#world-development

39 messages · Page 145 of 1

azure valley
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Because you may be able to look up how to get the grass to sway in general and then it works in vrchat

jovial juniper
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Still having the problem after i made a new project

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I am using the correct unity and sdk

cobalt prawn
jovial juniper
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so it goes into playmode, but i when i click upload, it doesnt do anything

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ive done all the classic fixes, reimport packages, made a brand new project

azure valley
jovial juniper
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yes, yes you do when you upload?

azure valley
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no you don't

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avatars put you into playmode, worlds just upload from the normal editor

jovial juniper
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when you click build and publish, the SDK puts you into playmode :V

azure valley
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When you press upload, it may start running

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yeah

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oh okay, I assumed you were like

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pressing play, then trying to open the SDK

jovial juniper
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le sigh

azure valley
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can you upload a world that is just a plane with everything set up?

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it may be one of the packages you imported

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just a flat plane with a default skybox and light and a VRCWorld thing

jovial juniper
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good point, lemme try that, uhm, new project? or just new scene?

azure valley
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new project entirely

jovial juniper
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ah, okie, one second then

azure valley
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you may have overwritten something incorrectly with a package, I know I did that with udonsharp

jovial juniper
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(thank god for unity hub)

cobalt prawn
bold ibex
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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?

azure valley
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unless it just doesn't open the SDK window?

bold ibex
azure valley
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that's. odd.

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It didn't get mixed up with any of the other tabs? not that I know that's possible

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just throwing stuff at the wall here until someone more qualified comes along

bold ibex
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IKR! And I've been working on this for a while and the kids need to be able to use it by Wednesday 😅

vagrant shale
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Compiler errors will cause that to not show up. You need to clear those up to make it appear again.

bold ibex
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Oh! How do I clear the errors I have then?

sacred warren
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By fixing them, lol.

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Are the contents of those folders listed actually part of something you're using?

vagrant shale
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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.

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I would delete that scripts folder and hopefully they will clear up.

bold ibex
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All four?

vagrant shale
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Just the Scripts folder in Assets\SampleScenes\

bold ibex
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That worked! Thank you so much! You're a lifesaver Krampus!!! 💜

slow leaf
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Anyone know a good water shader for pools?

bold ibex
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How can I make a seat in unity 2019
All of the videos I find are outdated

rain summit
# slow leaf Anyone know a good water shader for pools?

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 ...

▶ Play video
vagrant shale
bold ibex
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I am super new to doing anything so where would I find the prefabs folder

rain summit
bold ibex
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Thank you both lol

vagrant shale
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You can also just do a text search of the project tab, it's in the top right

balmy token
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where is a good place to find assets to make VRC worlds to buy or download

vagrant shale
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Unity Asset Store, Sketchfab, I think you can get some stuff from Deviant Art

balmy token
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any known world creators that take commissions for clubs?

austere hull
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how i prevent vrchat kicking me out of own world after loading in

keen oriole
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trying to test my stuff, whenever i press play on unity it throws this error

austere hull
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i mean it works

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just it unoptimized

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but vrchat shouldnt kick me out for too long loading time

vagrant shale
rain sapphire
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Is there a quest shader with a cutout option? For a vrchat world

vagrant shale
rain sapphire
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Oh ok thanks

bold ibex
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um everything just froze when i clicked Set Collision Matrix

bold ibex
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im just stuck zoomed in like this can someone help me

near escarp
near escarp
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Click the cube that has the green/blue/red thing around

fringe crane
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how do you add photos into your world

austere hull
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move your camera

bold ibex
fringe crane
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i figued it out i finished my world i just wasn't for sure at the time

bold ibex
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As long as you figured it out! 👍

fringe crane
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yea i'm glad i did it was for a memorial

bold ibex
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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

vagrant shale
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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.

scarlet geyser
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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)

vagrant shale
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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,

scarlet geyser
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but it just made a huge display

vagrant shale
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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.

scarlet geyser
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where do I put the avatar ID on this?

vagrant shale
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I'm not sure. Well, it was a thought but maybe that's not the way to do it.

scarlet geyser
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I am going to try to add both

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It works now if I interact with the object, but the mega-display is still there

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I also tried setting the scale option to 0

coarse lichen
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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

vagrant shale
scarlet geyser
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I added a child gameobject with 0.00001 scale, and it works!

bold ibex
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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.

prime cliff
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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?

white moon
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Is there a way to set it so players cant see a specific layer but it can be seen in a mirror?

stone marsh
thorny dawn
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help me

upper obsidian
thorny dawn
upper obsidian
# thorny dawn how

What how? Is there a spawn field in the descriptor, is there an object added to which players will spawn?

