#world-development

39 messages · Page 146 of 1

upper obsidian
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Try the pickup layer, I'm not sure, but it has physics turned off.

fossil hull
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Can't you just check isKinematic on both rigidbodies? Kinematic objects don't collide with each other and don't have gravity applied to them.

potent girder
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can confirm! with the RigidBody, BoxCollider, VRCPickup, and VRCObjectSync all at default values, then click IsKinematic (no need to unclick UseGravity), they do not collide and they hang in the air where you let go of them. Exactly what I was looking for!

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Thank you all for your inputs!

wind hedge
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I have the problem that my world won't load in in vrc after uploading it. How can I fix that? I deleted my cache and my locallow folder as well

hexed pond
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where is this?

latent geyser
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A world im wirking on

upper obsidian
vagrant shale
bold ibex
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A little imperial guard base I made for the Warhammer 40k fans out there!

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One of my first worlds, so constructive criticism will be appreciated!

tropic cedar
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Anyone know a good place to get a good set of grabbable pillows, as well as bar stuff like stools, bottles, glasses, and taps?

vagrant shale
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Pickups are just a component you can add to any object, Sketchfab is a good place to find models.

tropic cedar
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Ok. There's a Night Time Tokyo skybox used in a bunch of maps. Is there a place I can get that or something similar for free?

austere hull
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if i put object on some very specific position like 1.762058217f and object will be on sync will everybody see it on that exact position

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are these pixel perfect

tropic cedar
austere hull
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1.444382E+09

fresh plinth
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Okay, I've finally got the float parameter in my animator changing from my script, and I have it set to the motion time of an animation, but it's not actually updating the motion time on the animation in runtime. Is there something I'm missing?

fresh plinth
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Oh wait, motion time goes from 0 to 1 doesn't it.. Am I stupid?

silk prawn
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uhh so I imported a vines asset into unity and it is requiring me to apply the texture to each. individual. leaf.

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is there a way I can like mass apply the texture to all leaves at once?

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nvm nvm figured it

bold ibex
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How do I make a game lobby like murder 4's. I want an entire room to be teleported to the game but not being the entire lobby area in

austere hull
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how it possible that my world crashes in vrchat and not crashes in test mode

austere hull
fast hill
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hi , i want to create a room in my world but only the player i want can enter (like the vrc name) how can i do ( cause i want to create a world for my group of friends so i want nobody else can enter in a certain room

feral stone
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I'm not sure what to write here, but...
Сan someone help?
While I was creating the map, this effect suddenly appeared. It appears when I move. What could be the reason? Thank you in advance for reading!

glacial panther
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looks kinda cool lol

trim nacelle
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There's a tunnel vision option on the handheld menu settings, disable it

feral stone
trim nacelle
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No no not the project, i mean ingame

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The menu that appears when you click esc

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Then go to the gear icon and there should be an option for that

feral stone
trim nacelle
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Ya welcomee

tropic cedar
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Does anyone know a good place to get good materials for worlds?

trim nacelle
tropic cedar
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Ok, any stylized or pre-made materials?

trim nacelle
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I'm not sure if there is any site where you can download premade unity material assets, but for the pbr textures you just need to set a new material with a shader that uses separate channels like (built in) autodesk interactive, and apply each texture to its corresponding slot

vagrant shale
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The asset store is the best option for materials, there's also Poiyomi and Silent's shaders. A shader is basically what a material is built on top of where you've assigned specific values and textures to the shader.

sand forge
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hey, i got these errors with my videoplayer ( ProTv ) on the quest version.
on windows everything works but as soon as i try playing the links on quest, it doesnt work anymore.
own links on pc work and the playlist too.
i use an resolver for quest videos

cobalt prawn
sand forge
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Nono a video

cobalt prawn
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Have you tried the links and gotten them working in other video worlds?

sand forge
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Hmm cant quite remember but i could try now i think

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I think i did it once and it didnt work

cobalt prawn
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I would do that, because if you have the same issue in other worlds, then you know it's an issue with vrchat/android/resolver url and nothing to do with the way your unity project is setup

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Resolver urls are the only way to make youtube content work on quest and even then it's known to be iffy 🤷‍♂️

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Depending on your use case and how many videos etc it might be better to just upload the content to a different host

sand forge
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Upload?

cobalt prawn
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Yeah like put the video you want to play on vimeo instead of youtube or something (assuming vimeo works I don't actually know)

sand forge
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Hmm

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I mean i can use the resolver with windows and it will work. But on quest its just broken

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Like i use resolver links on windows and it works

vagrant shale
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The trick is finding a host that will host content you don't own which generally means setting up your own hosting

sand forge
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That sounds kinda, complex?

cobalt prawn
sand forge
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Ik ik

vagrant shale
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It is complex which is why most people just go to worlds that already have it set up

glacial panther
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i had to hunt around for a resolver that worked

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very annoying

sand forge
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I found 2 resolvers

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1 worked before, then it stopped at some point

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The one i use now doesnt work either, so yeah

sand forge
whole night
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hey i'm trying to make terrain with perfectly hexagonal pillars, but i'm not sure the best way to go about it. i tried with the terrain tool , but there's only ever 2 faces of the pillar that are flat and i don't know if i can change that. i am thinking of maybe using blender to make assets and spamm them to make the map, but i don't know if there's drawbacks to doing it that way.

cobalt prawn
whole night
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this but with the pillars being giant

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and hexagonal instead of the messyness of nature

cobalt prawn
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Gotcha. Yeah I don't think the Unity terrain system could possibly manage that. I'd say you're better off using blender or maybe probuilder. I'm sure there's a way you could create a terrain, and then run a script or something that could place hexagonal pillars in a way that approximates the terrain (like how there are programs and various methods to "voxelize" a mesh into cubes) but that would be a pretty technical feat that I wouldn't know how to do or explain off the top of my head

vagrant shale
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You can do a lot more with terrain if you get terrain tools from the package manager and enabled preview packages but you'll be able to get more regularity using a model.

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You also need to increase the resolution of your terrain to get that level of detail but even then it would be tricky.

whole night
vagrant shale
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You can use a mesh to stamp specific shapes into terrain using terrain tools but you need your terrain resolution to be high to make it look good.

whole night
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alright i'll try that first, do you know where to change the resolution?

vagrant shale
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Yeah, it's the gear icon in the inspector when you have the terrain selected. I'd set it to as high as it will go.

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You'll need to get terrain tools from the package manager to do much with it, though.

green lagoon
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wonder if that would be more optimized just using geometry hexagons

whole night
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is terrain tool the name or is it something else? i can't find it

vagrant shale
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Very possibly, especially if you merge the models. You need to have preview packages enabled in the package manager under advanced to find terrain tools. It's stupid, it's just a much better version of the built-in terrain tools but they hide it.

whole night
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oh i thought i already had that, found it!

vagrant shale
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I still think it's a good idea to increase the resolution of your terrain if you tend to use it, it's so coarse and blocky by default/

whole night
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can it get dangerous for performance to put everything at max

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?

vagrant shale
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Everything is a balancing act but I haven't seen that much of a performance hit since improving my terrain resolution. It would depend on how many patches you're using.

cobalt prawn
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Using terrain period is pretty bad if you're targeting Quest in my experience

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Better to use a mesh, or at least bake it to a mesh when you've finished

whole night
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no mercy for the questies

vagrant shale
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You can bake terrain to a mesh? Does it retain the texture? I'm using terrain on a new project along with realtime lights (a max of 2 at a time) and I still get over 60 fps on Quest 2, at least before you start adding in avatars.

green lagoon
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you shouldn't be using real-time lights on the quest

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and your frame rate would go down pretty fast once the avatars actually show up

glacial panther
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People thinking 60 fps is good in vr 🥴

whole night
green lagoon
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because nobody bothers to optimize their avatars

vagrant shale
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Some things are just prohibitively hard without realtime lights so there isn't much choice like fades to black. Everyone has their limits, some people will get sick in VR regardless and some people are fine with 20 fps, though it's obviously not ideal for anyone. We will be implementing avatar restrictions and limiting the number of people in the world so I imagine it will perform better than a packed club without avatar restrictions even with the realtime lights but it's a balancing act.

green lagoon
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personally I would just chop out that visual effects

vagrant shale
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You have to be really restrictive about the number you use but they aren't just going to make your world immediately unplayable for most people with VR experience.

vagrant shale
green lagoon
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then find a different fade to black mechanism

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like a screen space Shader

vagrant shale
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They exist but the ones I'm aware of are way more complicated.

green lagoon
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well if they perform better use those

vagrant shale
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If 60 FPS is intolerable to you, you haven't been in VRChat very long.

green lagoon
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yes but if you could just do some tweaks and get it above 60 you should

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because it's not going to stay that 60 terribly long once all the avatars show up

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as any real-time lights are going to double the cost of everybody's avatars

vagrant shale
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I don't think they even perform better as it requires replicating every object and putting a black unlit material that fades in on it. I'm not against another solution but if your scene is otherwise optimized, you can get better performance using realtime lights than you're going to get in a lot of VRChat worlds that use baked lighting.

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Assuming you can get by with 1 or 2 lights in the scene. If you need to have 10 light sources, then you don't have a lot of options.

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And I have tested with avatars. FPS drops some but not a great deal with optimized Quest avatars. But this is also a special case where the total number of avatars in the world will be small.

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There's no one size fits all solution for all worlds.

green lagoon
vagrant shale
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Okay? I understand there is more of a performance cost using realtime lights but on Quest 2 it really isn't that bad if you limit how many are in use.

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Also, the number of avatars in the radius of the lights is very limited. I don't recommend it for most situations but you just have to test and see what works for your unique situation.

cobalt prawn
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Gonna add Z axis stuff next and see how it works out. Pretty crude for now but it's a starting point hah

whole night
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that's pretty cool!

