#quest-development
1 messages · Page 11 of 1
the goal posts in this conversation just keeps moving, i'm out
They have changed so much from the original rant
It used to have loads of people till they added that stupid event
No one will do shit in that place they replaced the hub portal with
There is nothing to look at
There ain't a mirror
Yeah, as Temporal said, this is completely different to the original conversation about performance.
The hub ran better than this stupid drawing game it's replaced with that gets messed up by the 6 year olds playing this game within the second they join
Don’t… go to the hub?
There litterly is no hub to go to easily
Also cross hub is where half of the people get crashed for being quest users
Every public instance on quest is a crashers paradise
Yeah, even if I wanted to continue this conversation, I can’t. My phone’s gonna die soon, and I’m going to sleep soon anyway. This also just feels like one-sided complaining now.
I was also going to sleep soon, and my iPad was charging, so I had to wait for that to charge a bit, becuase its battery sucks.
You aren’t on the quest only hub then
The quest only hub does not show pc-only worlds
it does
Anyone know if the next update will allow quest to have a separate camera like the pc players?
Likely not, due to performance.
When are we getting a camera for quest users
What the hell is a camera gonna do to performance???
Export Exception - System.DllNotFoundException:shell32.dll at (wrapper managed-to-native)
any ideas why i would be getting this error on mac?
Drawing the screen again.
Twice for each eye total if you have a camera.
8 times total if you're in front of a mirror as well.
use the vrchat+ profile picture camera to capture screenshots and grab them from the website 🙂
that doesn't actually sound that bad. Whats the worse that could happen????
You crashing and having to restart your headset.
And theres no way they can make some kind of work around to make it where that doesnt happen??? like come on
The Quest 2 already gets less than 72 fps in the default home with the mirror on.
A camera is essentially a mirror, but probably worse for performance because it saves images/videos.
And then you put people into the world and it runs worse.
There's not really a work around, except disabling all mirrors and likely most of the other users in a world.
And the second option completely removes the point of vrchat.
There was a camera in some event world, and using it froze the game for about half a second.
Or you could have a horrible camera resolution.
But that defeats the purpose of cameras.
In short: no fun for you.
True
What about the camera that pc users use why don’t quest users have that
Same reason.
It would technically be possible to make one that doesn't have a live preview
Ya
does anybody have some good carpet for a quest world of my real life room?
just regular ol apartment carpet lol nothing fancy
will we ever get more features and push the quest 2 hardware slightly harder? no movie worlds work, udons are scarce, and the game being free and now easily accessible on quest has brought a ton of of young children that need to be policed
wanna play with my gf. both have quests but only one gaming pc and so far it has been our experience that theres nothing to do in the quest 2 version of vr chat due to all the real entertainment being disabled and the majority of players you can socialize with are children
stuff preventing video players are unlikely to change in a hurry and as far as like interactive udon games that's entirely on the user base as far as making Quest compatible udon games not really serving the developers can do anything about
oh well. we bare minimum need ID verified accounts and to give map creators the option of not letting anyone join their world who doesnt have a verified ID that's over 18, give the adults a place to hang out ya kno
perhaps some "beta" worlds that can warn you about performance issues but if you're willing to cope you can still do things that you would on the PC
that is unlikely to ever happen as it would get them kicked off the Oculus store
dang that’s whack. I’ll keep my hope I’m holdin out to a minimum then haha
were trying, issue is unity 2019 (avpro and uvp) has a issue firing content on android and vrc limited more UI inputs and the work arounds were thinking of are kind of loopy
and shader inputs are also slowly being repaired
yeah basically none of the app stores wand adult content on it and ID lock 18-plus kind of implies that
They need to add cameras for avatars that would be amazing
Not happening due to performance issues that would just be worsened. If it rarely updated, then it wouldn't be as bad, but then there's no point in the camera.
There is no way to play a video on quest, correct?
you can
is there a 3rd party asset i need to import or can i accomplish this with the player that comes with sdk3?
technically
however i would recommend using protv. as its meant for quest use
you are awesome. thank you so much!
