#world-development
39 messages · Page 146 of 1
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.
trying now
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!
Thank you all for your inputs!
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
where is this?
A world im wirking on
Usually this version of the unity is not the same, or there is no spawn point.
Are you using VRCWorld for your scene descriptor?
A little imperial guard base I made for the Warhammer 40k fans out there!
One of my first worlds, so constructive criticism will be appreciated!
Anyone know a good place to get a good set of grabbable pillows, as well as bar stuff like stools, bottles, glasses, and taps?
Pickups are just a component you can add to any object, Sketchfab is a good place to find models.
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?
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
are these pixel perfect
If you don't align anything it with anything else that may not be synced then yes. But unity or vrchat may round that number if it's too high for the system, so be careful about that
1.444382E+09
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?
uhh so I imported a vines asset into unity and it is requiring me to apply the texture to each. individual. leaf.
is there a way I can like mass apply the texture to all leaves at once?
nvm nvm figured it
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
how it possible that my world crashes in vrchat and not crashes in test mode
if localplayer.getposition().x > 10
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
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!
looks kinda cool lol
There's a tunnel vision option on the handheld menu settings, disable it
Sorry. Are there any sources where to read about the tunnel? I didn't find where to disable it. I went through the whole project. But I didn't find any information on the Internet.
No no not the project, i mean ingame
The menu that appears when you click esc
Then go to the gear icon and there should be an option for that
I found it! For all the time of the game, I have never encountered this setting. Apparently accidentally clicked. You are the best!!! Thank you for your help!!!
Ya welcomee
Does anyone know a good place to get good materials for worlds?
3dtextures.me has a lot of pbr textures, try looking there
Ok, any stylized or pre-made materials?
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
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.
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
Are you trying to play a livestream? Afaik livestreams don't work even with resolver urls
Nono a video
Have you tried the links and gotten them working in other video worlds?
Hmm cant quite remember but i could try now i think
I think i did it once and it didnt work
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
Resolver urls are the only way to make youtube content work on quest and even then it's known to be iffy 🤷♂️
Depending on your use case and how many videos etc it might be better to just upload the content to a different host
Upload?
Yeah like put the video you want to play on vimeo instead of youtube or something (assuming vimeo works I don't actually know)
Hmm
I mean i can use the resolver with windows and it will work. But on quest its just broken
Like i use resolver links on windows and it works
The trick is finding a host that will host content you don't own which generally means setting up your own hosting
That sounds kinda, complex?
Windows doesn't even need a resolver link though (afaik??). It just works using the youtube-dl plugin, which does not exist for Android, which is why resolver links are used
Ik ik
It is complex which is why most people just go to worlds that already have it set up
I found 2 resolvers
1 worked before, then it stopped at some point
The one i use now doesnt work either, so yeah
Does it mean you got one which is working?
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.
Honestly I'm not even sure what you're describing here, do you have any examples you could share that look similar to what you want to achieve?
this but with the pillars being giant
and hexagonal instead of the messyness of nature
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
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.
You also need to increase the resolution of your terrain to get that level of detail but even then it would be tricky.
yeah i saw a video on how to generate terrain using triangles, but i don't know how i could make it to make flat hexagons. i'm thinking blender and spamm will be the play. i'll see if i can make it load only the visible surface to not add useless lag
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.
alright i'll try that first, do you know where to change the resolution?
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.
You'll need to get terrain tools from the package manager to do much with it, though.
wonder if that would be more optimized just using geometry hexagons
is terrain tool the name or is it something else? i can't find it
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.
oh i thought i already had that, found it!
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/
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.
Using terrain period is pretty bad if you're targeting Quest in my experience
Better to use a mesh, or at least bake it to a mesh when you've finished
no mercy for the questies
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.
you shouldn't be using real-time lights on the quest
and your frame rate would go down pretty fast once the avatars actually show up
People thinking 60 fps is good in vr 🥴
i never seen anyone above it
because nobody bothers to optimize their avatars
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.
personally I would just chop out that visual effects
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.
That's just not possible in this world, fades are used to hide things that would otherwise be a lot more uncomfortable like station rotations.
They exist but the ones I'm aware of are way more complicated.
well if they perform better use those
If 60 FPS is intolerable to you, you haven't been in VRChat very long.
yes but if you could just do some tweaks and get it above 60 you should
because it's not going to stay that 60 terribly long once all the avatars show up
as any real-time lights are going to double the cost of everybody's avatars
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.
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.
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.
There's no one size fits all solution for all worlds.
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.
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.
@whole night So I kinda have an obsession with hexagons and you've inspired me to write a script that does this
Gonna add Z axis stuff next and see how it works out. Pretty crude for now but it's a starting point hah
Yeah I'll keep you updated and send it to you/show how to use it if it seems useful to you
I might wanna put it on the asset store or something if it ends up having decent results
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.
yeah the tightly packed would be very nice
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
so it's gonna be kind of a crossed formation with still holes?
