#world-optimization

1 messages · Page 19 of 1

hazy haven
#

I tried to fix it myself by doing a lot of research what could possibly increase batches

versed lichen
#

Not your fault, i'm not sure what causes it either, and since i don't have access to the project i can only make guesses

hazy haven
#

I'm going to check if Normal Maps causes this

versed lichen
#

Did you rebake ?

#

clear gi cache and all ?

hazy haven
#

Yeah I did that and seems like no results

#

I don't really have lag in my world, but as soon as more people join, the fps can go down to 50-60

#

Usually because they use very poor performance avatars

hazy haven
#

I just uploaded my world to Quest as well and it had around 500 Batches there

versed lichen
#

That's still a ton, but i don't think i could figure out what's wrong just through a screenshot CryingWeeb

real falcon
#

do video players have an impact on performance at all?

versed lichen
#

Yep

#

Not much at all when they're not activated though

real falcon
#

so in the world im hitting like 60 fps at about 200% res on my htc vive, would it be worth it to focus on performance more or is this decent enough in ur opinion?

versed lichen
#

200% is a lot, but it's always worth optimizing

#

Take a screenshot of your world with the stats menu showing in game view of Unity

real falcon
#

stats menu..?

versed lichen
#

top right corner next to gizmos

real falcon
versed lichen
#

where's the world ?

real falcon
#

i moved the camera cause you couldnt read the stats screen where it was lmao

#

i can put the world in the cam

#

i dont have culling or anything

versed lichen
#

well, if we can't see the world, we can't see the stats lulw

real falcon
#

oh i didnt know thats how that works

versed lichen
#

What are your lighting settings and lights in scene ?

#

also Edit>Project Settings>Quality and change "V Sync Count" to "Don't Sync".

real falcon
#

all baked

#

also ok

versed lichen
#

still need to see lighting menu

#

also you can't bake on your carpet shader FYI

real falcon
#

i know, it is what it is

#

it still looks aight imo

cold prairie
real falcon
#

ahh so thats why its doin that?

#

ty ty

cold prairie
#

The build report part had a small bug overwriting some other styles from editor windows

real falcon
#

@versed lichen sry for ping just didnt know if u saw

versed lichen
#

Did you turn off vsync ?

real falcon
#

i did

#

do you want me to redo the stats screen?

versed lichen
#

Looks good as it is !

#

I'm going to blame your carpet for the framerate

#

Cause i can't see anything else

real falcon
#

sweet! thanks!

shrewd harbor
#

Couple more questions, read through some documentation and guides but didn't find anything to address this. I have 2 issues I need to resolve in my world, in different areas. In area 1 performance tanks as soon as a 2nd person joins, but doesn't degrade further as more people join. In area 2, the instance master performance tanks to single digit FPS, everyone else is 100% ok.

I know I've read some info on optimizing issues like this, but I can't find them now (of course). Any tips would be 10/10!

I should mention as well that everything runs smooth as butter while solo, and all of my udon scripts are run on interact/collision enter, nothing is running on update or any other ongoing method.

patent compass
#

anyone have an in depth video on word creation and optimization? ive been looking but all the ones i can find are rather confusing
i guess i should be more specific, im looking for one on lighting occlusion and other optimizations things mostly

versed lichen
#

@patent compass There's plenty of tutorials out there for that, there's also some pinned in this channel

shrewd harbor
#

Will do, thanks, wasn't sure where it'd fall under

versed lichen
#

If the issue is so specific to people and worsens over time, I'd go with networking perf of the behaviors

lilac saddle
#

Just out of curiosity. Is there/will there ever be support for Unreal Engine worlds?

spring kite
#

VRChat runs on Unity engine, so I dont see that happening

lilac saddle
#

Ah darn, cause I’m better at UE than Unity. Oh well it all works out 🤷‍♂️

near isle
#

general question, how many particles would be concidered bad for vrchat?

#

i'm using a particle system to make leaves fall from a single tree in a world but i'm not sure if 100 max particles is gonna tank systems or if i can go more or less

versed lichen
#

100 is nothing, make sure to use cutout rather than transparency though

near isle
#

yeah it is cutout

#

looks much better with just 400 hecc yea

near isle
#

so uh

#

i added a few more things to my world, not too much, just some more grass, that tree with the leaf particles and some jack o lanturnes, made sure textures are compressed and crunched, rebaked the lights, and the world went from 30mb to 134, so i went in and lowered some more resolution of the things, mainly the resolution of the ground texture, and the world is now 137mb?

#

i'm not sure how it went up so high and i'm even more confused how it increased after lowering more stuff

versed lichen
#

You can see what the build is made out of

near isle
#

ooo this is cool

#

i believe its the blend shape normals thing, i did drag a model in to use it as a corpse but it's rigged

versed lichen
#

that'd make sense

near isle
#

this doesnt update in real time no?

#

i gotta rebuild the world?

versed lichen
#

yep

near isle
#

hell yeah got it down to 37mb

#

thanks!

#

as far as i can tell the world is pretty much done, just gotta make items grabbable properly

ornate plank
#

hey, there is a size limit to create a world?

versed lichen
#

Aim for 500mb at most, but can go up to 1gb

ornate plank
#

great, thanks @versed lichen

marble hornet
#

hello

near isle
#

how does fog affect a world? in unity editor i notice a large drop in frames, i'm wondering if it would be the same in game or if i should scrap the idea?

near isle
#

i'm asking because in some game engines i know that fog is used as a way to reduce lag so it doesnt render things at distance, though i'm sure i'd have to set something up for that

versed lichen
#

Unity's fog is pretty alright, what issue is it specifically ?

#

Is it a super large space ?

near isle
#

i had wanted to make fog appear from far near some mountains that are far

#

because right now they look silly and have zero depth to them

#

they look low poly and no detail because i set the distance on the terrain really low for lag help

#

but the tops of them look like they're missing some depth and i was thinking fog would help

near isle
#

ok i'm not gonna do that

#

on another note, any recommended water shaders?

versed lichen
#

silent's water shader is good

near isle
#

alright i'll check it out

near isle
#

this might seem like a dumb question but i'm asking to be sure, i have a few lanturns in my world that players will be able to grab and move around and they have realtime lighting on them to do so, will they still take a performance hit if they're outside of the range of the light? it's only a few feet wide

versed lichen
#

Would be better to turn them on afterward for sure

#

it's not high, but it's definitely a cost

near isle
#

i'm showing my little brother the world and he's like "nobody fuckin cares, bethesda released a whole game with broken lights"

#

i could put one of those on off thingies on it

#

is that hard?

versed lichen
#

it's pretty easy

#

also aiming higher than bethesda is not out of reach

near isle
#

lol

rustic osprey
#

this may be a niche question but does anyone know how to extend the culling on world builder grass so it doesnt fade out so close? my world is pretty optimized so far and the grass is on its lowest detail i could muster and i cant find the option anywhere but i know it has to exist somewhere this is my world btw https://vrchat.com/home/world/wrld_cd0f3420-b5ef-40b0-941e-1f05f7934b7d its still SUPER early

The start of a possible new world‚ Maru's World․ changed lighting

versed lichen
#

I don't think terrain like that is optimized to begin with

#

you get 300 drawcalls immediately on joining the world and there's absolutely nothing to see

rustic osprey
#

well im still editing it, i just made it yesterday heh

versed lichen
#

Sure, but probably best to take care of the main issue before trying to add more onto it imo

rustic osprey
#

i found the issue i can increase the culling to 250. also idk what the draw call is, is that something i can mess with?

#

for me the world runs at a rock solid 90fps which is good so far in my book

versed lichen
#

in VR ? Make sure to test once the grass is in, usually starts getting heavy

rustic osprey
#

well the grass is in, and it was 90fps in vr with a friend with me WITH full body of course i have an R9-3900X too but vrchat is unoptimzed so it doesnt usually matter but for me, anything that doesnt chug down to 30fps when i enter is optimized

#

i changed the culling from 80 to 250 on all the tiles

versed lichen
#

Why full body specifically lulw

rustic osprey
#

because i run a mixed setup of oculus and vive trackers and have to run 2 playrooms at once which is an overhead for me

versed lichen
#

ah i see, in that case you seem to have your own benchmarking going on

#

if it runs fine for you it's ok

rustic osprey
#

i just wanted to make a rolling plains walking simulator sort of level thats just a chill place to roam around. im thinking of adding a cabin and things to do once i get the level how i want

shrewd harbor
#

What is a good target number of drawcalls?

