#quest-development
1 messages · Page 2 of 1
okay that's strange
anyone know what shaders are acceptable on quest? trying to make an avatar quest compatible but the vr toon lit makes it look like crap lol
hey im having iusses installing the andoid player
only the ones under VRChat>Mobile. For avatars is mostly Toon Lit and Standard Lite
i figured it out
Is there anyway to test out quest worlds im making without using a quest headset? I’m stuck with a clunky quest 1 that disconnects from the wifi constantly and crashes Vrchat whenever it can
Upload Quest version to PC is best you can do atm without a Quest. In a few months you could test some parts of it using the mobile android version of VRChat
Also if your world is crashing your Quest 1 when you are alone in a world then you are using a lot of VRAM/RAM.
an unfortunately uploading to PC like that cannot answer questions like is this Shader broken on Quest or is there Z fighting
Yeah that was my main concern. Some meshes are pure black when my headset successfully loads the world even though they’re normal looking in Unity. It’s not a lightning problem as far as I’m aware, so I have zero clue what it could be
what shaders are you using for the black objects
Some shaders just don't work on Quest.
Mobile standard
VRChat/Mobile/ shaders?
Yes
does your objects have vertex colors as a vrchat mobile shaders show them?
Vertex color should appear in editor
I’ll check that as soon as I can
Do some of the avatar shaders on quest not support real-time lights?
I'm noticing many avatars aren't lit. And I'm not sure if it's something I could fix in my world.
so the answer is most likely yes
use baked lighting with light probes to help light avatars/dynamic objects in your world
I wanted lights that the player could move to light themselves.
But I did a little test and it looks like toon lit and matcap lit don't do per-vertex realtime light for point lights like the other mobile shaders.
So I think I'm scrapping those lights.
if you can you could probably write a vertex lit realtime mobile lit shader I suppose
but beyond that unless if you are going to suck up to the expense of per pixel (or per vertex would be slightly cheaper) realtime lights there isn't too much you can do on quest unfortunately
it is expensive
On population one theres alot of realtime lighting
And the game runs at 70 fps
Which is way better then 20 fps normal vrc lul
depends on the setup, usually at most I'd say on quest you can get away natively with mabye 1 or 2 realtime lights
if they are shadow casting you will destroy your fps
Kek
Real-time lighting VRC on Quest doesnt exist mate
That gets auto-disabled i believe
but regardless especially for quest realtime lighting is expensive
inb4 newer standalone headsets become more powerful
then it won't be
Pain lul
I was testing on quest when I first asked, so it was working on some avatars. But yeah, not using realtime lights anymore
Yeah xd
Avatar sounds was never supposed to exist on Quest people are only doing it using modded sdks
Yea like the download limit going higher then 10 MB on quest aswell xd
VRChat's Standard Lite shader ignores assigned reflection probes and will only ever get reflections from the skybox. Is this intended behaviour?
yeah the Standard Lite shader ignores reflection probes
But is it intended behaviour? I don't imagine that pulling reflections from one cubemap (baked probe) is any more expensive than pulling them from another cubemap (skybox).
I can use other shaders that do support this on Quest for worlds, but Quest compatible avatars that want reflections have to use the standard lite shader I think.
yeah basically you're out of luck for Quest avatars as far as having the environment reflect in avatars
You can do stupid things like create a cubemap of the environment, set that as the skybox, and then create a fake skybox "inside" that projected onto the inside surface of a sphere.
But it's all just silly.
it can be. objects that share the same material but use different reflection probes will require separate draw calls. it might be an optimization that the VRC devs intended for the lite shader
either way for worlds you're not required to use the lite shader, you can always use standard
for avatars if you want shiny surfaces you might be better off with matcaps. not much you can do about that unfortunately
I don't have a problem achieving what I want to see for world objects in worlds, and I don't create avatars at all. I just don't like it when I see avatars wandering around inside a house lit by "warm" lights that are glowing blue because that's the color of the skybox. There are ways to mitigate this but it would be really nice to have it fixed in the avatar shader.
I mean, obvious solution IMO would be forcibly requiring this to be set since it only allows one reflection probe to ever be in use per mesh renderer rather than blending probes
Argh... I know there are issues but I don't understand my solution options. I'm not (at this moment) exactly sure what causes it but... I the symptom is that Quest users aren't seeing some transparent items. Most notably the nameplates of players and a menu tablet that is in the room. I believe it started when I added a water shader. I'm going to turn that off in order to test the theory. I read about render queues, etc. but I don't think guessing is the way to go. Assuming I see the transparent menu tablet when I turn off the water shader what settings should that water shader have in order to not interfere with other things?
are the VRChat's official UI only blocked/go completely invisible when it is ahead or behind the water in view?
The items are no where near the water just in the same world. I've just turned off the water shader and I'm going to confirm things display correctly.
it might be worth submitting it as a ticket to vrchat as a security exploit since it can be used to trap people in worlds
I believe it is already a known issue. People must have worked around it or there would be no Quest worlds with realistic water. Hard to trap a user when there is a an on/off switch on the headset 🙂
alrighty then... turned off the shader and things look correct. Turned the shader back on and I cannot see my transparent menu tablet. So I will guess it is a setting related to layers and queues. Would be nice not having to guess.
Git smarter ez
Can I have that water shader so I can spread it to malicious world creators to use
Bruh
The most common source of crashing is from running out of RAM (ignoring issues caused by the latest update), they aren't going to increase that limit and make it even worse.
mix that with the fact that people suck when it comes to optimizing their stuff
u can already do a lot with 10mb if ur not using 4k or even 2k textures
more than enough
u even recognize urself that thats literally one-fifth of an old quest WORLD size
i blame the asset makers if they dont know how to decimate n shit
like how much more shit could u possibly want that cost so much space
something something texture compression on quest is cracked something something 4k textures take only 1mb something something oh yeah, 10mb is plenty of room when the shaders only use 4 textures per mat slot worst case scenario
i just entered vrc, got sent to home world twice for running out of ram and lagged really bad, vrc should really fix it
Idk why you have to complain about it here
Pretty sure you can report issues from the site somewhere
As Rawr said saying stuff in here ain’t gonna do much you gotta actually report the issue
Look at the wall behind me. My hand is showing through my chest.
Would love to know what I could do as a solution.
Still trying different settings via trial and error, and thus far this issue has persisted.
I'm away from home for a few hours, but from reading forums on Unity in general, it seems I need to set my rendering eyes to none since I'm rendering to a texture.
Tried doing some more googling and I cannot seem to find anyone with this same issue where depth is seemingly drawn at random.
How do quest builds work? I know I want to upload for quest but not compromise world quality for pc users. Do the changes I make for android build only appear if loading in on quest? Also if so how much can i change? Can i like remove objects or settings from my in world settings UI in a quest build?
Had some help in another server, but the issue was my Render Texture rather than the camera. I was thinking that depth buffer was to display VR depth rather than Render depth. Learned something new today and solved the issue thanks to @sand venture!
Quest and PC versions can be literally completely different, but of course that would be confusing to players.
All that needs to be the same is the blueprintID.
Important thing to consider is that how your hierarchy is organized needs to be similar for syncing to work between both PC and Quest.
I would heavily suggest looking up Easy Quest Switch to help with substitutes for PC things that don't work on Quest.
Network IDs means you don't have to keep the hierarchy the same anymore.
OwO
That's awesome! I'll need to look into that.
We can network instantiated objects now?!
😄
quest upload, and the PC upload are entirely seperate. so yes one can look better or even completely different than the other, but keep what Draken Stark said in mind if youre having interactable objects they need to have the same hierarchy or at least similar enough to work properly
heads up a quest friend of mine can no longer use toggles on their avatars suddenly and i was wondering if this is a glitch or new bug in the updates?
Can’t use toggles? Like can’t open the toggle menu?
The expression wheel itself or the toggles themselves?
@fleet flume
I have issues to use a video player in my VRC world. Want to watch a live stream (that I provide from my own cloud streaming server)
However I am struggling:
- which stream-protocol / codecs are required or recommended
- might is NOT work because of SSL issues with my streaming server on the internet?
It works fine for VRC on PC, I guess its because PC takes all possible codecs/stream..
Any recommendations..
did they update something so I can no longer make an avatar others can sit on? has anyone else had this issue?
I restarted unity and it is letting me publish it now, weird glitch
Hey, ive been trying to use VRChat/Mobile/Particles for an hour now and not sure why its not working. Its showing in unity but in game it dosnt even exist. It seems to just be a problem with the shaders but idk what. any advice?
Dont use particle shader
Ez
I dont believe they even work on quest xd
The shader i mean
i thought it could be used for translucency on quest but im like 5 mins away from throwing myself out a window
Transparency*
Also theres no shader that allows that on quest (the mobile ones anyways)
wwhhaaaa but ive seen it on quest before... some witch craft happenin
It works. Multiply will make it look darker while additive will make it look brighter.
You need to add a mesh into the Renderer of your particle component.
Iirc however, the material will not work for quest.(need to check again, I forgot)
What you can do is, add a Mesh in the Renderer part, then on Emission inside the particle component, choose the colours you want.
Personally Multiply is better than Additive. It is more visible.
Alpha blend doesn't seem to work tho.
tl;dr: Meshed particles with emission works. However, the material does not(maybe).
If you put a material in there, or if there is no mesh, it'll show semi-opaque cubes in place of the supposed particles.