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Or delete this object, in sdk there are also prefabs vrcworld

gleaming trout
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There's still no way to test quest compatible world without using quest, right?

gleaming trout
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ty

rain summit
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Easiest thing you can do is drag a Quest user with you to test

silver bison
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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?

brazen adder
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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

vagrant shale
# thorny dawn how

Just delete your scene descriptor object and drag in VRCWorld where you want people to spawn

bold ibex
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hello, how do you make objects that players can hold and interact with? (like bottles in the "black cat" world for example)

jovial olive
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Someone knows what are this artifacts and how I can remove them?
I'm using mochies shaders and standards

vagrant shale
vagrant shale
jovial olive
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I think after baking but will do thanks

jovial olive
vagrant shale
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Yeah, it'll add the rigidbody automatically but you need to add the collider yourself, I think.

jovial olive
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I think so too

surreal surge
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does anyone have an interactive water prefab?

sturdy viper
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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!

silver bison
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Does anyone know how to get the VRC Panel to show?

stone marsh
vagrant shale
silver bison
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the last time i opened this world it did not have these errors

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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

vagrant shale
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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.

silver bison
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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

vagrant shale
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I assume you have Udon Sharp installed? It might be worthwhile to install the most recent version/

silver bison
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I do have udon sharp installed

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the world was allowing me to test it and run it with the vrc control panel a few months ago

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the only difference now is that i just hadn't opened it since then, but now there are a bunch of errors

vagrant shale
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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.

silver bison
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i tried using the migration tool, but in the world it migrated it deleted all the game objects

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also i'm not sure why this has missing scripts

vagrant shale
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I've never messed with the migration tool so your guess there is as good as mine.

silver bison
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i feel like everything ive done is lost

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even though it worked before and nothing changed in the project

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in the migrated world I can pull up the VRC Control Panel, but all the GameObjects and everything in the Hierarchy is gone

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And it's not letting me copy-paste the hierarchy from my original project to the migrated project

vagrant shale
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Are you sure you have the correct scene open? Search for scenes in your project tab and try opening them.

sturdy viper
vagrant shale
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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.

sturdy viper
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Much appreciated!

vagrant shale
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Yup, it's a folder if you have it.

jovial olive
silver bison
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now im back to this

vagrant shale
silver bison
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now i get this when trying to compile

sturdy viper
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Got 2 of em, if im at the right place

vagrant shale
silver bison
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all the scripts should compile, as they compiled before and none of the code was edited

silver bison
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but i was getting the same error before i did the migration

jovial olive
vagrant shale
vagrant shale
silver bison
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i just dont want all my work to be unusable

vagrant shale
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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

late ruin
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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

vagrant shale
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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...

▶ Play video
sturdy viper
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@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:)

vagrant shale
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If I were you, I wouldn't use the creator companion until it's out of beta if you have been.

sturdy viper
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Aight, what would u recommend? Blender or?

vagrant shale
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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.

sturdy viper
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Aight! Thanks, ill keep it in mind!

silver bison
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when i uploaded/published a world I clicked "Manage in browser" and it took me to this, but it doesn't load

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it just flashes rectangles

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I can Build & Test my world without an error, but when I try to upload the world I get this

vapid stratus
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[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."

silver bison
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even though nothing changed

vagrant shale
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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.

silver bison
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Okay, the udonsharp errors went away again

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Back to the MongoError

silver bison
vagrant shale
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You can just leave it detached and it will publish to a new ID.

silver bison
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I tried all of the above and a new ID was not published

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So I am still getting the duplicate key error in MongoDB

late ruin
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my avatar can't jump in my world anyway to fix this?

vagrant shale
vagrant shale
silver bison
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I have a VRCWorld in my Hierarchy

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But it doesn't look like I have multiple

late ruin
vagrant shale
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So you detached the blueprint in VRCWorld and then tried to publish the world and it still said duplicate ID? That is strange.

vagrant shale
silver bison
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Oh I had to do it to the VRCWorld in the Hierarchy

vagrant shale
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Yeah, you select it in the hierarchy and then detach in the inspector

silver bison
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I selected it in the assets

silver bison
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okay, now the world is uploaded, but it kicks me back to my home world when i try to join

late ruin
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now its back here where i want it

vagrant shale
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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.