#

(For PC VRC, but it would be nice to know targets for Quest as well)

versed lichen
#

totally depends on the world

shrewd harbor
#

I was worried that would be the answer, haha. It seems to run well, and I've done all the static batching/instancing I can, along with some trigger culling, and it's sitting around 360

versed lichen
#

make sure to get occlusion culling baked !

shrewd harbor
#

Will do!

pallid gale
#

a bit hard to give hard numbers other than as few of them as possible given what you wanting to make

modest bridge
#

hi im having a problem with occlusion culling where most objects in the scene disappear at the edge of the occlusion volumes. any quick fix for this?

near isle
#

i dont know if this belongs in user support or here but i'll put it here, but i'm getting what i think might be an issue? but when i build and test or publish my world, the compiling shader variants part takes FOREVER, at least like 10 minutes of compiling thousands and thousands of things and i'm not sure if that's supposed to happen or not, because i dont remember it taking that long on my old world

#

the only shaders i'm using in the map are all standard and then one object is using UTS to achieve an affect that i couldnt with standard

near isle
#

i figured it out, because it was a pickup it wasnt showing the mesh that the pickup was attached to

indigo coral
#

hey there, question: I have a few places in my world where I have a thin, curved wall with a mesh collider around it. but whenever my character touches the wall, they become permanently stuck, and the only escape is to respawn. I looked online for similar, general unity problems, and they all pointed to turning the friction on the player to 0, but i don't think I can do that in VR Chat, no? Any ideas? thank you!

near isle
#

you may have to create multiple box colliders in it, they dont need to cover the entire wall pixel for pixel but at least like 70% of it, it'll give you a rougher movement if you slide along the wall but it will keep people from walking through it

silver plume
#

ok so....you see im making a map with multiple lights in it, and I discovered that putting a shit thon of point light will lag your game, so i wanna try bake lighting,...but the problem is that even tough there is things that has emissions on them they don't produce light even after baking the lights....any help?

pallid gale
silver plume
#

also my baked lighting get stuck at "5/11 Clustering" when getting baked

pallid gale
#

did you change the global illumination settings

silver plume
#

no

versed lichen
#

5/11 may be too many meshes, or too large meshes

silver plume
#

I literally imported just one mesh from my minecraft world.... witch is the building

versed lichen
#

How many vertices is it

cold prairie
#

Default import meshes from Minecraft vrcPerfVeryPoor

silver plume
#

is only one mesh

#

also is 41,020 vertices

#

also yes...there is a second floor

versed lichen
#

Have fun autofixing !

fickle valve
#

Hey I read that the Quest supports transparent shaders for worlds only, which shader do I use for transparency? I'm trying to make windows and not sure which one to use...

rustic osprey
#

cant remember the setting names off hand but the grass is set to its lowest quality at like a .605 or something and the detail was changed from 80 to 250.

#

the detail or whatever it was called is the fade distance

#

so the density is as low as it can go and the distance it fades is as far out as it can go

#

also i used world builder from the unity store

maiden hawk
#

the words are on the other side of the wall

maiden hawk
#

never mind , relized changing the materals is what it needed

#

never mind dint fix it

charred zenith
#

how can i add a url imput to a world and connect it to a screen?

maiden hawk
#

this is why the rule that says"no postiong a question on more then one channel" is dumb , Every single channel as had activaty but this one,

cold prairie
#

I mean realistically in this time you could have googled "unity text visible through walls" and found the solution as first result

maiden hawk
#

would i have come here if i dint try googling first? but yeah, i could have done more digging and most likely found Something rather then this

cold prairie
versed lichen
#

googling correctly is an important skill of game dev

maiden hawk
#

i tried that and you have to add that shadier to everything in your world or else everything will show that through it from what i saw tho i might have been doing something wrong

cold prairie
#

No that's not what the guide tells you to do

maiden hawk
#

I am a freking dumb ass

#

i sware i red that thing 100 ti8mes and had it sayPput the shader on the mesh you want it behind

lilac saddle
#

Is there a reason why the world naming thing didn't pop up when I clicked "Publish For Windows"?

versed lichen
#

game window

lilac saddle
#

When I click that, it just goes to the spawn and doesn't actually show the menu.

versed lichen
#

then check the unity console

lilac saddle
#

OTT, but i reckon all this googling is stifling the conversation. I actually think it's anti-social. I already have problems with social anxiety so just saying you should have googled this is kind of annoying to me at least. How about we just chuck out that search engine for good and start talking to each other again in a somewhat less annoyed tone?

#

I usually use an OnEntertrigger to turn off the UI text. You can also use an LOD component but it's less reliable.

cold prairie
#

Knowing how to search efficiently is pretty important skill in game development

shrewd harbor
#

Knowing how to Google is 99% of any technical/IT/Dev role

round hamlet
#

What are some of the keys to making a world that doesn't crash? Just trying to do my research early lol

#

I noticed some worlds I go into just crash or crash me after a bit of time spent in it, but others are fine. One world I was at it seems like once I heard a certain noise it crashed

calm wave
#

Hey guys, the quest verison of my world has a problem i can only describe as "misaligned eyes"

#

i haven't found much info on this other than what poitns in the direction of shaders being wrong, but nothing i could really base a fix on

#

does anyone know how to fix this?

cold prairie
#

Did you use the button inside the sdk to switch between android and pc?

calm wave
#

i dont have a headset myself

#

but so far every quest user that has joined my world has reported this problem

cold prairie
#

Same question still applies how did you change between building for android and pc

calm wave
#

followed some tutorial

#

its supposed to be quest compatible

cold prairie
#

And did the tutorial tell you to use the button in the sdk?

calm wave
#

its been so long ago i honestly don't remember which tutorial it was

#

OH man i was not reading correctly

#

yes it did indeed

#

it was fully built for "android" version

cold prairie
#

The button inside the sdk is bugged and using it can cause rendering problems on android

#

You should only use the unitys own way of switching

calm wave
#

do you know of a tutorial that shows the best practice?

cold prairie
#

Swap back to pc in here and then back to android and everything should be fine afterwards

#

Given that there isn't something more causing the problem

#

But usually should be enough

calm wave
#

really that's all there is to make it 100% Quest ready?

#

or should i follow the other tutorial still, and then do this as finishing step?

cold prairie
#

I mean not really that's just to avoid the problem you are experiencing

calm wave
#

Okay. It's been a while since i gave up on the Quest version so there are now huge differences again between the PC and Quest versions

#

so i was planning on re-doing the entire thing from the PC/Win version

#

Do you have any A-to-Z tutorial you recommend for this?

#

looks like VRC's own documentation boasts some now https://docs.vrchat.com/docs/cross-platform-setup

lilac saddle
#

@round hamlet I'm having problems with my world crashing just after joining, seems to get worse the more youtube videos i add to playlist.

calm wave
#

I'm ready to publish my Quest map version, i've drasticly downsized it, but upon build&publish i keep getting a dialog that tells me "your world is too big, no can do" and tells me the same size as the PC version of the world

#

any tips?

cold prairie
#

Can you screenshot me the message real quick?

calm wave
#

will do when light is done baking, just edited something

#

i've deleted so much from the scene and compressed all textures, there's no way it is still exactly the same size as the PC version world

cold prairie
#

Did it show that message before or after a build was done?

calm wave
#

it shows that and then stops attempting to build at all

cold prairie
#

I was gonna check the exact code on when it checks for that in the sdk code but seems it's inside a dll

calm wave
#

i'm assuming it's happening becouse i have previously built the PC version and it has some memory of the size of that which it's checking before building over it?

#

i mean, they are completely separate projects

cold prairie
calm wave
#

but the quest is a copy/paste of the PC version and then edited thoroughly

cold prairie
#

From what I remember it get's saved in memory or something 🤔

calm wave
#

will give that a try, thanks

#

think i found a clue

#

i believe locally there is a "last build" of the world

#

will try deleting that and see if it works

cold prairie
#

There is one yeah

#

Weird that they would be using it if it was build on windows platform to stop it on android

#

I'll need to check trough the sdk code

calm wave
#

do you happen to know where that file is located?

#

i thought it was in %appdata% somwhere but can't find it now

cold prairie
#

The one unity makes is in the projects Library folder

calm wave
#

Found a bunch of stuff in Temp folder, removed it, restarted unity, and now it doesn't show that error in the builder atleast. Trying now to see if i get the error again

cold prairie
#

Should see something in your console

calm wave
#

seems to not like the materials finder script i got, deleted that

cold prairie
#

Yeah

calm wave
#

but that can't be the thing generating the error can it ?

cold prairie
#

That should most likely be in a folder named "Editor" for it to not cause an error

#

From that it seems to be

calm wave
#

Ah, because Unity recognizes editor scripts if they're in that folder, or?

cold prairie
#

Yeah

calm wave
#

Are you somehow reading that in the log? I'm trying ti get better at identifying stuff

#

Ahhh i see thanks, learned some today i guess

cold prairie
#

MenuItem is gonna error out if it's gonna run on build

calm wave
#

And therefore it doesn't build

#

and then tries to upload last build

#

which is the big file

#

that makes sense lol

#

thanks a whole bunch 1

cold prairie
#

There's still possibly one thing I want to check which I'm looking trough the sdk code for

#

But yeah otherwise things should work for you now

calm wave
#

got beyond the point where i had the error before

#

its uploaded all perfectly

arctic cargo
#

Hi everyone, is there a limit for the size of a room? like in meters?

cold prairie
#

Unity mainly

#

Once you get too far from zero point things get a bit shaky with floating point errors

#

I have a world that's 1.5 km wide which pretty much stops just before things start to get bad

round hamlet
#

I've seen some nice weather systems on the unity asset store but haven't seen anybody with crazy sky/weather/water systems really in VRchat, usually seeing HD static surrounds or like dedicate weather like rain. Would a weather system work in VRchat?