You can take advantage of this error if your purpose is to create cubes. Emission colour still works as intended.
but yes, real transparent shaders are illegal. Don't mod the Sdk unless you are prepared to get reported and banned
I have a question, How would one do blood splashes like in blackout
I tried messing around with the projector component but i think im messing it up or it just doesn't work anymore
Hello, i am trying to find some replacement foliage for the quest version of my world, but i have only been able to find tree models that utilize shaders for the leaves with transparency. What do other people do for foliage in their quest worlds, as i am hitting a brick wall with this conversion of mine. (moved question over to here instead)
if your leaves are just a texture you can use one of the particle shaders for transparency
How different is Quest (Android) compared to Windows ARM?
And what would happen if VRChat would be able to also support Windows arm64?
would this lower the cliff between PC Players VS Quest Players?
Currently as I know, Windows x64 is the only supported (PC) plattform, right?
It wouldn't change anythhing, mobile hardware literally can't handle things like transparancy, and some shader, as well as PC hardware.
The only thing that close the gap is better hardware, but PC hardware will be moving away as quick, or quicker, so...
and Windows ARM?
Because Unity supports it in 2023+...
Would it also not support transparency?
ARM GPUs, to become as power efficient as they are, were built intentionally lacking the parts that allow PC GPUs to do transparancy and etc well.
Nothing will change until ARM GPUs are re-architected to support stuff like that.
Quest isn't being limiited by software, it is limited by its hardware.
do you think that quest 3 will support GPU rendered transparency?
Highly unlikely. And doubt we will see this change anytime soon.
And VRChat have already stated that they won't change anything performance related for the Quest 3, doing that would make it impossible for Quest 2 users to continue playing (because of even more crashing).
But quest 1 support is cancelt from vrchat, right?
Meta stopped supporting the Quest 1 and that means various Quest APIs and SDKs won't be updated for the Quest 1, making it so VRChat is forced to drop support.
thats good.
all the Avatar stats are already including the quest 2 power in mind so the quest one deprecation isn't going to change anything
wouldn't help because that would still be using the same mobile gpus
what would be if one day, meta would also drop support for quest 2 and we would have a quest 3 and quest 4... as supported headsets by meta...
that's going to be a long time considering they still plan to sell the quest 2 alongside the quest 3
Could this influence the quest avatar posibilities, like adding a transparent shader or allowing more poligons and materials or increase the upload limit?
basically don't expect transparency to ever come to Quest avatars
I mean in this case, would it not be interesting to know if a Quest 3 would be capable of rendering transparency?
technically the quest can run transparency they just don't do it at a acceptable frame rate to be practical
Oh, so its like how games was not be able to run "realtime" ray tracing, until the RTX 2000+ was realesed?
Before it was already possible but not in realtime, right?
But also a comming topic is, that Windows ARM64 was realesed now for Unity 2023+
And I just was interested in, how this could effect the interaction if VRChat would ever update their game and SDK to such a high Unity version?....
Windows arm is of no use to VR chat as no VR headset is using that
and it would be stuck with the same limitations as Android as far as rendering
everyone is hyping this plattform and even I did used it and found out, that Windows 11 arm for example can run arm64 and also x64 applications.
And until VR Devices supports it is just a question of time, especially windows it's own Mixed Reality, or if you use a Steam Headset like the Index or the comming Valve Deckard, that uses build-in drivers from steam.
that would still be running the mobile class gpu so stuff like transparency giving it a hard time wouldn't change
even for high end gaming PC's with ARM CPU? and Windows 11 ARM?
from what I can tell you cannot attach a gaming graphics card to an arm processor
Windows ARM is basically just for tablets
I mean, I tested windows 11 ARM on my raspberry pi 3 and did succesfully run a Unity Windows arm64 game on it.
was microsoft not also developing notebooks and PCs?
with Windows ARM.
a netbook would be in the same ballpark as the tablet as far as low-powered portable device
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I mean Unity added support for it in Unity 2023 Version while they sadly still not support Linux ARM...
The reason for this was because its expensive and they made it with windows arm because it will profit in the future.
Why should they add support for windows arm in a new Unity version, if it would not be becooming a big deal later and profitable?
still wouldn't be helpful for mobile VR at all even if Unity is hedging their Bets with support for that
as you can not put a high-end graphics card in a mobile headset
whats with that quest link and virtual desktop stuff?
And also, whats with the PC Windows ARM itself if it uses a PC-Headset?
like a mixed reality or a valve index?
then at this point this stuff is kind of Irrelevant for the quest Channel as you're just talking about PC VR
but the PC VR on Windows ARM would have better interaction possibilitys, if they have the same architecture than x64 PC + Quest?
or am I wrong?
a stand-alone mobile VR headset is never going to be capable of rendering the same stuff as a gaming PC consuming like 600 watts of power even if they were both on arm
& most people are not going to be swapping their gaming PCs to arm in a hurry
atleast it is x64 compatible.
even if the performance could be better of there was a arm64 version of your application.
I doubt that would be enough to save vrchat performance problems
why do I hear then now so much rumors that VRChat will be realesed to google play soon?
is that fake?
vrchat is getting released for Android phones not Windows for arm
I think the performance on android phones will be way lower than a large PC, pluged into your power outlet and taking as much power as its need, while a android phone only have its battery and all the hardware that can fit in it's small case.
Microsoft is having "dev kits" now on their ARM PC's but they are real PC's just with ARM architecture....
what would be the benefit your imagining in this world where arm gaming PCs are popular?
Besides your battery-life or energy bill, it would also have the positive side-effects that your android phone can be better connected to your PC and ARM processors are a lot faster than Intel processors because they are designed to work on simple tasks that don't require the same clock speeds as their Intel counterparts.
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okay so what would be the benefits to vrchat?
PC-VR support.
Also, I wonder if taking the performance power of your ARM PC would be more efficent with oculus link if your PC have the same architecture like your quest?
but besides that VRChat sadly doesen't still support Linux, even if it supports some VR Headsets...
Maybe it could be time then to support Windows ARM atleast.
It would not be more efficient
that is literally going to make no difference whatsoever as the quest link is just sending video from your computer to your quest and taking inputs from the quest
It does support Linux, the Steam Deck is officially supported.
Getting it to work on other distros might require extra work since they all differ.
I know you can use Proton to get the windows .exe of VRChat running. but would it not work more performant and more compatible if VRChat would ship directly a depot with Linux .x86_64 application for a true compatible game?
especially if you try to use VR, its getting strange if you emulating a windows execution backend to run the .exe application.
I know that sadly OpenXR is not supporting Linux, but as far as I know, VRChat is not using that.
Both Windows and Linux run x86 architectures.
While it is true that there is some performance loss with Proton (although not always and with older games they can run better with it), it is generally marginal enough that Valve considers a game that works with Proton as having Linux "support".
The biggest issue with running VRChat on Linux is that for a while (I think it has been fixed now) video players did not work.
so wheres the issue?
does some assets break if they change their target plattform to linux?
You sure about that?
Can't find anything that says it doesn't support Linux and the OpenXR github has build instructions for Linux (which would indicate they do support OpenXR).
Is it SteamVR you are thinking about?
Probably just annoying to support.
When you would only gain a single digit percent of performance, is it really worth the extra man power when Proton works?
I was working on a own unity project with OpenXR support and I always got the error:
so I had to disable OpenXR and was forces to drag and drop except: "OpenVRUnityXRPackage" in a desktop folder until I was finished with exporting my build for linux or mac. and then, I only had a desktop-only version.
Windows x64 is right now the only plattform.
That is a Unity thing and them being lazy, not much the VRChat devs can do about that.
Possible that it works through Proton though.
Almost for sure that whenever Valve releases the Deckard, SteamVR on Linux will support OpenXR.
Assuming it doesn't already work.
The thing is, VRChat is not even using OpenXR because they have to rebuild their own game from scratch to add support for that. They started building VRChat, there was OpenXR not even existing.
Which is why I think they were going to do that with the upgrade to Unity 2021 that they are doing.
Windows ARM64 is supported on Unity version 2023+
and right now, they realesed a few days ago 2022 as LTS
VRChat is unlikely to start supporting 2023.
While they did say that they might jump over 2021, that isn't a sure thing, especially as other social VR platform ran into problems doing 2022.
And supporting something as untested as Unity 2023 would be risky and probably really tedious.
I'm not talking about yet!
Unity 2023 is not even stable. its still alpha and beta. They realesed 2022 as "LTS" (Long time support) few days.
Still do not get why you want VRChat to support arm64 on windows. (many years before that is relevant)
especially since that's going to have like no changes or positive benefits to Quest VR chat
Its power efficent, compatible with other arm-devices and even faster because they are not designed that heavily like CISC-based processors like x86.
Its just a matter of time, there are even yet some PC's out there and windows is planning their own PC's in 2024
okay how does this power efficiency stuff have anything to do with VR chat
I want to say that its an architecture and OS, that is getting really big in the next years.
You can even play it right now because Windows 11 ARM have a compatiblity layer for x86/x64 applications.
And if Unity even started to add build support for "windows arm64", why not also thinking about VRChat?
Because VRChat can't, unless their Unity version supports it.
so, thats why this all here is just theoreticly and we talk about (posiblities) that might can come to the future...
most of the windows arm devices are going to be too low end to even run VR chat decently
Googling the best Windows ARM device has specifications that's way too low in to even try VR chat
where did you get that from, that ARM = slow?
if ARM-hardware is not forced to be cheap and fits into a tiny case, it also can be way more powerfull.
all the windows arm devices are laptops or tablets you cannot put a beefy graphics card in either of those
hybrid architecture?
Eficency cores + Performance cores
I mean you literally cannot fit them
they started already with alderlake.
ARM is quick in certain workloads.
The less instructions has its downsides.