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i'd like to see where you get with it

cobalt prawn
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Yeah I'll keep you updated and send it to you/show how to use it if it seems useful to you

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I might wanna put it on the asset store or something if it ends up having decent results

vagrant shale
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If you could get them tightly packed with some height variance, then I think that could be a useful terrain plug-in. Maybe kind of specialized but very handy when you need it.

whole night
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yeah the tightly packed would be very nice

cobalt prawn
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Well the reason they aren't packed now is because it's only one row. In a tiling formation, hexagons do not touch at these sides. The next row will fill in the gaps from this row, and so on

whole night
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so it's gonna be kind of a crossed formation with still holes?

cobalt prawn
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No.... here's what I mean

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The green ones are the ones you see now. The blue ones are the ones I'm doing next

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Notice how the horizontal "rows" aren't straight

whole night
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oh ok yeah, i don't know how i arrived to what i first thought

cobalt prawn
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Yeah it's confusing cause hexagons don't tile evenly on X/Y like squares 😅

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And I gotta use a bunch of weird math to compensate for that

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Apparently 0.866025 is the magic number for hexagon tiling, Idk where that comes from though

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It's not 1/2 of the golden ratio... I don't think it's related to pi... but maybe something like that

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I suppose I could use angles instead but since I'm lining it up to a square terrain tile I wanna keep it based on xy coords

whole night
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give me a couple days or weeks, i'm trying to understand what you're saying

cobalt prawn
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A does not equal B

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If B = 1, then A = 0.866025

whole night
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ohhh

cobalt prawn
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So I'm throwing this weird ass number all over the place in this script lol

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Hexagons are weird like that. But also super cool imo. I love quirky math/geo shit like that

whole night
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it took me way too long, but after half a decade of not doing math i managed to calculate that 0.866025

whole night
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holy shit that's good

cobalt prawn
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Yeee looks cool huh 😄

whole night
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can you modify the size of the pillars?

cobalt prawn
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Yep, the object that generates it is a single pillar, and scaling that will adjust the size of the tiles

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This 1000m x 1000m, each pillar is 25m wide right now

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Not that there is any reference point for you to tell

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But I can scale it up or down and show you the result if you just wanna see

whole night
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yeah definitely

cobalt prawn
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Well this is at 25, give me another number and I'll plug it in

vagrant shale
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Converting the topology to hexagons is a clever way to do it so it's easy to define the curvature. I'm not sure how often you're going to want the entire terrain to be hexagons but I guess you can just duplicate the terrain to use it to generate them and then delete any that you don't want.

meager swift
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Is there a way to not make your world transparent when doing post processing? I can see through my objects but I can still see them just slightly

vagrant shale
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Post-processing shouldn't be causing that. It might have something to do with your render queue but I haven't figured out how to make some materials not render on top of others even by adjusting that. What sort of post-processing are you adding?

meager swift
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just the one from the toolkit is all im using, I tried to take a screenshot but im quite new to unity in general

vagrant shale
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There are a number of different things you can do with post-processing. Things like bloom and color grading should work fine but turning on anti-aliasing can cause problems.

meager swift
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Oh gotcha

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Yeah I dont have ani-aliasing on at all and they are all still transparent, kind of at a loss right now on how to fix this

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Nevermind, I'm just dumb. It's the grid I was seeing, my apologies for the mix up 🤣

vivid wagon
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so question

I'm porting a Halo Combat Evolved map, and the game itself uses meshes as skyboxes with a very long clipping distance. My question is how I could either make it so that it doesnt clip out in VRChat, or how to turn this skybox into a panorama of some sort

ocean crag
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anyone know in blender why when I insert another shape the modifiers are automatically applied to it?

lavish saffron
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Has anyone had the SerializationUtility error? I'm using the updated SDK with the right version of Unity. Can't find any articles online or here

lavish saffron
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Fixed: Changed to 2019.4.31f1

vagrant shale
austere hull
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how i ensure variable syncs before sending network event

ocean crag
vagrant shale
# ocean crag Edit mode

That makes sense then, modifiers are added at the object level and adding an object in edit mode makes it part of the same object.

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So if you want to have different modifier settings, make it another object. Sometimes you can only apply modifiers to certain areas with vertex groups but generally you should just make them separate objects.

lavish saffron
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Anyone know how to make a horizontal edge loop?

fluid wren
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Does anyone have a prefab for rain?

toxic plover
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Does anyone know of a way to better hide the seam here where these particles intersect with the water?

fossil hull
meager swift
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Is there a way to fix the Usharp video player? its constantly telling me that it cant play the YouTube URLs

toxic plover
fossil hull
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Anyone has any leads on why this might happen? The canvas is behind but still overlaps:

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I've noticed that only happens when I look from the left side. Looking at it from the right side renders the canvases correctly.

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The ray collision works fine, you can't click behind, so it's just a visual bug.

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All canvases use the same default layer and order.

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This is also probably not a VRChat issue as it happens in the editor.

bold ibex
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When i import an obj it gets rid of like half the map

tropic cedar
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baking the lightmaps misses some objects in a scene. Can someone help?

tropic cedar
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this is what it should look like

vagrant shale
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Could you post a picture of the inspector for the bed? There are a few things that would cause that.

tropic cedar
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Ok so it looks like it's not accepting any of the baked lights when the scene launches either in unity or in vrc

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here's what the hierarchy and inspector look like

vagrant shale
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You're missing one of the more important parts in your screenshot, whether it's marked static, but I don't notice anything amiss elsewhere. You might want to dig into the lightmap parameters or try generating lightmap uvs for the object by selecting it in the project tab.

tropic cedar
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Ok, what would I be looking for in the params, as well as how do I generate the UV's and select them?

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this is what I have in the settings

vagrant shale
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You have to select the object in the project panel and the generate lightmap UVs option will be in the inspector

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I'm assuming they are marked as static? That was cut off in your screenshot.

tropic cedar
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yep it's marked as static in the top right, as well as all the chuldren

vagrant shale
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It won't cause the problems with the bed being completely black but I would increase the lightmap resolution to 100-200 and the lightmap size to 4096.

tropic cedar
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It also looks like Generate Lightmap UVs is also selected

vagrant shale
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When I said lightmap parameters, I meant this

tropic cedar
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Won't that take upwards of an hour or more iof the size and resolution are that high?

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Also the lightmap parameters are set to Scene Default Parameters. When clicking "edit" it just deselects everything in the hierarchy

vagrant shale
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The scene default parameters might not be what you need, though. Lightmapping can take a while, probably not an hour, but it's worth the time for something you're only going to do once or when you add new stuff. You also want to be using the progressive GPU lightmapper if you have a graphics card that can handle it.

tropic cedar
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Ok, so how should I alter the scene default parameters? I'm not quite sure what to do

dull kestrel
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Hey, I seem to be having two issues since my latest update to my world.

  1. When testing the world, in some locations gameobjects (walls & furniture) are dissappearing when looking directly at them.

  2. On PCVR, the world is downloading extremely slowly (it has done about 4MB in 2 minutes.) All other worlds download without issue. This issue isnt present on quest.

Does anyone have any advice on these?

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For context, the only change made to the world between the working version and the new version was downscaling the world as a whole

stone marsh
dull kestrel
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I'm such an idiot, thankyou so much!

fossil hull
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#world-development message
Just reposting the video again. Anyone has any leads? I'd appreciate any tips where I can look for a solution. I'm starting to feel a bit stupid since I have no clue where to even start.

This bug is extremely consistent when canvases are closer to each other. At certain angles, the order of the overlap is just wrong.

austere hull
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is it guaranted that two deserializations wont occur at same time

leaden cipher
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What the hell could be causing unity to shut my entire computer down when trying to convert a world for quest? Ive never seen a problem like this before - none of my other worlds are doing when I switch to android build target??????

glacial panther
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Unity by itself doesnt shut down anything lol

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If, for example, your power supply isnt strong enough for your computer then a heavy processing load can make it shut down

leaden cipher
glacial panther
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Unity itself doesnt shut anything down

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It'd bluescreen at worst

bold ibex
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When i import an obj it gets rid of like half the map

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I make models in roblox and then convert them to unity but when i do that it deletes like half the model and is untextured

sacred warren
tropic cedar
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Got it working. I needed to use Bakery to set in the lightmaps

sacred warren
sacred warren
tropic cedar
tropic cedar
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can soneome help? I'm trying to make a poseable plushie that's pickupable, but can't seem to figure out how...

stone marsh
tropic cedar
vagrant shale
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Picking up a collider rather than the mesh is usually caused by the pickup being marked as static

tropic cedar
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Ok. This is my inspector for the fbx in the scene

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is that viable, or should the components be on different parts of the object?

tropic cedar
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Can someone please help me? I'm trying to figure out why it won't go around the object, but instead the box collider overrides it...

tropic cedar
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can someone please explain what's wrong with this? I just added a udon behavoir to a pickup

bold ibex
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I have a udonkeypad in my workd and some hackers keep getting the code to it is there a way to stop this?

vagrant shale
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If someone has a modified client, they don't need to know the code to bypass it. We had a discussion about this a couple days ago and the consensus is there is no way to stop this in a public world.

pulsar totem
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Hi everyone! where do you guys find good textures and assets? I just started figuring out unity and my main issue is finding decent textures through the unity asset store, theyre ok dont get me wrong but they arent just what im looking for. Im making a little hub area for me and my friends and I need like metal beams and wall textures instead of the plain colour

vagrant shale
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The asset store is probably the best bet for materials with tiled textures but a lot of models will have UV maps designed to work with specific textures and for general models, I would recommend sketchfab. https://assetstore.unity.com/packages/2d/textures-materials/pbs-materials-variety-pack-34607#description

Elevate your workflow with the PBS Materials Variety Pack asset from Integrity Software & Games. Find this & more Textures & Materials on the Unity Asset Store.

pulsar totem
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Thanks! I'll try that out

green lagoon
bold ibex
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I made a world and name it "111111" and this is what i get

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and i cannot join the instance of my world is this bug or something ?

grave zealot
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Here's my current world WIP. The first image is day 1, second is day 2.
What do you guys think so far?

austere hull
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how im supposed to sync up hundreds of items generation

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i shouldnt use too many synced variables

austere hull
burnt orbit
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Preview of World I'm making

tropic cedar
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can someone please help? I just imported the USharp Video Player and it's saying this

gloomy thorn
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I need a bit of help; Im using Cyan Trigger with the new world SDK, and Im trying to find out how to make a teleport for teleport the player to other part of the map, can someone tell me how I can?

fierce schooner
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Does anyone knows how I can proceed to distribute different roles randomly to players and make them stick to it ? A bit like in the murder mystery map where players can either be the murder, the sherif or a bystander.