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Stop putting Scene Descriptors on things, get rid of those and drag in VRCWorld

late ruin
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thanks so much man!

vagrant shale
silver bison
silver bison
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Unfortunately I can't find a solution to this problem online...

thorny dawn
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pickup item wont stop flashing in and out of existence in test mode

vagrant shale
frigid estuary
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Is there an alternative for audio occlusion in worlds to Better Player Audio?

late ruin
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new worldd ^_^

thorny dawn
high stirrup
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What's the best way to fling a player? A fast-moving collider doesn't seem to do the trick

stone marsh
high stirrup
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Interesting; thanks!

frigid estuary
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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)?

white moon
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Not that I'm aware of. Could be a fun idea tho

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Especially if you matched it with an accurate star map for the person's location

late ruin
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nearly done!

austere hull
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i cant upload world the menu dont pop up after pressing build and publish

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okay it loaded after removing custom scripts

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stupid that i cant have editor sided scripts

rigid tusk
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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?

thorny dawn
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is it possible to make 3d model that chases the player?

upper obsidian
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Yes

thorny dawn
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How

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and also what are the limits of npcs in vrchat

green lagoon
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whatever you can bother to code up in udon

thorny dawn
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well i have 0 experience in c# and minimal experience in java

green lagoon
wet prawn
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I have made chairs! vrcTupCheers

deep briar
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so whats VRC Spatial Audio Source? is there any reason to use it over just the normal audio source unity comes with?

upper obsidian
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This is not instead, this is a script for normalizing 3d sound.

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On worlds, it usually doesn't need to be used.

deep briar
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i see, alright then

bold ibex
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How do i make my world more realistic?

coral magnet
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Physically based rendering & baking your lighting are good ways to start.

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Though you'll need to find textures for it. I usually just search for 'cc0 textures' on Google.

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Baking your lighting in Unity is probably more important though! You can make some nice looking worlds without any textures at all.

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Have you done something like this before?

uneven bane
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how is to put a pic from the pc as thumbnail of a world in unity

stone marsh
# uneven bane 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

bold ibex
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oh wait im a dumbass

stone marsh
# bold ibex can someone explain to me what i did wrong😭

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.

bold ibex
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for optimisation isn't it better to use a box collider?

stone marsh
# bold ibex 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.

bold ibex
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ok thanks

vagrant shale
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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.

wheat bloom
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been working on a club world and was wondering how i make things sound reactive like post processing and lights

green lagoon
wheat bloom
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thank you 🙂

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added these 4 packages and now have alot of errors

green lagoon
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I might suggest trying to add them one at a time not all at once

wheat bloom
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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

green lagoon
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the release page for usharp says use the latest SDK

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and I'll have to go run some errands irl so I won't be able to help out

wheat bloom
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alright thanks alot i got some of the errors gone but still have 1

vagrant shale
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Did you import Udon Sharp first? Are you using creator companion?

wheat bloom
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i had the sdk in first since it was a project i started

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then added the others

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now no errors unless i have a audio link object in my scene

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i even did a full reimport so the whole project

vagrant shale
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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.

wheat bloom
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alright so remove all packages including the sdk ?

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and alright ill also try that

vagrant shale
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The SDK isn't dependent on Udon Sharp, it's the other way around.

wheat bloom
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i need the audiolink script for the link to work

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oh okai yeah ill give it a redo them thanks

vagrant shale
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Did you follow the install instructions for the Audio Reactive Lights?

wheat bloom
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ill go over the instructions again

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i have to start a whole new project as no matter what i do i get different errors

somber wraith
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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?

wheat bloom
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new project i got the demo scene working

vagrant shale
somber wraith
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ill just upload without gi enabled and see

lethal grove
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is there a material type that supports vertex color and alpha maps? and is quest compatible?

wheat bloom
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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)

wheat bloom
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like tis working but this casts the whole time

vagrant shale
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Using VRCWorld or your own Pipeline Manager?

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I don't recommend that. Do you have a reason for not using VRCWorld?

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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.

sacred warren
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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).

sacred warren
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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)

somber wraith
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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

wet prawn
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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?

green lagoon
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basically just a object toggle that would turn off the chairs Collider locally

wet prawn
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Got it, so just gotta do it for each seat then, individually?

green lagoon
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I suppose you would have the button coded where you can turn them all off at the same time

wet prawn
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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

green lagoon
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yes you would probably have to add all of the chairs to the script

wet prawn
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Cool. Mainly just trying to figure out if I needed to do that all manually or if there was a prefab people used. Thanks!

cosmic field
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is there a way to change the name and thumbnail of a world without having to use the unity project?

frigid estuary
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Is there a mirror shader that is working better with the occlusion culling of worlds?

raw siren
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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

vagrant shale
raw siren
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uncheck all of them

vagrant shale
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You probably want to leave the rest enabled.

raw siren
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just batching static got it

silk dirge
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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

raw siren
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drag vrcworld into it

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its in assets

silk dirge
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I don’t see it

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I see udon stuff

vagrant shale
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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

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You can search your project in the top right of the project tab

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You do have the world SDK, correct?

silk dirge
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Yes

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Do I have to attach the world to that sdk?