Apple is also based on ARM, but does apple have slow PC's?
I feel for the engineers that would need to make firmware for that.
Windows 11 have that firmware build-in.
its called the: "Thread-Director"
Apple made their own chips, it is basically their own architecture, but based on ARM.
folks aren't going to exactly be doing much gaming on a Mac
their phones, their PC's they have all the same architectures and they are ARM. but are they slow?
- I don't think so.
They show us what is even capable of doing with ARM, while everyone else is sadly not that smart as apple, but that doesen't mean that the next gneration of comming Windows ARM PC's in 2024 are all potatos.
The reason why you compile for each separately is because if you ran a x86 program (using converted x86 assemby instructions) it would run terribly on ARM.
That is the annoying bit and why the engineers will have a terrible time.
You would need to install both the x86 and ARM version of programs and the programs would only be able to run on one of the core types, allowing programs to use both cores would be inefficient and hell to program.
windows is publishing their updates free-to-access, thats how I was even able to download the latest update and install them on my raspberry pi.
how does that address the engineering concerns in the slightest
Which is an issue when it is an issue.
By that point Microsoft could have a competitive Rosetta layer, like Apple, where performance isn't terrible.
VRChat will have to decide if they will just rely on that, or support a Windows ARM version.
I just want to say, I made a bit my own experience with it, to see what the future will may deliver us.
and hey, if maybe windows ARM will be the next big deal, I was asking myself, how huge would be the changse that VRChat would add support for it one day, if they would be ever on Unity version 2023+...
not today, not tomorrow, but maybe in a few year?....
I don't see most of the PC Gamer crowd swapping to arm processors
so maybe in like 10 years but not like the next five
do any of you actually think I want ~80% of my steam library to go kaput because most of my games don't even support 64 bit let alone ARM? not happening until ARM CPUs can reliably emulate x86 code fast enough for older games to be playable.
oh hey there I go proving your point
is there way to play youtube lives using converter like nextnex
also how to make reflections
reflections on quest? ooh boy
your options are very limited
you can still use reflection probes if I recall, but if you want better more accurate reflections there is an old school way of doing it
it does involve transparency though, which is not really a good thing on quest unfortunately
I usually parent the top skirt bones to the leg bones
For quest
Otherwise no
p a i n
Yeah
does anyone know why unity doesnt have all the bones my avatar has in blender?
Idk where else to put this, but this is to do with airlink. I believe this is the best place to get help for this kind of thing.
Anyone know how to fix this error: visuals glitch as if they were pinched like an "X"
What is shown in the video shows the e having a hard time describing while I us glitch does not appear when I use the q as a standalone. I have already tried:
-Restarting the headset
- Factory resetting the headset
- Uninstalling the Oculus software
- Unpairing and pairing the headset again
- Turning down graphics settings
- Restarting my router
Has anyone else encountered this error? I'd love to know if anyone finds a solution. Thank you for your time. less
(If there is a better place to post this, I don't mind reposting it over there.)
How is this the best place for your issue??
This channel is for development stuff xwx (for quest not pc)
I suggest going to #user-support-old
Does anyone have experience using Bakery with Unity Terrain? No matter what mode I use, Unity's Terrain is really dark and doesn't seem to really grab the lighting from Sky or Direct Bakery components. Have tried full lighting, shadowmask, subtraction, etc and all the results are pretty much the same. Left is PC build, right is Quest version. Both using Subtractive Dominant Direction
Heyo how do I get video players on Quest to work for my world, rn its just blank for them
You need direct video links ending in .mp4, Quest does not support the video parser VRC uses with unity, so stuff like YouTube wont work
how i prevent crashes that happen mostly when someone change videos
You need to use a resolver.
The most publically known one is https://nextnex.com/
You just input the URL there and it will give you the link you put into the video player, it should generally work, some times it does not, depending on what video and where the people trying to watch that video are.
So while I was away from my PC on vacation, the spawn for my world started having issues. It wasnt happening when I left, but now some people are unable to walk around in the world. They're just stuck floating above the ground and nothing works to fix it. Im not sure if it's a Quest/PC thing, because it affects some people and not others. I tried updating my SDK and it didnt work. I didnt update my world while I was gone so it's a vrchat thing, is there anything I can do?
does anyone know the name of that package that tells you whats taking up space in your quest avatar builds?
Does anyone know any good examples of worlds with nice Trees that are quest compatible? I'm trying to find out for a world I'm making.
the trees and grass look really nice in the PC version. I dont have experience with bakery, i just use the default lightmapper. but I know quest cant use cutout textures on the materials. and it looks like the leaves and grass brighten up the scene a lot in the PC version.
This is not VRChat related-
Ah sorry
And if its not sending you the code it seems like its a meta issue on their end
Nothing you can do other then trying again
Ugh i waited an entire hour, and i sent them a message this morning
Hey, so I'm having an issue uploading the android version of a model
cant click on publishing when selecting the quest optimised version
It shouldnt be down to the android sdk, I have that installed
especially since it let me change build target to android
mmm nvm, managed to fix it by hiding the other avi
strange
Not really strange
It cant be uploaded on quest so sdk disabled button xd
Is there a layer that effects other people in lighting? I want a light that only effects yours and other peoples avi's
What
I hope it's not too late, there are 3 layers you can use:
- Player : Layer representing all other players except you
- PlayerLocal : It's your avatar without your head, when you look down and see your arms and body
- MirrorReflection : This will only be rendered in mirrors reflections
Can I pay someone to help me make my word quest compatible I’ll also include you on the world credit looking to collab lol
I just got a quest pro and i cant figure out how to use vive trackers quest pro with index controllers while having the face tracking to work please someone help
Since virtual desktop does not support face tracking through the quest
I have to use air link but then i dont get the trackers connected
And vrc wont pick uo the face tracking i did stand alone with air link and no face tracking and im using avatars with the face tracking
And i cant find anything online to help
ALVR has a VRCFaceTracking module
for face tracking you need to use VRCfacetracking (an OSC app), since it's not officially supported.
It's annoying as hell. It disables the build and publish button for every avatar just because one avatar has a problem or isn't compatible.
"Like yes thank you I know that avatar over there isn't compatible but that's not the one I'm trying to select here is it?"
There's a fix coming out for the sdk at some point that'll fix this. They previewed it in a devlog a couple weeks back.
does anyone know how to fix vrchat so it doesn’t show 3 dots when loading in and then crashing?
e
Hey all, happy weekend, hope it's a lovely one. 🌈
TL; DR - how to make things look underwater?
I was wondering if anyone had suggestions/methods for worlds to look underwater? Best case scenario, when the camera/eyesight of the player goes before the surface of the water, their vision changes, "volumetric" darker blue, possibly vision slightly blurred and distorted. I can think of ways to do it with post processing, but I need it to work on quest. Almost anything I can find online either uses non-VR chat scripts, or a fancy render pipeline. I know it's a big ask for Quest compatibility, but in my mind, there's always workarounds. Any ideas are welcome please and thank you 💦💧🌊
Also, it is possible to turn on/off fog with the same method?
huh?
aight
I can think about a quad that you attach to the head's player with a transparent shader for the darker blue. I dont think you can blur/distort without a grabpass shader which won't work on quest
Does anyone know how to make particles collide with your avatars? Or at least a part of it? I've seen it on a couple of avatars and it would be awesome to learn how to do it myself
fantastic idea!! thank you for your response ❤️
When you click on your particles there’s a collider option
Scroll down to where it says colliders and adjust how it functions.
Doesn’t deleting the avatar fix that issue anyway, or disabling it so it does not pop up?
You can always undo your delete
Yes but when you have multiple avatars in the scene, and thats not even the one you selected anyway it shouldn't matter. I shouldn't have to delete or disable everything that's not on the avatar I'm trying to publish
This person says there will be a fix for it soon. Good
Idk, i just have everything in different scene
not the same file
That's fine. It's just annoying if you have PC version and quest version next to eachother
Thank you but in order for the colliders to collide with something it needs a collider and quest avis don't really have a collider?
it has only colliders to ur avatar not actually ones
its meant for particles and phybones
ill show you what it is in a moment
have you ever messed with physbone colliders
that sort of system is on particles as well
you can select what transform youd like
For better system to collid with everything you would use world
change it to everything or adjust it as whatever you'd like
also take note this will make your avatar go to poor
i wanna make a crossplatform world for my friend group, how would i go about it?
i've made many avatars before, i'm great at taht
but never a world
have you uploaded quest avatars before
it's the same process basically of just switching build target and uploading on the same world id
i've made cross-platform avatars, PC avatars, and Quest avatars
but how would i go about it. is there a VRC World descripter? i can't find it when i search.
how do i add mirrors and markers? how do i do the climb thing some worlds have
I'd use the VRCWorld prefab that's included with the world sdk for the world descriptor part
All the channels do
that's inconvenient
i mean i get for a general channel but why a help channel where talking needs to be done often
also yeah how do i find the world descriptor
Yeah but if too many people talk at once it’s hell
Packages\VRChat SDK - Worlds\Samples\UdonExampleScene\Prefabs
VRCWorld is inside that folder, just drag that in the scene and it'll act as a descriptor
hmmmmmmmmmmmmmmmmmmmmmmmm
thx
weird alert I met a friend with a Quest 1 in VRChat yesterday. He says his home world worked fine, the world we met in worked fine and then we entered my world. Immediately his right eye was "totally black" and he could only see from the left eye. I have an option to hide most assets in my world to show only the skybox and when I switched that on he said both eyes displayed correctly. When I switched it off it the right eye froze rather than display black. I think it is something in my world, could I have a setting wrong?
shouldnt there be less restrictions for avatars, worlds, etc. because of v.55?