Not that it matter much but all 3 tv's play quest. All 3 main prefabs require direct dl mp4's. Not one of them will play a youtube link for quest. ProTv does have a lot of neat features tho.
it however does have a varient that can plugin resolves
essentially acting as ytdl
um dose that mean we get cameras on the quest now ?
if you have vrc+ yes
wait? what but pc users gets camera for free? how is that fair?
its a different camera
but also it isnt fair its just how it works
i dislike this setup but its the best we got
The camera PCVR has is likely too performance heavy for Quest. The VRC+ camera's are for taking profile picture icons or pictures to the gallery, it's a pretty simple camera.
on that note its probably been asked for 42069 times but i would kill for pc camera on quest
alas it will likely never happen
i get that but ill be fine with simple camera . its still dose seem un fair
iirc, the main factor right now is being able to save photos directly on the quest via vrchat's app. but i could be wrong and something else is limiting it
well I mean they could just have it save and upload like the VRC+ camera
some day: there will be some sort of camera. but it will most likely be different than the pc camera
Does anyone know of a quest and pc video player?
i found the key to have videos play on quest is using the right url
What?
maybe im confused what youre asking
Pick any player and use a direct link to a downloaded and cloud stored mp4. Find a host, google, dropbox whatever, upload the video, share it publicly and then google how to make that hosts link a direct link. That link will play for quest and pc. You will not find a video player that will accept a youtube url as of yet for quest.
yet
How exactly do I use a direct link to an mp4 I have downloaded?
am I missing something
that Shader is only supposed to be used on worlds
the vrchat SDK for worlds and avatars used to be the same thing so that's probably why the shaders are the same in both
Pop it in the url input of the player or create a Playlist that feeds it for you.
I already tried popping the mp4 in the url input, but it wouldn't fit.
Need a better url. Scale that shot down. Both Wolfe and protv let you increase the url size but you don't want to have outrageously long urls.
I used "Fit" as a reference, it can't go in the url slot
sure it does. Everyone with a working player did it. good luck.
Honestly they should remove the world only mobile shaders from the sdk3 avatars and vice versa for worlds
It confuses alot of new people and causes extra frustration
Can I upload it to Google Drive?
yep this is what a drive example looks like:
original: https://drive.google.com/file/d/1aps732j02_VDZUgSQdwH5WZXPlv771Gn/view?usp=sharing
DL: https://drive.google.com/uc?id=1aps732j02_VDZUgSQdwH5WZXPlv771Gn&export=download
you might need to change the maximum characters permitted for google links 85 I think is what wolfe and ArchiTech are set at by default which should be good.
I use dropbox for all mine
which is like
original : https://www.dropbox.com/s/hriinb9w3a2107m/iPad intro.pdf
dl: https://dl.dropboxusercontent.com/s/hriinb9w3a2107m/iPad intro.pdf
drop box allows you to rename the file which results in a shorter url.
Hey, I tried this but it won't work, I copy the link and paste it in the url for the video player but it doesn't work, then I try to put in a youtube video url and it works.
🤷♂️
Not even you're reference links work?
Those are examples of how to set the up lol not meant to work.
Ok, so all I did was upload a video to google drive then copied the link, am I missing something?
I use wolfe with Dropbox links converted to direct links
anyone know why vrchat wont let people log in?
Koolkids night only ;) jk try user support. Lots off complaints today
Can you send a link to wolfe
There is a section on the site that explains quest setup again
Pay extra attention to the custom url section in the faq
Can you have it play a video on join?
(When you join the world)
Yep
How?
I don't have a world loaded with the player to show you. If you just examine the prefab it will be obvious where it has an autoplay video url in the inspector. Without changing a single thing about the player it will auto play a vrchat advertisement using a youtube url. Find that url in the hierarchy while inspecting and change it.
