the box collider as small as possible while still existant and the exact same thing just happened...
Are you sure you're in the scene view and not game view?
?
Gamers, is there any way to move or disable the avatar pedestal display image?
i have some small objects being used as pedestals, and they're scaled up to normal size and the pedestal pic is like... gigantic in the sky lmao
the gigantic green square is the preview image for that statue object
try messing with the bounds if there are any
bounds are just normal
well, looks normal
i'll try making an empty object inside i guess
nope, didn't work
rather: I couldn't make it work
empty object + collider the size of my statue + pedestal stuff didnt seem to let me click it
Is there a way to find the link a to the video that the video player is playing?
i am so confused. when you are more than about 30 to 40m away, the leaves of the billboard trees get transparent. however, this only happens in the VRChat vr version. if i start VRChat on desktop, its completely normal. i have no idea whats going on (note that the desktop screenshot was made much father away but it still didnt happen)
i am trying for 3 whole days now to fix it, but i dont even know whats wrong in the first place since it does work on the VRChat desktop version
does anyone know why my udon behaviour settings keep changing back to default every time i build my world?? it's on an avatar pedestal if that makes a difference ?
is there a way to play videos? Not like actual URL videos.
Unfortunately not really at this time with the current sdk. If there is no audio, you can bake it into a shader or export the frames and create a flip book from the frames then use that.
okay thanks!
How do you make objects glow if tried and tried and I can’t get it can you help me
There needs to be emission on the shader and you need to increase the intensity but the only way to truly get a glow effect without using techniques to fake it is to be on PC and use post-processing. It's called bloom and Quest doesn't support it.
Ok I’ve tried post processing it didn’t work do you have steps for the shader emission
You enable emission and then there will be a color box next to it with the ability to increase the intensity at the bottom. For post-processing, you should just be able to create a game object, add a post-processing volume component, adjust the bounds, and then add a post-processing layer on your camera. Probably best to watch a tutorial on that if you want something in-depth but the bloom will be generated automatically relative to the intensity of the emission depending on the bloom settings you set in your post-processing volume. Without post processing, it'll just look like a brighter color and then go towards white as the intensity increases but it won't glow.
Ok thanks I’ll give it a try
Are the trees prefabs? If so click on the prefab and play with the LOD settings I had the same problem recently and doing that fixed it
Also in Edit > Project Settings > Quality > There's a lot of stuff you can edit there as well to help out with LODS and stuff popping in and out - keep in mind that the higher you go the worse it is for CPU
editing the project quality settings won't do anything because those don't get upload to vrchat
awh dang and here i was thinkin it did
thanks
you need to modify lod distance settings on the trees themselves
because that will upload to vrchat
got it, thanks for the info!
i tried playing with the tree prefab lod settings, the terrain lod settings and changed the leaf material. nothing worked. the bizarre thing is that it does work on the desktop version. why doesnt it on the vr one
the only "fix" is to not have billboards at all
but idk how that will affect lower end pc players
Sounds pretty metal.
hey can anyone tell me why this isnt working the way I think it should/want it to?
I'm trying to get this audio to fade in as you walk towards it but it just kinda starts as soon as you step into the volumetric radius I have set at full volume.
What am I missing?
You can enable "Use Audio Source Volume Curve" to define your own falloff in the 3D Sound Settings of the Audio Source. By default, the spatial audio source component uses inverse square falloff so it should be fairly accurate but that's how you adjust it if you want it to be different.
it just outright doesnt play anything when I use the curve option. :/
What does your falloff curve look like?
It should still be audible but that is a pretty quick falloff, you might want to play with the min and max distance in the settings above that. You can start with extreme values like 100 and 500 and then dial it back from there.
so you think its just far too short>
its just supposed to be like audio coming out of a speaker in a building
ayyyy seesm to have been a mix of the gain being set to 0 and the short fall out!
you the best!
I am new to developing in vr chat I was just wondering if I could import things like planes in my world instead of making them from scratch
Yeah, you can import most common file types, OBJ, FBX, DAE, DXF, even Blend files to some extent
how to sync pool table for pc and quest ?