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I'm gonna make about 10 roles with different win conditions each and I'll need to assign them to the players randomly.

crimson sand
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can someone help me

inland cave
hoary basalt
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Unrelated to VRC and more related to Unity in general but...I'm working on a project and using decal projectors...HOWEVER, the decal projection is faded.
So like it's supposed to be solid 100% black but it becomes faded on a white wall
is there a way to make it...not become faded?
I'm just asking around trying to figure this out :p

cyan cloak
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Quick question if i have a world built and i need to update it do i just reupload?

cyan cloak
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will it overwrite the existing one?

inland cave
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Make sure in the Control Panel when you upload it that the right name appears

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It will overwrite it

hoary basalt
cyan cloak
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ah alright tyvm

inland cave
cyan cloak
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just getting into building worlds

inland cave
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npnp 👌

hoary basalt
# inland cave I have zero decal experience, sorry </3

ah no worries working on a college project and my team has just been overlaying (copy pasting) the projector to make it not faded but...obviously this probably is very performance friendly so I was trying to see if I could figure out a way to fix it in the settings...

inland cave
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hmmm 🤔

cyan cloak
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also the pool tables/games in the worlds are all udon related i assume

inland cave
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Whenever you think about interactivity or games in worlds, it uses Udon

cyan cloak
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alright ill go in that section for that stuff

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ty again

cyan cloak
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got my first (very basic) world up ty both for the help

weary drum
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I have bloom and some other post processing effects added to my world but when I go into VRC none of it actually shows like it did in unity.

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Idk what Im doin wrong

upper obsidian
tropic cedar
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Can someone please help me with this? I was trying to build a system where if a button is pressed repeatedly, the USharp Video Player's screen & audio would move to predetermined spots (pos0, pos1, pos2) in the world.

Here's what should happen:

  • Player presses the cycle button

  • Counter increments to 1

  • Video & Audio move to pos1 from pos0.

  • Player presses the cycle button

  • Counter increments to 2

  • Video & Audio move to pos2 from pos1.

  • Player presses the cycle button

  • Counter increments to 3

  • System reads Counter as 3, resets it to 0.

  • Video & Audio move to pos0 from pos2.

Issue is, that's not what happens ingame.

Here's what happens at the moment:

  • Player presses the cycle button

  • Counter increments to 1

  • Video player does not move

  • Audio moves to pos2

  • Player presses the cycle button

  • Counter increments to... 0?

  • Video player still doesnt move

  • Audio moves to pos1??

I've tested the increment using a visual integer on a canvas text that I also use to save the integer between cycles.

Can someone please read over my code to figure out why this is happening?
https://media.discordapp.net/attachments/657394772603830360/996102813547499560/unknown.png?width=558&height=466
https://media.discordapp.net/attachments/657394772603830360/996102813836918789/unknown.png?width=798&height=552
https://media.discordapp.net/attachments/657394772603830360/996102814084370502/unknown.png?width=660&height=498

bold ibex
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Which layer is the Vrchat camera in? I'd like to hide it from my mirrors in world

pseudo nexus
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Hey! How would i go about making it so that you cannot see the vrchat camera in the VRCMirror, but can still see trackers for calibration?

rain shadow
pseudo nexus
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Where do i unselect that? Here?

rain shadow
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reserved2

pseudo nexus
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aight. Any other thing i should uncheck here?

rain shadow
#

Typically you would unselect PlayerLocal as well

pseudo nexus
#

what does that do?

rain shadow
#

MirrorReflection is specifically made for players to render in mirrors and PlayerLocal is the players avatar that they see in first person that has the head shrunk down

pseudo nexus
#

okie thanks

#

Oh, and if i unselect the UI, will that hide the menu and mic icon only, or would it hide trackers also?

rain shadow
#

I'm unsure which layer the trackers are on so not sure you would have to test

#

So make multiple mirrors with different culling and check?

pseudo nexus
#

I just realized that i had a mirror in a prefab, with that turned off, and it didn't hide them, so its fine

#

Thanks!

somber wraith
#

i dont know if i remember correctly, but if there are objects in the pc version that arent in the quest version, everything will still sync if the "new" objects are at the very bottom of the pc hierachy right?

outer umbra
#

Hey all, hopefully this is an easy question to answer. I'm trying to import a simple test world I built in blender and I can't for the life of me find a way to get the Generate Lighting button to ungrey. My Scene tab seems to completely lack the ability to generate a new lighting setting file and the option is missing from the right click context menu as well. Am I overlooking something really basic?

#

holy f test post pls ignore the game mode was running .~.

hollow helm
#

Bro I am hyyyype, I'm gonna see my worlds in vr for the first time ever!

green lagoon
#

that does sound very exciting

woeful carbon
#

How do you make chrome reflective materials quest compatible? I can get the materials looking how i want with standard shader, but when I switch to standard lite, it just shows as grey/black

vagrant shale
woeful carbon
vagrant shale
#

Most shaders that don't use a grab pass work in Quest worlds, whether they'll perform well is another matter. Standard lite will perform better on Quest but every situation is different and you have to weigh a lot of different factors when it comes to performance. You should be fine using the standard shader occasionally.

coarse linden
#

Question, whenever I test my world I spawn floating in the air and can't look left or right

#

Also whenever I press "Build and Test" Unity launches two instances of VRC

vagrant shale
#

@coarse linden are you using VRCWorld for your scene descriptor?

coarse linden
#

Yep

vagrant shale
#

Interesting, and it's placed where you want to spawn?

coarse linden
#

Wasn't before

#

Testing that now

#

Still bugging out

vagrant shale
#

Hmm, well I'm out of ideas.

coarse linden
#

Aight I'm going to try something

#

It's using the example scene stuff

#

I just want to make a simple avatar world

#

It seems to be constantly respawning me

vagrant shale
#

Is the world placed really low? It might be below the respawn threshold.

coarse linden
#

I don't know

#

I'm being constantly respawned mid-air

vagrant shale
#

It looks like VRCWorld is set up to use that spawn point object as the spawn point, where is that located?

#

Usually VRCWorld just references itself as to where to spawn but that should work if it's just an empty game object at a reasonable position

coarse linden
#

Height was the same, would that have caused it?

#

Didn't fix it, still stuck

vagrant shale
#

Maybe try deleting the spawn point, deleting VRCWorld, and drag it back in where you want people to spawn? Nothing looks amiss but that would reset it to default settings.

#

You can just search the project tab for VRCWorld

coarse linden
#

Still broken

#

I'm making a new damn world this is stupid

vagrant shale
#

Is VRCWorld at least spawning you where you place it or is it always in that same spot? Can you post the inspector of the new VRCWorld?

#

That is also an option.

austere hull
#

anyone help turning local script to server script

coarse linden
#

@vagrant shale It works now, idk y

#

Unity is still starting VRC twice when I build and test

red urchin
#

Hi quick question cus i'm a dummy and forget, for the Udon Behaviour script on any objects i have, namely mirror toggles and teleporters, for the synchronization option, they dont have to be set to continuous right? i can set them to none?

#

i'm having an issue where whoever is the first player in the world or becomes the world owner, they have a dramatic drop in performance and i'm fairly certain its due to syncing as i've had this issue in another world before, but i do not remember what the fix was

stone marsh
# red urchin i'm having an issue where whoever is the first player in the world or becomes th...

This tends to happen when you're attempting to sync something that can't be synced such as a specific parameter or an animation.

The master lags, especially if they have a HDD instead of a SSD, because of log spam that massively spikes CPU usage. (Check your log file btw to make sure it's not like, many GB)

This may or may not be your issue but it's an observation that's been around for a while.

red urchin
#

that sounds about right

#

cus we had the same issue in my past world cus there were things being synced that werent supposed to

#

someone had come into my world and debugged it for me

stone marsh
#

Attempting to sync animations improperly tends to be the most common cause but yeah. If you check your log file you can confirm. If it's small enough to open you'd see sync error spam. If it's many GB, it's the same issue and you probably shouldn't try opening the file lol.

#

?output

#

?outputlog

#

Uh I always forget the command lol

#

!output

#

Whatever

red urchin
#

i dont know where i'd even put that command tbh

stone marsh
#

Ignore that. It's a discord bot command to print the location of the output log

#

I just forgot the command

red urchin
#

oh 0-0

#

but basically i shouldnt have mirror toggles and teleporters with synced variables and udon behaviours then?

stone marsh
#

I doubt you would want mirrors to ever be synced. That's cursed. Mirror states should be entirely local.

Same with teleporters. If they're networked and not using a protected parameter they can be maliciously called over the network.

red urchin
#

well they arent like synced for the players in game

#

they're still local but like,

#

that synchronization option is there

stone marsh
#

The udon graph should not have it check marked synced and sync on the behavior should be set to none

#

Check both of these things

red urchin
#

is that fine?

stone marsh
#

Yeah. So just disable sync on the behavior on that one then, where sync is set to continuous change it to none.

#

And then check your other stuff

red urchin
#

okii

#

will do

#

ok so on this voice setting prefab that i have (allows users to individually change their voice hearing and speaking range for the world) has all of its variables not synced which is fine, so should i also set the udon behaviour from continuous to none?

#

pretty sure none should be fine since its not a moving thing

silver bison
#

I have a world with a moving platform. I have VRC Object Sync on the platform, but it is not synced when my friends join

#

Am I missing something?

vagrant shale
#

I think ObjectSync is just for syncing the position of pickups, you're going to need something else for an animation.

silver bison
#

do you know what that might be?