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If so how

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I’m new to this just did avatars

vagrant shale
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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.

silk dirge
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Ok but the world is not there

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It’s blank

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😭

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I was given the a rar file then unzipped it

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Then dragged the folder into Unity did I do it right

raw siren
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lets test

vagrant shale
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It would depend on how your rar is set up. Is it a project folder or a unity package?

silk dirge
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I don’t know

vagrant shale
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Well, one is a folder and one is a package so that should be a hint.

silk dirge
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It was all one folder

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I just dragged it in

raw siren
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yo krampus you the man

silk dirge
#

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

vagrant shale
#

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.

silk dirge
#

Like this logo this is an example

bold ibex
#

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?

silk dirge
#

It’s not in the package

#

😩

vagrant shale
# silk dirge Like this logo this is an example

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.

green lagoon
vagrant shale
#

That too but not having the SDK doesn't mean you can't open a scene.

silk dirge
#

I imported it wrong I think I dragged it In and I did not import it though starting Unity

green lagoon
#

did you follow the install instructions

silk dirge
vagrant shale
#

You'll probably have more luck following the instructions, just a hunch.

silk dirge
#

Still having issues

vagrant shale
#

You'll have to be more specific.

silk dirge
#

I can’t import it even though I setup the VRCSecneDescripter and there are no issues with the console

vagrant shale
#

What are you trying to import? You just open it from Unity Hub like the instructions say. You mean you can't upload?

silk dirge
#

I did open it that way

#

I’m just confused with what’s going on right now errors left and right just stressed

vagrant shale
#

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.

silk dirge
#

Hold on

#

Fixed is there a way I can change the name of the world and change the amount of players

vagrant shale
#

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.

silk dirge
#

Thanks

#

ummm

#

?

green lagoon
#

basically you need to remove the build ID because it has the old id from the original map

silk dirge
#

i dont know where to even start

vagrant shale
# silk dirge Thanks

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.

green lagoon
#

click on the vrchat world item in the hierarchy

vagrant shale
#

VRCWorld

silk dirge
#

ok

green lagoon
#

thanks for clarifying the name

vagrant shale
#

There should be a button that says detach in the inspector on the right

#

under he pipeline manager, click that

silk dirge
#

so i clicked remove componet

vagrant shale
#

No

#

Undo that

silk dirge
#

is that correct

#

how?

vagrant shale
#

Ctrl Z?

silk dirge
#

i detached it

green lagoon
#

cool

vagrant shale
#

Okay, you should be good, then

silk dirge
#

its still there

#

like the error

vagrant shale
#

You hit publish again and the error is still there?

silk dirge
#

i cant publish it again the vrcsdk wont load up

vagrant shale
#

Well that's not related to the Blueprint, do you have errors?

silk dirge
#

Unity APP is still running

#

thats the only error

vagrant shale
#

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.

silk dirge
#

ok

#

thanks also what if i want to drop a door is that possible?

tawdry mason
#

can i create a VRC world in a new version of unity

vagrant shale
green lagoon
#

no you'll have to use the currently supported version of unity in vrchat

tawdry mason
#

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

tawdry mason
vagrant shale
green lagoon
tawdry mason
#

or can unity not open levels made in other versions

vagrant shale
vagrant shale
#

Some things might not be compatible but so long as you aren't using things that don't exists in the version VRChat uses

tawdry mason
#

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

vagrant shale
#

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.

silk dirge
#

the descripter keeps attaching itself

#

cant get pass it

green lagoon
#

any particular reason you couldn't just open the unity version without the Hub

tawdry mason
#

it wont run

green lagoon
#

I suppose I could just do your development on your Mac?

vagrant shale
tawdry mason
#

i guess tho i dont have a compatible mouse with it

#

so id have to use tochpad

#

which ist ideal

green lagoon
#

USB should work on any computer

tawdry mason
#

my mac only has usb c

silk dirge
#

it said to destroy on load

tawdry mason
#

and my mouse is standerd usb

#

i tried a converter cable but the mouse was very jittery

vagrant shale
# silk dirge it said to destroy on load

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.

silk dirge
#

i did

vagrant shale
#

Unless you ended up with multiple scene descriptors somehow.

silk dirge
#

if i delete it will it work?

vagrant shale
#

Did you drag in VRCWorld at any point?

tawdry mason
#

will VRC update to the 2021 lts anytime soon

vagrant shale
#

No

#

It needs a pipeline manager to publish to an ID

vagrant shale
green lagoon
silk dirge
#

well i deleted it

#

and cant undo lol got to start over

vagrant shale
#

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

silk dirge
#

nevermind i uploaded it

#

its working

vagrant shale
#

It is just a rollercoaster of emotions with you, isn't it?

silk dirge
#

i'm just stressed

vagrant shale
#

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.

silk dirge
#

ok i will figure it out

wheat bloom
#

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

late summit
#

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

vagrant shale
#

Any changes to your mirror layers?

late summit
#

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

buoyant plume
#

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

stuck ice
#

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

vagrant shale
stuck ice
#

okay ty

bold ibex
#

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

cobalt prawn
# bold ibex 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

dusk sapphire
bold ibex
#

I see so its still worth it to enable texture streaming per textures right ?

cobalt prawn
#

Well the point about project settings remains... but ya I dunno about this particular thing then heh

bold ibex
#

confusing lol

dusk sapphire
#

Might be an oversight in the docs

bold ibex
#

thats the problem I wanted to explain ^^

cobalt prawn
#

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

austere hull
#

is there way for allowing only one world instance

green lagoon
#

you cannot

austere hull
#

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

green lagoon
#

probably not

subtle belfry
#

Is there a way to sync Animations?