No?
Quest is struggling regardless and biggest limiter is either hardware architecture or the small amount of RAM.
Using shaders that don't have Android in mind will do that
Thanks, let me confirm a few things
Do you think it will be better on quest 3?
the ram upgrade for the Q3 is rumored only 1.2gb more
7.2gb is probably still not going to give enough headroom as people keep trying to slam avatars made for PC into Quest ones with VRCQuestTools and Crunch Compression
Yeah, Quest 3 is not going to change much, especially since Tupper has stated that they won't up any limits (which means nothing short-medium term at least).
That 1.2GB more is just going to go towards making the game more stable.
For the people who get the Quest 3, it will most likely improve their performance significantly, but it’s not going to increase the avatar and world restrictions. We want the Quest 3 to be an improvement in performance, not the same performance with two more phys bone components allowed
is there some trick to getting quest logs to work? i followed the instructions on this page https://help.vrchat.com/hc/en-us/articles/9521522810899-Where-do-I-find-my-output-logs- but no files show up in the Logs directory. a colleague had the same problem turns out it's Documents/Logs, not in root as the page says
Wow that's a pathetically small amount of extra ram
it's basically why they're keeping the specs until around launch
I mean that is a sad increase in ram for a "new generation" of headset, but to make the quest version of vrchat stable and run decently, thats just maybe enough
or not but idk, guess we will find out
I'd be impressed if they managed to get it to 7GB without making some things worse.
Apple be like
Same phone each year
Wth 😭
How the fuck you do that you angry pomeranian
Gotta go through all the work of manual 3d eyebrows and lashes because quest doesn't allow cutout... 😑
you could have just painted on those eyebrows?
thats what I was thinking
most people are not going to be staring close enough at your eyebrows to notice the difference
After I crashed yesterday my microphone stopped working. The microphone symbol wouldn’t light up and my friends couldn’t hear me, I tried powering off my headset and powering it on again but it didn’t work
Go to settings, voice, change input and or output systems
In vrchat
I tried and nothing worked. I think it might be the new update because this never happened before and my controllers started glitching as well but I honestly don’t know
That’s just stick drift most likely
And meta updates
You might of broken your headset if you changing your mic output and input not working and even hard resetting your headset
I don’t know what to tell you other then making a support ticket or searching online
i keep having a weird thing happening where everyone’s avatar get big then my screen goes black then everything goes back to normal BUT i cant hear the world or any people i cant hear ANYTHING but my mic works and at that point i just rejoin the world.
how to exceed quest poly count with just your eyebrows
seriously that avwill crash a quest
I don’t think it will crash anyone, unless any of those are their own material lmao
Also it depends the size of the model in the game
Can someone in the vrchat team add FSR, to both quest and pc versions
basically everybody's custom shaders prevents that from being implemented correctly
google said something about quest 2 finger tracking maybe coming to pc, this text I read was maybe a year ago, is it happening? tried it on quest just now, kinda impossible to move or do anything, wondering if the pc version would work better, if it comes ever :d ?
basically meta isn't allowing hand tracking data to transfer to PC and it would have the same control problems
Does anyone have knowledge of the vrchat network protocol? I'm trying to analyze the traffic coming into the quest, but I've checked that UDP is coming in very high. Does anyone know what information UDP exchanges?
It uses Photon for networking (all I know about it).
FSR 2.0, DLSS and other actually good upscaling solutions can't be realistically added for the shader reasons Rainwolf mention.
For FSR 1.0 they wanted to implement it correctly, which literally isn't possible in BiRP, so it doesn't seem to be happening.
So they just recommend lowering the resolution manually, which honestly can look better than if you gave the final image to FSR, especially if there is post processing.
Thanks to you, I knew where to start.
Almost every time I crash my microphone stops working and I have to reinstall vr chat because of the new update, please patch it up
Now my mic isn’t working anymore even after reinstalling it 3 times
i think people on quest should be able to change their info on the app not the website for quest
Wdym by info?
You can change ur user, password, and bio on the website
this happened to my and my friends when on quest-standalone version too.
Was freaking out thinking I broke my earphones or something.
I have noticed that it happens when I try to play something on a video player inside a world, when using quest standalone vrc
That makes alot of sense
The first time it happened i was in the movie world with a friend
the other times i was watching something on the videoplayer
Im glad someone else finally has the same problem. (I don’t wish it upon anyone) but i thought it was just me😭
here's hoping they will stop screwing over quest users with every update
With them now deciding to support both Quest and Android, one would certainly hope the standalone version of VRChat would get more stable.
after i switch my build target to android any edits i make on the android target ver in unity wont affect the pc version right?
What you upload with the android build target does not affect the pc version.
thnx
I’m talking about not on the website like staying on your headset and no having to sign into your account on your phone or something.
What?
Are u dumb
What I’m trying to say is, I want to be able to change my email, bio, password ON MY HEADSET and not on the website
Why?
You worded it horribly the first time. Do not call me dumb you were making no sense.
And you can change the bio on ur headset
It’s not like you are gonna be changing ur user, email, or password all the time
You don’t need to be able to do it on ur headset? Plus it’s much easier on phone/computer
No
No what?
What are you saying no to 💀 I mentioned multiple things
Quest has it's own browser btw
managing accounts through the game is gonna be rare to find for almost any game
@nocturne sparrow ^^
Quest baked fog?
My normal pc fog doesn't work on quest for some reason.
Also... post processing? Is that not a thing for quest?
Some shaders do not work on Quest and post processing is not a thing on Quest.
and fog is not a post-processing effect
Two separate things.
I meant custom volumetric fog not unitys basic fog
Well why doesn't the quest allow post processing? Android can do it. Quest is android.
It's extremely performance heavy and the quest is already at it's limit
It isn't anything special for Android itself. So like is it to protect against people using stuff like pp AO which actually kills the performance
Maybe something with it being vr?
the headsets manufacturers developer documentation says don't use post-processing
fun lil thing thats happing
anyone have any ideas i cant really fix or do anything when i cant even reupload lmao
the whole panle its self just kinda break's down
avatar uses usaported sharder anyone know how to fix
hey does anyone know how i can make my world quest compatible so my freinds can play with me?
You switch the build target to android (there is a button in the SDK for that, below the title and above where errors or warnings can appear.) and while you should definitely remove unnecessary meshes and shaders in the world (and take a look post-upload since some shaders straight up do not work) you could in theory just upload immediately after swapping.
No, Quest and PC are completely separate content wise. You need to update each separately.
To help understand, your Quest world could be entirely different from the PC world. PC users could see Quest users walk through walls and vice versa because their version is different from the other platforms version.
Ah ok thanks
I don't know if this is the right channel but does anyone know how to fix my problem with VR chat and probably with my Oculus when I try to join my friend in a world it sends me back to my home world because of low memory I don't know how to fix can anyone help me?
Clear your cache (local and avatar) in the settings (specifically the debug menu)
How do I do that? Do I have to go on a computer or something?
So Yknow where your settings are (like avatar cloning) scroll to the bottom and (I think) under tracking and Ik there will be debug click on that and there will be two buttons below the cache size click them then restart VRC
Okay
Did it work?
Sort of I guess when I log into vrc it still says it after I log into my home world and also still happens when I join that one world in vrc is like half life
.
Ah yes everyone will totally fall for this
Will vrc quest ever let you film by camera?
That would be expensive for the quest to pull off, but one of the main reasons is prolly that even PC doesn’t actually have that feature built in
PC doesn't have it as maintaining an ingame recording software would just be really eh
it's gonna have to be really good compared to OBS for people to use it
And the quest is lucky if it’s running VRChat over 40 fps, and even then half of those frames may be fake with how quests render, so taking a large chunk of the CPU to capture and encode would lower your frame rate even further making for a slideshow of a recording
yeah it would require another camera and somehow have VRChat be able to record that to your headset's gallery
another camera on Quest would just be horrid
I have this problem daily and clearing the cache doesnt work for me at least
Hm
Cuz there’s literally not much of a fix
^^^
Quest 2 doesn’t have enough RAM a way to help is to not show very poor Avis and you use more optimized worlds but sometimes that doesn’t even help
Yeah at least it's not that big of a problem I mean it's not like it's stuck in a loop
👍🏻
I’m just saying quest 2 just doesn’t have enough ram 🤷♀️
. But this can help
Ok ty
The fun part is, the "memory problem" we're having on quest wasn't a thing a year ago, idk what have they done to the quest ver of the game to run this bad actually
(Yes it was, it just didn’t do it as gracefully)
I'm a PCVR player but when i upload a quest avatar i have to open the game standalone to test if everything is fine but sometimes the "low memory" loop never ends and i can't even join the optimized box ...
i never have that problem before untill last month
People have been complaining about quest crashing issues for years, including resulting screen corruptions until a restart
Those were due to lack of memory, the memory issues aren’t new, just the warning that you’re out is
Maybe less memory leaks can fix the problem idk 🤔 i'm not a programmer but sometimes on pc my VRC eats 30 GB of ram before crashing much haha funny moments
Well the quest has 6GB, 2 is already taken by the OS
So crashing is bound to be more prevalent, especially considering how infrequently people actually consider the quest limits
i think if you don't enable everyone's avatar your game can run in 4gb
at least on pcvr i have checked it and it goes from 700MB to 2~3gb
People don’t do that though
they usually complain about crashes the most
i know but we are talking about a bigger problem,
where did those 4 gb of ram goes when i open the 1's optimized box alone?