#

i have the udon sharp script set to continuously sync

vagrant shale
#

Syncing can get kind of complicated and not my area of expertise. #udon-general is the best place for that/

silver bison
#

ah, thank you

graceful radish
#

My skybox has a vertical line going through it. (just the other side right on the seam)
How could i get rid of it?

vagrant shale
graceful radish
#

Ty!

willow swift
#

"VRCSDK" got bricked and Idk how to fix it please help

#

I have remade the project piece by piece and, I wasn't paying enough attention to catch when, but it broke at some point towards the end of re-making the project, thats the only other clue I can think of, it was working in a fresh project, was working when importing all assets from bricked project, it broke again at some point during rebuilding towards the end of rebuilding

stone marsh
#

Jeez. That's one blurry screenshot

stone marsh
lapis galleon
#

Hey, is this the appropriate channel for asking stuff about AVPro stuff?

vagrant shale
#

Either this channel or #udon-general depending on the nature of the question, I would think.

lapis galleon
#

Not sure how specific this s to VideoTXL, but I'm using their audio prefab which has a far parameter, and then an inner/outer zone on the child. Based on those parameter descriptions I guess they should go in increasing size from inner->outer->far, but just making sure.

willow swift
# stone marsh You have errors in your console. But I can't read them because it's so blurry. ...

let me show you this, UnityEngine.Debug:LogWarning (object)

VRC.SDKBase.Editor.BuildPipeline.VRCBuildPipelineCallbacks:Initialize ()

UnityEditor.EditorAssemblies:ProcessInitializeOnLoadMethodAttributes ()

VRCBuildPipelineCallbacks failed to load a type in assembly 'VRCSDK3-Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. If this is Assembly-CSharp it's just Unity being in the middle of loading.

UnityEngine.Debug:LogWarning (object)

VRC.SDKBase.Editor.BuildPipeline.VRCBuildPipelineCallbacks:Initialize ()

UnityEditor.EditorAssemblies:ProcessInitializeOnLoadMethodAttributes ()

VRCBuildPipelineCallbacks failed to load a type in assembly 'VRCSDK3, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. If this is Assembly-CSharp it's just Unity being in the middle of loading. nityEngine.Debug:LogWarning (object)

VRC.SDKBase.Editor.BuildPipeline.VRCBuildPipelineCallbacks:Initialize ()

UnityEditor.EditorAssemblies:ProcessInitializeOnLoadMethodAttributes ()

Packages\com.vrchat.vrcsdk3\Editor\UPMImporter\UPMImporter.cs(50,18): warning CS0219: The variable 'importedNewPackage' is assigned but its value is never used

I said nothing about pens. the issue is, missing menu options in VRCSDK

stone marsh
willow swift
#

I have done every troubleshoot thats on the website

stone marsh
willow swift
stone marsh
willow swift
#

my issue went on before I deleted udon sharp, it was part of troubleshooting, so the pens broke, don't worry about them if you can help it

#

let me get the screenshots you need at least before talking any further you said you can't make out the issue, I sent the logs you can't make out in the first screenshot, but you said it wasn't helpful

stone marsh
#

........ Do this. Please follow this step by step. Do not deviate.

Ensure you're Not in play mode

Go to the console

Top right corner, hide the yellow triangles and the info blurbs, leaving only the red stop signs.

Press clear

Screenshot the entire console showing every error that remains


That said your project will never work since you removed a dependency of your assets, you MUST have UdonSharp installed BEFORE assets that rely on it. You've removed it. So your project won't work at all regardless of other issues.

willow swift
#

Will you let me do what you said.

stone marsh
#

Um of course? I'm in no hurry.

willow swift
#

You asked me only unrelated questions due to my poor screenshot okay, I told you, I know exactly why the pens broke and that this isn’t an issue because my issue came before I deleted udon sharp and this breaking the pens okay, I would like to move on and “not be difficult” does that sound good to you ?

#

Thus*

stone marsh
#

I'm not helping you. Good luck

willow swift
#

Of course not, thanks for being rude.

stone marsh
willow swift
#

Reported

#

For anyone else that’s interested let me get you a clear screenshot and hopefully you know what the issue is, long story short give me a bit to send it sorry.

stone marsh
lapis galleon
# lapis galleon Not sure how specific this s to VideoTXL, but I'm using their audio prefab which...

@stone marsh OK, thank you. I'm trying to have one 2d-sound (with fade zone) called BaseAudioSource and then two other sources with spatialization in the same world. It did seem to kind of work with just the BaseAudioSource set in the Audio Manager Udon script (right-most inspector), but the spatialization seemed wrong, so I tried raising it to 3 and assigning the sources individually... I can't hear the two spatial speakers now and the BaseAudio sounds weirdly spatial...

Also, I set the AudioSources for the SpatialSpeakers to 3d, but maybe I'm supposed to set them to 2d and let the Udon/VRC scripts take care of the spatialization...

I've already changed players twice so I'd rather not, but I'll keep ProTV in mind if I can't get this working with VideoTXL, haha.

stone marsh
#

Yeah if there's a spacialization component iirc it will override what's set on the audio component for volumetric. I'll leave that up to anyone else though since I'm a bit rusty with volumetrics for audio. But fair enough and good luck!

pure heart
#

I am trying to test my world but its telling me that i need a vrc scene descriptor?

vagrant shale
pure heart
#

I cant seem to find it. would it be in one of the folders I imported?

gaunt egret
#

assets --> vrchat examples --> prefabs

vagrant shale
#

Yeah. When I said search, there's a search bar in the top right in the project tab, so you can just type in VRCWorld in there and find it.

austere hull
#

is there any way of running ondeserialization for player who called it as well

lapis galleon
#

Does VRChat just have a lot of color-banding in general? I have it on the menu even.

stone marsh
#

Yeah. That normal

lapis galleon
vagrant shale
#

Post-processing just has anti-aliasing which is very much not recommended. Setting your texture compression to ASTC 4x4 block minimizes texture banding but also makes your textures a lot larger than the RGB compressed or RGB crunched settings so you need to be very selective as to where you use that if you want to keep your world size reasonable.

lapis galleon
sacred warren
#

Yes, because they exist in a specific place rather than playing directly in your own head.

#

Just make sure the range is set correctly and adjust the volume to taste. By default logarithmic rolls off quite quickly.

bold ibex
dark orbit
#

i’m very new to vrchat worlds - is there any way at all to persist user data between server sessions? such as remembering a user’s score after they disconnect and reconnect? is it possible to make web api calls from a world?

cobalt prawn
dark orbit
#

what about caching in the world? there’s gotta be a way

cobalt prawn
#

The long answer is that people are doing crazy hacky impressive (and maybe rule breaking?) things with the apis that we DO have available for use in VRC so if you're willing to really dive into some advanced stuff you can look into that or someone can maybe point you in the right direction

#

I don't think so, but what I've said is pretty much my extent of my knowledge and I'm not an expert on this topic someone else might be able to give a more detailed answer

#

However I have banged my head against this wall trying to store persistent data and do something like this and only found dead ends :/

#

Other than the crazy hacky stuff I mentioned which was above my pay grade haha

dark orbit
#

hmmm, i did some googling and it looks like player persistence is on the vrchat roadmap for this year. so i might as well wait

trim nacelle
# bold ibex does anyone know where to get clouds like this in very merris world?

looks like a raymarcher taken from shadertoy.com (it's a guess), in case it is, keep in mind raymarchers from this webpage are not made for vrchat, it's more to show what can you do with raymarching or show how complex graphics are calculated, if you are going to apply it on a skybox or an object that covers a lot of pixels on the screen, unless you optimize these raymarchers a lot, you'll experience a lot of lag if not nearly crashing your game, and i nsome cases, even if optimized, it would still use a lot of performance from your pc

thin nexus
#

I've got an idea for what I want the outer environment of my world to look like, but I figured I'd ask here first to see if it'd even be possible first, then come back for advice when I make it to that stage.
The idea is for a world that takes place on a medium sized spaceship with different rooms and stuff for my friends and I to do, kinda taking the aspects of our favorite hangout spots and mashing them up. I want this spaceship to either be pilotable within the world itself, or I want to have it sort of on autopilot just moving through a looping world if that makes sense.
My question is, would that looping world idea be possible? Like I want the illusion of the ship going forward close to the surface of some like synthwave planet, so that players can look out the windows and see the planet going by, and after a few minutes or so it seamlessly loops back to the beginning. Is that a feasible idea? How hard do you think that would be to implement into VRChat?

#

I am targeting PC, as I won't be able to reasonably do everything I want and still make it quest compatible

#

Also would it be more feasable if the loop area itself was shorter, like 30 seconds as opposed to a few minutes, or could I optimize it in a way that it wouldnt make much difference?

green lagoon
#

question will the players always being in the spaceship

thin nexus
#

Yeah, everything to do will be inside the ship

trim nacelle
#

the best way to do that would be to animate the planets and environment while the spaceship stays still, idk if you can parent a player to a moving object, if so, moving the spaceship could work, tho depending on how big your world is you might lose float precision depending on how far away you are from 0

green lagoon
#

that probably be simpler to animate the planet and have the ship be stationary

thin nexus
#

So as long as I model the environment optimally, I'd be able to do this without it causing any fps issues?

green lagoon
#

yeah that should be okay and you probably can set it up to where it's not rendering the entire world constantly

thin nexus
#

Awesome possum, thanks so much for the help! I'm probably gonna be in here a lot over the next few months, so Im glad you guys are down to help

#

💙

green lagoon
#

and yeah I've definitely seen worlds that consist technically stationary vehicle while the background moves even some that have lots of little different environments

thin nexus
#

Oh sweet, thats good to know. Ill check it out tyvm

bold ibex
#

Can someone convert a obj to an fbx for me?

stone marsh
bold ibex
#

My pc is really bad

#

When i tried it didnt work

#

Only unity works fine

stone marsh
#

...

#

Unless this obj is stupid high poly it should work fine if you can run unity.