No.... here's what I mean
The green ones are the ones you see now. The blue ones are the ones I'm doing next
Notice how the horizontal "rows" aren't straight
oh ok yeah, i don't know how i arrived to what i first thought
Yeah it's confusing cause hexagons don't tile evenly on X/Y like squares 😅
And I gotta use a bunch of weird math to compensate for that
Apparently 0.866025 is the magic number for hexagon tiling, Idk where that comes from though
It's not 1/2 of the golden ratio... I don't think it's related to pi... but maybe something like that
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
give me a couple days or weeks, i'm trying to understand what you're saying
ohhh
So I'm throwing this weird ass number all over the place in this script lol
Hexagons are weird like that. But also super cool imo. I love quirky math/geo shit like that
it took me way too long, but after half a decade of not doing math i managed to calculate that 0.866025
Here we go, both axes working now
holy shit that's good
Yeee looks cool huh 😄
can you modify the size of the pillars?
Yep, the object that generates it is a single pillar, and scaling that will adjust the size of the tiles
This 1000m x 1000m, each pillar is 25m wide right now
Not that there is any reference point for you to tell
But I can scale it up or down and show you the result if you just wanna see
yeah definitely
Well this is at 25, give me another number and I'll plug it in
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.
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
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?
just the one from the toolkit is all im using, I tried to take a screenshot but im quite new to unity in general
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.
Oh gotcha
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
Nevermind, I'm just dumb. It's the grid I was seeing, my apologies for the mix up 🤣
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
anyone know in blender why when I insert another shape the modifiers are automatically applied to it?
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
Fixed: Changed to 2019.4.31f1
Are you adding it in edit mode or object mode?
how i ensure variable syncs before sending network event
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.
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.
Anyone know how to make a horizontal edge loop?
Does anyone have a prefab for rain?
Does anyone know of a way to better hide the seam here where these particles intersect with the water?
I don't know if it's the best method, but you can try turning on soft particles on one of the particle shaders.
Is there a way to fix the Usharp video player? its constantly telling me that it cant play the YouTube URLs
That's what I was looking for but it doesn't seem to work with the water. Thanks though!
Unity doc says that option is for opaque geometry, so I guess that's why it fails. Hopefully someone can help, because it sounds like you probably need to go into shader code yourself and I'm not that great with that.
Anyone has any leads on why this might happen? The canvas is behind but still overlaps:
I've noticed that only happens when I look from the left side. Looking at it from the right side renders the canvases correctly.
The ray collision works fine, you can't click behind, so it's just a visual bug.
All canvases use the same default layer and order.
This is also probably not a VRChat issue as it happens in the editor.
When i import an obj it gets rid of like half the map
baking the lightmaps misses some objects in a scene. Can someone help?
this is what it should look like
Could you post a picture of the inspector for the bed? There are a few things that would cause that.
Ok so it looks like it's not accepting any of the baked lights when the scene launches either in unity or in vrc
here's what the hierarchy and inspector look like
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.
Ok, what would I be looking for in the params, as well as how do I generate the UV's and select them?
this is what I have in the settings
You have to select the object in the project panel and the generate lightmap UVs option will be in the inspector
I'm assuming they are marked as static? That was cut off in your screenshot.
yep it's marked as static in the top right, as well as all the chuldren
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.
It also looks like Generate Lightmap UVs is also selected
When I said lightmap parameters, I meant this
Won't that take upwards of an hour or more iof the size and resolution are that high?
Also the lightmap parameters are set to Scene Default Parameters. When clicking "edit" it just deselects everything in the hierarchy
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.
Ok, so how should I alter the scene default parameters? I'm not quite sure what to do
Hey, I seem to be having two issues since my latest update to my world.
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When testing the world, in some locations gameobjects (walls & furniture) are dissappearing when looking directly at them.
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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?
For context, the only change made to the world between the working version and the new version was downscaling the world as a whole
Sounds like bad occlusion culling. Need to rebake after scaling down
I'm such an idiot, thankyou so much!
#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.
is it guaranted that two deserializations wont occur at same time
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??????
Fucky windows, fucky drivers, fucky hardware
Unity by itself doesnt shut down anything lol
If, for example, your power supply isnt strong enough for your computer then a heavy processing load can make it shut down
Im a service technician manager by trade so i am aware - im thinking it might be an asset in the project somewhere perhaps?
When i import an obj it gets rid of like half the map
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
Generate lightmap UVs on the model needing to be enabled feels like your most likely issue, did you check that?