Why doesn't this link work https://drive.google.com/file/d/1EbtWpA4NUxBfBSE6oCx7btHVaZ0a3YbA/view?usp=sharing
Google Drive is a free way to keep your files backed up and easy to reach from any phone, tablet, or computer. Start with 15GB of Google storage – free.
It doesn't work with any video player, how do I fix that?
google drive is extremely finnicky to get working as it is not even included with ytdl to help resolve the link
i highly suggest just using dropbox
Right but when I muse Dropbox and copy the link and click on the link it says could not load video but with google drive it can load the video through the web browser but not with video players.
if the video isnt shared/public on dropbox. then its not going to play it
At the bottom it says anyone with the link can view
There isn't a hard limit that prevents you from uploading with polygons.
oh awesome
"For example, if an avatar on Quest exceeds 20,000 triangles (polygons), it will not display by default in the application. These avatars can be forced to show by clicking on each user and clicking "Show Avatar"."
https://docs.vrchat.com/docs/avatar-performance-ranking-system#quest-limits
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is. This system is provided to inform users what is likely the most perfor...
Hello, I would love to know what does this mean: The SDK lets me upload the avatar but tells me this, does it mean that if I'm wearing the PC avatar Quest players won't see this version? If yes, why is Unity letting me upload it? Or is it only concerning the PC avatar with no Quest version option thing?
The Avatar Fallback system is a way for a user to select an avatar that displays in place of the "gray robot" placeholder that appears when the avatar is being shown on an incompatible system. Example Jim and Naomi are in the same VRChat instance of the VRChat Home. Jim is using a Valve Index, and i...
Ooh ok I see, so that's what I was thinking about. Thank you!
cats has a very handy tool for helping making Quest avatars https://github.com/GiveMeAllYourCats/cats-blender-plugin/wiki/Bake
Yep in Blender Cats now but like the Quest limit feels so low
the quest is literally a cellphone attached to your head
I know but still
Like I made socks in blender because I thought; Good, Then I don't need to use feets for polygons, Just have a blob as sock but even after optimization just the socks are 800
the current Quest limits are what the limits were on vrchat like 2 years ago as far as like triangle count
have you dissolved more Edge loops
and out of curiosity what's your current total for your quest version at the moment
Currently I am at 23000 for entire model
Body, Hair, Ears, Socks, Clothing, Body
that's not too bad you only need to shave off 4000
question do you currently have the body under the clothing
Nope fully removed
mind taking a screenshot of your wireframe
so I might could suggest spots to remove edge loops
I believe I just need to optimize the hair a bit more as it's currently eating a big chunk but I hate it because the hair looks so bad going lower and lower
yeah but the quest users won't know what it's supposed to look like so they're not going to miss out on the marvellous hair
Would be awesome if you could add a start command to VRChat like "--Enable-Quest-Only"
To emulate what Quest users see in game
cannot be done because the quest version runs on Android
To test both avatars, worlds, anything related to Quest development
I know but would be awesome still 😄
and also your computer has vastly different specs than the quests so not going to get a accurate frame rate reading
so basically you're not going to gain any more info then you would just staring at the unity editor
Down to 15K now, Still want it to be lower 
if you can make it lower go ahead but you hit the stretch where everybody can see you so you've done good

might also be good if you can get it to the number to do a fallback Avatar
The Avatar Fallback system is a way for a user to select an avatar that displays in place of the "gray robot" placeholder that appears when the avatar is being shown on an incompatible system. Example Jim and Naomi are in the same VRChat instance of the VRChat Home. Jim is using a Valve Index, and i...
I suppose if you can't manually get to that number you could make a second version using the cat Bake tool
Is there any way to see quest content on a PC? I dont have a quest but i like to make quest content but cant test it
can we have audio sources on quest avatars
Yes, just change the build target to Android and upload as normal. I didn't read the question correctly, see Digi's answer.
No, audio sources use way too much of the quest's computational power already through players.
okay
i just switch the platform back to windows and upload it as a new avatar usually called "avatar name quest pc test"
oh okay thank you for the answer ... well i will hope that vrc will release a function to switch to quest emulation for a pc user.