versed lichen
#

nope

#

anything that relies on custom script isn't supported

cold prairie
#

Spending the time on making one yourself though works

round hamlet
#

Oh I see

#

Ty

lilac saddle
#

Would rainmaker be a custom script then? I've been wondering why the prefab isn't loading into my world when I build and test

lilac saddle
#

Ignore this ^ I just made my own and it works ^^

calm wave
#

I am now falling through the floor in my world, but i don't remember changing anything that could lead to this

#

anyone experience this before?

rose wolf
#

@calm wave is your spawn point above something with mesh collision

calm wave
#

yes i double checked

#

the floors have mesh collision enabled but it is not working

rose wolf
#

what is your gravity set to?

calm wave
#

default

rose wolf
#

are the floors overlapping?

calm wave
#

they aren't

#

i've spent all day working on light related stuff, changed nothing about the floors or their collision

#

i've just rebuilt all probuilder objects and that resolved the issue seemingly, only did one test so far

rose wolf
#

in the "mesh collider" component, make sure the "mesh" part is selected to the right object/mesh

calm wave
#

there is an option for this in the Probuilder tools

#

thanks for thinking along literally

#

yeah i looked just earlier, something i did must have cleared the Mesh field from their entries

#

clicking the probuild button fixed that for all the objects

rose wolf
#

thats good, I dont use probuilder but I probably should

#

Has anyone had problems when they upload a new version of their world and the world in the game doesn't update to the new version? the errors im getting should not occur but they are anyway

calm wave
#

I found in the past that any error will throw a spanner into the build process and cut it off entirely

#

VRChat will then proceed to upload your last successfully built

#

and beware with using Probuilder, it seems like this late in the project it was a bad choice to make. I have spent many days on some single custom shapes and trying to get their UVs to behave as expected but to no avail

rose wolf
#

yea, thats what has been happening because when i uploaded a black flat world under the same BP, the world uploaded that and loaded in the game as well

calm wave
#

if you can learn to model basic shapes like walls with door holes in them and use those instead, that would be the better option

rose wolf
#

yea i spent like 5 days figuring out why my baked lights were being stupid

calm wave
#

probuilder honestly sucks i can say confidently after using it a year

rose wolf
#

ig its a good thing i havnt used probuilder

calm wave
#

would guess so too

rose wolf
#

im a autodesk kind of guy, so going into unity and blender sucked

calm wave
#

ah yeah, spending time learning to use blender seems like a great investment though for anything VRC related

rose wolf
#

but like, my errors when I try to build and pub says im missing stuff in the scriptassemblies and stuff like that. and then when i check to see if theyre in that folder, theyre there

calm wave
#

can you show a screenshot of the error?

rose wolf
#

Blender is weird because it has the same controls for autodesk max and inventor, but randomly does stuff that isnt expected

#

Unable to locate assembly C:\Users\user\Documents\Mansure3.1\Library\ScriptAssemblies\Assembly-CSharp.dll Exception: System.IO.FileNotFoundException: Could not find file "C:\Users\user\Documents\Mansure3.1\Library\ScriptAssemblies\Assembly-CSharp.dll"
File name: 'C:\Users\user\Documents\Mansure3.1\Library\ScriptAssemblies\Assembly-CSharp.dll'

#

thats one of many, i also have my name irl in the "user" area so i dont want to SS it

calm wave
#

haha yeah tell me about it i spent about as many hours swearing at blender as i have spent building my VRC world 😄

#

as in, not actually making anything, just swearing

rose wolf
#

lol

calm wave
#

but i'm sorry my brain isnt big enough to understand that error

rose wolf
#

dude it took me like 20 hours to figure out how to texture something and realize that blender makes its own uv map so stuff just gets stretch

#

well darn

#

the only way ive been able to fix it is by manually making a new project and manually recreating the scene. but the new scene doesnt look at good as the original

#

i have other erros

#

error CS0234: The type or namespace name 'Examples' does not exist in the namespace 'UdonSharp' (are you missing an assembly reference?)

#

its weird

calm wave
#

i think i recognize that, not sure

#

think it might be complaining that it can't find "Examples" (folder i presume) where its looking for it

#

whatever is throwing that error should probably be placed in another folder

rose wolf
#

ok, and ive checked thos folders as well if the scripts are in there and they are

#

im just going to reimport the packages that relate to the errors and hope it relaxes enough to update the world

calm wave
#

butt ugly lighting glitches

rose wolf
#

yea, that aint too good

#

this is what im hoping i can get uploaded and have it work on vrchat

#

going to try and get the videoplayer in the back to be client toggled so there is less lag getting in

indigo coral
#

Hey y'all : ] Question! So, I'm learning about Occlusional Culling, and I'm reading everywhere that if an object doesn't move, you can mark it as Static and therefore add it to what will be excluded when not visible. So, I have an object that spins in place. It doesn't actually move AROUND the map. It's just animated to continuously rotate where it is. Can this be marked as static, or no, because it moves at all? thanks!

#

( @rose wolf that looks pretty 🙂 )

rose wolf
#

@indigo coral dont make it static, as it will bake a light texture over it and as the object spins. that texture will move with it unless you add a realtimelightmapping

#

however, when baking: the unticked static status of that object will cause it to go black which is why you would need set the *lightmap parameter" to a realtime one

#

but this can cause lag in game, especially when youre someone like me who doesnt have a gpu

#

@indigo coral thank you

#

i was trying for a m83- midnight city sort of vibe

indigo coral
#

okay cool thank you so much!!

#

and yes, that totally comes across, all the pinks

versed lichen
#

That's a bit incorrect

#

Static is a checkbox for all types of static

#

next to that checkbox you can chose the types, you need occluder/occludee static @indigo coral

#

But animated objects won't really work

rose wolf
#

ive never had success using selected statics

versed lichen
#

If it's animated i assume it's an important object, occluding it doesn't make much sense

indigo coral
#

cool, thanks both of you! I'll do a little trial and error. I have a couple identical zones, so in one I'll make every single thing static, and see what happens, and learn from that

#

appreciate it!

calm wave
#

my world was previously tagged for poor performance (and rightfully so)

#

since then it's been extensively optimized, is there a way to get rid of this report tag?

lilac saddle
#

Reupload the world form scratch

cold prairie
#

@calm wave the tag doesn't really matter if you've fixed the issues and only you can see it

agile island
#

I grabbed @winged sinew's water shader to add water to my world, but I've got some questions. First, which version is the one which does the grab pass, and which one is the lightweight? There are like four different shaders. "Clear Water" works well enough once I add a real time directional light that I set to only affect the Water layer so that it hopefully won't kill my performance. But "Clear Water 2 Normal" just looks cloudy white. I assume that's the light weight one. Is the grab pass what gives the reflection on the water's surface? Because I definitely want that. But I have another question regarding that... If I have two bodies of water side by side, and they use separate meshes because one is a little higher than the other... But they both use the same material... Will they do only a single grab pass, or will they do two? If they do two and that's going to hurt my frame rate too much, I can probably manage to make a single plane for the water surface for both ponds.

limpid void
#

If you can't see water without light it needs grab pass

winged sinew
#

Clear Water 2 Normal has settings that work differently to the original. It doesn't take a grab pass but it can reflect fine.

indigo coral
#

Is it possible to use Unity's automatic LOD feature in VRC?

pallid gale
#

are you referring to an auto LOD generator at runtime?

#

that wouldn't work because no customs scripting but you could definitely use editor scripts to generate lods while you're making the map

indigo coral
#

@pallid gale okay thank you!

calm wave
#

thanks @cold prairie not sure how that system worked

civic walrus
#

Idk if this is the right chat for this but I cant figure out how to put a mirror into my world

agile island
#

How do I make an object appear when a player enters a box collider and disappear when they leave it?

versed lichen
#

OnEnterTrigger enable the object, and the opposite

agile island
gentle sparrow
#

Not sure where I can ask this, but I want to test my world in Non VR mode so its not a hassle everytime I test something. Even using launch options for no vr and also checking the NonVR mode in the build test page results in my game loading with VR. its so frustrating.

rose wolf
#

@gentle sparrow do you have a vr set connected via cord/directwifi/bluetooth? if so, disconnect them, there is nothing telling the build to not default to br

cold prairie
#

You need to point the sdk directly to the vrchat.exe on your computer in the sdk settings page for the option to work @gentle sparrow

gentle sparrow
#

ah okay, ill give that a go thank you

#

@cold prairie Thank you kind sir, its working now

lilac saddle
#

What's the most efficient way to handle simple video/ animated graphics? Would it best to use a flipbook shader, or perhaps a feature in Poiyomi, or a video player?

muted atlas
#

ive made a world like this tho whenever i try to test it, it crashes as soon as i load in?, i have no clue what ive done wrong

ionic jetty
#

@muted atlas is it an udon world? if u wrote ur own udon scripts make sure there’s no infinite loops anywhere

#

does anybody know what the biggest contributers to master voice lag is? I’m working on a few worlds, and for some reason the master’s voice has about a 3 second delay and makes a stuttering noise

muted atlas
#

it is a udon world yes @ionic jetty , i use the same two scripts that i have in this world and i also have it with my other worlds as well without issue and that is just a basic button and movement script

versed lichen
#

@ionic jetty We don't really know, it seems to happen a lot more in worlds with networked things happening but that's about it

#

@muted atlas what else is in the world ? Did you check your console

muted atlas
#

and the only things that exist in the world is what you see in the picture and also fireflies particle effect and unity's own fog system

versed lichen
#

@merry beacon Did you get feedback on your spookality submission ? World performance is extremely low

#

at least the spawn

merry beacon
#

Yeah, I think it has something to do with the tree models. I put the tree LODs super low and I disabled the colliders. Still runs at 15 fps though >.<

#

I will say, I tried my hardest when it comes to optimization.

versed lichen
#

How many realtime lights do you have active in that zone ?

merry beacon
#

I have the flying butterfly, the red crystal, the lamp posts, the main areas of the blue flowers (the individual prefabs have baked lighting), and I have the directional light with low quality hard shadows.