Got it working. I needed to use Bakery to set in the lightmaps
Youre probably aware of this but you can tell they have lightmap static enabled as its giving the lightmap scale options in the mesh renderer.
Bakery is just a better lightmapper, i guess the stock one was just making a mess of it. lol
yep, and it was bakery lights and stuff, so that mightve caused the problems
can soneome help? I'm trying to make a poseable plushie that's pickupable, but can't seem to figure out how...
ignoring the odd collider
Is that mesh even rigged?
yep, it has a rig and body
Picking up a collider rather than the mesh is usually caused by the pickup being marked as static
Ok. This is my inspector for the fbx in the scene
is that viable, or should the components be on different parts of the object?
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...
can someone please explain what's wrong with this? I just added a udon behavoir to a pickup
I have a udonkeypad in my workd and some hackers keep getting the code to it is there a way to stop this?
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.
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
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
Thanks! I'll try that out
list of websites that has free PBR textures so you don't have to spend money https://gist.github.com/mauricesvay/1330cc530f6ab2ef33eb6a5ea56ef5bd
I made a world and name it "111111" and this is what i get
and i cannot join the instance of my world is this bug or something ?
Here's my current world WIP. The first image is day 1, second is day 2.
What do you guys think so far?
this looks beautiful!
how im supposed to sync up hundreds of items generation
i shouldnt use too many synced variables
Damn
cant wait to see quest version
Preview of World I'm making
can someone please help? I just imported the USharp Video Player and it's saying this
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?
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.
I'm gonna make about 10 roles with different win conditions each and I'll need to assign them to the players randomly.
can someone help me
Go to the top of the Console log, the first errors should be more helpful than the last errors
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
Quick question if i have a world built and i need to update it do i just reupload?
Yup
will it overwrite the existing one?
Make sure in the Control Panel when you upload it that the right name appears
It will overwrite it
Never done a world but it should be like avatars where it uses a blueprint ID to overwrite the existing one
ah alright tyvm
I have zero decal experience, sorry </3
just getting into building worlds
npnp 👌
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...
hmmm 🤔
also the pool tables/games in the worlds are all udon related i assume
Mhmm
Whenever you think about interactivity or games in worlds, it uses Udon
got my first (very basic) world up ty both for the help
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.
Idk what Im doin wrong
add the main camera on which the postprocessor is located to the descriptor.
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
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Counter increments to 1
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Video & Audio move to pos1 from pos0.
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Player presses the cycle button
-
Counter increments to 2
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Video & Audio move to pos2 from pos1.
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Player presses the cycle button
-
Counter increments to 3
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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
Thanks
Which layer is the Vrchat camera in? I'd like to hide it from my mirrors in world
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?
Camera is on layer 19 so unselect that in the layermask
Where do i unselect that? Here?
reserved2
aight. Any other thing i should uncheck here?
Typically you would unselect PlayerLocal as well
what does that do?
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
okie thanks
Oh, and if i unselect the UI, will that hide the menu and mic icon only, or would it hide trackers also?
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?
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!
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?
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 .~.
Bro I am hyyyype, I'm gonna see my worlds in vr for the first time ever!
that does sound very exciting
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
Pretty sure standard lite has a metallic slider so I'm not sure what is going on there but you can use the standard shader in worlds for Quest, just not avatars.
oh really, I t thought you couldn't. That's great to know. Thanks
Yeah - I had the metallic slider all the way up, but when i bake the lighting, and reflection probes, it just comes out grey/black
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.
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
@coarse linden are you using VRCWorld for your scene descriptor?
Yep
Interesting, and it's placed where you want to spawn?
Hmm, well I'm out of ideas.
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
Is the world placed really low? It might be below the respawn threshold.
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
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
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.
anyone help turning local script to server script
@vagrant shale It works now, idk y
Unity is still starting VRC twice when I build and test
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
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.
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
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
i dont know where i'd even put that command tbh
Ignore that. It's a discord bot command to print the location of the output log
I just forgot the command
oh 0-0
but basically i shouldnt have mirror toggles and teleporters with synced variables and udon behaviours then?
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.
well they arent like synced for the players in game
they're still local but like,
that synchronization option is there
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
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
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
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?
I think ObjectSync is just for syncing the position of pickups, you're going to need something else for an animation.
do you know what that might be?
i have the udon sharp script set to continuously sync
Syncing can get kind of complicated and not my area of expertise. #udon-general is the best place for that/
ah, thank you
My skybox has a vertical line going through it. (just the other side right on the seam)
How could i get rid of it?
Disable "generate mipmaps" in the skybox texture import settings.
Ty!
"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
Jeez. That's one blurry screenshot
You have errors in your console. But I can't read them because it's so blurry.
From what I see. It looks like you didn't follow instructions and installed QVPens wrong.