That said, unity also works fine with Objs so there's not much a reason to convert it that I can think of. Why do you need it converted?

bold ibex
#

And everything becomes untextured

rain summit
#

from Roblox that is

bold ibex
stone marsh
#

Yeah. You take those textures... Make a material. And use them

bold ibex
#

Ik but it doesnt fix the map being half destroyed

rain summit
#

That sounds like a exporting problem

stone marsh
#

Without more information, I'm inclined to think that's more to do with your exporting process and dev process than an issue with OBJ. Heck, could even be flipped normals or some dumb shit.

bold ibex
#

Hang on

bold ibex
#

this is the map in roblox

#

this is it in unity

cyan cloak
#

tryin to get my water working in vrchat any recommendation for water scripts.

stone marsh
cyan cloak
#

ill look in to those thank you

vagrant shale
#

If you put the camera inside the building, can you see the interior walls?

bold ibex
#

Unity somewhat runs fine but

#

Blender

#

Doesnt work

vagrant shale
#

Then you're probably out of luck unless there's some Unity plug-in I'm not aware of for fixing normals.

fathom drift
#

Is there any way to look at VRC.SDK3.Components.VRCMirrorReflection script? Needed for educational purpose.. wanna know how it affects rendering and such

stone marsh
#

I mean, just open it in VS Code/Studio or similar.... Or decompile it elsewhere, such as with dotpeek. But if you don't know about how to do any of this. Or what any of it is, i don't know what you hope to achieve by doing so except wasting your time ig.

fathom drift
#

If only it was that easy for a plugin dll

stone marsh
left rain
#

if you can't run blender how on earth could you run vrchat

stone marsh
bold ibex
#

Hey, so, when ever I try to "build" my world Unity tells me that it can't find "VRCCore-Editor.dll" even tho I went to the file that it was trying to look for it in and it is there lol. Any ideas on how to fix this issue?

fathom drift
# stone marsh Skill issue.

Nice edit. But I was asking specifically to avoid the need of decompiling it, just in case there was source code publicly available somewhere. Thank you for being passively aggressive instead of just saying that it's not.

stone marsh
crimson sand
#

can someone help me with this

#

idk how to fix it

stone marsh
# crimson sand idk how to fix it

Can you press the clear button on the console. Then in the top right of the console, hide the yellow warning triangles and info blurbs so that only the red stop errors remain then screenshot again?

You're not showing all the hard errors.

bold ibex
crimson sand
stone marsh
#

If you have errors it's always helpful to share your console showing all of the errors so people can look them over and see what scripts are causing an issue

crimson sand
left rain
#

what is that postprocessingeditor?

stone marsh
#

First error is most likely your issue

bold ibex
stone marsh
#

It's the first error... Read it.

#

It tells you exactly what is having the issue. It's an editor script that shouldn't be there

crimson sand
#

yeah i see it

stone marsh
#

You should delete this

crimson sand
#

how do i find it

bold ibex
stone marsh
left rain
#

your FloodedGrounds asset, whatever that is, has some kind of custom post-processing editor script embedded in it, and it's breaking other things in your scene

#

my guess is that whoever assembled the package accidentally included a bunch of dependencies that are interfering with the built-in post-processing package

stone marsh
left rain
#

build errors in unity tend to snowball. one component shits the bed and doesn't compile, and then a ton of other things downstream get fucked as a result. that's why usually it's the first error reported that you want to diagnose

fathom drift
stone marsh
#

Cool. Anyways

bold ibex
#

Funny enough tho I always have this curse with unity that no matter what I do, there always seems to be errors. I'll fix an error and then 2 more will pop up. I have actually left unity so many times for this reason.. this is actually (I think) my 5th time returning to unity.. I probably wouldn't be returning again if it wasn't for my need to make a surprise VrChat world for my friend for his birthday.. so I guess I'm also trying to break my curse at the same time.

stone marsh
#

You'll get better at it. Understanding the tools and what you're doing on a fundamental level will avoid almost all issues like that.

#

Just takes time and learning

crimson sand
bold ibex
stone marsh
#

Moving forward you'll understand what to do and be able to ask more directed questions for faster support as well in the future. Anyways. Let us know if you still have issues. Gl

stone marsh
# bold ibex Funny enough tho I always have this curse with unity that no matter what I do, t...

Just to elaborate slightly. From what I've seen over the years. Most issues from errors with new users tend to be the following:

Not looking at what's being imported when you import an asset. Always double check to ensure you only import what you want rather than mash import.

Not reading dependencies on assets/scripts when downloading them. Reading instructions is hugely important.

left rain
# bold ibex Funny enough tho I always have this curse with unity that no matter what I do, t...

importing custom packages is the reason 99% of the time. a lot of packages are poorly built and include dependencies that you already have, which can break your scene. and others that are correctly built often require dependencies that you might not already have (like udonsharp) and you really need to be careful to read the installation instructions and install any required packages first before importing the custom package

#

yeah what merc said

stone marsh
#

Yeah. What toad said.

bold ibex
#

yeah.. I have done a lot of those things 😅 (as in the parts I shouldn't do)

left rain
#

a unity project is like architectural plans for a building. the guy contracted to build out the third floor is probably going to assume that you have a foundation. that's a dependency. but if that foundation isn't there, the building sinks into the ground

crimson sand
#

i tested the world and its good only problem is is has no collision how do i add it

left rain
#

add collider components to existing objects, or create new simple primitive objects for your colliders and hide the mesh renderers

crimson sand
#

existing objects

bold ibex
#

also..

stone marsh
# bold ibex

This lens a bit odd to me. Not quite sure what you did off the top of my head. Few off the wall things tho.

What version of unity are you using?

Are you using the CC? It's still considered beta, it may be ideal to just use the normal sdk off the website if you're not a power user.

Try running the unity editor in admin mode.

crimson sand
#

like this type of collision

stone marsh
#

Use a mesh collider for that

bold ibex
stone marsh
#

Box collider will just make a massive cube around your entire mesh that will fling objects and people

bold ibex
crimson sand
bold ibex
bold ibex
#

wait, I'm not sure if this is the issue or not but my unity hub is a bit of a newer version, I didn't think much of it before because I'm pretty sure its just a "hub" for your editors and doesn't actually effect the editors them self.

left rain
#

hub version is irrelevant, what you should care about is the unity project version (2019.4.31f1) and the VRCSDK version

bold ibex
#

yep I have both correct. so it can't be that. Plus I also just made a quick test world, I put a block put a spawn on it and it worked. So that means that I did something that I don't know how to fix 😅 😭

stuck ice
#

control panel gone ;(

bold ibex
stuck ice
#

nvm fixed

#

<3

pseudo pasture
#

does anyone know if player mass is set to 1 by default?? im testing with physics

silk prawn
#

so I imported a water asset and it looks great but it makes everything that is on the water in the player's view have wavy edges (avatar outline, stairs, etc) anyone know how to stop that? I can send ss if you need

#

you can kind of see, it kinda looks like a double image, in game it moves so it's a little more apparent

pseudo pasture
#

does vrchat use character controller or rigidbody to move the player arround?

green lagoon
#

if I recall right a character controller with a capsule Collider

somber wraith
#

this has been happening and i dont know why. i updated my world to vrchat, closed my project and took a break, after coming back i get this. i reloaded and recompiled everything countless of times, why wont it work?

next breach
#

I need help resolving this error issued try many solutions. I don't understand this error message completely.

#

Also how do I fix Vrchat SK

#

Has anybody had this error this so far.

stone marsh
next breach
#

Must check!

stone marsh
cedar saffron
#

Heyo.

#

I have one question. Is there any limit on how many audio sources you can have in one scene before things starts to break?

#

I've looked at it a bit, and what I could find was something with virtual and real voices that decide what the game actually renders.
The problem I'm having is that the menu sound stops working in my world after a while. And yesterday even the voice of other players stopped for a short while. Can admit that a lower amount of audio sources would be nice. But It shouldn't be a problem when you are out of range of all of them. Right?

somber wraith
next breach
cedar saffron
#

But should not unity figure that out when you are in range of like one. And you are not in range of any other.

bold ibex
#

Anyone I can commission to do this Vrchat world for me? I’m just having a lot of problems with it and I’m not very skilled with unity and I wanna quit after 5 minutes

#

It’s the Abandoned docks infamous level from PlayStation Home

vagrant shale
#

Whoever you commissioned would need to know what you want to do with it and what you've got already but in any case, your best bet is VRC Traders. Just google the name and their Discord server will pop up.

bold ibex
vagrant shale
pure heart
#

Im trying to build and test my world but it keeps coming up with the screen that says what you want to open the link with but vrchat doesn't show up and so the only thing that it shows is look for something on the microsoft store

sullen fiber
#

Does anyone know what happened to mayo_ryuu ?

whole night
#

can you make a world with hdrp or can you use assets initially made for hdrp?

trim nacelle
#

You'll have to adapt them to the built in rp

sacred warren
#

Does anyone know of a prefab, or a simple way to do the "fade to black, fade back in" transition that some worlds use for moving between areas?

round barn
#

What happens if I put Dynamic Bone to the world scene? Will it convert to PhysBone or stays as Dynamic Bone?

round barn
# sacred warren Does anyone know of a prefab, or a simple way to do the "fade to black, fade bac...