#

The only light that appears to be effecting performance is the directional light, but there's not much else I can really do with it. Baking isn't an option since it goes right through speedtrees.

#

So, my hypothesis is that it's the trees themself.

#

(disabling the directional light only really helps for a few extra frames, it's still pretty slow still though.)

#

I did kind of abandon light baking in the prologue and the main level bit, but again, the lag is coming from the trees.

#

Here are the trees I use. The tall one is the main tree, and the short/fatter one is the secondary, which takes up around a quarter to a third of the total trees.

versed lichen
#

How many trees do you have ?

#

Having a lot of LOD levels so close to each other might be why

#

Make sure the lights are set as mixed too

#

Your blue flower prefab is causing most of the performance

#

the lamp post and butter blue are basically all three making up 80% of the perf

#

and well, the terrain + trees is 4.5M poly, and with the two directional lights it's 25M

versed lichen
#

oh nvm the extremely low performance is everywhere

#

that made it very hard to enjoy notlikethis

merry beacon
#

I can assure you that it's just the trees, I did the tests.

versed lichen
#

Yes, but the trees are worsened a ton by all the realtime lights

#

mixed would help slightly, but keeping a single realtime light is necessary

#

We had on average 10-15 FPS i most areas

merry beacon
#

The only realtime lights are the butterfly and the crystal, since they're not static, all the rest are mixed.

versed lichen
#

Yeah but that's still multiple realtime lights

#
  • the light on the thing that follows you
#

plus the flashlight

#

you're multiplying the trees by 5 times at least

merry beacon
#

Well, those lights need to be realtime.

versed lichen
#

Having LODs on those trees sadly don't help at all if you can't bake in the first place

merry beacon
#

It's annoying though because baked lighting doesn't effect speedtrees.

versed lichen
#

Worth looking into exporting your scene mesh into blender to enormous performance gains on top of the much better visuals

#

Right now it's very nauseating

merry beacon
#

I'm working on it, and I have tried.

#

I'm thinking of just making new trees in blender.

versed lichen
#

That would help if that allows you to bake

merry beacon
#

Yeah.

#

I tried light probes the first time, but that got messy fast.

versed lichen
#

That won't do much without light baking taurishrug

merry beacon
#

Anyways. Seeing as you're part of the team, I can guess that my chances of winning are very low haha.

versed lichen
#

Lots of team members vote, and it's not a bad world at all, it's just hard to enjoy it due to the performance, but that can be fixed

#

much harder to fix a bad world !

#

If performance gets eventually solved, then i think a lot of people will enjoy it

#

narration is rare and that makes it nice

merry beacon
#

Yee

#

It will be better in the full version.

#

Performance wise.

#

It'll be fun to make too :)

versed lichen
#

Feel free to ping me with any question you may have, i'd be happy to help !

merry beacon
#

Just playtested again with the trees turned off and there is 0 lag. So I definetely need to change the trees if I want to make this work.

#

Also...

versed lichen
#

Well, the trees would be fine if the static lights were baked

#

They could be optimized themselves for sure, but they're not inherently bad

merry beacon
#

I need a non-speedtree tree

#

an fbx or an obj

#

I'll see what I can do when I have the time.

versed lichen
#

Are those not in any exportable format ?

merry beacon
#

Speedtrees are tricky and I don't have the program to import them into.

versed lichen
#

Looks like it should

merry beacon
#

Yeah, but I don't have the program to import and export with.

#

It's a bit out of my budget.

#

I'm gonna have to use blender or maya. I heard manually modelling foliage is annoying though.

versed lichen
#

Ah i see, in that case finding a similar tree would do it

#

Plenty of free trees out there

#

or blender generation for foliage

merry beacon
#

I know.

#

I like making my own assets though, because that way, there's no surprises.

#

Also, it would be cool to try and model specific trees that would actually be in this setting.

#

Haven't figured out what part of england this is set in yet though.

#

I'll figure it out.

robust olive
#

I've started work on a world I put on the backburner for a while, but need some help with mirrors.

#

Because of what the map is I'm going to need 32 mirrors, but I only need one of them visible at any time. I tried using occlusion culling on the mirrors but it didn't do anything, so what else could I try?

#

?

rose wolf
#

make them button triggered

#

or e I guess 🤔

merry beacon
#

@versed lichen How's this for a replacement tree so far? (No leaves yet). It's 172 polys.

versed lichen
#

Yeah that's perfect

merry beacon
#

Should the leaves be like bilboard? (always facing the player). Or should they just be static planes?

remote eagle
#

Billboard is nice.

versed lichen
#

Well, depends how they're built, billboard isn't great when you're moving around the object itself

merry beacon
#

Why does unity always import things sideways?

#

@versed lichen Do you know how I could fix this? It's upright when you place it normally.

rose wolf
#

@merry beacon set its x rotation to -90 I think 🤔 and itll put it back to norm

merry beacon
#

Yeah, I figured it out. I had to flip it in blender in edit mode and then flip it in the opposite direction in object mode.

robust olive
#

@rose wolf I was thinking of that originally, but the map is laid out in such a way where the mirror would naturally be there

merry beacon
#

It goes like this when you look at a bunch of the trees at once.

rose wolf
#

what do you mean?

merry beacon
#

Look at the picture. Everything gets foggy-like and you can't see anything.

rose wolf
#

did you have fog in your lighting settings? and are you inside of an object when you were looking at them?

merry beacon
#

Nope

rose wolf
#

and everythings baked?

merry beacon
#

not everything

#

@versed lichen Might need a little help with this one. I haven't got a clue.

versed lichen
#

Yeah will help asap, just woke up from nap

rose wolf
#

might change the amount of light sources visible at once, but i dont think its the problem

merry beacon
#

Though I don't know what I'm looking at.

rose wolf
#

im not sure either lol

#

oh the video finally loaded, it might actually be the amount of lights being visible at once. basically the game chooses about 4 rt light sources in your screens view area and when you move the camera it switches to them which makes it flicker, but im not sure what is causing it to look foggy tho

merry beacon
#

I figured out what the problem is.

#

The automatic bilboards are 64.43798 times bigger than the trees.

#

because I set the models to be that big because they were tiny on the terrain.

#

Don't know how to fix this.

#

I fixed it.

#

Had to mess with the dimensions in blender.

#

For some reason, the dimensions were 100 times off.

#

The lag has been completely eradicated.

#

Hell yeah.

#

Though, visually could be better, it does maintain the atmosphere.

merry beacon
#

World uploaded. Hopefully this is a lot better.

agile hawk
#

About your blender -> unity issues. Unity assumes that every model is rotated 90 degrees on the X axis due to most 3d modelling software having Z be the Y axis which is solved by rotating 90 degrees around X.

And about the unit conversion issue. Blender and unity both use meters, so, usually it doesn't convert. However, issues arise if blender or unity is set up to either convert to CM or use CM. This makes them either 100 times too small or 100 times too big! Usually the latter as it's a problem that unity doesn't always get the information and assumes CM usage. This can be fixed with clicking "do not convert" under the model settings. It usually doesn't have any problems.

gentle gust
#

so, about occlusion groups vs Drawcalls: should i risk some more Drawcalls for more occlusion groups? currently having around 315DC in my world

#

(just ping me if anyone can help, im about to go to sleep, so dont get mad for not responding ;-;)

cold prairie
#

Usually you come to this channel after you've made a world.

gentle gust
#

i optimize partway through to see what i have to give up on and how much room there is

cold prairie
#

@gentle gust the messages I was responding to are no longer there 😅

#

And 300 drawcalls already isn't that bad in most cases. Best you can do is version control and profiling to see if changes were worth it.

gentle gust
#

oh, sorry, thought you meant me 😅

ill see if it it proves performance

#

also, my goal is to get a constant 90fps in vr on my index

merry beacon
#

@versed lichen Since I fixed the environment performance issue in my world, will that report tag go away at some point?

versed lichen
#

I don't believe so

merry beacon
#

crap

#

Is that there forever?

cold prairie
#

Doesn't really do anything

#

If it was an actual issue then it would matter but since you fixed the issue you can just disregard it

#

It's more of a flag for review than anything else from what I know

merry beacon
#

It took away my 4 heat symbols and people aren't seeing it as often :(

cold prairie
#

It really shouldn't 3 reports isn't much at all 🤔

merry beacon
#

How did you know it was 3?

cold prairie
#

It's in your picture

merry beacon
#

Is all worlds just always have 1 report as default?

cold prairie
#

Yeah

merry beacon
#

That's weird.