Did you add UdonSharp as instructed BEFORE adding QVPens?
Hey, is this the appropriate channel for asking stuff about AVPro stuff?
Either this channel or #udon-general depending on the nature of the question, I would think.
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.
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
I'm sorry this isn't helpful. Please stick to screenshots. Just.... Maybe not one so low resolution.
I'm fully aware you said nothing about the pens. Your menu is missing because you have hard errors in your console. Those hard errors point to an issue with QVPens from what little I can see. Please read and answer the question I asked.
I have done every troubleshoot thats on the website
Please, read and answer the question I have asked....
the pens are unrelated I ensure you but note anything you need, getting better screenshots for you
Your screenshot. Clearly, shows a hard error with QVPens. Please don't avoid my questions and what I'm saying or I'll be unable to help you. You've avoided answering my question now 3 times. I ask specific questions to rule out a range of issues. You don't know what it is, so please just go along with what I'm asking so I can best provide help for you in as short of a duration as possible.
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
........ 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.
Will you let me do what you said.
Um of course? I'm in no hurry.
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*
I'm not helping you. Good luck
Of course not, thanks for being rude.

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.
Seems correct. Been a min since I used VideoTXL. If you haven't tried it, check out ProTV as well, it has a bit more features for background audio for worlds and is setup a bit easier for a end user. But ymmv.
@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.
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!
I am trying to test my world but its telling me that i need a vrc scene descriptor?
Just search your project for VRCWorld and drag it in
I cant seem to find it. would it be in one of the folders I imported?
assets --> vrchat examples --> prefabs
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.
is there any way of running ondeserialization for player who called it as well
Does VRChat just have a lot of color-banding in general? I have it on the menu even.
Yeah. That normal
In worlds too, right? Setting up some kind of dithering post-processing doesn't help?
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.
Oh, thank you. I'll look into that tomorrow. Also, are spatial audio sources generally much quieter than 2d ones? There's a "gain" parameter on VRC Spatial Audio Source, but it doesn't do much.
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.
does anyone know where to get clouds like this in very merris world?
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?
The short answer is no, because people could use web calls in all sorts of malicious ways and VRC doesn't yet have a solid protective barrier against that (but afaik they're working on making that possible in a controlled way)
what about caching in the world? there’s gotta be a way
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
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
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
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?
question will the players always being in the spaceship
Yeah, everything to do will be inside the ship
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
that probably be simpler to animate the planet and have the ship be stationary
So as long as I model the environment optimally, I'd be able to do this without it causing any fps issues?
yeah that should be okay and you probably can set it up to where it's not rendering the entire world constantly
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
💙
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
Oh sweet, thats good to know. Ill check it out tyvm
Can someone convert a obj to an fbx for me?
Just open it in blender and then export as fbx. Blender is free. You don't need to do anything past opening the obj, then saving it as a fbx. That's it. Like 5 seconds.
...
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?
Ok so i make stuff in roblox then export it to an obj to put in unity and when i do that it keeps like getting rid of half the map
And everything becomes untextured
OBJ doesn't hold texture information.
Gotta have a texture to add to them, which I would assume would also be exportable.
from Roblox that is
The textures go into a file and i convert everything in the file aka the textures and the map the map is still broken and untextured
Yeah. You take those textures... Make a material. And use them
Ik but it doesnt fix the map being half destroyed
That sounds like a exporting problem
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.
Hang on
tryin to get my water working in vrchat any recommendation for water scripts.
Scripts? No. Shaders. Yes.
Silents water shader on booth is free
You can make poi work for a toon look
For ultra realism Red_Sims water shader on his Patreon is one of the best with depth effects but won't work on quest.
Mochi also has a water shader iirc
ill look in to those thank you
Seems likely to be flipped normals. You'd need to bring that into Blender or another 3D modeling program to fix that.
If you put the camera inside the building, can you see the interior walls?
Like i just explained my pc is REALLY BAD and cannot run blender
Unity somewhat runs fine but
Blender
Doesnt work
Then you're probably out of luck unless there's some Unity plug-in I'm not aware of for fixing normals.
Is there any way to look at VRC.SDK3.Components.VRCMirrorReflection script? Needed for educational purpose.. wanna know how it affects rendering and such
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.
If only it was that easy for a plugin dll
Can u do it for me?
Skill issue.
if you can't run blender how on earth could you run vrchat
Blender tends to be lighter than unity with simple projects too. Might be a specific hardware issue or something I unno. Blender only chokes when you get a shit ton of polys or do some stupid shit like slide the decimation slider slightly too far lol
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?
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.
The edit changed nothing but elaborated further on my post since you seemed like you didn't know what you were doing or you'd understand how to do it already. Good luck. Hopefully the tools I mentioned can help you. If you just wanted to know if the file was publicly available, you should have just asked that instead of asking how to view 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.