Could be a multitude of things
Could be your avatar, lingering memory that’s not yet cleaned by the garbage collector from where you were before, that’s really all I can thing of
As i said, i'm not a programmer, i know it's difficult but they should take care about memory usage on quest, a big chunk of their player base are questies and soon androidies (?
There’s not much the team can really do while the game has such open UGC
I know they will be limiting texture sizes in the next Unity update (to prevent 16k textures instead of the current engine limit of 8)
let's hope the jump to the 2022 ver of unity helps
And they have added texture memory usage limits to performance ranks
I always keeps my avatar in the greens on that one specially
And the android version has forced very poor off (with no option to turn it on)
So the teams is definitely trying, there are just limits to how far they can work without encroaching on user content
hard limit on texture memory should help
Just out of curiosity, is VRChat gonna bridge the finger gestures with the finger tracking for Quest 2? I know we have Virtual Desktop that allows Quest users to use gestures without controllers, but they didn't add finger tracking for gestures without Virtual Desktop.
It isn't on VRChat to support, they can't do anything until Meta allows PC games to use the hand tracking and currently they aren't, with no indication that they are even thinking about allowing it, so I would say it is best to assume PC VRC will never get Quest hand tracking support.
fun fact, Oculus Link has hand tracking support but only on the Unity Editor for some god forsaken reason (https://developer.oculus.com/documentation/unity/unity-handtracking/)
Wait, I asked why the Quest platform on it's own doesn't allow gestures without controllers, not the other way around. 0.0
For many months now you've been able to use hand tracking on Quest standalone
for a little while i was using it on pcve thro virtual desktop. idk why that stopped working
aslo does any on here know anything about osc for the quest
im trying to get it to talk to a pc application
If you mean you can't click anymore then Virtual Desktop swapped to OpenXR, which has lacking hand tracking support, so they dropped that feature.
Personally I was relived, since it was so easy to accidentally click on stuff.
But I do miss it making gestures, still, it is personally more useful for me now.
Ok so like when is quest sound coming back to quest ? I feel like that was the most best thing that happened to quest. And was curious on why you removed it. It was amazing to finally hear things that pc users can only hear. Like an boop contact on the nose making an squeaky sound. It was amazing
Avatar sounds are not coming back ever to the quest as they were never officially implemented featured just people using terms of service breaking modded sdks and a bug that allowed them to be uploaded it all and some of the reason they would never be officially implemented is the CPU is not powerful enough to handle all of this sound effects
Ah ok
The only possible way is if they create a "sound dynamics" like the physbones but I think they will not develop this feature right now
According to reddit and ask.vrchat.com, it is possible that VRChat may have a more sophisticated way of getting Quest avatars to have audio again. Yes, third party noninvasive software was used to get it to work in the first place, but like hand tracking, their's room for improvement and development in our every day enjoyment of VRChat. Which is also why we love it so much.
Honestly 1 sound should be allowed , and if not at-least make it so I can have it local. Be able to play goofy stuff to myself would be nice.
Hey everyone! Quick question for you. I'm teaching basic VR development at university and from this year want to start teaching VRChat dev in Unity for Quest to my students. I use PC but all my students use Mac. I know that VCC is only available on windows, but is it possible to dev without VCC on Mac? Pretty sure it's possible but just wanted to check with y'all to confirm.
Not to my knowledge, they don't release SDK anymore outside of VCC, so not really
If your limited only to mac I would check if those old SDK builds still work to upload on live, won't have some features but that might be the exchange you may have to make
(So if your college offers PC's for development, may be the option for mac users, either that or having someone extract the SDK (Which is probably not ideal for a university class))
Wish you the best of luck though!
I will warn you though, uploading to VRC requires getting basic ingame ranks, so if your teaching a class, getting everyone to "upload/SDK usage rank" may be difficult (Hours of playtime at least), so perhaps getting some accounts for students may be a pre-requisite you may need to account for
You would prolly have to put a limit on the file length and quality as well, prolly force mono audio, but it could maybe be done then. Granted that could also double the audio performance cost on the CPU because every avi could potentially have one plus the person talking
Tho maybe one would be fine, normally I instantly say no to audio on quest but that’s also cause the discussion is generally “audio should be just like pc on quest”
Glitchy is actually incorrect about there not being ways on Mac, there are multiple ways to get it outside of the VCC.
There is VPM, which is a command line tool https://vcc.docs.vrchat.com/vpm/cli#mac-and-linux-support (technically is VCC, but in command line form, but VPM works on Linux and Mac, VCC does not.)
But even then, you can actually still manually download a up to date SDK when logged into the website, it is just under the button for downloading the creator companion in the collapsed "Manual SDK Installation" tab.
The VRChat Package Manager is available as a Command Line Interface application, for advanced users and automation.
@fallen portal @gusty ember Thanks for the info! I really appreciate it. I was able to set up the SDK manually yesterday and found a repo for ClientSim as well, so we should be good for setting up on Mac
https://github.com/vrchat-community/ClientSim/releases/tag/1.2.7
A couple of follow up questions:
About how long does it take to get to "upload/SDK usage rank"? In other words, how many hours of play before students can upload to VRC?
Finally, has anyone here used the unofficial VCC for Mac by AranoYuki1?
As for how long it takes to get rank, not any finite number I’m aware of
It’s variable but it’s at least 5-10 hours so not feasible for students
I would probably see if it’s possible to share or pre-create accounts for students or contact VRC to see if they will give an exception
The only guaranteed way to immediately jump to it is to purchase VRC+
Awesome. Thanks for the info. And great idea about reaching out to VRC directly. What I might do then is have students develop and test locally, then upload the worlds though my account (if they can't reach status). I'll be creating a sort of hub anyway from which people can visit the student worlds.
Is it possible to make a questies screen shake like a pc player's without shaders?
no, and you should generally avoid those kind of shaders, they can be very disruptive
day 1 of asking: please remove the new update that sends us back to our home whenever anything lags us out a tiny bit. I was fine with the lag, now I crash anytime I join a world with more than 6 people.
It’s either that or the game crashes. The Quest 2 only has 4gb of available ram that games can use, best thing you can do is not load too many very poorly rated avatar.
The game glitches so much where worlds cannot load on quest. “There is no memory” but I clear data and only have 16mb in use. Can this be fixed? It’s been an issue since June 2023.
memory is referring to Ram consumption and no not really as far as doing anything about it
:((
as vrchat cannot do anything about increased Ram consumption potentially caused by the quest OS
Vrchat is the only game on my headset I’m just annoyed at the constant issue
blame the users uploading the extremely poorly optimized content, not the devs
And if there are devs to blame, it is mostly the devs in charge of updating the QuestOS at Meta
Bullshit. I've had this quest since it came out, been playing VRchat ever since then, I only crashed around 5-10 times in that entire period. It was only ever from crasher avatars. I never had a single issue otherwise
Now, when I join a world with more than like 10 people in it, EVEN WITHOUT LOADING THEIR AVATARS, I get sent back home.
I can't even play games like Zombie tag anymore because the world itself is apparently too much for the quest to handle now.
Are you wearing a very poor rated avatar yourself?
Nope. I always wear an optimized avatar.
I used to be able to hop into Zombie Tag with like 10+ people, all avatars shown, running great
Now I can't even open an invite only instance by myself.
It’s a wonderful combination of slightly the VRChat team’s fault and then meta bloating the QuestOS. The quest has had a lotta new updates and features over time, and even if they aren’t on, they don’t come free (partly cause they are kinda bad at making operating systems, granted it is like their first one ever) which leads to the operating system taking more memory then it used to that used to be free for VRChat to use
I hope vrc adds another Shield function. One that protects me from an attacker.
Wdym an “attacker”
I'd want a function that allows only my friends to see my avatars or I can select individually who I want to see my avatar. People get hateful when I use anything but an eboy.
I don't want to have to block someone for upsetting me just because I use an Umbreon or a cute avatar.
I was about to get vote kicked just for using a knight in Blackout.
Then block them
Well no other way around it really
It was 4 people
I wish I didn't have to use just a fallback in public instances.
Whenever someone doesn’t like the Avis I wear I either mute, block or just ignore
Just don’t listen to them it’s their opinion so just block them
T-T
Well idk what else to tell ya
preventing people from seeing your avatar will turn the entire game into fallback chat
and yeah you should probably just block and ignore those people who are mean because you're not wearing a e-boy
wow they really like their ugly ass models huh.
I KNOW!? RIGHT!? E-boys and e-girls aren't the only models.
Some people aren’t a fan of certain models. As the person said above seems like they don’t like their models everyone has their opinion
But if you don’t wanna get hated on for it just block them it isn’t that hard
Im interested to develop in VR chat, how can i get started? is there an SDK for unity?
If you do have a rank (New User or higher), consider downloading the Creator Companion available on the website. It has everything you need. :3
thank you!
I recommend you get a gaming computer
As a side note, I do appreciate vrc adding a feature that allows players to use a thumbnail when uploading stuff and I don't have to play in the Game Window to upload.
Although for lighter content creation (like avatars), weaker devices will work fine
Let's just hope they don't fry their computer with pcvr. X(
Just talking about uploading content here
Without the whole “VRChat” part Unity runs well enough on lower end specs
Indeed
thanks. yup i have one
Is vrc gonna get an update for more memory on quest avatars?
the quest has a fixed amount of ram so there's not really anything VRC can do about that
Anyone know how to dev good with saccflight
Hey guys I am conducting a little survey on backend tech that game devs and studios are using. Can you take out 2 mins of time to fill this survey and do pass it to your other friends who are in game dev https://docs.google.com/forms/d/e/1FAIpQLSdUGE5FemlJrKX7ahOpvhYt0DSOEk63iNMwFDxvM-F_tBoc-Q/viewform?usp=sf_link
If anyone has advice on how to properly put music in a Quest world much is appreciated
Why is it that when I turn my head, terrain in the distance gets cut off? It's like there's some sort of draw distance render issue. How do I fix that?