Is it not showing up for both platforms or are the ball positions just not synced? I would imagine manually changing that behavior would be pretty involved.
how do i make a model follow the player around In a world (not an avatar)
and also what defines the player location
im assuming you are using a prefab? in a propper world setup, you wouldnt need to sync them at all. if they are in the same hierachy position, it should work on quest and pc and both sync with each other. it only becomes an issue if they are not at the same position in the hierachy
oo
okay
thanks
how can i make unity update the file size when i'm optimizing a world for quest? build & test is greyed out and i can't click it and deleting things from the world has no effect on the world file size in the warning in the builder tab
if you simply delete stuff from your quest world, it wont sync with the pc world anymore so thats a bad idea. you mainly will reduce size with texture resolution and texture crunch. also i think the warning wont update unless you try to publish the world again
okay, and yeah i know, i was just trying to see if it would update the file size. i'll try build and publish and see what it says. is there a page on the wiki on how to do texture crunching? all i can find is that it says to consider using it, not really how to use it.
you can either download VRWorld Toolkit and auto crunch them, however that wont give you mcuh control, is crude and optimization is hard. the other method is to do it manually. if you click on a texture you will see something like this. try to keep the max size as low as possibe while it still looks passable. then activate crunch compression. i found a value of 70 to 80 % passable, then hit apply. do that with as much textures as possible
ohh okay cool, thank you!
You can also compress them differently for PC and Android/Quest by using the monitor icon or the robot icon next to the default tab.
yeah, but given that it seems that the project has already been copied and converted to android, that doesnt matter as much now
Using 2 project files seems like an unnecessary pain but I guess if that's how it's set up.
i always use 2 project files since my quest world is a lot more plain than my pc world and its way easier to manage
There's a prefab for that. Seems like if you have 2 projects, you either need to do everything twice whenever you add anything or copy everything over from one project to another and then change all the settings, effectively doing it twice. Also, the hierarchies need to be the same so it's not like they can be that different aside from things like mesh compression, I guess. https://github.com/JordoVR/EasyQuestSwitch/releases
there can be a lot of difference, different scripts, different materials, different textures, some lighting features active on some objects, others at other objects etc. if i had to guess id easily have over 200 different variables between the quest and the pc version. so the easiest thing for me is to do the pc version, copy and make the quest version out of it. then i can tweak the corresponding project if issues arrise and for small updates thats also no problem. and if i want to do big things, i mostly scratch 50% of my stuff anyway and start over
100%. I can look around but not move
It fixes itself when I reload the scene
But then it returns every time I play the scene
its still not working
🥲
They aren't in the same position in the hierarchy, though. In the Android version, it's 3rd and in the PC version, it's 2nd.
oo
does the standard shader support vertex color in any way or no
It doesn't appear to. Particle shaders support vertex colors but I'm not sure if that will do what you need.
can they be mapped to meshes despite the name?
Yeah, you can use a particle shader on whatever you want.
I don't think particle shaders generally have any glossiness so that might be an issue. I found a shader that was more of a traditional standard type of shader that used vertex colors but that was a decade old and the link was broken. If you need something like that, you might ask around in #shaders
My first floating island. 😄 BE PROUD, OR FACE MY WRATH! 😈
How does one make a mirror show up in other mirrors? Using the prefab mirror, it cuts out other mirrors. I would like to create an infinity mirror or tunnel. not sure if udon.
I mean import the aircraft system and model
Models are contained in the files stated above.
Not sure what "System" that you have
i'm having a weird issue where the audio-link prefab causes my post processing to break if i have a main camera, and just makes the world fully disappear when i don't have a main camera
Have you set ReferenceCamera in world descriptor?
hey guys quick question does any one know why the editor shows the bloom but not the world in game ?
a... have you tried adding a reference camera with a post processing layer component to the vrcworld prefab?
ill check thanks
i do have it but didnt link it so i linked it to the vrc descriptor and will test
its working now thanks alot
hia 😛 i made a world some time ago and have been updating it, recently I deleted it and have completely redone it. when I re uploaded it, it says its completed but doesnt show on the website or in vrchat is there something ive done out of order? (yes after deleting it i realised i shouldve just continued to update lol)
is there a way to have post processing not affect the avatars in the world ?
how do i get my mirror to reflect ppl
Whenever i try to upload my world i get this, anyone know what to do?