#

So, when you say disregard, is that something I can actually do with reports, or are you telling me to just ignore it?

cold prairie
merry beacon
#

Damn, the flex lol

cold prairie
#

But basically you should just ignore 😅

merry beacon
#

Alright.

#

what's the max heat anyways?

#

is it 5?

cold prairie
#

Think it goes higher

#

Not sure about the max but it can def go to 7

merry beacon
#

damn.

#

that's neat.

cold prairie
#

10 might be the max

merry beacon
#

Sounds about right.

lone linden
fathom rain
#

What's the best way to optimize a world that wasn't made from Probuilder? I'm using Tirgames assets and kinda can't merge stuff lol

lone linden
#

i could manually cull the world but that wont make avatars cull x.x

indigo coral
#

can VR chat utilize Unity's auto LOD system?

pallid gale
#

no runtime scripts so probably not but you could use editor scripts to generate those lods

versed lichen
#

@indigo coral yes

indigo coral
#

woohoo! thank you

#

@versed lichen any special thing I need to do to convert it over? or does it work automatically?

agile island
#

@fathom rain I don't know what your world looks like, but my world is a large terrain, so something like occlusion culling doesn't make sense, since few things would
be occluded. Instead, the method I use to optimize it is to make sure each object has an LOD Group component on it, and if the model has different level of detail meshes, I assign them to various groups at like 100% 75% 50% and 25%, and I have cull set to 10% for most things, which works well on a rolling terrain with trees and fog which means stuff beyond that distance is probably not visible anyway. Of course in an indoors setting, you can do better than this using triggers to hide stuff not visible from whatever room the player is in. Unity also has some kinda built in occlusion culling, but I don't know how performant it is. I seem to recall the Budget Cuts devs complaining about it.

#

@indigo coral You don't need to do anything special, it just works. Though I did encounter someone the other day who said a particular model was dissapearing for them sooner than it was for me. I'm guessing their had the game performance set to VRLow and that VRChat adjusts the LOD bias in that case. But I don't know for sure yet as they haven't told me yet if they had that setting enabled.

robust olive
#

Can anyone help me with some lightmapping stuff?

#

I've got some benches on a world I'm doing that come out all blotchy when I render. They've been set to generate UVs, but they just don't look good.

rose wolf
#

@robust olive define “not good”

robust olive
#

It's most obvious on the horizontal slats on the bench

#

The ones in the shade are randomly lit

rose wolf
#

is it too brighten?

robust olive
#

it's inconsistent

#

The sun on this map is directly overhead, so they shouldn't be lit the way they are.

rose wolf
#

welcome to lightmapping lol, is the bench receiving shadows?

robust olive
#

yeah, it's in the shade

rose wolf
#

and is the textures set to lower smoothness?

#

and is the object producing the “shade” have strong shadows or weaken shadow?

#

they both seem to match the same amount of dark as underneath the bench as well

robust olive
rose wolf
#

I think 🤔 the smoothness of the textures might be making the benches brighter then they should

robust olive
#

you mean the material smoothness?

rose wolf
#

yes, thats usually where my problems occur when lightmaps get weird

robust olive
#

Hmm, I'm using a roughness map

rose wolf
#

is the roughness map for the bench?

robust olive
#

yeah, for the wood material

#

It's a generic material I use all over the map

rose wolf
#

ive never exactly used a rough map before, but if that inhibits your ability to change the smoothness variable, then im not sure of another fix except maybe telling the bounce level to 0

robust olive
#

I'll just try removing the roughness map for a second

#

I use Bakery so it doesn't take too long

rose wolf
#

ok sure

robust olive
#

Yeah, that did nothing

#

I tried a few other things, like lowering the lightmap resolution really far to try and blur it out a little

#

but it was still weird

rose wolf
#

hmm, then im not sure what is causing it to be bright

indigo coral
#

@agile island great, thank you!

hidden summit
#

does somebody know how to sync vrc pickups in sdk3?

versed lichen
agile island
#

@robust olive It could be a combination of the lightmap resolution being too low, and the number of samples you're taking being too low. I'd enable checker in Bakery and see how dense the checkerboard looks (the built in Unity checker doesn't seem to apply to Bakery) and you may find its a lot lower res than you expect it to be because Bakery seems to calculate the resolution of stuff differently than how you might expect. Like if you tell it you want 8 texels per meter, you may get only 2 for some reason I have yet to figure out. The bakery guy gave me a complicated nonsensical explanation for how it calculates texel density but math aside, if the results are generally way off what you expect, then it's broken, IMO. But you've got the checker there to see what it's doing, and you can also enable lightmap index in the top left menu in the view to select an object and then see which lightmap its in and how big the polygons ended up being in that lightmap, which will help you debug.

#

There are also more recent builds of Bakery available than are in the store. The bakery manual has a link to the githb. You need both the scripts and compiled files from there to update it or you'll get errors.

lilac saddle
#

When i change some of my texture to a different max texture size, it isn't applying it. Resetting the texture seems to fix that, but not sure why it's doing it.

#

Is it because i'm choosing legacy option on import maybe?

versed lichen
#

legacy import ?

lilac saddle
#

Yes.

versed lichen
#

What does that look like in the settings ? Is that default ?

lilac saddle
#

This is what it looks like. If i reset the texture it works again.

versed lichen
#

Well, don't use 32x32 and use 50 for compression

#

otherwise that's a bit overkill

#

it's still a texture

lilac saddle
#

This is what it should look like, i get this only after resseting it...

versed lichen
#

don't use 32x32 for a texture

lilac saddle
#

I wouldn't use 32 for this particular object, am just wondering why i can't change the max texture size until after i reset it.

versed lichen
#

could be a unity quirk

#

or straight up bug

lilac saddle
#

kk

#

I wondered why my world size was so big, lol, it wasn't applying the settings for most textures.

pallid gale
cold prairie
reef juniper
#

hey where do you guys find all the textures for objects like floors and walls? @ me btw

rose wolf
#

@reef juniper usually on google lol, theres some websites that use good textures that also come with height/normal maps, but id go with google and just mess with the uv map on microsoft paint until the textures land right

pallid gale
#

@reef juniper

reef juniper
#

tysm gamers

pallid gale
#

no problem glad to be of help

tardy frost
#

you could try quixel bridge if you have an epic games account its free

pallid gale
#

yeah but those PBR assets are only free if it's an Unreal Engine

still glen
#

Which is less performance intensive in worlds? Words shown on a textured quad or words shown by a UI text canvas?

sudden cape
#

help so in my world i keep being sent back home when i try to load into my room

still glen
#

something went wrong with the build. check the console.

I'd love it if someone could answer my question.

uncut iris
#

That is an interesting question. I guess it depends on the usecase and how easy you want to be able to alter/change the text, but the only way to know for sure is to try both ways and measure the performance difference if there is any. Though I'd imagine that it depends a lot on how much text you're going to have in the world.

edgy bough
#

I'm dragging my first world from blender into unity. How should I add colliders so it runs well?

sweet steeple
#

Not sure where to ask this but does anyone know how can you have an audio play within a certain area and not the whole world ? I have no idea how.

tardy frost
#

change max distance

sweet steeple
#

by how much

tardy frost
#

to how big you want the area to be

sweet steeple
#

Ive messed with the max distance before

#

and nothing changed

tardy frost
#

1 unit = 1 meter try setting it to 10-20

sweet steeple
#

the min distance or max?

sweet steeple
#

I'm still hearing it throughout the whole world these are the settings

limpid void
#

@edgy bough You should add 3d objects provided by Unity to your scene (cube, sphere, capsule etc.) and disable mesh renderer or you can add one of the colliders to already existing objects you have in your world if their shapes match close enough. For more complex geometry you either add several of those objects with colliders (like lets say an approximation of an arch doorway made out of several box colliders). If that isn't enough you can also make a copy of an object from your world, decimate it in blender, add mesh collider to it and remove its mesh renderer in Unity. Mesh colliders don't perform as well as basic colliders so only use them when you have to

sweet steeple
#

can anyone help me

rose wolf
#

set the max down a bit @sweet steeple and it should lower its distance unless the min is higher then max

sweet steeple
#

not sure if this has something to do with it

#

is this okay? @rose wolf

rose wolf
#

go 1 less

#

on both

#

3 & 5

sweet steeple
#

ok testing

#

nope can still hear it throughout the whole world

rose wolf
#

hmm, thats weird

sweet steeple
#

does audio format matter

#

its a WAV

rose wolf
#

no

sweet steeple
#

oh

cold prairie
#

Your spatial blend is set to be completely 2d on the audio source

sweet steeple
#

how do i fix that

cold prairie
#

Move it to 3d

rose wolf
#

wait yea, move it to 3d

sweet steeple
#

testing

#

its fixed finally

#

thank you guys

#

also the water in my hot tub turned pink

#

guessing a re upload would fix that

#

pink as in no shader

rose wolf
#

shader change by accident?

cold prairie
#

What shader is it using?

sweet steeple
#

in unity it looks fine

#

but in game it went pink all of a sudden

#

Silent clear water

rose wolf
#

if you on quest, quest will default it back to pink so quest can run the world correctly

cold prairie
#

That really depends

rose wolf
#

ive never used silent clear water, so it might be having some problems but idk

sweet steeple
#

doing a re upload

#

I'm on desktop at the moment and I dont own a quest I own a 2018 Vive

rose wolf
#

ok so it could just be vrchat ignoring the shader for some odd ball reason

sweet steeple
#

the pink is silents clear water and the normal water is a different shader i put it

#

so something went bad

#

in unity its fine

rose wolf
#

oh.... this isnt my forte but it looks like it was somewhat unable to load the shader correctly

sweet steeple
#

oofss

lilac saddle
#

uhh

#

so i have a 10 second looping video on my map but it doesn't play

#

do i really need a special video player component for files that exist on the map?