Ooo, I was getting similar errors to these just a minute ago, I just went and deleted scripts that I wasn't using and restarted unity.
i just imported this and its having the error
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
what is that postprocessingeditor?
First error is most likely your issue
yeah, I did something similar. I imported some stuff and then it had errors. I don't know much about unity but I did learn pretty quick that if you are running udon, you don't need any scripts in the scripts tap in unity.
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
yeah i see it
You should delete this
how do i find it
yeah I don't know anything about that one.. I didn't get that one
It tells you the location
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
Yeah. You might see similar errors as someone else because when you have a hard error, other errors will pop up because of it. But they are entirely unrelated to the actual issue, so its easy to think "hey we have similar issues" but you actually don't.
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
I should have been more descriptive with my question, you are right. But then again answering it without knowing the component in question, just assuming the person asking it was being dumb (which could be implied from your answer) wasn't a good idea either.
Cool. Anyways
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.
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
thank you i am stupid >_>
yeah
Reading errors can be confusing. You're not stupid as long as you figure it out and don't give up
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
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.
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
Yeah. What toad said.
yeah.. I have done a lot of those things 😅 (as in the parts I shouldn't do)
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
i tested the world and its good only problem is is has no collision how do i add it
add collider components to existing objects, or create new simple primitive objects for your colliders and hide the mesh renderers
existing objects
lol yeah. and thats actually a really good analogy. I have a lot to learn 🥲
also..
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.
like this type of collision
Use a mesh collider for that
2019.4.31f1 also yes, I am using CC cuz the last time I tried doing it normally, the VRChat sdk tab wouldn't appear when I dragged the sdk in.
Def don't use a box collider like I see in the corner
Box collider will just make a massive cube around your entire mesh that will fling objects and people
I tried running it in admin, same happened
what are the things i put a check to and what changes do i make
Oh, I should probably mention that my errors only appear when I try and build the world
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.
hub version is irrelevant, what you should care about is the unity project version (2019.4.31f1) and the VRCSDK version
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 😅 😭
control panel gone ;(
I just noticed something. My errors appear when I try and build the world, right, so I looked at it closely as its trying to build and it stops when trying to build "the player"
does anyone know if player mass is set to 1 by default?? im testing with physics
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
does vrchat use character controller or rigidbody to move the player arround?
if I recall right a character controller with a capsule Collider
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?
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.
above ^
You need to use 2019.4.31f1
You have the wrong version of unity
Really was that issued if so thank you very much.
Must check!
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use by VRChat is Unity 2019.4.31f1. Ensure you are using this exact version! ...
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?
how many audio sources do you have? for audio to break that would need to be a ridiculously huge amount. id try playing with the priority settings in your audio source
Thank you very much it worked! 😄
Oh, have no real number. But easy over 120 I would say. Testing the priority is not a bad idea.
But should not unity figure that out when you are in range of like one. And you are not in range of any other.
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
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.
I didn’t commission anyone? I literally said if I can commission anyone to do it for me
Why did you assume I was speaking in past tense? Learn how English works.
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
Does anyone know what happened to mayo_ryuu ?
can you make a world with hdrp or can you use assets initially made for hdrp?
You'll have to adapt them to the built in rp
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?
What happens if I put Dynamic Bone to the world scene? Will it convert to PhysBone or stays as Dynamic Bone?
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
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.
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
I've seen it commonly used, but found absolutely zero information on how anyone is doing it which seemed weird.
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
Will the sphere lag behind users, or would the fact it's local keep it locked in place?
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
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
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
how doees a Udon pool work....I am so confused on how I can make a button toggle multiple buttons at one time
yes
usually if i have problems with sdk i reload usually fixes for me
maybe a reinstall of the sdk might fix it? since hitting reload yields no results
is the errors preventing anything? from what ive noticed its really only red ones you need to worry about
the errors wont let me open the vrc sdk drop down so i can open the control panel
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:
can someone help me my unity package looks like this but in game it looks like this
hey, cant figure out how to increase render distance (increased camera far view to 2000000000)
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"
Why why why
I already tried reimporting and reloading the SDK
It works normally in the test client
No need to click 100 times, click once and see what the console displays.
Nothing, that’s the problem. It displays nothing. Nothing happens
hmm whats the max you would suggest
also where is the refrence camera slot?
There’s this error code but I think it’s unrelated
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
the slot is on the vrcworld prefab
Thank You so much problem solved :D
nice, ya welcome
How did you install the SDK?
the vrchat website!
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
I... wasn't talking to you, lol.
You need to install the Android SDK in Unity Hub for this version of Unity first.
gotcha
i got exited because i had just learned where to install the sdk for world and avatar making srry
It can be installed in 3 different ways, which is why I was asking them.