I've made a new project, deleted and reimported the world SDK it is the latest version
That error is meaningless without posting your other errors
what does this mean and how do i fix it?
I don't know but it's just a warning so it shouldn't stop you from publishing. Is it causing you any issues?
I might of fixed my issue after a while though no worries but thank you
I'm having a trouble at both Build & Test and Build and Publish as they don't do anything when I click the button. The world gets compiled without error but nothing happens afterwards. Can anybody help me with this issue?
This is all I get after I click Build & Test
Looks like you have VRCWorld in there and no errors so that's pretty strange. Can you open VRCWorld and show the inspector just to make sure all the scripts look good?
Sure!
.
Sorry for delayed response, I was testing the world thru ClientSim and it seemed to be working well
Yeah, looks good, I don't know. If you haven't tried restarting Unity yet, do that, sometimes random bugs pop up that are fixed by that.
I've actually restarted Unity several times since yesterday and the problem didn't go away. Probably I gotta wait for this weird bug to be fixed one day 
Thank you for trying helping me though!
Hey guys, a bit new to this - I've just created a world and I'm ready for it to be published. How do I go about doing this?
If you have the SDK, there should be a button at the top in Unity where you can open the control panel. From there you can build and publish for PC or switch your build target to Publish to Android/Quest.
You can open the control panel by clicking VRChat SDK from the top btw
It is. Did you import the SDK properly? Is the SDK button not showing at the top or is it just the control panel not showing?
You're sure that you're at the User level and that's the right account? Even new users can publish a private world.
The actual publishing is in the builder tab but I don't know why it says you aren't allowed.
Perhaps did you get any restrictions or kind?
Those are your shield settings, they don't mean you're a user
One way is going into the social tab in VRChat and clicking yourself

Do you guys know what the typical wait is?
New Users can create private worlds which should only take a day or two. Getting to User might take a week, maybe 2, depends if you're playing regularly and socializing.
This is the email you'll get that lets you know you can upload your creations fyi
Ah I see, I've literally only been testing out my own world for use and a little Among Us gameplay
Appreciate it
Thanks!
Our pleasure!
Update to my issue: I changed the sphere pickupable Collision Detection as Continuous Speculative and it actually starts working 
I dont understand why that fixed the issue tho
what object defines the player in unity for vrchat?
You mean in Udon? You get use a GetIsLocalPlayer node coming out of something like a OnPlayerTriggerEnter node to check for the local player.
well how do i assign something to follow it?
or how do i find it in general because its not coming up
That's an Udon question so your best bet is #udon-general but getting something to follow the player is beyond my level of Udon expertise.
got my world to update and upload but now changing it to "Android" it says "Error updating content. Asset bundle upload failed, Failed to get file record" how do i troubleshoot this?
Did you close and re-open Unity? That usually fixes that issue for me.
😔 I'm not sure, it's just one of those errors that tends to just clear itself up for me and I'm never sure why, though restarting Unity doesn't always do it right away.
hii, so im trying to make a little world for something im making and I cant click upload and theres no errors as far as im aware 
Is it possible to Whitelist worlds? Maybe with username?
You've restarted unity ?
whitelist where ?
I mean like allow only certain people to join the world without having them as a friend
I just double checked and this might be why but im still not sure how to fix it
Ah, not really no
You have error pause enabled
You can make the world private and only give certain people the link to create an instance but if you want the world to be public, you can put people in a black box or something that only disappears if their name is in the whitelist but I don't believe you can stop someone from coming to a world at all if it's public.
Darn, that should be a requested feature
I imagine it isn't that appealing to VRChat to have a bunch of worlds listed on the public worlds page and then to have them not be accessible because you aren't the right user.
Really?
Is that the problem? 
I may be going crazy but for some reason I can figure out how to stop making everything around me disappear when I get close to my objects!!!!!!