#

Also what is a good skybox maker/editor Program

bold ibex
mild hamlet
#

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

upper obsidian
#

Remove the shit from the project.

unkempt turtle
#

not to make, but they have realistic ones for free to download

subtle belfry
#

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

polar pike
#

Make a BFDI:TPOT Worls with the fully usable _RC

leaden cipher
#

getting some errors which I dont know what they mean, can anyone provide insight on how to solve them?

leaden cipher
sacred warren
#

Did you import SDK2 into it?

leaden cipher
#

its also doing this with the SDK

leaden cipher
#

its only had the SDK3 in it

sacred warren
#

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

leaden cipher
#

im not missing any others?

sacred warren
#

That should be it. What's the full filename of the one you're importing?

leaden cipher
#

i believe its the latest SDK?

sacred warren
#

Looks right. Do you have anything else in the project? Could something else you've imported have included it?

leaden cipher
#

its a world ready for upload so theres a few assets

sacred warren
#

Do a search for vrc in the project window

#

Also was the world designed for SDK2 or 3

leaden cipher
sacred warren
#

Go into the package manager and try to upgrade the mathematics package, once that's finished, close and reopen unity, the reimport the SDK.

leaden cipher
sacred warren
#

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?

bold ibex
#

Does anyone know where I can find a good tutorial on how to make a game lobby

#

I just need to know scripts

wheat bloom
#

[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

▶ Play video
#

any reason the usharp video player gives me this error when loading links

leaden cipher
sacred warren
#

It's a bit of an experimental way of installing it

leaden cipher
#

its down here in the project settings

sacred warren
#

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

leaden cipher
#

yes im a little confused myself

#

would be more favourable to kill this package manager version and try using the usual SDK?

sacred warren
#

Are you using the creator companion?

#

You can try

leaden cipher
#

i am not

sacred warren
#

Basically nuke this and go the basic route or go the whole way this way

#

I need to go now unfortunately

leaden cipher
#

not a problem

#

thank you very much for you help

wheat bloom
#

anyone else have this issue with the usharp video player i tried making a new project and still same problem

wheat bloom
#

how would i go about having the audio source of a players microphone be set to the audio link with a button

rare mortar
#

Someone please help. The control panel in the vrchatsdk tab is no longer appearing. how do i fix this?

left rain
#

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?

agile stirrup
#

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?

left rain
#

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

visual loom
#

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?

left rain
#

Random.Range() can generate your random value

visual loom
#

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

wheat bloom
#

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

kindred vessel
#

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

leaden cipher
#

can you attach a world spawnpoint to a moving object - for example inside a moving vehicle?

rare obsidian
#

Ye but doubt itl work well, you can just teleport the player when they join and it synced up though

stone marsh
#

^ 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.

lethal grove
#

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

stone marsh
lethal grove
#

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

stone marsh
#

Vrchat doesn't support C# directly. VRChat uses Udon. You can use UdonSharp, which is a C# to U# compiler.

lethal grove
#

i'll look into that, thanks man

bold ibex
#

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.

mild spade
bold ibex
#

I made the box collider as small as possible while still existant and the exact same thing just happened...

sullen turret
#

Help. I can't move the scene view

#

I can move it when in play mode

vagrant shale
iron trench
#

?

glacial panther
#

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

iron trench
glacial panther
#

bounds are just normal

#

well, looks normal

#

i'll try making an empty object inside i guess

glacial panther
#

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

prisma scaffold
#

Is there a way to find the link a to the video that the video player is playing?

somber wraith
#

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

ionic gate
#

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 ?

willow mulch
#

is there a way to play videos? Not like actual URL videos.

stone marsh
bold ibex
#

How do you make objects glow if tried and tried and I can’t get it can you help me

vagrant shale
bold ibex
#

Ok I’ve tried post processing it didn’t work do you have steps for the shader emission

vagrant shale
#

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.

bold ibex
#

Ok thanks I’ll give it a try

frigid yacht
#

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

green lagoon
frigid yacht
#

thanks

green lagoon
#

you need to modify lod distance settings on the trees themselves

#

because that will upload to vrchat

leaden cipher
somber wraith
#

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

vagrant shale
drowsy ravine
#

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?

vagrant shale
#

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.

drowsy ravine
#

it just outright doesnt play anything when I use the curve option. :/

vagrant shale
#

What does your falloff curve look like?

drowsy ravine
#

this

vagrant shale
#

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.

drowsy ravine
#

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!

candid flicker
#

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

vagrant shale
#

Yeah, you can import most common file types, OBJ, FBX, DAE, DXF, even Blend files to some extent

robust lark
#

how to sync pool table for pc and quest ?

vagrant shale
#

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.

thorny dawn
#

how do i make a model follow the player around In a world (not an avatar)

#

and also what defines the player location

somber wraith
# robust lark how to sync pool table for pc and quest ?