Sorry to do this but I really need help on this lol
from the website like i was supposed to, i got the world already up yesterday and wanted to update it but unity said no and the vrc sdk said no
Do those DLL files that it's complaining about exist?
does anyone know how to fix this?
Check the console, there will be a critical (red) error there.
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
Not if you’re not profiting off it
Alr
It’s only copyright infringement if you’re making profit wee
In that case, did you try right clicking the VRCSDK folder and selecting "Reimport"?
It's copyright infringement regardless of profit.
Huh, that’s a lot easier than deleting and manually reimporting lol, good to know
So if someone makes a model of an existing character that’s illegal? Doesn’t seem right
That gets fuzzier because then it depends on whether it's infringing on a trademark or a derivative of an existing work.
So then could this person end up in legal trouble with Walmart for modeling a Walmart world?
There's almost zero chance they'll care. At worst they may send a takedown request but the chances of anything ever happening are less than you winning the lottery, given past experiences.
I will try it again in a while when im able to get back on
Ah figures
Thanks
Businesses typically don't care unless it's impacting them in some form. Unless it's Nintendo, they hate everyone.
Yeah, Nintendo has shut down lots of fan projects that never made any money
Why is nintendo like that lmao
The internet has been asking that question for a long, long time. Seems like the don't like free advertising.
The ppl from vrchat kmart are saying walmart is gonna sue me for my vrchat walmart world
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.
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
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.
so in conclusion after fixing it i get the famous unity bug error of
Sooo.... How how viable is it to get a VRC world to listen to webhooks? or just some other external input?
Search the project window for that file
Not very, as far as I know. There's talk of some hacks that can do it in theory but it's not something VRChat wants you to do or they would make it a lot easier.
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
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
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.
You probably lack a collider below your spawn point
That’s what I thought the issue was originally, but there are already colliders on the floors like there’s supposed to be
Where is your spawn point ?
The second photo is my spawn point location
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.
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
VRChat can connect to a single MIDI device and receive events from it, piping them through to your Udon Programs. To get started with Midi in your scene, add a VRC Midi Listener component to one of your GameObjects. This Component informs VRChat that you want to receive Midi events, and starts up th...
Your collider isn't flat, so if your spawn point is in it, it won't work
I’m a little confused on what you mean by that, do you think you could elaborate? Sorry this is my first time doing world creation
Better pics of where my spawn point is
Oh, I thought it was at floor level
Yeah it looks like it, but it isn’t
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
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
Intro to OSC OSC is a way to get different devices and applications to talk to each other. It's a favorite method of creative coders and people making weird interactive things because it's fast, networked, and very open-ended. What does this have to do with VRChat? We're expanding OSC support in VRC...
Maybe it’s the colliders in the hall?
They all seem okay though, but I’ll try moving it to the middle of the room maybe
Hard to say tbh, which is why i'd recommend moving away from the whole building
Like permanently or just to test it?
To test if you can load in your world at all
Got it, doing that now then
Or maybe that OSC support for worlds is a deprecated/SDK2 thing? It's really confusing.
"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
If the plane has a collider, you're good to test
Okay, well it looks like it can’t load it at all. Still kicks me back to my home world. I don’t know why though, it’s only 1.35 MB and doesn’t use any weird assets or anything, it’s all simple game objects
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
Control your world with any software compatible with OpenSoundControl. Fires when an OSC message is received at a specific address.
Can you load any of the example scenes and upload those to test ?
Example scenes?
in the SDK
Lemme try
Its a placeholder in the documentation. Like I said, OSC for worlds never came out.
Previously it’s let me upload things to test and they’ve worked perfectly, but when I upload to VRC they break
Man, the documentation is complicated enough without them adding hypothetical entries to it.
ヽ(# `Д´)ノ I think your missing the point of what Ive been saying... They are looking at releasing OSC for worlds and avatars but for now it only works on input and avatar parameters. It has never launched for the world SDKs but they made placeholder entries for when it releases.
Which loops back to my original issue;
What is a good way to do real time inputs for a VRChat world?
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.
If you ever read the actual Unity documentation you would die then Krampus. there are a ton of pages like this
Video players usually
We dont have a Video feed from the DJ or VJ because its a live venue @near escarp , We are broadcasted to the VJ. Video players have too much latency for this. Relevant Tweet: https://twitter.com/pow20o09/status/1546263169290608640
Since you are here already, is there a timeline for World OSC?