Yeah, you have an OnPlayerJoined node and then you use an equality node to check for whether that person has a certain name, you'll likely want to have an array if you have more than a few names you want on the whitelist. You can make your own with some digging into Udon or just buy one. https://booth.pm/en/items/2756379
Thanks!
wont let me upload windows or android now lol welp
Post your error console
isnt one for windows there is for android
No, it's all the same console, should be at the bottom next to the project tab if it hasn't been moved.
can i hop in vc wth you?
nvm dont see any vc..
the console doesnt have anything on it
Does anyone know where I can find a video about water textures? To make like ponds or fountains?
Okay, so it seems that isn't the issue. When you say it won't let you upload, what do you mean? At what point does it no work?
Here's a quick tutorial on how to import a water shader into your world. There are a bunch of water shaders out there, so feel free to look around to find the best one for what you're after.
btw, RED_SIM's 'perfect water shaders' works best if it's a day scene. Looks pretty mid if it's a sunset or night scene, like this one.
So hopefully this ...
"Error updating content. Asset bundle upload failed, Failed to get file record"
tried restarting and even the pc not worked XD
Thank you!!
Oh, right, that error. Good luck, it's a mystery to me. Maybe restart your whole computer and it will randomly resolve itself but I don't have a surefire fix.
alrighty
Some reason I keep getting this when I go to upload the world
Tried searching but not sure what it means
So it answered my water question. Would I do the same thing if I wanted moving water to look like a water fountain? I am trying to replicate something similar to the Black Cat's waterfall
You might be able to get away with some of the same shaders but creating moving water is kind of complicated. You could have an animation with moving planes or something with shape keys, I guess or even turn a water simulation into a series of meshes and then use an OBJ sequencer but I think that would use a lot of world space and probably not perform well. There might be a shader out there designed for waterfalls but even if there is, it might not work well for Quest if that's a concern.
switching it to android i have abunch that pop up XD
I want it quest compatible. I don't know if Spooky would able to help me with that because youtube doens't have much on that. I have no clue how to do any of that.
Weird that it's complaining about a bunch of irrelevant platforms but warnings are generally not a problem, just errors, the red ones.
@chilly venture Hi! Could you help me on how you do your waterfall for black cat? I want to make a water fountain but have no clue where to start. If not I totally understand. Thought I would try to ask.
I jumped in to look at Black Cat's waterfalls and it looks like a plane with a shader on it so if you find a water shader with movement, you might just be able to drag it on a plane and be good.
yeah its simple. Its a plane using silents water shader. I just changed some of the settings so it scrolls down.
Ohhhh. Thank you so much!!
Good to know, I might try adding one of those myself.
I think you'll need to use the "cheap" variant of the shader for Quest users. I checked out the waterfall in Black Cat on PC and in Quest and it looks nice on both but it kind of disappears from certain angles on Quest
if you flatten the uvs for the plane you could get it to look like this which I thought looked really cool. Using the same shader
i use the same shader for both quest and pc. It just renders a bit differently on quest
i tried to update it again and some red popped
i still dont think that changes anything? cant find the file records
Yeah, not really, the one errors is basically what you've been seeing and the other just means it failed to upload because there were errors.
welp... time to start over lol
One fix I was able to find what unchecking "Future Proof Publish" in the builder settings so maybe try that if you haven't already.
Well, it was a thought. I don't really know, it just apparently fixed it for someone. Seems like there are a dozen fixes for that problem that all work for someone and no one else.
again thks for the help
What would cause a UI button to not work? I have plenty in the world and they all work fine, but when adding a new one, it doesn't work. Is there a limit to how many UI Shape scripts can be running or something?
i want an object to slowly rotate and figured this udon graph would do the trick but i'm getting no results
what might I be missing?
oh i forgot udon has its own section lol
anyone know the pens that cozy boat uses?
Why would my pickup item keep falling through the floor and respawning?
n/m. got it.
Does anyone here use the Pokeyi animation sync tool?
Anyone have any good videos explaining how to make basic vehicles with udon?