So let me get this straight
Quest shaders don't allow you turn off backface culling
So I have to duplicate my mesh and flip the normals
Doesn't that result in the exact same performance impact? Or technically worse because it's a higher poly count now?
Can someone help me find the logic in this decision?
That would be less triangles rendered over all because you're not having to render the back sides of faces that are completely hidden
I mean if I have to duplicate the mesh and flip the normals isn't that just going to be worse performance than if I just turned off backface culling
I guess since yeah I'd skipped over hidden ones, I'd only be duplicating parts that need flipping...
Still feels like it should be optional,
You wouldn't duplicate every single face on the mesh
No I wouldn't
But I think it should still be an optional setting.
It's not like quest is especially performant anyway, for example it literally doesn't even have a poly upload limit or material limit anymore
Having to bring a model back into blender to duplicate and flip some normals for quest is such a pain if the model is already set up with a ton of stuff in unity because that will most likely break everything from re-importing the model and exporting it again if you don't have the blend file.
Would be nice to just have a quick fix to be able to turn off back face culling just to make so many quest models look better without 10x the hassle
if you keep the FBX names exactly the same, you can delete the FBX file in unity, inport the new one with the same name and it will slot itself back into the scene and everything
you need to redo any import settings you made on the FBX file in unity like lil edits to the humanoid rig for example but thats it
phys bones, avatar components, all the stuff is good unless you changed the bone names or something
which you can also get away with if you know what you are doing with the bone hierarchy
Don't even need to delete, I have had luck just overwriting the fbx from Blender when exporting.
^
that's what I always do. I have the unity project folder my models are in bookmarked in the blender export window. when I want to update my model, I click that folder, select my export preset, and click Export. when it's done, I click on Unity, it re-imports the model, and the model updates in-place
thats only if you have kept the .blend file which usually i do, but thats not always the case.
you can just grab the FBX from the unity project and toss it into a new blender project
and the name of the exported FBX, which is what matters, isn’t dependent on the blend file
Oh God do NOT do that
Unless you plan on remaking most of the unity stuff again.
If you edit it and overwrite it like that it will absolutely mess up the model
excuse me? no, it does not. I've been doing this for 3 years.
Do not touch the rig or the weight paint and then overwrite it, it will absolutely break
if it's messing up your model, you did something wrong along the way
Been doing it for 5
the hell? are you sure you're qualified to be giving advice about this?
Are you?
definitely
Cool story
These Canadians. Only good to us for their significant exports of nonfuel minerals
You can edit shapekeys, rename or add meshes, add materials,
But if you change something about the humanoid bones, like their position or weight paint, it will absolutely get corrupted in unity.
Importing the model into blender also reorders the material slots, which breaks unity animations for materials, and reorders the shapekeys which can be a pain for vrchats lip sync and auto deletes shapekeys that have no vertex changes. So now you've just lost the .sil viseme already which will cause issues in vrchat.
I don't need to go on
If you must reimport it into blender, export it as a new fbx. Do not overwrite
Ok but seriously there is interaction between unity with model files and stuff so taking advantage of the time saving feature is only natural
Whatever you are doing in your process isn't quite the same as Sacred apparently
🤷♀️
It's fine if you have the blend file as long as you don't touch the humanoid stuff
I'm not trying to like personally attack you, I'm just trying to warn people
it will only get "corrupted" if you didn't export with the same export settings, a common mistake. I will say that if you're unsure of what settings were previously used to export the model, notably Apply Scalings, you should export as a new FBX the first time, use Pumpkin's to copy all components from the old model, and subsequently override that new model with the same export settings.
to be able to have the model properly update in the scene, you also never want to unpack the FBX in the scene. doing so breaks the prefab link. things like meshes would still update, but any pose or hierarchy changes would not, and that could cause problems. otherwise, everything should update just fine. the worst thing that you'll likely have to do if you change bone positions, in which case it's a simple matter of going to the rig config, doing Reset pose, and doing Reset pose in the scene with Pumkin's (often not even needed).
not knowing how to properly update models in unity will waste a lot of time. I've been working on an avatar today and have updated the model at least a dozen time.
What if I'm a chad object file user
I pride myself in efficiency, and I try to optimize my blender/substance -> unity workflow as much as I can.
Reimporting still re aranges everything and deletes shapekeys with no movement
So id say to new people be cautious
no, it does not. if you're using CATS's "Fix model", perhaps, but that should never be used outside of MMD models anyways
I'm not here to argue with you, we don't need to continue this. my point is simply that updating things in-place in unity will save you a lot of time. there's just a few things you need to keep in mind, and you won't run into issues.
And I'm just trying to warn people these are common issues that happen.
Always make a backup of your fbx if you plan to overwrite it. And always save the blend file to reduce hassle.
What do you consume on a daily basis to get visual input for your substance painfer
sure, both of those are good advice.
👍
if it's your first time overriding the model, definitely make a backup. if you've made yourself a blender export preset, and it's not the first time you've exported the model, overriding without a backup should be fine.
in terms of backup, it's probably a good idea to have a backup of everything. I personally use Backblaze's personal backup, it's like 7$ a month and my entire PC could go up in flames (that exact thing happened to a friend of mine), and I'd be able to recover everything.
I’m having a problem in which my Quest version won’t load in. It downloads and people can even see the avatar icon + it’s stats, but my avatar stays as the blue diamond loading avatar in T-pose
Link to more info:
#1156637549402525806 message
Question. Will vrchat quest to pcvr limitations be increased for quest 3 specifically?
I mean it looks a lot better based on what we’ve seen.
the price difference warrants that there's probably not gonna be many Quest 3 users compared to Quest 2
they are not changing the limits at all as most folks will still be using the Quest 2
As Rainwolf says, they are of course not going to make the game uplayable for everyone that doesn't want to cough up those 500 dollars.
And VRChat wants the game to gain a bit of stability on Quest.
even if magically everyone moved to quest 3, I think they still wouldn't increase any of the limits much. Quest 2 is unstable with the current metrics, we wanna use Quest 3 as a buffer, not increase the limits instantly for the same experience on quest 3 plus a couple extra phys bones
because people don't optimize
I've had 70fps moments before
I've seen some impressive 20k poly avatars before I really don't think optimizing is hard when you do it while modeling
and not after exporting
smaller poly count and then scale up textures to compensate a little
This probably has been asked before:
Is vrchat going to allow more instructions/transparencies on the quest 3 with vrchat? or will the resolution just be upped?
would be cool to see the roadmap for a quest 3 build of vrc.. as world devs and shader coders can prep for maybe being able to do more on the more powerful hardware... would be nice rather then just having more resolution to bridge the gap more between a pcvr user is my hopes.
Probably not because any performance would be going to make sure you can maybe get 45 fps once in a while
thats a shame if true.. i mean i can get 45+ fps with quest 2.. i think most of this is avatar related rather then world.. so I hope they expand the reach for worlds at least.
was kinda joking but the quest 2 is already running it incredibly thin for performance already
And Meta does have performance requirements for quest store games
It’s honestly a miracle the game’s on there as is
And the quest 2 will still be supported for quite some time longer, and one platform split for content already took quite some time to resolve
i think they benchmark the starting world.. for social platforms there must be an alternate rule
I think it’s more for VRChat there’s an alternate rule because the game is really popular
But along with this, the quest 3 will still have similar rendering pitfalls to the current quest because they’re both mobile architecture, so too much transparency will still kill it
they're not changing Avatar limits at all for the quest 3 and transparency rendering would still give the Quest 3 a hard time
I'm really not sure why, but background music just doesn't work on Quest in my world anymore
it works perfectly fine in the client emulator but not on quest
I also had some issues like "Connection Timed Out" and "Cannot join instance" when loading VRChat with the world set as my home world, but they didn't show up when loading the world normally, i really have no clue what's going on
shorter audios like sound effects work perfectly fine
no changes despite the hardware improvements?
thats not fun
most people would still be using the Quest 2 and they would want the extra Hardware in the quest 3 to go to a higher frame rate not immediately get spent on more triangles on avatars
couldn't they just add a separate graphics tier for the quest 3
also, does anyone know what could be causing this? it worked perfectly fine before the latest update
my audio clips are set to Streaming on Quest, does that option not work in vrchat?
that would be annoying as all heck for Developers
true
and a lot of folks are uploading very poor avatars anyway so they would still be very poor even under upgraded Avatar ranking
and like material count would no go up even if they were only worrying about the Quest 3 because of the ram of it being not that much higher at only 8 gb
Avatars I can agree but worlds...I would love more option
the ram not being a significant Improvement would get in the way of Worlds looking better
Tupper did the right thing. The bugs started happening so we needed to roll back.
i just hope the update they're gonna push in a few hours doesn't break things again, the announcement in #open-beta-announcements doesn't really mention anything related to the memory issues, "VRChat is not responding" or "You cannot join this instance", just crashes when leaving worlds and an issue with avatars
yep
hmm for my painful head that I use that is not quest compatible I am considering migrating it to use a fur shader for those parts of the head mesh (since it is a loose object I can easily separate them from the head to consider splitting those parts into a separate material before rejoining them lol) 😅
Sometimes your avatar got stuck. Like, my friend was carrying guns but his avatar, name plate, voice were in a different spot ... just frozen. He can move but his avatar, audio space, and UI will stay in one place. It looked like he was a blocked user carrying blasters but wasn't.