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

tacit hollow
#

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

somber wraith
tacit hollow
somber wraith
# tacit hollow okay, and yeah i know, i was just trying to see if it would update the file size...

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

vagrant shale
#

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.

somber wraith
vagrant shale
#

Using 2 project files seems like an unnecessary pain but I guess if that's how it's set up.

somber wraith
vagrant shale
#

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

GitHub

EasyQuestSwitch is a Unity editor tool developed for VRChat world creators, it can automate changes to components within a scene as soon as the build platform is changed from PC to Android (for Ocu...

somber wraith
# vagrant shale There's a prefab for that. Seems like if you have 2 projects, you either need to...

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

sullen turret
#

It fixes itself when I reload the scene

#

But then it returns every time I play the scene

vagrant shale
#

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.

robust lark
#

oo

lethal grove
#

does the standard shader support vertex color in any way or no

vagrant shale
lethal grove
#

can they be mapped to meshes despite the name?

vagrant shale
#

Yeah, you can use a particle shader on whatever you want.

lethal grove
#

nice

#

any limitations i should be aware of?

vagrant shale
#

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

lethal grove
#

anti gloss would actually be very suitable

#

i'll look into it, thanks for the tip

turbid sparrow
#

My first floating island. 😄 BE PROUD, OR FACE MY WRATH! 😈

naive canyon
#

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.

candid flicker
spark vigil
#

i have a file problem?

#

and i cant fix it

frosty flicker
wheat haven
#

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

frosty flicker
wheat haven
#

yep

#

fixed it, don't know how i did though

wheat bloom
#

hey guys quick question does any one know why the editor shows the bloom but not the world in game ?

graceful solar
#

a... have you tried adding a reference camera with a post processing layer component to the vrcworld prefab?

wheat bloom
#

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

gloomy magnet
#

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)

wheat bloom
#

is there a way to have post processing not affect the avatars in the world ?

spark vigil
#

how do i get my mirror to reflect ppl

twilit cradle
#

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

vagrant shale
bold ibex
#

what does this mean and how do i fix it?

vagrant shale
#

I don't know but it's just a warning so it shouldn't stop you from publishing. Is it causing you any issues?

twilit cradle
#

I might of fixed my issue after a while though no worries but thank you

bold ibex
#

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

vagrant shale
#

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?

bold ibex
#

Sure!

#

Sorry for delayed response, I was testing the world thru ClientSim and it seemed to be working well

vagrant shale
#

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.

bold ibex
#

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 tororo

#

Thank you for trying helping me though!

flint burrow
#

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?

vagrant shale
#

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.

bold ibex
#

You can open the control panel by clicking VRChat SDK from the top btw

flint burrow
#

I

#

I'm a 'user' - is that good enough trust rank? the button is not there for me

vagrant shale
#

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?

flint burrow
#

Maybe I made some mistake?

vagrant shale
#

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.

bold ibex
#

Perhaps did you get any restrictions or kind?

flint burrow
#

confusion!

vagrant shale
#

Those are your shield settings, they don't mean you're a user

flint burrow
#

Oh I see

#

How do I check?

vagrant shale
#

One way is going into the social tab in VRChat and clicking yourself

flint burrow
#

damn

#

I'm a visitor

#

Hahahahhaa

bold ibex
flint burrow
#

Do you guys know what the typical wait is?

vagrant shale
#

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.

bold ibex
#

This is the email you'll get that lets you know you can upload your creations fyi

flint burrow
#

Ah I see, I've literally only been testing out my own world for use and a little Among Us gameplay

#

Appreciate it

#

Thanks!

bold ibex
#

Our pleasure!

bold ibex
# bold ibex .

Update to my issue: I changed the sphere pickupable Collision Detection as Continuous Speculative and it actually starts working iris

#

I dont understand why that fixed the issue tho

thorny dawn
#

what object defines the player in unity for vrchat?

vagrant shale
#

You mean in Udon? You get use a GetIsLocalPlayer node coming out of something like a OnPlayerTriggerEnter node to check for the local player.

thorny dawn
#

well how do i assign something to follow it?