#

alternatively, would it be more efficient to use a flipbook shader?

lilac saddle
#

bls send helping

#

or not

#

since it doesn't take local files

rose wolf
#

it does not take local video files

lilac saddle
#

Does anyone know how to fix framerate issues on a world? I recently uploaded a world I've been working on for a while, only for it to tank people's framerates when they join it.

lilac saddle
lilac saddle
#

I upload it onto VRC but it crashes every single time

versed lichen
#

Then something else in the world is causing the crash

lilac saddle
#

This is on the Quest version

lilac saddle
#

So what is the best way to handle a 10 second video loop if VRC doesn't support local (map embedded) files? I'm scared of using a stream player since then I'll have multiple stream players, and I'm aware of potential for hitching/ redownloading of the video every single loop

#

is Flipbook the way to go or does VRC actually support local/ embedded video files but there's a trick to get it working?

cold prairie
#

VRChat does support local files

#

With sdk2 it should be pretty straightforward to just use the built in unity video player

#

You can check the unity docs on how to use it

lilac saddle
#

i'm on SDK3

#

the video player works in the editor but not in-game

#

((i don't know why there's a #world-development but not a #worlds-sdk3, since this isn't udon specific))

agile plinth
#

Still looking for an answer to this but I have a animated skybox with a texture. Nothing too fancy, but when I enable it and lookup in the sky in VR it stutters / lags.

#

It doesn't lag at all in desktop, everthing is baked and nonmovable objects are static.

cold prairie
#

@lilac saddle all sdk3 specific questions just go to #udon-general for now and with sdk3 the unity video player isn't whitelisted you have to use the scripts that come with sdk3 which should include local video support

tacit kettle
#

@lilac saddle Have you tried using AVPro with the local file? If you just get the trial package for it and select the local file on the AVPro media player it should work although I don't know if that'll be synchronised. It will have a watermark in editor but not in-game.... I use this for playing custom streams

calm wave
#

Not sure where to ask this. In my unity editor the objects im zooming in on are often obscured by lightprobes and like audio source icons

#

is there any way i can turn these off?

astral trout
lilac saddle
#

(untick 3d icons)

weak verge
#

anyone who knows how to use mkglow? I really need help, and if someone can watch my screenshare and tell me what I do wrong, I have tried for weeks with no success.... 😦 Just want it to be shiny thats all

astral pendant
#

I can't find any topic that suits this so I drop it here.

How to fix cursor and trail do (image) thing to dropdown?
(Dropdown work normally)

Doesn't effect other UI.

astral pendant
#

anyone who knows how to use mkglow? I really need help, and if someone can watch my screenshare and tell me what I do wrong, I have tried for weeks with no success.... 😦 Just want it to be shiny thats all
@weak verge

IDK why you use that instead of Post processing one, and also I can't find the docs that is MK Glow work on VRChat or not also.

calm wave
#

probuilder has caused hellish problems with visible seams on objects for over a year

#

i've tried getting into modelling today and it's fine but UV maps are a near impossibility with the tools available (like not being able to zoom in enough in blender to mark seams)

#

is there a third option i have for creating basic architecture shapes like blocks with a doorway in them?

#

it can't be this difficult in 2020 to create an object such as this that displays normally without UV problems or light mapping inconsistencies, can it?

hazy haven
#

How do I occlude players only? I made my own occlusion however all the avatars are still being rendered

#

Do I just have to turn off Occluder and Occludee?

stiff barn
#

(I hope this is the correct channel to be posting this in) When I try to publish my world, I get an error saying "Last Built VRChat Scene Could Not Be Found". Here's exactly what's in the console when I get this error.

versed lichen
#

remove the simple light probe placer asset

#

it's incompatible for 2018

#

you can use it, generate lightprobes and then remove it

calm wave
#

Okay so for future reference i believe this should be findable in this chat, so here are some keywords: uv map, tiling, density, walls, world, simple object

My situation: being a total noob who wants to make some super fast wall objects, and be able to use them without wasting time on UV mapping.

The problem i had was: when using the default unwrap features in Blender (recommended in tutorials), it always generates it to fit Blender's UV editor grid, which produced terrible results, and inconsistencies across objects of different sizes which would need a lot of handwork to correct. Using this website https://80.lv/articles/textel-density-tutorial/ i learned to understand the issue and the key elements to fixing this which are: density and texture size (explained in the article linked)

Then using the addon 'UV Magic' which comes with blender (enable in preferences > addons), first you need to get from unity what the size of the texture was (1024 in my case) and which setting for "density" visually matches the tiling you want to have when Unity's material tiling setting is x:1 y:1. In my case, i wanted the tiling on my model to match that of the Probuilder objects i have in my world, and the Density i used was 1024, not 10,24 which was suggested by the article

#

After figuring this stuff out, including how to quickly generate blocks for walls with doorways in them, i am thinking one could produce an asset to be fully usable in under 10 or maybe even 5 minutes

gilded grove
#

so can i get help

#

in sdk2 worlds

frail copper
#

I’m having an issue where certain meshes i am putting into my worlds are invisible even though I have set the shaders to normal

lilac saddle
#

I want to make a new optimized world / quest compatible. I'm still in the thinking stage, I didn't even open Unity to do anything. I already know that I have a limit of 50K polygons. My question is: Is it okay if I push this 50K in a small space like 10x10yd? Will it cause any kind of problem?

versed lichen
#

No, the suggestion is a maximum of 50k polygons in frame at any time

sweet steeple
agile hawk
#

Farclipping. You need to make the skybox smaller. At least that's the only thing I can think of whilst hungry.

shrewd harbor
#

You can increase the clipping plane. I'm like 30% sure you just do that on the main camera gameobject in unity.

lilac saddle
#

Am I missing something for this mesh to animate when I press play?

#

I just want something to loop rotate 360

versed lichen
#

animation component won't work

lilac saddle
#

Can we use something else?

versed lichen
#

what does the udon behavior do ?

#

the animator

#

you have one

lilac saddle
#

It's to toggle a mirror

versed lichen
#

how is your animator setup

lilac saddle
#

This?

versed lichen
#

that's the animation, i'd like to see the animator

lilac saddle
#

I haven't touched this before tbh, if there is a setting that needs to be adjusted

versed lichen
#

And that doesn't work when you press play ?

lilac saddle
#

When I press preview on the animation it works, but not the play button itself

#

I haven't tried a build & test yet

versed lichen
#

Try disabling write defaults

lilac saddle
#

Hmm, didnt seem to do anything

#

Does it being in a prefab cause problems?

#

Whenever I import FBXs it makes them prefabs I think

agile hawk
#

That would probably cause it to break. Due to prefab parenting. You'd have to rotate the prefab object rather than the mesh object.

versed lichen
#

@lilac saddle The animator should be on the main parent object in this case

lilac saddle
#

Would it be okay to just unpack it ?

versed lichen
#

yep

lilac saddle
#

Sorry - had to step away for a bit. I unpacked the prefab, but still no dice.

viscid stratus
#

Hey, quick question. can i see the world size in unity that vrchat will show in the menu?

cold prairie
viscid stratus
#

wow thank you!!! soo useful

calm wave
#

anyone know the best way to make candle flames with sprites for VRChat?

#

for some reason i can hardly find anything about this

versed lichen
#

Sprite shader ?

calm wave
#

that alone doesnt seem to be enough?

stiff barn
#

Not really sure where to put this so I hope this is good. I made a new folder to move all my Unity projects to so I could keep track of them. When I moved my main project from the documents folder to the new folder I got this message when trying to open it. Clicking continue just opens the folder with all the assets but nothing is placed. Is there a fix or am I going to have to start all over?

versed lichen
#

Have you tried moving it back ?

stiff barn
#

Did that, same result

versed lichen
#

Did you check the json file ?