Anyone know if it might be a good idea to use a fur shader for eyelashes / eyebrows though?
would a normal map be better?
could, but I need a way to simulate a cutout without using cutouts 😅 due to it being expensive for quest users.
I still need to figure out on using a normal map with doing some trickery like say for example:
- I want a part of the model, but I want it to use a single color material that uses a normal map which then at runtime is used as a shader to make it look like the item uses an image that has multiple different shades of that same color (or could be shaded all the way down to black for example on parts of it) 😅.
that is hard. the shaders are limited and I wish they were reworked.
ye
it would be cool to have special textures though that act like that, but at runtime are used as shaders 😅.
(so then they actually do not use texture VRAM)
yeah ... that hurts both the memory and performance
yeah large textures do be like that.
So I’m having an issue where I can’t see invite/request notifications. Simple as that. They don’t pop up at all
no, really bad idea
for PC, use Hair cards. for quest, you can either use little pieces of cut out mesh, or you can paint it directly onto the face
it also seems like you don't quite understand what a normal map is, and what shaders actually do
"hair cards"
Woah, VRchat avatar creators don't know what those are, obviously individually modeling each strand of hair or using a fur shader is more efficient /s
considering hair cards are not available at all on Quest I'm not surprised
welcome to why the quest version of my avatar for the longest time just had square feathers
are there any shaders that use dithering for transparency on quest? i want to have a rolling fog effect above the ground in an area of my world
you can use custom shaders on worlds
i know, i am doing that, but are there any quest/android specific dithering shaders for vrchat? i couldnt really find any
I wanted to connect my Quest 3 to PC but there is no Oculus 3 option in the oculus app on PC, anyone else solved this issue?
It hasn't been updated for the oculus app. I believe it will be out soon. It may be out right now and you should redownload the oculus app
Not too familiar with the Snapdragon from the Occulus 2's specs...
What I want to know is if CPU or GPU of the Quest 2 has a higher budget, so I can better decide how I want to go about this world I'm doing...
Does anybody have a Lameman's term for the comparison between the two?
Ram would be more your limiting factor as far as how detailed could you make your world
i think it identified my quest 3 as a 2 but it still worked
My friend is having problems trying to get on VR chat. He said that it loads and takes it straight to the oculus world. He has an oculus two. He said that the problem has occurred ever since the new update. What do I tell him?
yo, so my friend is kind of stuck, they restarted everything but their router. Their just stuck in the ground not being able to move
It’s a recent problem
Don’t think there’s a fix rn
Very excitingggg!
Finally i hated that
Nearly destroyed my quest because of it
Yeah, I thought I was going crazy too
I went as far as to go down to the hardware level and profile with qualcomm's tool and it was showing wacky number so
hopefully images provided helped with addressing that!
i need help how do change the shader to vrchat moblie shader and how do i remove some physbones
wdym?
well i watching the video and it says i have to remove some physbones to convert the avatar to quest
I'm playing right now and every three seconds it lags
Yo, imagine if the VRC devs found a way to get audio sources for quest avatars working with out crashing you or anyone else. that would a dream come true
that's not something vrc can fix without major rewrites to the audio system
The modded audio system ran perfectly fine back when that was a thing. So it’s confusing on how that would require major rewrites to the system.
They function similar to the normal audio system.
the quest 2 headsets are all identical so if vrchat tested it they could get a answer as far as if it was satisfactory amount of not crashing
and also VRC has to consider scenarios where like everybody has one of those not just a couple of people
Only the future could tell
vrchat is not going to change any of the Avatar system for the quest 3
It still would be nice to make local audio sources
Quest 3 doesn’t change much I know that
I meant in general if audio systems could be a thing
As on quest2 I am able to listen to YouTube and play whatever world
How do you make volumetrics on quest like in The Smile room?
i found a few shaders to do this, but i dont think th eones i found look that good! let me know if you find the asnwer!
I found an answer that works well enough for me I take a cone adjust to my liking, duplicate it and the wider edge loop I shrink and if I want more density I make more clones
And then a gradient texture that fades from white to transparent
And then unity texture compression does the like noise for me
And it looks passable and I'd imagine if I have more tweaking it'd be even better
https://www.youtube.com/watch?v=YyFx5HDbgSU took a minute to find but this is the amazing video i used
This is a better version of the original video on how to create a ps1 style horror game using unity by hacktic
In this video ill be going in depth on the basics on how to set the project up if ure just a beginner, consider this tutorial a sequel or prequel tto the original tutorial, The video is a bit long and i showed you how to set up a terr...
uhhhh guys am I tripping or has the shader update just been secretly dropped without mention????!!!!
this is on SDK 3.4.1
oh my god it's so simple i love it lol. i will use this! thank you!
:3
oh wow!!! i haven't checked out the standard lite shader in a while! looks like it was updated on 6/29?
https://ask.vrchat.com/t/developer-update-29-june-2023/18711
Welcome to the Developer Update for 29 June 2023! This Dev Update’s thumbnail features “Dusk”, yet another gorgeous map from prolific world creator Lucifer MStar! It’s that time of year – grab some tea, sit on the porch, and listen to the crickets and frogs as the sun drops below the horizon. If you’d like to catch up, you can read our prev...
it wasnt made live then
it was only recently and they havent announced it
makes sense! i was trying to figure out if i could use the standard lite shader for my map and it wasn't doing what i wanted it to. i'll give it a try now that it's out!
also it finally has shadowcaster support so post processing should work properly if you use it on PC avatars now
question has it been tested if the upgraded features show up when actually uploaded to vrchat
not yet
so I have been noticing audio sources dont load on the quest side(not sure if the quest 3 users are experiancing the same problem) but im new to making audio work in my vrchat world for quest and curious as to if there is a way to get around audio not working
Audio sources aren’t allowed on quest g
And the way to get around audio on quest to work is with a modified sdk which is against tos and not allowed
im talking worlds not avatars
how many sources do you have?
also unitys audio priority system is odd so id look into that too
effectively though it shouldnt behave differently to PC world wise as far as I know
one and ok i'll look into it... so far it disables the audio source when I'm in and I have a toggle to turn it back on but most of the issues are on quest side. thanks for the reply @pulsar fable
I can’t believe I got excited over new texturing abilities lmao
Frankly anything they change at this point is something to get excited about and I hate that :/
Now we wait for imposters
Are there any performant & aesthetically pleasing assets / approaches for stylized water that works well on quest
thats a very open and vague question to be honest
Guys when i try to load any world what is bigger 300 mb after some seconds back me in my HOME world and dont let me join "bigger" words why ? what i can do now ?
The quest has a world size limit of 100mb, hence you cannot join larger worlds
You cannot change this
Ooh ok thanks yu
I think 'looking for approaches to stylized water that perform well on Quest!' is pretty specific, even if there are a variety of such approaches!
Mochie's water shader can work very well with quest. While the default settings are Quest-destroying, it gives you enough options to make it quest compatible. Once you do that, you can replace the realistic looking normals/textures with something toon styled.
what quest compatible shader allows transparency?
On worlds, pretty much any, on avatars, the closest I think was particle additive, was one of the particle shaders at least.
Thank you! Has a very nice look as well.
How do i set the world volume for avatars in my world in Unity. They fade off real quick?
can I ask whay is this ? because i try every fix for me but there is nothing
Hello everyone. Are there any updates on using Quest 3's mixed reality in VRChat? I envision a board game, similar to VegasInfinit, that allows placing the poker table in one's actual environment. Looking forward to your responses. (I would like to program a mixed reality board game.)
I’m having issues with hearing other avatars voices at a distance in our world what settings do I have wrong here? 🫠
you have it set so starts to roll of at 1 so i would try changing your min distance up more on the 3d sound settings
on the spatial blend? What would you recommend?
There is no official support for that and folks are just using virtual desktop to chroma key out worlds that have green backgrounds to do a mixed reality setup in pcvr
@JMMM, I've noted similar audio problems recently. My audio sources work fine on PC, but "play on awake" suddenly stopped working with Quest. I was experiencing the problem in all my worlds. Some have a few scripts that I might be inclined to blame, but others are very simple, with only one audio source, no toggles, no volume sliders, and no scripts other than the VRC_SpatialAudioSource component.
This was the hack I came up with to jumpstart my audio. I created an empty, called SoundStart and just placed it in the scene. I added the script component (Udon graph) to the empty. The script is called by the OnPlayerJoined event. It checks that it is the local player (the player who just joined). If true, it makes sure the AudioSource, named FireSound, is enabled, and it plays the sound. You would need to add additional enable/play blocks for each AudioSource that is supposed to to be playing when a person joins the world. After enabling and playing the AudioSource, the script deactivates the empty, SoundStart, so the function can't be called again. Deactivating itself is probably not a necessary step, but I wanted be sure nothing continues to run in the background. I tested the script with two players and multiple rejoins. My sounds are now behaving as desired.
@mighty ruin I have been trying out ideas like enabling audio source through udon and this is exactly what I have been looking for Thank you soooo much for this!
Does anyone have a favorite shader for cutouts/foliage on Quest (preferably with lightmap support)? Are there any tricks you've discovered? Some worlds seem to get away with a fair amount of foliage, while others have unbearable distortion and artefacts. My own experiments have given mixed results. I've had decent luck with the z3y lit shader. I love to see how far a mobile chip can be pushed to render complex PBR stuff, and I'm amazed at how much the Quest can handle before losing framerate, but avoiding peripheral visual noise is challenging.
can anyone recommend a world where devs meet up to share ideas etc?