No problem!
That is more of a Unity responsibility and Unity cannot release something that Facebook won't share. As always, blame Facebook.
Really? I thought there is something which tells vrchat 'hey i'm a quest please show mobile' and vrchat could do a checkbox in the settings which emulates 'please show mobile' even on pc :0
I see, you said emulation. The test button on for pc isnt an emulator, its the actual client. Quest VRC isnt launched from the PC is it? I suspect it is launched from the headset. Does the quest even connect to the PC (without additional components)? So if its not even connected there is no way for the sdk to access it. So an emulator is the only way to test before upload and an emulator has not been released by Facebook. It's also illegal to emulate proprietary software without consent and Facebook would love free money.
i seeee :<
the most Facebook has shared is movement lol https://developer.oculus.com/documentation/unity/unity-hmd-emulation/
i always thought vrchat programms how quest users see the world based on their low engine power. That vrchat has this 'quest detection' which tells vrchat if it has to display the environment as pc or as quest and therefore it should also be vrchat who has the power on letting pc users decide in entering the quest display method for testing purposes ...
I suppose but Quest is compiled for Android. You cannot play an android app on PC without emulation because PC cant read it.
I'ed watch Android studios for the first functional emulator. If they get one approved we'll have something to use.
highly wondering if we will get Android-Users one day 😂 VRChat will be flooded! hahaha
Easier to develop for as well
How do I get a video player to play on quest, couple people said "get a video link from dropbox or google drive", didn't work.
Yep
Urls from google drive and drop box don't even work on a normal pc video player
https://dl.dropboxusercontent.com/s/n0i164n0osy6hxk/80hh.mp4?dl=0
that is a working quest url. If it doesnt play for you then you are setting something up wrong.
Yes, it works, how did you get it to work!?
exactly how I told you to
get a public anyone can see link and paste it here
well was going to change it for you but I only work in dropbox lol
😉
Does anyone know if I make 2 identical copies of an avatar, Quest & PC and upload to same blueprint,
If I make an toggle when on PC, Will quest users see the same toggle?
Example: I toggle a sword in my hand
It won't play for quest, it shows the picture on the screen when you load in but theres no video
can you hear the audio?
no
if you see stewie the video is loaded. If its not playing then something isnt right with the setup. But you do need to make sure you are using a quest ready material/shader for the render.
talking about my link but same with ur link
Standard lite works for the quest video render
🤷♂️ I use wolfe I have no idea how your player should be setup. I've also used ArchiTechAnon's player without issues.
It doesn't work for autoplay but it works when I manually put the url in
lol yeah something is wonky with the setup, i doubt its the video player.
you have a few hidden udon behaviors and an extra disabled avpro. The extra av component is sus which makes me wonder what else is attached that might be duplicated and not needed.
all good now?
I don't know, youtube videos autoplay but my one might not
I'm testing rn
Am I soppose to use the avpro vid player for it to work???
Cause the video wont auto play only youtube vids
All the working quest players use it 🤷♂️
try this: https://vrchat.nishawolfe.com/prefabs/videoplayer
read the FAQ's especially:
"Is this video player Oculus Quest compatable?"
Can you test it please https://booth.pm/en/items/2758684
I already tried this, it doesn't work for me.
it didnt work with your old links
Won't let me build and test with this
naw, sorry... I'm not down to test another player.
yes if the quest avatar is set up exactly the same (like the same gestures do the animation and it has the prop) then yes
On pc this avatar looks fine, but on quest it has scrambled uvs. The only difference between the two is the material on quest is set to standard lite and the textures are in astc 12x12 compression format. Any idea of what's making the model messed up on Quest?
Is there a way to test quest versions of worlds and avatars with an index? like launching vrc in some kind of quest mode?
nope that is not possible because the quest is running Android
Something yall might find pretty cool; i managed to create some rudimentary constraints that will work for quest using particles!