#

or how do i find it in general because its not coming up

vagrant shale
#

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.

gloomy magnet
#

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?

vagrant shale
#

Did you close and re-open Unity? That usually fixes that issue for me.

gloomy magnet
#

i hadnt XD ill try

#

no same error popped

vagrant shale
#

😔 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.

gloomy magnet
#

alrighty

#

ill do some googling and restart again

grim fox
#

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 vrcBlush

near ember
#

Is it possible to Whitelist worlds? Maybe with username?

near escarp
near ember
grim fox
near escarp
vagrant shale
#

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.

near ember
vagrant shale
#

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.

grim fox
zinc pendant
#

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!!!!!!

vagrant shale
# near ember Really?

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

[Requires UdonSharp and TextMesh Pro is in your project] Recently reworked completely from the ground up! This script allows you to setup text documents with player display names that then are checked when a player loads into your map and activates any of the whitelist function scripts, if the list

grim fox
#

Now its sayin this vrcBrokenHeart

#

confusion

gloomy magnet
#

wont let me upload windows or android now lol welp

vagrant shale
gloomy magnet
#

isnt one for windows there is for android

vagrant shale
#

No, it's all the same console, should be at the bottom next to the project tab if it hasn't been moved.

gloomy magnet
#

can i hop in vc wth you?

#

nvm dont see any vc..

#

the console doesnt have anything on it

azure anchor
#

Does anyone know where I can find a video about water textures? To make like ponds or fountains?

vagrant shale
gloomy magnet
#

"Error updating content. Asset bundle upload failed, Failed to get file record"

#

tried restarting and even the pc not worked XD

azure anchor
vagrant shale
#

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.

gloomy magnet
#

alrighty

grim fox
#

Some reason I keep getting this when I go to upload the world

#

Tried searching but not sure what it means

azure anchor
vagrant shale
# azure anchor So it answered my water question. Would I do the same thing if I wanted moving w...

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.

gloomy magnet
#

switching it to android i have abunch that pop up XD

azure anchor
gloomy magnet
vagrant shale
#

Weird that it's complaining about a bunch of irrelevant platforms but warnings are generally not a problem, just errors, the red ones.

azure anchor
gloomy magnet
#

dang, was hoping there might be a fix in that XD adn thks again

#

and*

vagrant shale
chilly venture
#

yeah its simple. Its a plane using silents water shader. I just changed some of the settings so it scrolls down.

vagrant shale
#

Good to know, I might try adding one of those myself.

azure anchor
#

That's actually good to know

#

Lol same xD

vagrant shale
#

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

chilly venture
#

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

gloomy magnet
#

i tried to update it again and some red popped

#

i still dont think that changes anything? cant find the file records

vagrant shale
#

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.

gloomy magnet
#

welp... time to start over lol

vagrant shale
gloomy magnet
#

its not checked

#

what does that setting do?

vagrant shale
#

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.

gloomy magnet
#

again thks for the help

prisma scaffold
#

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?

lethal grove
#

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

surreal surge
#

anyone know the pens that cozy boat uses?

vernal prism
#

Why would my pickup item keep falling through the floor and respawning?

#

n/m. got it.

sacred warren
#

Does anyone here use the Pokeyi animation sync tool?

pearl plume
#

Anyone have any good videos explaining how to make basic vehicles with udon?

deep roost
#

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?

green lagoon
#

is the aquarium using c-sharp scripts to animate the fish

#

does vrchat doesn't have support for user-uploaded c-sharp Scripts

deep roost
#

Is there any way I could check that?

green lagoon
harsh wagon
#

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

vivid wagon
#

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

vagrant shale
vivid wagon
#

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

vagrant shale
#

Oh, okay if it's tiling then probably not.

vivid wagon
vagrant shale
#

Yeah, probably won't work in that instance

vivid wagon
#

Yeah Silent's shaders look like they can blend it but idk how to set it up

vagrant shale
harsh wagon
harsh wagon
vivid wagon
#

More or less yeah

#

it was made using Hammer

#

but it's made for VRChat

harsh wagon
#

I ported mario_kart from TF2 into VRChat

#

even got the vehicles moving

vivid wagon
#

neat, know anything about blend textures?

vivid wagon
#

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

green lagoon
#

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

lapis galleon
#

Nothing in the console's telling me why I don't have a Builder panel. Any ideas?

lapis galleon
#

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

latent rover
#

What software should i use for making a world? Shall i use unities own systems or shall i go for blender?

coral magnet
#

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.

latent rover
#

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?

frosty flicker
#

Unity have Probuilder package which can create a simple model for world. But you'd need proper 3D modeling software for finer control

green lagoon
#

planes add unnecessary geometry that's not going to make it look any nicer

glacial panther
#

i simply cannot get it not to look stupid lol

frosty flicker
#

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.

brave quail
#

hi i want to make a vrc world where do i start

bold ibex
# brave quail 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?