Got it so we just make the avatar into a world 👍 

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
I have seen some Club worlds run the visuals for all the lights for the world off of the video player on a livestream
Right, read back on the OG issue. Video players create too much latency and we are at a live venue. There is no video feed with audio for us in the VRC world, thats external. (Look at the tweet I posted)
can someone help me get rid of the blur on my unity map?
are you using post-processing on your map
how do i if it is
There's definitely post-processing there. You should have a post-processing volume in the world somewhere. The bloom is a bit intense so you might want to dial that down, maybe you also have motion blur enabled? https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Post-Processing
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?
You should look up a video/text tutorial for this, you're missing on the absolute first step of world making
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
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...
I already have VRCWorld in my scene
Thank you, I'll check it
You have VRCWorld and it's complaining about not having a scene descriptor? Can you select that in your hierarchy and post the inspector?
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
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.
i added the Cloth Physics but will it work with the players?
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.
will quest and pc stay synced if i change values of a light?
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.
no but like i have chess tables and pool tables in there
Position in the hierarchy is the main thing that really breaks stuff if it isn't the same between the platforms
will they break between platforms
No, you'll just have different light settings.
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.
thank you for the answer. It's named (1) because when it was said that I have to add it - a added in there were two of it)) so a deleted one
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)
no, it should go into a shader
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
can someone help me for some reason my world looks fine in desktop but when i go into VR it starts shaking
Have you checked the FPS? Is it just performing badly?
it runs a solid 40 fps
Not ideal but it shouldn't create the feeling of shaking. I'm not sure, maybe something to do with your floor collider?
Whats your x,y,z cords
at 0 0
Are you standing on a completely flat collider?
As in an elongated cylinder? Just add a cylinder primitive and scale it on one axis.
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?
Is HelloWorld an empty gameobject or does it any have components on it like a mesh renderer?
Thank you for the quick reply. It was in fact the mesh renderer. Thank you so much! 🙂
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
How Can I Add Audio to My VRChat World
Disable the game object in your project... The button that toggles it off also should toggle it on. So if you have the mirror disabled by default the button will then it.
Use A Audio Source Component And Add A Mp3 And Set It To Play On Load And Loop Assuming You Meant For Music.
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?
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
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?
nvm I figured it out
all my LQ mirrors are working but now the HQ ones are not how can i fix it
quick question
don't use the 'start' event
use the 'interact' event instead
cause in my world the mirror is on when it should b e off
I have already the model and the animations
take out the start event and replace it with an interact event
sorry wrong image
ok, now test it again
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
haha yeah, I had that same problem just a moment ago. just go to the mirror in the editor and uncheck the box at the very top of the inspector menu to the left of the name.
Checkbox at the very top left.
ok did that
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.
all new to me so ^^
same
I'm actually almost done with my first world
just trying to figure out how to make it quest compatible
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
how do I check to see if its quest compatible anyway?
well cant go over 100mb which is an annoying issue T_T
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.
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
That certainly helps if you can make it work
rooftop was like 100+ pieces for 1 rooftip piece which lagged everyone
yes mirror isnt on
Sometimes things need to be separate objects but combining is advisable where possible
^_^
oh.. it says its 1259 kb.. is that good?
1.25 MB? Yeah, that would be under the limit by some margin.
lol ok thanks (you guys just saved me a lot of time 😅 )
The biggest offender is textures. Make them all 1024 and use crunch compression and that should go down a lot.
wish i can share my screen live to make it easyer ^^
like that
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.
i know nothing about that
...oh
oh i see now... doing it 1 by 1
geez there's alot of them
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.
well i had every material highlighted ^^ so i just highlighted one
Every texture, you mean. Yeah, you can do that, you just can't have color textures and normal maps selected at the same time. If you have just color textures selected or just normal maps selected, you can change the format and press apply and it will do it all at once without having to do it individually to every one.
yeah
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?
how do i make this neon is there a shader or a texture
https://docs.vrchat.com/docs/current-unity-version And upload to the new id
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use by VRChat is Unity 2019.4.31f1. Ensure you are using this exact version! ...
Standart shader, - emission.
I am useing the correct software version
my ondeserialization not working is that because i have multiple ones in scripts
whats a stander shader
If the correct 2019.4.31f1., then it should be displayed.
It is. But it says “upload to your account “ but when I check it isn’t
Can't see it through the site?
Nope, even when on vr to check and still not there
Anyone know why when i add QvPens (and have no errors etc). And Build & test it. i cant draw with the pens?
have you tried inside unity
Hi
anyoneee
i cant run game script on remote player
cant fix it then
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?
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...
yes we are somewhere in that video. maybe
I can't really help but I want to just recommend this video to everyone
whats the file type of the package?
And did you get it from the unity assets store, or a third party website?
ah theres the issue
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
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.
am i able to use maya to make the 3d model for a world
yes as long as you export it to fbx to import into Unity
kk thank you
Are you able to type in URLs for video players in other worlds that aren't your own?
yeah
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?
hmm.. I'm not sure..