Only issue is, constraints don't work on Quest avatars
thats exactly my point; these dont use constraints, they are an alternative that does work on quest
was about to say: animators
but particles ig works? (if im understanding particles correctly enough lol)
all particles, no animation required
oh
Yo is the standard shader on quest thing working for anyone on unity 2019 or has VRChat cracked down on it with the 2019 engine? Cuz if so that sucks.
It is Standard-Lite that works on Quest.
Yeah i know but there was a glitch with unity 2017 and 18 that allowed you to use normal standard on quest which me and a lot of my friends use for hair etc.
Its better than having blocky rectangle hair
Who wants to share games I need help I have no games on my oculus at all my brother rebooted it
wrong channel
Hello, I have upgraded to Unity 2019 for a Quest world update and so my SDK, everything works fine exept the build tab: It shows empty. Any idea why?
I’m a creator for VRChat and I had that problem, I fixed it a few times just by editing the avatar config
The avatar config? You mean the menu to ajust the rig, like chest-upperchest thingy?
Yes
Ok, I will try this, thanks!
Ok, I tried it 3 times, and switching scenes as well. When there is no script I get this screen:
But nothing when I have one
You added the descriptor to the model??
It's a world, and yes there is a descriptor on it
Ah
World wise hm— I’m sorry this is all I can do, let’s hope you did the world SDK
And not avatar SDK
I'm using the SDK 2 and here is the script
Oh uh— I use SDK 3 
Ohh I see, I'm going to see what I can do to solve this but i have no clue lol, it's a weird issue 😅 Thank you for the help thought!
anyone able to help with this xD ?
What is the EXACT unity version you are using, and the exact version of the VRCSDK?
For Unity, you need to have 2019.4.29f1, other versions will cause you to run into various other problems. The SDK as of this message needs to be version VRCSDK3-WORLD-2021.08.11.15.16_Public
Old VRCSDKs that were made when 2018.4.20f1 (and other older versions) do not cooperate in newer versions like 2019.4.29f1
what current problem you having
uhhh well its a whole bunch u tried watching tutorials on blender and unity
yeah I'm aware of the basic process of creating avatars and how it's a lot
dm?
probably better for the questions to be posted here so multiple folks can answer
oh ok ;-;
anyone able to help me?
Hello, sorry for the delay: I'm using Unity 2019.4.29f1 and the SDK VRCSDK2-2021.08.04.11.23_Public because it's an older world I'm upgrading
you don't have any spawns in your scene descriptor
Oh yes I do, the list is just closed
oh
id make your own spawn yourself then and try that
spawn in an empty add the scene descriptor yknow the ol way
delete the vrcworld prefab from ur scene if you do that
I just uploaded my avatar and was wondering how I could make it quest compatible too. It is basically just a mesh and has only like 3000 polygons
but how many materials is it
enough within the limit
: eye roll : : smhhvh :
Need help with my spooky world:
Okay anyone know how to add Qv Pens to Android builds WITHOUT BREAKING THE SDK2? x.x i nearly lost EVERYTHING last time i tried...
.
OR does anyone know HOW to add fog WITHOUT breaking the lighting ?? Thanks! ❤️
So about fog...
- Unity's PP fog is a depthTexture overlay so distorting the light is what it does.
- Volumetric Fog requires the HDR Pipeline which we don't get to use.
- So your only option is particles.
Particle fog works, only if you take the time to set it up optimally. Particles hit performance hard if left unchecked especially on Quest. The particle system is also permitted to use transparencies (alpha volumes) so that adds to the performance hit. However, if you keep the particles low and maybe use a local as opposed to world setup, then it shouldn't be an issue. Here is a tutorial with good fog, the author also has an incredible FX asset on the store with the fog included if you would rather skip it https://www.youtube.com/watch?v=DvKRGwCImJ4
Thanks so much! VERY useful information 🙂
Hi, does anyone know how to make a good water/ocean plane optimized for the quest 2?
use a quad. and resist the urge to use a massive quad, split it up into smaller objects and only add it where it is needed.