#

If you remove the dependencies it'll probably work

#

make sure you save a duplicate though

stiff barn
#

ill look into that, but i wouldnt even know where to begin. Ive never seen a .json file

versed lichen
#

the path is written in the error message

#

it's a text file

stiff barn
#

what can I use to open it? i cant open it atm

versed lichen
#

notepad

stiff barn
versed lichen
#

Only the ones listed in the error above afaik

stiff barn
#

afaik? (forgive my blatant ignorance atm)

versed lichen
#

as far as i know

#

basically remove the lines mentioned in the error you posted

stiff barn
#

well the error went away but the outcome is still the same

#

wow that image is small

versed lichen
#

We've now reached the extent of my knowledge on this issue, so i'd suggest googling the rest lulw

stiff barn
#

im starting to believe i need to bite the bullet and just redo the project

versed lichen
#

Might take less time in the end yes

stiff barn
#

is there no way i could snatch the file that VRchat is using?

versed lichen
#

Not in any official way we support no

stiff barn
#

alrighty. Thanks for the help. Guess ill get started again tomorrow lol

lilac saddle
#

Are you opening the project from the assets folder in internet explorer?

#

@stiff barn

#

If you see the assets in the project tab but nothing in the hierarchy, open the unity save file which should be located in the Project tab/assets folder, it'll be named whatever you named it as.

stiff barn
#

ill try that

#

okay so opening the project from file its self instead of the unit little project window that opens when I open unity fixes the ENTIRE ISSUE

lilac saddle
#

👍

low mica
#

I'm not sure where to post this, but when I click "Build & Test" for my new world I'm creating - VRchat doesn't pop up for me to test it. Any ideas?

cold prairie
#

Has it worked before for you?

low mica
#

This is the first time I've ever used it. Teaching myself how to build a new world. I'm using the 2018 unity I use to make my avatars and I'm also using the Udon SDK I just downloaded from VRChat. This is also a new project within the 2018 version of unity

cold prairie
#

Ahh yeah then you most likely haven't setup the connection properly

Three options you can do:

  1. you can import this and check VRWorld Toolkit > World Debugger which includes an one click autofix for you if you are using steam
    https://github.com/oneVR/VRWorldToolkit/releases

  2. you can go to your vrchat installation folder and run the install.exe there (just doing this will cause the force non-vr tickbox not to work)

  3. you can go to the vrcsdk settings page and set the client path to point directly to your vrchat.exe

#

All of those three options should work to fix it

low mica
#

Thanks, I'll give it a shot!

low mica
#

The third option worked for me, thank you!

cold prairie
#

@low mica oh was there a specific problem with the first option if you tried it? I'll need to improve it for the next release if you have feedback.

low mica
#

I didn't try the first two, the third one looked the easiest so I tried it first lol

cold prairie
#

Okay 😄

fresh kestrel
#

Hello, i'm not sure if it s the good place for my question.When I import my blender file, I can't get the scale (especially the ground scale) for my Unity textures, is there a way to do it to get the same result?

hollow elk
#

@fresh kestrel Change the tiling on the materials?

fresh kestrel
#

It's a solution yes, but it limits me to use only the albedo and the normal map.

agile hawk
#

Bake the node setup into a texture?

fresh kestrel
#

il will try this if i found how 😉

sweet steeple
#

I have a question, if one uses DDS textures does VRC support what DDS Images do?

#

`` DDS can be compressed and decompressed on the fly as it enters the video memory, which helps reduce strain on VRAM and I/O for the memory. It's also similar in image quality to PNG, although there are different options to make it more efficient than PNG

quick crash course on DDS compression types:

DXT1: Opaque textures, ONE BIT alpha; think brick wall texture
DXT3: Explicit alpha; textures that are intended to be mostly opaque but have a little alpha in them, think road texture (just a transition at the edge of the road). You only have a few alpha levels to work with
DXT5: interpolated alpha; lots of alpha to work with, ideal for a faint decal or a smoke cloud; something with looks of transparency

Choose the lowest level you can (file will be smaller) and you're good to go``

agile hawk
heady silo
#

is there an optimization list? like... my world is so laggy but has no real time lighting and I don't even know where to start with getting better FPS

versed lichen
heady silo
#

thank you!

near isle
#

i know its not a good thing to put a mesh collider on a moving object, but is it ok to put on a static object like a tree?

rose wolf
#

probably not a tree

cold prairie
#

Would depend on the tree

#

If it's high poly enough yeah but if it's not too bad then you can get away with it

#

Static objects are much better even if it's a mesh collider

near isle
#

well its not too crazy, only thing might be players hitting their head on the lower leaves

#

but that shouldnt be a huge issue

cold prairie
#

The leaves can be a problem in some cases if the players get "mesh collidered" and get stuck

#

But that does look relatively low poly

#

You could also stretch and place capsule colliders instead of using a mesh collider

near isle
#

yea suppose i could

cold prairie
#

But I don't think mesh collider would be the worst in this case

near isle
#

right thanks

deep pebble
#

does anyone use "Bakery GPU Lightmapper" rather then using unity to bake your scene?

versed lichen
#

Most people who tried to use unity end up doing that

pallid gale
#

yes it's so much better I ended up purchasing it because it was on sale and wow it's so good

deep pebble
#

can u plz maybe help me

pallid gale
#

I'm not really knowledgeable on it as I just purchased it yesterday

deep pebble
#

well can u i see ur settings at least then

#

i just keep having a weird thing witht he shadows on the ground

#

i messaged u

deep pebble
#

@versed lichen do u know how to work with bakery gpu lightmapper?

versed lichen
#

yes

deep pebble
#

Can i plz message u when i get home from work im sure its a simple fix. In the settings but i have no clue what it is.

#

It jist makes me scene darker

versed lichen
#

I'll be here, feel free to ping me

deep pebble
#

@versed lichen ready?

#

i pretty much just want to know why it makes my scene like this?

#

when i use unity it bakes hwo i have it set.. like this is white sand.. idk why its showing up like this .. and how it looks like theres a light shining from inside the building out on to the sand.. i just need help with the settings

versed lichen
#

Did you you a normal plane for the ground ?

#

Showing your settings would be helpful

#

For bakery and the mesh component/material

deep pebble
#

the ground with the cactus is the terrain that came witht he model... the farther back ground is a actual plane

#

for the terrain that came with it

#

this is for the plane

#

then its just doing random wrong stuff around the scene to.. like those white parts on the shingles and how the light on the house right here is super bright

#

this is how it should be looking

rose wolf
#

that looks like youd need some PP to get it to look like that in the game

versed lichen
#

@deep pebble Make sure everything has generated lightmap UVs enabled

deep pebble
#

this is in game... the second pic is when i bake it in unity

#

they all dso

#

do

versed lichen
#

When did you last update bakery ?

#

If not in the past day then you should update it from the asset store

#

the creator pushed a big important update

deep pebble
#

i was given this to me i didnt buy it

versed lichen
#

ah, i'm not gonna help with pirated assets sorry

deep pebble
#

😑 k

unique orchid
#

how do I check draw calls?

versed lichen
#

Stats menu in Game window

unique orchid
#

thank you

lilac saddle
#

I have a question, is possible to change the quality settings in game via scripting or using pannels, animators?

rose wolf
#

why would you?

#

@lilac saddle

lilac saddle
#

many people who own toasters complain about low fps

lilac saddle
# lilac saddle many people who own toasters complain about low fps

I am working on a world enhancement/remaster/rematerialization and I just managed to get the framerate from (originally) 40~60 to 170~210 frames per second. Trick? Put anything that does not move to Static, use Hard shadows in your lights ||because Soft shadows are most expensive||, set the Lightmap resolution to 20 texels per unit, use Mixed on lights whenever possible so only dynamic objects (the ones that move/can move+) will have Realtime lighting and everything else that is Static will have Baked lighting.

#

Additionally, you can try using a Uber Shader whenever possible to reduce the amount of different shaders being used. I am using Mochie shader and the Uber shader allows me to use one shader and set the render mode to opaque/fade/transparent/cutout from ONE shader and not one for each mode.

#

If stuff is moving around, keep the original textures of moving objects to their native resolution and low those to either 512px or 256px maybe 128px if far away we can hardly see those (why seeing heavy details if far away and can barely see it (and therefore increasing GPU load for THAT thing?)). You can also maybe try (if you want) to combine textures and make these (the following is an example) 4 textures into one, reducing draw calls of these for textures to ONE drawcall (ideally)?

rose wolf
#

@lilac saddle if set the master lock to set them lower, you could. but making the settings any higher is just being rude to players, unless it is absolutely necesary

rich stratus
#

hello world!

sweet steeple
#

Don't know where to ask this but, theres a floor i put a mesh collider on however the mesh does not seem to have a collider as I fall through it but it has a mesh collider on it in unity, How can i fix this?

rose wolf
#

@sweet steeple is the spawn point lower or very close to flooring?

sweet steeple
#

its downstairs from the spawn point

rose wolf
#

hmm, put cube under the area you fall in

versed lichen
winged sinew
#

@lilac saddle

  • Cost of soft shadows is irrelevant because you should only have one shadowcasting light.
  • You should not use Realtime/Mixed point lights at all.
  • The number of shaders you use does not matter. The number of materials matters. Materials can't be combined.
  • Texture resolution does not matter for performance.
still creek
#

what is the max size of textures I can use in my worlds? Is there a limit? Do they get reduced if I make them too high?

#

I'm trying to texture atlas a scene because it has too many materials, trying to combine it into one giant texture.