I presume that you can achieve it by either

  • Put sphere that follows player's head, give it Legacy/Soft Edge Unlit (idk the name but i remember it was legacy shader) material, and use animation to modify the material alpha, then use Networking.LocalPlayer.TeleportTo() to teleport the player to certain point
  • Use custom shader that overlays (?) the camera, and use Networking.LocalPlayer.TeleportTo() to teleport
#

I'm not sure about the second one because I've never used that kind of shader, and also the first one has problem. When local player avatar is too big or too small, the sphere won't be visible (I presume), so you may want to resize the sphere according to player avatar height

sacred warren
#

I know about the teleporting side, it was just the fade in/out and the specifics of what people are using to do that. Hmm.

round barn
#

I think the Murder 4 uses custom shader, because it kinds of lefts the black artifacts when the overlay fades out

#

there could be more solution so you would want to look up more into these stuffs

sacred warren
#

I've seen it commonly used, but found absolutely zero information on how anyone is doing it which seemed weird.

round barn
#

If you're unsure about the shader thingy, you can go with the first method I listed, and test it out to see if it works fine or not. I think, for simple transition, the sphere thing is fine to try out

sacred warren
#

Will the sphere lag behind users, or would the fact it's local keep it locked in place?

round barn
#

I expect there will be no lag because it's visible only for local users, and you can always use cube or even triangle if you're worried about vertex counts. Some cases including

  • The mesh has more than 1 million vertex (or just too many for such a simple task)
  • You're about to use the custom shader (not the Legacy/Soft Edge Unlit) which is unoptimized
  • You're making an Udon program which a cube follows player's head, but it's somehow unoptimized and so it runs the same code for like million times in one seconds
    will (and might) cause lag
neon hedge
#

I’m having a problem with a world (first one I’ve made), it works on PC and seems to have uploaded on Quest also, but whenever I try to access it on Quest the loading screen loops and kicks me back to my home world without an error message or anything. I’ve tried deleting the world object and the spawn and remaking them, I’ve tried moving the spawn around, I’ve tried waiting a day, but nothing seems to be working to fix it

bold ibex
#

if anybody has the time i got a bit of an issue with the sdk, i resolved an error with unity and now i get an sdk error but as far as i can tell the needed files exist but i may be having a big dumb since im new to development

subtle cradle
#

how doees a Udon pool work....I am so confused on how I can make a button toggle multiple buttons at one time

cyan cloak
#

@bold ibex have you tried saving, exit, reload then reload the sdk package

bold ibex
#

yes

cyan cloak
#

usually if i have problems with sdk i reload usually fixes for me

bold ibex
#

maybe a reinstall of the sdk might fix it? since hitting reload yields no results

cyan cloak
#

is the errors preventing anything? from what ive noticed its really only red ones you need to worry about

bold ibex
#

the errors wont let me open the vrc sdk drop down so i can open the control panel

cyan cloak
#

if reinstalling them doesnt work im at a loss because anytime i have that problem reloading helps. Make sure you have plenty room left on c: as thats where your temp files are even if you installed unity on another drive.

#

ive ran into this problem with no room on c:

crimson sand
#

can someone help me my unity package looks like this but in game it looks like this

fluid geyser
#

hey, cant figure out how to increase render distance (increased camera far view to 2000000000)

trim nacelle
#

you have to set this camera on the reference camera slot for it to work in game (just in case if you haven't done it yet)

#

also this render distance will render close polygons with extremely low precision, making everything look "janky"

neon hedge
#

I already tried reimporting and reloading the SDK

#

It works normally in the test client

upper obsidian
neon hedge
fluid geyser
#

also where is the refrence camera slot?

neon hedge
#

There’s this error code but I think it’s unrelated

trim nacelle
#

just put your camera to one of the corners of the world, facing towards the opposite corner, then set the view distance so the camera gizmo covers the entire trajectory between the two corners, then add some more meters to the distance to make sure it's correct.
Test that it doesn't cut by rotating the camera and making sure the gizmos neves goes below the world boundary

trim nacelle
fluid geyser
trim nacelle
#

nice, ya welcome

sacred warren
tulip tree
earnest basin
#

hey so i was just watching a tutortial, and im meant to have this android button, but i dont have it

anyone can help?

#

did i do smth wrong

#

was trying to make sure the textures dont look bad on quest

sacred warren
sacred warren
earnest basin
#

gotcha

tulip tree
sacred warren
#

It can be installed in 3 different ways, which is why I was asking them.

neon hedge
bold ibex
sacred warren
solid gulch
#

does anyone know how to fix this?

sacred warren
bold ibex
#

i stated in my og post that they do in fact exist

#

if anything i have narrowed it down to unity being unity

#

This is unrelated but can i get sued for my vrchat walmart world? Ppl keep saying im gonna get sued for it

neon hedge
#

Not if you’re not profiting off it

bold ibex
#

Alr

neon hedge
#

It’s only copyright infringement if you’re making profit wee

sacred warren
sacred warren
neon hedge
#

Huh, that’s a lot easier than deleting and manually reimporting lol, good to know

neon hedge
sacred warren
neon hedge
#

So then could this person end up in legal trouble with Walmart for modeling a Walmart world?

sacred warren
bold ibex
#

I will try it again in a while when im able to get back on

sacred warren
#

Businesses typically don't care unless it's impacting them in some form. Unless it's Nintendo, they hate everyone.

vagrant shale
#

Yeah, Nintendo has shut down lots of fan projects that never made any money

bold ibex
vagrant shale
#

The internet has been asking that question for a long, long time. Seems like the don't like free advertising.

bold ibex
#

The ppl from vrchat kmart are saying walmart is gonna sue me for my vrchat walmart world

vagrant shale
#

It's unlikely they'll notice or care but if they did, they would send a cease and desist and you'd be fine if you got rid of the world, pretty much no major corporation goes straight to pursuing legal action.

bold ibex
#

tried the reimport again, same result, gonna just do a full reimport of everything from the ground up and see if that fixes my issue

shell meadow
#

How long does it take for a world's updated thumbnail to show when sharing on twitter? I want to share an update on twitter but its using the old world's thumbnail photo.

bold ibex
#

so in conclusion after fixing it i get the famous unity bug error of

carmine vessel
#

Sooo.... How how viable is it to get a VRC world to listen to webhooks? or just some other external input?

sacred warren
vagrant shale
carmine vessel
# vagrant shale Not very, as far as I know. There's talk of some hacks that can do it in theory ...

darn, I was working with Club Kaiju and Peppercast over the weekend to dance at a venue in Dallas. The big issue facing them is that the VJ for the venue has no control of the VR instance at all. So we cant do things like pull user names for overlays, change the backgrounds quickly and so on. We have to telephone it from ground crew to VR to fix our issues but we are still pretty limited. And a way to get just the audio waveform for Audio link would also be nice, since its being played live from the venue we can't pull it on twitch or something

#

I know we have midi access but idk about what else

#

and the midi access is real strict compared to OSC

neon hedge
# neon hedge Why why why

So I had to redownload and reimport the SDK, which fixed that problem. But now I’m having the same problem as before (on PC) when I try to enter the world, being kicked back to my homeworld. Here is literally everything I just want someone to tell me what’s wrong

vagrant shale
#

VRChat has OSC. I don't know much about it but that is a thing. It's just pulling data from servers and external files directly that doesn't work afaik.

near escarp
neon hedge
near escarp
#

Where is your spawn point ?

neon hedge
vagrant shale
#

I usually just have VRCworld be the spawn point if you don't need to get fancy with it but in theory, that should be fine.

carmine vessel
# vagrant shale VRChat has OSC. I don't know much about it but that is a thing. It's just pullin...

OSC is only on Avatars, worlds have a midi system https://docs.vrchat.com/docs/midi
And I know people have had luck with JSON but that would only pull on the world load. Was used with a world to quickly edit the black list without re-uploads

near escarp
#

Your collider isn't flat, so if your spawn point is in it, it won't work

neon hedge
#

Better pics of where my spawn point is

near escarp
#

Oh, I thought it was at floor level

neon hedge
#

Yeah it looks like it, but it isn’t

near escarp
#

Make sure there aren't other colliders that you actually spawn in ?

#

Try to move the spawn away from all this and then create a plane below

vagrant shale
#

I don't know the first thing about OSC so you may be right but a lot of the documentation seems to reference using it in worlds, not just on avatars. https://docs.vrchat.com/docs/osc-overview http://vrchat.wikidot.com/world-component:vrc-oscbuttonin

neon hedge
#

They all seem okay though, but I’ll try moving it to the middle of the room maybe

near escarp
#

Hard to say tbh, which is why i'd recommend moving away from the whole building

neon hedge
near escarp
#

To test if you can load in your world at all

neon hedge
#

Got it, doing that now then

vagrant shale
#

Or maybe that OSC support for worlds is a deprecated/SDK2 thing? It's really confusing.

neon hedge
carmine vessel
#

"We're launching with two APIs: Input and Avatar Parameters."
They have not launched OSC for Worlds yet. It can only do Avatar Parameters and game inputs.
its not a deprecated/SDK2 thing, it just never came out. :/

#

cause OSC was only a few months ago. Long after SKD2->SDK3 depercation

near escarp
neon hedge
vagrant shale
#

Okay, I just saw this which says the feature is deprecated which seems to suggest that it was implemented at one point and may be again but the documentation is a confusing mess. https://docs.vrchat.com/docs/vrc_oscbuttonin

near escarp
near escarp
#

in the SDK

neon hedge
#

Lemme try

carmine vessel
neon hedge
vagrant shale
#

Man, the documentation is complicated enough without them adding hypothetical entries to it.

carmine vessel
#

Which loops back to my original issue;
What is a good way to do real time inputs for a VRChat world?

vagrant shale
#

No, I get what you're saying, I just think it's a questionable practice to include entries in your documentation for things that do not and have not ever existed because you might get around to it at some point. It seems like you would add those in when they exist as something people can use.

neon hedge
#

Maybe it’s just time to restart from scratch

#

This is the wooooorst

carmine vessel
#

If you ever read the actual Unity documentation you would die then Krampus. there are a ton of pages like this

carmine vessel
#

Since you are here already, is there a timeline for World OSC?

near escarp
#

That's the drawback until we have OSC for worlds

#

It's in the works, but no ETA

carmine vessel
#

Got it so we just make the avatar into a world 👍 vrcTupSmug

near escarp
carmine vessel
#

incoming very poor 150+ mat avatar that deploys the studio as a world constraint...
And now that I write that out... that isn't even the worst avatar I have seen in VRC

green lagoon
#

I have seen some Club worlds run the visuals for all the lights for the world off of the video player on a livestream

carmine vessel
crimson sand
#

can someone help me get rid of the blur on my unity map?

green lagoon
#

are you using post-processing on your map

crimson sand
vagrant shale
inland plinth
#

Hi all. Could you help my I can't create first world. When I click "Build and test" there is notification "A VRCScreen descriptor is required to build new world" without any link for download. What I have to do?

near escarp
inland plinth
#

I created it based on video tutorial but next steps were different. In video there are some hyperlinks for dowloading

#

Could you send link to tutorial are you talking about

vagrant shale
#

Sounds like a dubious tutorial if they don't include this part but whatever you do, don't try to create your own Scene Descriptor. Search for VRCWorld in your project tab and drag it in.