Hey Everyone, really need some help here. I am a relatively new world builder and I am making a world for my gf as a surprise. I recently bought an aquarium asset on the Unity Store and installed it and everything just fine, and in PLAY mode on unity the tank has its bubbles/etc and the fishies move all over the place and it looks great. HOWEVER once I upload it to VRC none of those animated parts work and the fish are just frozen in the tank. Any idea what the reason for this could be?
is the aquarium using c-sharp scripts to animate the fish
does vrchat doesn't have support for user-uploaded c-sharp Scripts
Is there any way I could check that?
This is the asset for reference. https://assetstore.unity.com/packages/3d/props/furniture/aquarium-19979
checking the package it seems to use animations and animation controllers so it could hypothetically work but I don't quite know what I need to suggest to make it work
Does anyone know where I could find an automatic door script that works like an actual automatic door?
I've been trying to make my own but it has issues when multiple people are in range
If someone enters the range of the door it needs to stay open regardless of how many people are in range, and it should only close when there are no people in range
anyone know what shaders I can use to do this in Unity?
blend textures I've been told they are called
looks like Silent's can do it but I'm having a wee bit of trouble setting it up
If you don't need to change how the textures are blended, could you perhaps bake this all to a single texture using cycles? That would probably be more performative even if you can find a shader to blend them all at runtime.
I'm tiling this onto the world so i dont think so? Lemme show you what it looks like in blender and the two textures
Oh, okay if it's tiling then probably not.
Yeah, probably won't work in that instance
Yeah Silent's shaders look like they can blend it but idk how to set it up
That is a bit tricky, since the usual method would be to open on trigger enter and close on exit but you don't want it to close if one person exits and another is still there and you wouldn't want it to function for just the local player. I'm not sure but #udon-general would be the best place for this question.
Yeah, one person leaving closes the door no matter what and that's the main issue
Is that a HL2 canals map?
neat, know anything about blend textures?
I think I've figured out a sort of band-aid fix that is easy enough to do
Silent's Filamented Extras has a texture blending option that is working surprisingly well for me
not the prettiest thing relative to the source but it works and is relatively cheap
nope
you can get it straight from Silent's gitlab
lemme get you the link
here's the drawback though
blender
Unity
I'm sure you could finesse something with offsets and normals though
mainly the blending looks better on terrain editor in unity because it's using a Splat map instead of vertex colors so it has more resolution for the blending
Nothing in the console's telling me why I don't have a Builder panel. Any ideas?
looking at this list, but it's a lot of trial & error apparently... https://help.vrchat.com/hc/en-us/articles/360062658873-I-m-missing-menu-options-in-the-VRCSDK-menu
tried the dummy project method there and got this lovely error
TLS Allocator ALLOC_TEMP_THREAD, underlying allocator ALLOC_TEMP_THREAD has unfreed allocations, size 203
and this one, that won't go away ;; Assets\UdonSharp\Editor\UdonSharpASTVisitor.cs(2504,30): error CS0115: 'ASTVisitor.VisitGotoStatement(GotoStatementSyntax)': no suitable method found to override
What software should i use for making a world? Shall i use unities own systems or shall i go for blender?
Unity is a game engine. It's what VRChat and VRChat worlds are built in
Blender is a 3D modeling software. You could make 3D models and use them in Blender. Or you could download 3D models from the internet.
To make an original world that's entirely custom-made, you'll probably have to do some 3D modeling, though Blender isn't the only tool.
You say i would need to some 3d modeling. What parts should be 3d modeled in blender? Just the parts that are more complex or the base structure too?
Everything that's 3D
Unity have Probuilder package which can create a simple model for world. But you'd need proper 3D modeling software for finer control
planes add unnecessary geometry that's not going to make it look any nicer
I'm still having issues with these, is it actually impossible to move/hide the preview image on a pedestal object?
i simply cannot get it not to look stupid lol
Plane has 200 tris while quad has 2 tris.
And mirror camera will only render when player camera is behind the mirror transform Z-axis wise, and quad faces are facing Z negative which is suitable for the use.
hi i want to make a vrc world where do i start
Currently Supported Unity Version By VRChat: https://docs.vrchat.com/docs/current-unity-version
Short videos, funny moments and crazy stories from VRChat and more.