Using multiple quads as opposed to one big one lets you benefit from occlusion culling if the landscape permits.
Thank you!
Hi again, in the builder section of SDK2 it says my "World uses unsupported shaders" even though I have checked every single game object and I am not using those shaders. Trying to upload like this leads to "Unity package upload failed"... How can I troubleshoot this?
check your console for errors
It's telling me that not enough buffer space is available. What does that mean and how can I clear some up?
if the harddrive your unity is on is almost full. it will not have enough
I've got 1.4 TB free
have you closed and reopen unity yet?
yep
going to restart my machine next
Also when I click build it gives me "the following open scenes have changed on disk: assets/scenes/samplescene.unity Do you want to reload the scenes?" If I click reload it crashes, if I click ignore it lets me name the world but package upload fails
anything else in the console?
Restarting my computer didnt help. The console seems to have 3 errors but the only one i can remotely understand is the not enough buffer space one.. but i do have the space. I'm thinking maybe this is an sdk issue?
screenshot?
youre on 2019.4.29f1, right? try detaching your world ID and reuploading the world on a new ID
yiu only need to detach
go to your scene descriptor (usually on the VRCWorld prefab) and there will be a pipeline component with a detach button
I did, got similar errors as before, failed to upload
switch back to PC and then back to android (from build settings and not the SDK), other than that, i can only suggest making a new unity project and see if the issue persists
I had this issue with a different world and I just gave up because I thought the water in the world just wouldnt work on quest
if u cant tell im a novice but ive been making worlds fine for months before this
I even "remade" that project and I was still having package upload fail
I have sdk2. tried redownloading it a few days ago. Kind of worried that I haven't been deleting things properly/that there are duplicate files but I don't know how to figure out how to get exactly what I need to be able to upload again
youre technically supposed to update it without deleting stuff
but importing the sdk after wouldve replaced whats needed
is this issue only occuring on android or is it on pc as well?
The build settings swap didnt fix the issue :/
havent tried pc, as i only use quest
oh - are you in mac?
yeah. ik its controversial but its been working fine for my needs till now
ahhhhhhhhhhhhhh
ok so - there was a change in the unity 2019 sdk that i have been trying to figure out but it makes mac users unable to use it and have to upload stuff with the 2018 sdk and unity
wait so is there any way I can upload these worlds ive got piling up
is there a way to get the old sdk? i still have unity 2018 downloaded
but vrc stopped/never supported mac so I don’t know if any of these issues will be fixed
i archieved the last few sdks for 2018
so uh how can i access these archives
this
I see a lot of letters and numbers how do i know what to pick to download
it should take you to the folder with the sdk2 unity package
oh just a lil confused since it says 2021
oh ye. thats the release date
i thought i needed the 2018 sdk tho
gotcha my bad
the sdk linked above is the last one before the switch
content successfully uploaded! you're a legend thank you so much
👍🏻
Hey does anyone know how to make a quest version for an existing avatar?
If you have the avatar files (in a legal way, no ripping), you install the Android modules for Unity, switch platform under build settings, make changes necessary (shaders, componenets (dynamic bones, audio, lights, physics, etc are not allowed), textures, optimisation (do it, requirements are in the docs)) and upload in the same method as a PC avatar.
If you don't have the files, you can't.
Okay I got all of that done. Worked like a charm. Now the problem is to lower the number of polygons and I don't know how to do that
Decimation is a low effort way, CATS blender plugin can help you do that. Cleanest is loop dissolve but thats labor intensive
Ahhh I see. Looks like i'll have to go all the way from blender lol
your best bet for complex objects that arent completely made out of quads or things with either sketchy or really custom topology is to do retopology on the entire thing
Can you test you world if you have unity set up for quest
With the sdk no. It is possible to use air link to connect to Unity but that might have adverse effects on your upload so look into that at your own risk. Plenty of guides on how to use Quest with Air link for Unity.