#

This one is pretty popular and uses probuilder for the modeling in case you don't have any experience with Blender. If you know how to use Blender, you can kind of ignore the modeling portion and just do that part in Blender. https://www.youtube.com/watch?v=uLi52YrrDmY

EDIT: I now wholeheartedly recommend using World Creator Assistant to set up your VRChat world projects! It's now the way I set up all of mine!
https://youtu.be/F1Tr3Nc9Rxs
https://ask.vrchat.com/t/world-creator-assistant-automate-vrchat-world-project-management/7571
https://github.com/Varneon/WorldCreatorAssistant

Download Unity - https://docs...

▶ Play video
inland plinth
vagrant shale
#

You have VRCWorld and it's complaining about not having a scene descriptor? Can you select that in your hierarchy and post the inspector?

inland plinth
vagrant shale
#

That looks alright but why is it VRCWorld (1)? Are there multiple or did you delete the original? It would be good to see the Udon Behavior at the bottom but that's probably alright. The SDK panel won't show up like that if there is no Scene Descriptor, though. That warning will appear during the building process but if it doesn't stop you from building in the first place, that's not the problem

crimson sand
#

how do i add cloth physics to my world?

vagrant shale
# crimson sand how do i add cloth physics to my world?

You could rig it with bones and add a dynamic bone component which you'll need to buy. Physbones will be added to worlds eventually but isn't supported yet. I guess there is also a cloth component which is whitelisted but I haven't worked with that.

crimson sand
#

i added the Cloth Physics but will it work with the players?

vagrant shale
#

The documentation says it can interact with capsule colliders so it might interact with the body but not sure about the limbs. I guess just test it.

graceful radish
#

will quest and pc stay synced if i change values of a light?

vagrant shale
#

If you change a thing and publish that change to one platform and not the other, they'll be different but everyone will still be able to access the world.

graceful radish
#

no but like i have chess tables and pool tables in there

vagrant shale
#

Position in the hierarchy is the main thing that really breaks stuff if it isn't the same between the platforms

graceful radish
#

will they break between platforms

vagrant shale
#

No, you'll just have different light settings.

vagrant shale
#

Scale is relative to the imported size but if we're talking about a sphere primitive, that would likely be beyond the clipping plane of the camera and get culled. You can increase the clipping distance but I'm not sure if making that number super high would create issues.

inland plinth
trim nacelle
#

to recreate a skybox without having to do a giant sphere, just scale the sphere enough so it covers the entire map, then project the cubemap on the vertex world position with the function mul(unity_ObjectToWorld,v.vertex);

#

ah wait better trick is just subtract _WorldSpaceCameraPos to the vertex position

#

(got a bad memory)

trim nacelle
#

no, it should go into a shader

sacred pelican
#

Hello, I have a question.

Does anyone know the name/link of the Simon Game prefab? The one where you follow the pattern of four flashing colors? I've seen in worlds like Bus to Nowhere and Wondertrain

crimson sand
#

can someone help me for some reason my world looks fine in desktop but when i go into VR it starts shaking

vagrant shale
crimson sand
vagrant shale
#

Not ideal but it shouldn't create the feeling of shaking. I'm not sure, maybe something to do with your floor collider?

rare obsidian
#

Whats your x,y,z cords

crimson sand
#

at 0 0

cedar saffron
#

Are you standing on a completely flat collider?

crimson sand
#

i fixxed it

#

how do i make a pole

vagrant shale
crimson sand
#

oh

#

thanks

green flume
#

I'm trying to figure out what the hell this thing is that is in my scene. I click on it and it highlights that it's a part of an object that I've named "Hello World." I tried to hide each child object to isolate the location, but it's still there when I do this. It will only go away when I hide all objects using the parent object "Hello World." Any idea as to what this is?

cobalt prawn
green flume
#

Thank you for the quick reply. It was in fact the mesh renderer. Thank you so much! 🙂

static narwhal
#

umm question anyone here that knows vrchat world creation and how to set up mirrors to where they are automatically off when you spawn in? i got it set up and working perfectly but ether the HQ or LQ one is one when you join

*Note: my 1st time doing this so i know little but i got them to work just not how to have them off from the start

static narwhal
#

How Can I Add Audio to My VRChat World

stone marsh
stone marsh
austere hull
#

any quest video converters

#

got old one but it never finishes converting

gloomy thorn
#

Okay, so, I need help with something. I want to make a model that acts like an enemy, that can follows you and can attack you, and it can use animations for walk and attacks, is it that possible?

vagrant shale
# gloomy thorn Okay, so, I need help with something. I want to make a model that acts like an e...

Yes but it's not a simple task that you're going to learn in a 20 minute tutorial and especially if you want to create your own model and animations, you're going to have to learn a lot. Even if you use a store bough asset, the AI component is still complex but if you search the Udon tab in the prefabs database, you can find an AI prefab that should at least get you started. .https://docs.google.com/spreadsheets/d/e/2PACX-1vTP-eIkYLZh7pDhpO-untxy1zbuoiqdzVP2z5-vg_9ijBW7k8ZC9VP6cVL-ct5yKrySPBPJ6V2ymlWS/pubhtml

bold ibex
#

I'm having a bit of an issue with mirrors.. I currently have it set up where I have two buttons. One toggles HQ mirror and the other toggles LQ mirror.. it works fine but for some reason when I spawn into the world they both default on. Of course it fixes as soon as I press one the buttons. Any idea on how to fix this issue?

bold ibex
#

nvm I figured it out

static narwhal
#

all my LQ mirrors are working but now the HQ ones are not how can i fix it

bold ibex
#

don't use the 'start' event

static narwhal
bold ibex
#

use the 'interact' event instead

static narwhal
#

cause in my world the mirror is on when it should b e off

gloomy thorn
bold ibex
static narwhal
#

sorry wrong image

bold ibex
#

ok, now test it again

static narwhal
#

its working

#

is there a way to have it off when you spawn in the world?

#

idk how i'm going to this for quest side too big of a file

bold ibex
static narwhal
#

umm ok if i can find it

vagrant shale
#

Checkbox at the very top left.

bold ibex
static narwhal
#

ok did that

vagrant shale
#

I've heard it's better for performance to not have things disabled by default and to use a script for it but that's how I do it and it's probably fine.

static narwhal
#

all new to me so ^^

bold ibex
#

same

#

I'm actually almost done with my first world

#

just trying to figure out how to make it quest compatible

static narwhal
#

same my world was quest comp till i added mirrors seeing if can lower them

#

and added music to my world

#

which works nicely

#

on loop

bold ibex
#

how do I check to see if its quest compatible anyway?

static narwhal
#

well cant go over 100mb which is an annoying issue T_T

vagrant shale
#

Making a world technically quest compatible is pretty easy, just avoid making the Quest version over 100 MB. Making it perform well is more of a challenge.

static narwhal
#

mines does very well, but it had alot to do with making things 1 single item

#

my world is big japanese castle so alot of the walls, building rooftops had to be one item

vagrant shale
#

That certainly helps if you can make it work

static narwhal
#

rooftop was like 100+ pieces for 1 rooftip piece which lagged everyone

#

yes mirror isnt on

vagrant shale
#

Sometimes things need to be separate objects but combining is advisable where possible

static narwhal
#

^_^

bold ibex
vagrant shale
#

1.25 MB? Yeah, that would be under the limit by some margin.

static narwhal
#

yeah

#

mines is 275 sadly

#

tying to lower it

bold ibex
vagrant shale
#

The biggest offender is textures. Make them all 1024 and use crunch compression and that should go down a lot.

static narwhal
#

wish i can share my screen live to make it easyer ^^

vagrant shale
#

Yeah but you'll want to click the robot to find the android/quest settings, that's where you can find RGB Crunched ETC, that's the compression type that will really get your file size down.

static narwhal
#

i know nothing about that

#

...oh

#

oh i see now... doing it 1 by 1

#

geez there's alot of them

vagrant shale
#

Yeah, for some reason, it won't let you change that on normal maps at the same time as color maps even though it has the same format options. What I like to do is move the normal maps to another folder so you can easily select all the color maps and do them all at once and then all the normal maps. You can search your project for normal or nm, or whatever naming convention they're using to find them more easily.

static narwhal
#

well i had every material highlighted ^^ so i just highlighted one

vagrant shale
static narwhal
#

yeah

gentle elbow
#

ok! so i have a world created. its very simple. but i click the upload button and them it says it uploaded to comunity labs but when i check to see it. it says i have no worlds uploade. any help?

crimson sand
#

how do i make this neon is there a shader or a texture

upper obsidian
# gentle elbow ok! so i have a world created. its very simple. but i click the upload button an...
upper obsidian
gentle elbow
austere hull
#

my ondeserialization not working is that because i have multiple ones in scripts

crimson sand
upper obsidian
gentle elbow
#

It is. But it says “upload to your account “ but when I check it isn’t

upper obsidian
gentle elbow
narrow hull
#

Anyone know why when i add QvPens (and have no errors etc). And Build & test it. i cant draw with the pens?

austere hull
#

have you tried inside unity

lethal carbon
#

Hi

austere hull
#

i cant run game script on remote player

gentle elbow
turbid thicket
#

Hey, we're really interested in recreating this rave from an old Magfest we attended years ago, would either have a recommended existing map or be able to recommend some assets?

https://youtu.be/Mp5hRxAalLU

Featuring footage by:
Dead Line https://twitter.com/DeddoRain
Hintlord https://twitter.com/Eli00Eli
Jab https://twitter.com/jab50yen
Nebita https://twitter.com/nebita/status/1212859296364535809

▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬
 DAMN THIS MEDIA IS SOCIAL!
Official Discord: https://discord.gg/KAtgP8H
YouTube: https://www.youtube.com/123zc1
last.fm: http...