You can find all my social media at: https://virgosky.dev/
How to install unity for VRChat?
How to create VRChat world?
How to upload world to VRChat?
This vid is quick and easy it helped me alot
oke Thank you SO much really
First question in here:
If i have a world currently in community labs but has no avatar tag nor avatar pedestals. If i add pedestals and the avatar tag, will it be classified as an avatar world on public release?
Is it possible to move/hide the preview image on a avatar pedestal object?
update on this...
i just fuckin flipped it upside down so the preview is hidden underground lmao
gamer moment
How do I make a script that only works once or not reply a sound once it's reactivated
Is there a limit to how many UI elements a scene can have, or maybe UI Shape scripts? I'm hitting some kind of bug that keeps any new sliders and buttons from being clickable.
You could get it to do the thing (play the sound, whatever) and then use the flow (the arrowing pointing right) to connect it to a setactive node that turns it off.
how i kick player from world
Vote kick? Lol
no
actual kick
if i detect him flying outside map or something i want world auto remove him
i don't believe there's a kick method in the VRCPlayerAPI
Ya dont
not worth your time, clients can bypass securities
Put them on the timeout corner i suppose
you could teleport the user back to spawn or something instead, but kicking is kind of silly (and not possible via udon)
Kind of pricey but this tool seems pretty useful for naughty monkeys. Probably of limited use for modified clients, though. https://reimajo.booth.pm/items/2825946
with mods they can bypass it
i want host sided kick
Also it's not automated which I guess is what you want. I think part of the appeal of mods is they bypass traditional methods used to control that sort of behavior so it's just a matter of reporting when you see it.
¯_(ツ)_/¯
Is there a way to make USharpVideo play at 60fps? I noticed it is only at 30 fps for everything. Is there a way to change that?
so you say theres no function for executing kick
You could teleport them to a room with a ton of particle effects to try and crash their client but you didn't hear it from me.
no, there's no way to kick a player, i suppose because it can affect your trust rank and it's likely some will abuse it, and as they said, sadly there are still clients that bypass it
why theres "ban" button then
It's more of like a special timeout room but I guess a big red BAN button just looked better
okay then i guess its time for solution from roblox map
load asset that he cant load
so he will disconnect naturally
knowing that they would likely be able to escape a constant teleport to spawn "kick" with clients, a way to make the player not be able to play on the map would be to constantly move it to unspecified random locations rapidly, maybe it's dumb but it's the only way i know to 99% assure the player cannot do anything on the instance
that can get your world reported removed :)
you are not allowed to crash users.
You're also not allowed to use modified clients but I guess mutually-assured destruction isn't the most desirable outcome. Personally, I just make my own instances and only invite people I want to be there. I just assume there is going to be something toxic and unscrupulous going on if I ever enter a public instance.
Two wrongs dont make a right lol
uh yeah thats awful advice
And besides, who's to guarantee your detection methods? The moment you crash someone you shouldn't then its on you
Some ass backwards ideas
if you make worlds that are going to be public you need to just accept that some people are going to be uh.. trashy, we'll say, no matter what
private instances are a different story obviously but i definitely dont recommend a "crash room"
easy way to get your whole account banned
There are plenty of worlds out there that will crash your client but I guess we can't ban people for poor optimization...yet.
Report them then
wild difference between an intended crash and poorly optimized worlds lol
that too yeah
kinda goes without saying imo
You'd be surprised...
why such bad idea
for mathf.infinity
if we already going in that direction
What I meant to say is accept defeat because there's nothing you can do about it 👍
and what i meant users with mods can easily block teleport scripts
the real answer is "cope"
users are gonna do what they do, if you can't deal, don't make the world public
and a question of is it worth it to waste CPU Cycles running those anti-cheat scripts that are just going to get bypassed anyway
this wouldnt be
how can i fix this
i have completly removed the SDK and added it back in. (this is a sdk 3.0)
reopen unity
It still seems to be looking for SDK2 and a lot of those references look like SDK2. Was this project updated from SDK2?
no
Are you sure you're using the World SDK and not the Avatar SDK?
im using world SDK
Dunno then... What other assets have you imported into your project? At what point did the errors start popping up?