#

Not sure if VRChat would just reduce the size after

rose wolf
#

only for quest worlds

versed lichen
#

@still creek Never use 8K

#

Use a bunch of 4K if you need to for atlases

still creek
#

Okay thank you

fallow trench
#

say there is a world with vehicles, i.e a jet, and when such a vehicle moves it would move its flaps and wing components,

is it more optimized to have separate meshes for the different moving parts (and use mesh renderer), or is it more optimized to have a single mesh, animated using bones(with skinned mesh renderer)?

toxic stag
#

Use separate meshes. If you set up correctly, you can get gpu instancing on each kind of moving parts

fallow trench
#

thanks

urban mauve
#

Don't know if this is the right channel to ask, but how do put an image over the VRCCam when publishing a world or is that not possible?

fallow trench
#

same as avatars, after u click build and publish you can go back into the scene tab and create a plane, set its texture to your image and have the unlit shader, then move it in front of the camera

#

and then press upload

#

the picture will not be uploaded together with the world because the world has already been built when u get to the screen to key in the world's name and description

urban mauve
#

Thank you!

tender quail
#

I'm having some weird optimization issues with a world I'm working on. For the first 10-20 seconds after loading into the world, the FPS hovers around 15, then jumps up to 90. Is there some way I can see what's causing that initial performance dip?

versed lichen
#

Do you have a lot of interactable objects ?

tender quail
#

I've got a fair number of pickups and object syncs, yeah

versed lichen
#

Then they might all be active when you spawn in

#

they should be kinematic until interacted with

tender quail
#

Ahhh, that makes a lot of sense. I'm a little bit green to this - is that just a matter of ticking the kinematic box under the pickup/rigidbody?

#

I'd prefer to have them physically simulated/have gravity and I think kinematic disables that, unless I'm thinking of something else

versed lichen
#

If you want to keep them as they are, you'd need to make a lot adjustments to how they're placed in the world to begin with, so that they have very little movement to do being disabling their physics

#

Best tool for SDK2 world creation

tender quail
#

Oh man, not having to build my world and wait forever to test each iteration

#

This is a godsend

versed lichen
#

Truly is

tender quail
#

That's really informative though - is there a general rule of thumb with regards to physics-enabled objects? Like how many is too many, usually?

versed lichen
#

Well, physics would degrade the more you have active at once, generally best to keep below 30 moving at a time, but otherwise the amount in the world doesn't matter much as long as they're "sleeping"

#

If you have the debug GUI enabled in client, you can also enable world debugging option in your world on the website

#

that allows you to see the static of physic objects

#

Shift + ` + 7/8/9

tender quail
#

Perfect, that helps a ton, thanks!

fallow trench
#

for vrchat, general guideline how many batches is good optimization? or is it even a valid metric for seeing how optimized the world is at all?

pallid gale
#

the lower the better on the number of batches

#

so definitely bake your lighting as real-time lights balloon that up real quick

versed lichen
#

@fallow trench I think the very highest you should see would be 500

#

for smaller worlds it's good to aim for below 300

fallow trench
#

im sitting a bit above 300

#

lighting is baked

#

mixed

versed lichen
#

What kind of world is it ?

#

mixed is realtime

fallow trench
#

hangout type of world

#

about 10x10 area to stand on, rest is scenic

versed lichen
#

Yeah so possible to optimize a lot more

fallow trench
#

got it

#

isnt mixed only realtime for skinned mesh?

#

like avatars etc

versed lichen
#

realtime for anything that isn't static afaic

fallow trench
#

almost the entire world is static

versed lichen
#

Then there's no reason to use mixed

#

Baking it all and using lightprobes is always ideal

fallow trench
#

players casting shadows?

versed lichen
#

it'll look much better too

fallow trench
#

im using lightprobes

versed lichen
#

In a hangout world ? sure, you can have those, but they're costly

#

don't use soft shadows and only cast on the player layer

fallow trench
#

im using hard shadows

versed lichen
#

do you have baked lighting ?

fallow trench
#

lighting is baked

versed lichen
#

What's causing so many batches ?

fallow trench
#

idk why my meshes arent batching

#

what are the common reasons why static batching doesnt work?

versed lichen
#

if they're on different lightmaps

#

You can find the cause of static batching breaking through the frame debugger

fallow trench
#

increasing the res of my lightmap to 1024 seemed to have everything into one lightmap

#

thanks!

fallow trench
#

whats a good way to implement a night/day toggle with static lighting?

#

im considering using post processing to darken the scene and swapping out the skybox for a night version

#

is there a better way of doing it?

versed lichen
#

Not with baked lighting sadly

#

You can only enable a giant sphere around the world too in SDK2

#

post processing gets you most of the way

fallow trench
#

okay, so a toggleable pp and swapping out the skybox (using a inverted normal sphere)

#

is there anything else to consider?

versed lichen
#

I think that's the main two easy solution, if you can do that but it still doesn't look quite right then there might be more advanced ones i don't know about

fallow trench
#

thanks that was helpful

mellow estuary
#

I was converting a world to quest for the first time and got it to upload but the 3d is all borked. Like the eyes are too far apart Is there anything in the world descriptor or sdk that would cause something like that?

#

It worked fine on the PC.

#

This is on SDK2.

versed lichen
#

It's most likely a shader in your scene

#

skybox usually

mellow estuary
#

I found it. It was the android project settings.

#

It was missing oculus sdk.

peak escarp
mellow estuary
#

Did a lot of search replace on the shaders already so was very confused. Seems ok now.

fallow trench
#

if i have a tree (single mesh) and single shader, does it mean i can turn on gpu instancing in the shader setting and clone this tree a bunch of times in the scene at little to no CPU cost

vital snow
#

I tried making a world for the Oculus Quest and every time i try to change it to android it crashes. Does anyone know how to fix this problem? Please ping me if you know how to fix it. Thank you.

frail copper
#

So, I have a few questions for getting my batches down (and lowering the file size of the world)

#

I was looking at people talking about compressing textures in unity, but i have no idea how to do that for the assets i have placed

versed lichen
frail copper
#

ooh great! thats exactly what i want, something to do it for me

#

thanks @versed lichen

#

What's the max size i should be using?

rich stratus
#

hello

abstract sail
#

what's my best option when it comes to making moving grass? I want to add a few blades of grass to a world, but I dont know if making a mesh and animating it is my best choice

versed lichen
#

foliage shaders usually have a way to make them wave

rose wolf
#

wdym?

civic owl
#

he's looking for those markers with the continuous line, there really high quality world markers or particle pens i think there called

quiet geode
#

VRChatのワールド用のペンセットです。 消しゴム機能も付いています。 Quest向けマテリアルに差し替えた場合はTrailRendererのWidthの値を0より大きい値にしてください(0.005など) 完璧に同期が取れるというわけではなく、速めにペンを運ぶと同期が取れにくくなります。その場合はゆっくり書くなどしてください。 Presentation RoomなどのようなLate Joinerへの同期は取れません。 デスクトップモードの人が書いた文字はVRモードに比べるとあまり同期しません。 ※ExMenu用最小限アセット ExMenu(拡張メニュー) (

tulip fulcrum
#

@quiet geode I wasn't the one who asked - but thank you! Who knew it was as easy as just go find these on booth? Not me. I will use these. Thanks.

bitter yoke
#

Nice to meet you.
I want to create a world, but do you know how many polygons are limited to one screen?

winged sinew
#

There's no limit on PC. For optimisation purposes, the polygon count doesn't really matter. For VR-grade hardware, you can have millions of polygons at screen at once and still reach 90FPS,

#

The important thing is to reduce the number of batches (individual objects and unique materials rendered in individual passes).

#

I don't think a specific number's a good target, but if you try to avoid using more than you need, you'll be fine.

#

The counterpart to that is that, because VRC is a VR environment, you can normally get pretty close to objects. So extra details in the geometry are good.

#

If you need to think about it in terms of a number, then maybe think of it like... A typical avatar is 10,000 to 60,000 polygons, depending on the level of optimisation. I think it's reasonable for an individual scene to have a rendering cost equal to 10 people. Scale that up or down depending on how many players you expect to be visible at once in a typical scenario.

#

(For Quest content, divide those numbers by 10. The recommendation for Quest is 50,000 polygons total.)

lilac saddle
#

i dont know where to put this but in my world i have a problem where if i look in the stream camera its pure white

midnight hornet
#

So I just finished my world (Finally) And whenever I enter it in Vrchat, after 5 seconds the game crashes.

frail copper
#

@winged sinew How do you reduce batches? I use prefabs, but I am not sure if they're instanced with the GPU or not

#

I am using occlusion, and I compressed the textures

lilac saddle
#

It would prevent sound from passing through walls.

cold prairie
#

Any custom c# scripts will not work with VRChat

#

But if you spend the time you could make something with the same function using udon

lilac saddle
#

darn.

#

I just thought of a way to improve the Maps SDK, a sound sphere you can place in a room where you cut off the sound after a certain distance from anywhere within the sphere, it's like a sound roll-off distance override. It would prevent people from doing sounds with insane distances.

cold prairie
#

Well you could do that with udon

lilac saddle
#

Oh, cool. That would improve performance and prevent badly optimized avatar sound setups from annoying people.
Also, why not have the maximum sound distance always match the avatar's maximum sound distance of max 40 meters?

#

That would be an sdk update possibility I think.