▶ Play video
#

yes we are somewhere in that video. maybe

solemn gulch
#

I can't really help but I want to just recommend this video to everyone

white cobalt
#

???

#

how can i fix this

#

i need a vc help pleasssse

bold ibex
#

And did you get it from the unity assets store, or a third party website?

cobalt prawn
#

That asset does not support the version of unity required by vrchat

bold ibex
#

ah theres the issue

cobalt prawn
#

However if it's just textures, it shouldn't be impossible to get them in your project. You can probably just import that package into a new unity project with a compatible version of Unity, then just copy the textures you need and make new materials with them

bold ibex
#

Also, does anyone know how to get the video player working? I have tried using the one that vrchat just gives you but it doesn't let me type a url in the box in game. I have also alternatively have tried making my own with the help of a youtube tutorial, but that also ended up having the same problem. Anyone know how to fix the issue?

#

Note: Videos will still play if I set a url in the editor and check the auto play box.. So I'm thinking its a ui problem.

#

I have tried doing some troubleshooting on my own but I only hit more dead ends.

frozen sable
#

am i able to use maya to make the 3d model for a world

green lagoon
frozen sable
#

kk thank you

cobalt prawn
bold ibex
#

yeah

cobalt prawn
#

Hm I've never had to do anything to get mine working, the SDK prefab just worked when I dragged it into a new scene

#

Does your world use any other assets that might affect UI, or like something that would put colliders in front of the player, anything weird like that?

bold ibex
#

hmm.. I'm not sure..

cobalt prawn
#

Or is your video player inside of a collider that's obstructing the pointer from clicking the text field maybe?

bold ibex
#

nope

#

I do have an asset that has to do with text but I don't thank its it. Its called 'TextMesh Pro'

cobalt prawn
#

Naw that wouldn't be it 🤔

bold ibex
#

yeah, I didn't think so either..

#

Now, this may not have anything to do with it but I think its worth noting anyway. I can't use the AVPro video player at all because when I put it into the scene and then tested it, it crashed my unity before it could can even build it.

dense niche
#

Hey, I Want to add a Glowing Effect, but not for all the Same. The World Logo need an own Glow Intense and the Wall Neon too. Is there a way to have multiplie?

vagrant shale
dense niche
#

Okay i understand. I use currently Post Processing for that but its not good. I will look in the way with emission.

vagrant shale
white cobalt
#

what does this mean

#

???

dense niche
white cobalt
#

i didnt understand ?

vagrant shale
dense niche
#

Okay i will look in that how i can do this because i want to make strips on the bottom and when they good glowing but then my world logo glows too strongly.

vagrant shale
dense niche
vagrant shale
vagrant shale
dense niche
#

Okay i will take look when i have time i working on what currently

#

But thx for the help and ideas. ^^

somber heart
#

I'm having an issue where no avatar sounds are being played in my world...
At first I thought it was the Udon Voice Utilities prefab I added, but after removing it, the issue was still there...I have no idea what may have changed to cause this, any ideas I can look into?

near escarp
#

Which includes user voices in priority, then world audio, and avatar sounds if there are any active spots left

somber heart
near escarp
#

Yeah, activating the audio source component based on proximity would solve your issue thumbsup

somber heart
#

Awesome! Thank you for the responses!

silk coral
#

help

#

every time i click upload on my world it gets stuck on this window

#

saying "preparing to upload"

#

and then it freezes in play mode

#

i tried disconnecting and reconnecting the world id and restarting unity

#

i think the next thing i'll try is updating my world sdk

glass moon
#

How do I make a mirror toggle button?

spice shadow
#

I'm running into an issue where desktop users can't reliably pick up a pickup object, though it works fine in VR and in the client sim. The object is inside another collider, would that be related?

#

confirmed it works if I remove the outer collider, is there some way to tag it to be ignored by raycasts?

vagrant shale
#

I'm not sure if there is a fix but yeah, colliders insides of colliders don't tend to work well. Maybe you can move the outer collider to just one part of the model so it isn't obstructing the other?

static narwhal
#

can share my screen with someone who can help me set up chairs for my vrc world? i have the chairs default unity chairs but sitting isnt right or i did something wrong

vagrant shale
# static narwhal can share my screen with someone who can help me set up chairs for my vrc world?...

Not at the moment but chairs are finicky in general and the same chair can have one avatar floating and another sinking into the seat. I recommend getting the Udon Calibrating chairs prefab which will adjust the positions based on the size and knee position of the avatar. https://www.dropbox.com/s/fdbfa1f267o0aki/UdonCalibratingChairs.unitypackage?dl=0

queen fox
#

Anybody have any Idea what's happening. This is a new project with SDK3 imported and on unity 2019.4.31f1, also you can see that screen descriptor is blank. I have tried to re import SDK several times.

vagrant shale
queen fox
vagrant shale
#

I dunno, I've never created my own Scene Descriptor successfully or known anyone else to manage it but I assume it's possible.

tacit fjord
#

I put particle system in my world but it doesn't reflected on vrc mirror.
Is there any solution for this problem??

upper obsidian
frosty flicker
tacit fjord
#

Thank you guys!! It helped a lot.

sacred storm
#

when importing the sdk

#

and cant find this

VRChat SDK > Show Control Panel > Authentication```
sacred storm
#

ah just had to restart the scene

#

ok its still not showing the thing

dense niche
#

Is there a way to fix my floor so that i cant look under the map?

sacred storm
#

ah I'm on the wrong unity ver

bold ibex
#

everyone i need help please

#

i imported a prefab

#

and clicked on it

#

and it opened a prefab scene

#

idk how to change scenes

outer terrace
#

I have a weird one. I have a keyboard (the keyboard from UdonChat) that works fine...but only for PCVR users. The same keyboard doesn't work for Quest users and I don't know why

#

the buttons just don't put the text into the inputfield.

sacred storm
#

is there like an example player so I can get a sense of scale

gentle elbow
#

how do i "update my world"?

green lagoon
sacred storm
#

I found one online similarly sized to my main

#

Mashiro

rain summit
gentle elbow
#

cool! thanks!

iron trench
#

hey i'm trying to add qv pens to my world and this error keeps popping up: Assets\QvPen-master\Assets\QvPen\Udon\Eraser.cs(1,7): error CS0246: The type or namespace name 'UdonSharp' could not be found (are you missing a using directive or an assembly reference?).. how do I fix this?

iron trench
#

ok

#

can you send the link?

#

nvm

iron trench
#

yea i got it but for some reason it says some namespaces aren't found

bold ibex
little prairie
iron trench
iron trench
#

whenever i try to use something with udon sharp, it comes up with a "Namespace" error. for example: Assets\UdonSharp\Editor\Serialization\StorageInterfaces\UdonVariableStorageInterface.cs(108,27): error CS0246: The type or namespace name 'UdonSharpProgramAsset' could not be found (are you missing a using directive or an assembly reference?). How would I fix this?

bold ibex
#

i just realised the markers are broken lol

#

il fix ina min

brave crow
#

how do you guys find inspiration for bedrooms? i personally don't have a dream home or dream bedroom or anything, so i don't have much to start from

green lagoon
#

look at bedrooms on Pinterest?

brave crow
#

fair enough lol

gaunt egret
#

might be a little weird but i play a lot of sims and find good inspiration by looking up "sims 4 cc bedrooms" lol

brave crow
#

ooo that's a good idea

bold ibex
keen pilot
#

how do i make it so players can jump in my world?

tidal turtle
#

yo im updating my worldd but my shanders keep breaking in the quest verison of my world, idk why and i need help unbreaking them

silver bison
#

How do I get the Control Panel?

narrow hull
#

Uploaded my world for VRC pc today, and when i switched to android and tried to build & publish, i get this error.
Does anyone know what i can do to fix it?
You can ping me if you want!

silver bison
#

funny, im dealing with the same thing when building and testing

narrow hull
narrow hull
iron trench
#

Assets\UdonSharp\Editor\UdonSharpEditorUtility.cs(220,23): error CS0246: The type or namespace name 'UdonSharpProgramAsset' could not be found (are you missing a using directive or an assembly reference?)

#

says that on multiple scripts

narrow hull
iron trench
#

yea

narrow hull
#

hmm, i had the same error. but i forgot how i fixed it tbh

#

I think it had to do something with the order you're installing the sdk, udon sharp. and for example QvPens in

#

Try removing the SDK and Udon sharp, and do a fresh install

iron trench
#

ok

narrow hull
#

remove everything you downloaded after that needs Udon sharp aswell

iron trench
#

but im going to have to create a complete new version of my world

narrow hull
#

You can just remove the folders in your project

narrow hull
iron trench
#

is it going to be able to keep the same version of my world?

narrow hull
#

What do you mean?

narrow hull
silver bison
#

Is there a way to make a VRC Pickup GameObject that uses gravity only after it's picked up?

iron trench
#

and all i want to do is update it

narrow hull
#

Sorry, i dont know then.
I have no idea if it will keep the version

#

Im sure theres a folder in the SDK that saves that, but i dont know where

narrow hull
#

to see if it works

#

that way you wont lose anything on your main project if something goes wrong

gentle elbow
#

can someone please help, step by step how to update my vrc world

stone marsh
gentle elbow
#

yes

stone marsh
# gentle elbow yes

Then you just publish it again under the same ID. That's how you update it

vagrant shale
#

Yeah, you can even invite people to a private world or make it open to friends while you're there, it just won't show up publicly.

sacred storm
#

cant even upload to community labs if not a high enough trust rank

stuck ice
#

How do I update an already published world?

#

I'd normally just click build & publish and itd give me a message saying the world was updated but its just been uploading privately

#

looked online, couldnt find anything about it

vagrant shale
stuck ice
#

probably not

#

my friend mentioned that had to be matching but idrk how that works

#

also idk the blueprint ID of the last updated version

#

its on the same unity project is the thing