Or is your video player inside of a collider that's obstructing the pointer from clicking the text field maybe?
nope
I do have an asset that has to do with text but I don't thank its it. Its called 'TextMesh Pro'
Naw that wouldn't be it 🤔
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.
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?
Not quite sure what you're looking for, you want different types of glow? You can use 2 different materials with different emission colors and intensities. If you need one material to glow in some places and not others, you'll want an emissive map where the light parts will glow more than the dark parts.
Okay i understand. I use currently Post Processing for that but its not good. I will look in the way with emission.
Post processing uses the emission on the material to decide how much glow to create based on the intensity of the emission color and your bloom settings.
Is there a another way to make a Glow Effect? Because on worlds i can disable Bloom and i can still see the glowing stuff.
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...
i didnt understand ?
Bloom can be faked with shaders but post-processing is the only way I'm aware of getting true bloom
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.
Then reduce the intensity of the logo's emission.
Okay where i can lower the intensity.
This is a good guide for best practices when creating post-processing/bloom. tl;dr set your bloom settings conservatively and use a very high intensity if you want a lot of glow on a particular material. https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Post-Processing
Click on the HDR button next to the emission color node, there's an intensity slider.
Okay i will take look when i have time i working on what currently
But thx for the help and ideas. ^^
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?
You may have too many active audio sources enabled, which runs into the virtual audio source limit, 64 on PC and 32 on Quest
Which includes user voices in priority, then world audio, and avatar sounds if there are any active spots left
Ah ok, so it's active sources and not total overall sources?
I have a lot of torches actively playing audio around the world, would it be helpful to keep them disabled, then just proximity enable them with udon?
Yeah, activating the audio source component based on proximity would solve your issue 
Awesome! Thank you for the responses!
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
How do I make a mirror toggle button?
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?
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?
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
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
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.
Delete the Scene Descriptor and Pipeline Manager component and drag in VRCWorld. I've never seen a good reason to make your own Scene Descriptor.
Thanks that helped, but in previous SDK3 you could do this. Why is it giving me trouble now?
I dunno, I've never created my own Scene Descriptor successfully or known anyone else to manage it but I assume it's possible.
I put particle system in my world but it doesn't reflected on vrc mirror.
Is there any solution for this problem??
Use standard shader on particles
Config material shader to have Two-Sided or Culling Off
Thank you guys!! It helped a lot.
when importing the sdk
and cant find this
VRChat SDK > Show Control Panel > Authentication```
Is there a way to fix my floor so that i cant look under the map?
ah I'm on the wrong unity ver
everyone i need help please
i imported a prefab
and clicked on it
and it opened a prefab scene
idk how to change scenes
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.
is there like an example player so I can get a sense of scale
how do i "update my world"?
the world SDK doesn't have a demo Avatar in it
Just upload the world again.
As long as the blueprint ID is the same it will be treated as the new version of the map.
cool! thanks!
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?
Install UdonSharp
yea i got it but for some reason it says some namespaces aren't found
I just published this world a few hours ago, but its not appearing on my profile. is this normal for community labs? its my first world publish https://vrchat.com/home/world/wrld_0ffba618-ff65-491b-b17f-de12e8a94273
I visited this one about an hour or two ago, really cool stuff
Yes it is normal. It is part of the process of the world being published to the public
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?
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
look at bedrooms on Pinterest?
fair enough lol
might be a little weird but i play a lot of sims and find good inspiration by looking up "sims 4 cc bedrooms" lol
ooo that's a good idea
I use Pinterest to get a general idea and let my imagination do whatever tbh lol
how do i make it so players can jump in my world?
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
How do I get the Control Panel?
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!
funny, im dealing with the same thing when building and testing
any suggestions?
We just most likely miss a file we need to download somewhere, i just need to know where
Can you send the full error message?
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
Have you downloaded Udon sharp after you downloaded VRC SDK 3?
yea
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
ok
remove everything you downloaded after that needs Udon sharp aswell
but im going to have to create a complete new version of my world
You can just remove the folders in your project
The Udon sharp and VRCSDK folders, together with the folders of the packages you installed that need Udon sharp to work
is it going to be able to keep the same version of my world?
What do you mean?
Wait have you published the world before?
Is there a way to make a VRC Pickup GameObject that uses gravity only after it's picked up?
yes
and all i want to do is update it
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
You could always try making a backup, and removing the folder From my message above on the backup
to see if it works
that way you wont lose anything on your main project if something goes wrong
can someone please help, step by step how to update my vrc world
You've already published a world?
yes
Then you just publish it again under the same ID. That's how you update it
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.
cant even upload to community labs if not a high enough trust rank
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
Are you publishing to the same Blueprint ID?