And are there any errors that do not stem from VRCSDK?
now im geting this
Well I asked 3 questions and you answered none
i have a question about UVmaps and Unity... and standard shader.
Can you tell unity to use a specific UV map? For example, in blender I have 3 maps. Dirt, main texture, graffiti .
Unity only sees UV01, UV1
As a result, my textures end up skewed everywhere and im left wondering how to re-agline them because they look fine in blender but not unity. O_O
Context: Blender node setup.
I guess i'm wondering, is there a way to manipulate UV data in unity?
i am just here for odd question.
In the world i am light up properly.
but in the mirror i am darkin and sometimes pitch black.
I am not sure why
@plucky forge do you have your lighting anchor points set correct on your avatar? (i recommend setting it to chest)
You can use pumpkin avatar tools to set this quickly.
I've made a bunch of avatars and never heard the term lighting anchor point so I'm intrigued.
so, i am currently using mixed point lights one reflection probe which is bake, and a vrc mirror that has player, environment, and mirror reflection
does it happen with other avatars or just the one?
it affects player view it seems example
In mirror my friend sees me normal both in mirror and outside of mirror
but i look darker or black in mirror and normal outside of the mirror.
same logic goes for my friend
can someone explain whats happening here?
You'd need a custom shader that lets you assign which channels your textures are applied in, or a shader that has the UV channels you're using hardcoded in the right places. I'm not sure of any shaders off the top of my head that do this readily
I'm curious why you'd need those different channels though. Most people make literally everything work totally fine with 1 uv channel for textures (and 1 for lightmaps which Unity can generate for you)
multiple uv maps are often used for blending textures, like with speedtree's branch blending. it can be easier to implement than decals when you're trying to break up tiling
but yeah, with either approach you'd need to roll your own shader. it wouldn't be terribly hard to do in shaderlab/HLSL but if you don't want to go there, amplify shader editor is a good alternative
Choosing VRChat SDK> Reload SDK made the Builder panel appear, but now I get this message and error.
OK, tried dettaching the Blueprint ID aaaand...
Was going to tell you what happened but got told to stop spamming.
Sometimes the bot can be overzealous but is it working?
It works, but throws this error twice when building, and I have to reload the SDK every time I want to build.
That's annoying but I can't say I recognize that particular error. Hopefully, someone else will.
Trying a fresh project again. Opening the VRSDK3-WORLD package into a fresh Unity 2019.4.31f1 project throws these errors. Is this normal?
I feel like those are somewhat new errors or at least I never noticed them before but they seem to happen for everyone with the current SDK. Just get Cinemachine from the package manager and if you already have it, remove it and install it from the package manager. Then clear the console and they should disappear.
'ey, random i know, but does anyone know of a world that has a echo-microphone? Basically making your own voice come back at you so you can hear how you sound? I knew one but i don't think it works anymore
Just clearing the console worked... so maybe OK for now. Ty!
Any idea how to deal with this problem? I have UdonSharp and VRCSDK installed properly. this is the first time I encountered it
Hi, does anyone know why if I have a camera outputting to a render texture, it displays fine on both a raw image and as a material when testing with cyanemu but blanks out whenever I use vrchat?
Nvm, despite trying for 2 hours before asking I fixed it just after
Had the camera used for the render texture as the reference camera and apparently it doesn't like that
She didn't like that you were trying to render both the left and right eyes into a 2D texture.
I have a question. I am trying to make objects that players can pick up and move, but i want them to not fall when you let go, and be able to clip through each other. I'm not sure which settings to manipulate for that
i.e. mesh collider or box collider for objects, VRC pickup ownership transfer, etc.
i gess disable gravity on them
and remove their colliders to get them to go through crap
Use a layer on an object that is neutral to physics, and adjust the rigibody Is Kinematic.
or do that, i was just guessing
what would that afford me, different from disabling gravity and removing colliders?
i'm not familiar with using layers
The object will not collide with anything, fall and hang in the air.