Why not create a new accessibility feature to the camera that allows quest users to film videos using the ability of the VRChat Camera? Not just being able to only take photos
vrchat doesn't have any video recording functionality
Recording video is very intensive and the quest is already at it's limit
Would be intersting to see if they've tried it before
Tbf, you can already half do it using the built in recorder, except it is only your view beibg recorded.
However last new year they did demo a in game recording feature that I am pretty sure was available on Quest as well, it was a button you could press that started a one minute recording of a drone flying a preset path in that world.
Seems like they didn't get around to doing anything with that feature though.
funny! new update and theyre still not taking away the lag per second
aka preloading.
Did they fix they lag yet
nopee
My vrc has been “stuttering” for a while now, is that normal or could it be a internet connection issue?
Mine used to stutter alot
When I first got my quest 2 like a year ago
But I havnt seen any since then
Did it start happening after the newest update
I believe so
Usually mine works fine unless I access my wide menu, then my game starts lagging every few seconds. So ig if you don’t want the lag, try not to go into your wide menu
thats a fun bug totally not annoying
can a Quest world have Multiple Reflection Probes? or only the one in the lighting Tab?
you can have more than one reflection probe
I'm planning on converting my world to Quest. would it be possible to make some areas inaccessible on Quest that are accessible on PC?
Quest and PC contents is entirely separate.
Which means that yeah, if the Quest version of a world lacks a room, then Quest users cannot enter that room and PC users will appear to phase through a wall.
Sounds good. I just didnt know if it would cause sync issues or anything.
I’m trying to convert my PC world over to quest. Right at the end of the process where Unity reimports everything after switching the platform to android (which takes a few hours), Unity just crashes. Hoping someone can help.
if you open back the project it should be already in "android build mode"
and complete the atsc texture compression
I’ll give it a shot.
Unfortunately it’s still on PC.
remove all the things that cant work in the quest version then switch
probably it's a script
Sounds good.
man i love the fact that the lagging per second, preloading, turned to half a second! love it vrc! (er)
Got another issue going on. The SDK seems to reload itself as the world is uploading. I managed to get it uploaded earlier but unpublished it to fix some issues.
guys if i delete my meta account it unmerged form my vrchat account?
anyone noticing avatars shaders are loading in wrong?
Your not the only one
Because the update fucked up the shaders
what did this update do? is there any way to fix it?
Idk
Standard material cutouts don’t work neither
The standard shader isn't supposed to be available for quest avatars
wait are sure shaders gucked up
i’m pretty sure they meant the lite
or whatever it’s called i forgot
wait yeah why are some mobile shaders weird looking?
some of my avatars in this new update don't look like they normally do (and I don't use modded stuff)
do you have any pictures of what they look like before and what they look like now
I think my friend has a pic of what it looked like before
and i can get one of the current one
cool as it's easier to narrow down what's going on if we can see it
my friend doesnt have a old pic but this is what is looks like on quest (it's used to look alot more brighter before)
Buggy changes from the open beta seemingly seeped over to live accidentally.
What development mean?
One message removed from a suspended account.
Make sure to check that someone hasn't already made a similar feature request.
And post it in #feature-requests (the devs don't read the channel) if you want input on your feature request.
SO
I have an avi that I made a while ago, I have the unity file ready to publish for android (so i can use it on quest) and there are no errors top tier performance etc etc. But I can't because I haven't played enouth or smth? It's the ranking system I believe. If someone with a rank high enough to publish could I would really appreciate it, but if not, what should I do? I play VRchat all the time and my rank never goes up. I've shelved the file since like late 2021 because I could never put it out
If a cool guy wants to do it for me DM me for the file (I dont want someone stealing it)
The person could not upload to your account since that would be against the rules and put both of your accounts at risk
And you of course couldn't share the files if you paid for them or they aren't supposed to be shared.
And for the ranking thing, in VRChat is your rank really still "visitor"? (you can check in the profile).
yeah!! I play a healthy amount which is like. multiple times a week and i still can't when i try to upload
account name is mothman18 if thats any help
I assume you aren't much in populated instances then?
People mainly doing solo stuff usually don't rank up easily at all.
Black Cat mostly
Hey, when I go into unity and try to export an avi for android it says I need a different shader for the material, but won't let me edit the material. how do i fix this
so NOW the problem is that when I export the .FBX into Unity the index finger distal bones just. stop working
its fine in blender, weights etc
but when I port it they lose the part of the hand they need to move and it sits still
Is there a way to limit the quest 3's performance to that of the quest 2 for testing purposes?
Ask meta ig
I happen to have issues like this so I just delete the avatar and undo. It fixes if it’s a unity issue, if it’s not, you’d have to go and fix it on unity
It’s not hard to assign the bones as you just search for the same bone and put it as select bone
(not recorded by me)
Can anybody fix this situation blue stuck bottem i try so hard to fix it doesn't work I use the cleaner machine but doesn't work what I can do to fix it????
take your batteries out for 30 mins and then put them back in if that doesnt work restart your headset
@past sable i did and is still dousnt work
What exactly is happening I don’t really understand
you may have to factory reset your headset
Everytime I load vrchat it's saying "make sure your starting vrchat from the oculus pc app" I don't know what this means
It means stop using the Oculus pc app and start using Virtual Desktop. I hated that message. Virtual desktop makes everyting so much easier.
Use Virtual desktop and SteamVR to run VRC
I use stand alone Quest tho
Ah, That's weird then.
I have no idea what to do and it won't let me click the ok button :[
Try uninstall then reinstall
I have an issue where if I go into my social menu enough times my game will start stuttering
Every 3 seconds it'll freeze for a second then unfreeze, it's better or worse for some people so I'm wondering why it's doing that
That's what it's happening to mine
Seems kind of ironic how when I use Airlink so quest can handle everything perfectly fine but if I use normal link with VR chat everything is horrible doesn’t this just proves that the quest is capable of running PC level graphics
I think they should add a disable quest limiter function giving that user the pc renders
Of course it’ll be defaulted to off
Especially with the quest three supposedly being more powerful than the two
I don’t have one so I don’t know
Any word for a cutout shader option for quest?
that is never happening because the quest can't handle it reliably
Doesnt quite make sense, but alrighty
No, because in both cases your PC is doing the rendering, not the quest, and the quest is acting as a glorified video player.
I mean if you wanna crash every second lmfao
There’s a reason to the limits, as much as it sucks, they are there so you can enjoy vrchat without issues.
I’m pretty sure everyone who owns a quest knows that frustration not being able to see certain things, and hear certain things.
that is technologically impossible as your computer and the quest are speaking different chip architectures so they're literally incapable of seeing each other's content
Primarily because Unity's asset bundles just aren't compatible cross-platform and are built specifically for the platform selected.
this, some avatars have shaders and parts that wont even build on quest, which is the first step to getting it to show in game. nothing avatar makers or vrchat can do about this besides some avatars using different shaders or removing buggy parts to make a quest specific version.
standard lite update did this
Well I think they should at least give quest users the option to disable fall back so that you can see the actual avatars
That’s the most annoying part of quest version
fallbacks are there for a reason tho
Fallbacks are there for when you wouldn’t be shown the actual avatar
half the time its because the avatar wasnt built for quest
so you literally cant see it either way
Arm vs height slider has been broken on quest for a bit
I wanted to tell someone but I wasn’t sure where to go to do so
Vrchat acting up
yea i cant get in
ive been in the loading menu for an hour
Servers are down #server-status
Are you in a home world or error?
Is it working for people pc-vr
No im chilling ina friends+ wit my friend
How long have you been in it
About almost an hour
Outage only started at like 10:30 so
Idk whats goin awn
It’s mostly an API issue
It’ll be fixed within an hour I’m sure
The downtime is gonna be insane
Imo the issue is when people spam to get in and only make the servers worse
my fav world
Jesus…
The best world
right
Omg that world is so prettyyyy
Who esle hanging there rn?
just me 😍
Oof
I was in error for awhile, but the smart thing to do to lessen the load is to stay off till things have been fixed and allow time for things to settle
Just general rule of thumb tbh
that’s what im gonna do
and i can adore this photo in the meantime
Is that supposed to be baby
yea some type of her
That’s wild 😭
bruh
Lol
Auto-mod be dumb fr
I was blasting all i want for christmas is you in a fnaf game on vrchat when it crashed.😭
Me and my friend chilling man, we aint crash yet
I'm kinda worried whit that too
it just happened to me jajaja!
itll be back up soon
Can someone checks status it wont let me check
it's kinda of an error in general
That’s crazy me to
i wasn't abble to change worlds or rejoins
VR fall of XD
Real
Being in floridia is crazy
if i am using steam link am i a pc user or still a quest user?
they don’t make it v obvious
My steam link is low laggy and is potato quality
is your computer hooked up to the internet via Wireless or connected directly to the router
Dude I won’t even lie, Nightshift is a good game, but it’s so annoying lol
Can’t wait for nightshift 3
How's it annoying?
Well, kids who don’t know one thing abt the game just coming in and ranting abt things that have never happened 😭
I mean that's in a lot of games but yeah lmao
Yeah same
its out just wip
Since when?
so i assume they have the shadows, and spring?
VRchat still down




I joined to see if I could find out what's wrong, now I know
they have phantom freddy and springtrap that work. phantom chica doesnt work and most of the charcters are unfinshed.
its brand new. i found out when i saw a friend playing it.
give it two weeks and im sure itll be playable
for now, 2 is the only one thatll work fine lol
the cool new feature is that you can walk around and jump to pull up your animatronic menu and jump to close it.