▶ Play video
#

This vid is quick and easy it helped me alot

brave quail
static berry
#

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?

glacial panther
#

Is it possible to move/hide the preview image on a avatar pedestal object?

open patrol
#

hola

#

Hola

glacial panther
#

i just fuckin flipped it upside down so the preview is hidden underground lmao

#

gamer moment

bold ibex
#

How do I make a script that only works once or not reply a sound once it's reactivated

prisma scaffold
#

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.

vagrant shale
austere hull
#

how i kick player from world

glacial panther
austere hull
#

no

#

actual kick

#

if i detect him flying outside map or something i want world auto remove him

left rain
#

i don't believe there's a kick method in the VRCPlayerAPI

gaunt egret
#

not worth your time, clients can bypass securities

glacial panther
#

Put them on the timeout corner i suppose

left rain
#

you could teleport the user back to spawn or something instead, but kicking is kind of silly (and not possible via udon)

vagrant shale
#

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

This panel enables specified users in your VRChat SDK3 world to moderate the current instance they are in, as well as giving them the power to fly around. It was developed to make the banning process an epic and fun experience for everyone. All buttons are animated and even globally synced. When

austere hull
#

i want host sided kick

vagrant shale
#

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.

glacial panther
glad tiger
#

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?

austere hull
#

so you say theres no function for executing kick

vagrant shale
#

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.

trim nacelle
#

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

vagrant shale
#

It's more of like a special timeout room but I guess a big red BAN button just looked better

austere hull
#

okay then i guess its time for solution from roblox map

#

load asset that he cant load

#

so he will disconnect naturally

trim nacelle
#

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

glacial panther
#

you are not allowed to crash users.

vagrant shale
#

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.

glacial panther
#

Two wrongs dont make a right lol

gaunt egret
#

uh yeah thats awful advice

glacial panther
#

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

gaunt egret
#

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

vagrant shale
#

There are plenty of worlds out there that will crash your client but I guess we can't ban people for poor optimization...yet.

glacial panther
#

Report them then

gaunt egret
#

wild difference between an intended crash and poorly optimized worlds lol

#

that too yeah

glacial panther
#

Well, neither should get out of labs lol

#

Thats the reason it exists

gaunt egret
#

kinda goes without saying imo

glacial panther
#

You'd be surprised...

austere hull
#

for mathf.infinity

#

if we already going in that direction

vagrant shale
#

What I meant to say is accept defeat because there's nothing you can do about it 👍

austere hull
#

and what i meant users with mods can easily block teleport scripts

left rain
#

the real answer is "cope"

#

users are gonna do what they do, if you can't deal, don't make the world public

green lagoon
#

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

austere hull
faint geyser
#

how can i fix this

#

i have completly removed the SDK and added it back in. (this is a sdk 3.0)

austere hull
#

reopen unity

faint geyser
#

im still geting it

vagrant shale
#

It still seems to be looking for SDK2 and a lot of those references look like SDK2. Was this project updated from SDK2?

faint geyser
#

no

cobalt prawn
faint geyser
cobalt prawn
#

And are there any errors that do not stem from VRCSDK?

faint geyser
#

now im geting this

cobalt prawn
#

Well I asked 3 questions and you answered none

vernal prism
#

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?

plucky forge
#

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

vernal prism
#

@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.

plucky forge
#

wait what

#

so its an avatar issue? not world?

vagrant shale
#

I've made a bunch of avatars and never heard the term lighting anchor point so I'm intrigued.

vernal prism
#

maybe i said it wrong.

#

anchor override.

plucky forge
#

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

vernal prism
#

does it happen with other avatars or just the one?

plucky forge
#

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

latent geyser
#

can someone explain whats happening here?

cobalt prawn
#

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)

left rain
#

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

lapis galleon
#

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...

lapis galleon
#

Was going to tell you what happened but got told to stop spamming.

vagrant shale
#

Sometimes the bot can be overzealous but is it working?

lapis galleon
#

It works, but throws this error twice when building, and I have to reload the SDK every time I want to build.

vagrant shale
#

That's annoying but I can't say I recognize that particular error. Hopefully, someone else will.

lapis galleon
#

Trying a fresh project again. Opening the VRSDK3-WORLD package into a fresh Unity 2019.4.31f1 project throws these errors. Is this normal?

vagrant shale
#

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.

hexed pond
#

'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

lapis galleon
latent geyser
barren spindle
#

Any idea how to deal with this problem? I have UdonSharp and VRCSDK installed properly. this is the first time I encountered it

vague pivot
#

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

upper obsidian
#

She didn't like that you were trying to render both the left and right eyes into a 2D texture.

potent girder
#

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.

glacial panther
#

and remove their colliders to get them to go through crap

upper obsidian
glacial panther
#

or do that, i was just guessing

potent girder
#

i'm not familiar with using layers

upper obsidian