Ok thank you
Hi, I'm trying to do indoor ceiling lighting and wondering what emissive shader works best with quest 2
im trying to enable emission on standard lite but the emission isnt producing light
you would probably have to bake your lighting for that to actually have light
as emissive shaders only make it so they don't get affected by lighting
hmm ok thanks
also in general you'd want to bake your lighting to not have terrible performance on The Quest
Heya, not sure if this is the right chat, but im wondering a few things if anyone could help me
- for some reason, the sdk says the polygon limits for models are 5000 for excellect, and 7500 for medium, isntead of what the vrchat webside says for their performance rating
- im trying to currently port a pc only to quest to use as a fallback model. I got the model all ready to go, polygon count and the sdk registers it as excellent rating yet when I upload it theres no option to set as fallback, even though there should be the crossplay button
Thanks again!
if it means anything, im still using the 2017 unity version instead of the newer 2019
you need to be using Unity 2019 for that
once i swap to unity 2019 it should all work right?
and is there an easy way to port a 2017 project to 2019 easily?
yes it would probably work better
and as for porting, i cant exactly just drag and drop stuff in right?
not quite sure about a 2017 to 2019 migration as most everybody was 2018
how many avatars are you needing to bring over
just this one which im trying to make into a fallback
Migrating your project from Unity 2018 to 2019 LTS isn't as difficult as you might think! Here's a guide providing each step in detail.
sounds good, oh and an on related/unrelated note, I'm having an issue where in full body mode, when i bend down my avatar can only reach down to about under their knee, as the real floor gets in the way, any idea on how to fix that?
no clue on that one as I have have not done full-body myself
back again, would updating from 2017 to 2019 also fix the polygon count not ligning up with what it says on their site?
yes because you're using a SDK from before they did the polygon count upgrade using a 2017 version
hi everyone, can someone tell me the maximum number of polygons allowed for a quest avatar please
because i think the help doc is not up to date
i think the hard limit is 2000 tri, am i right?
There is no hard limit, but you can budget 20k tris until it becomes a very poor avatar, that becomes autoblocked for others on quest and makes others needs to manually show u
thank you
Hello everyone, I really like the popular "movies" world where there is a huge tv always playing content, and I would like to put a similar entertainment system in one of my own worlds. How can I do this for quest? Is there an easy way to do this in the SDK like setting up a mirror or portal i.e not requiring much coding knowledge?
well what i know is that booth sells pre made movie players
that you place in your world
e
How much is it to get someone to install venture bros. avatars?
thanks so much for the link! any idea where I can download VRChat SDK3 (2021.08.04.15.07)? the video player requires that one but i can only get my hands on the current sdk3...
it'll work correctly with the current SDK
just check if its quest compatible
because i didnt i just said there are
Unless you need live streams like twitch, all video players are quest compatible using the same method. It's the links and emission shader that isnt which is why all players require you to change the video shader and use a direct link. So your options are not limited to the one player that mentions Quest.
So I ended up using the vrc unity video player component. Everything seems to be set up right except I get the error "Export Exception- System.DllNotFoundException: shell32.dll". Also, it says that "World uses unsupported shader 'video/RealtimeEmissiveGamma", but thats the shader the tutorial i used said to use.. is there another shader i ought to use so that I can use a video player in quest? I am using the latest sdk3 and unity 2019.4.30f1
you on a mac?
yes
I have also tried uploading on the 2018 version of unity but that hasnt worked either
So from what I gather shell32.dll is a windows thing? Are video players just not supported for mac? I know technically mac isnt supported at all by vrc but I've been developing worlds thus far no problem on mine
no shell32.dll has been a recent plague on mac unity and im not sure how to solve it
but if the shell issue is on 2018 unity. then something very important changed
well its very weird, in unity hub i have the project set to 2018, i even duplicated it and added it as 2018 instead of downgrading, but when I open unity it still says 2019 both at the top and in the pipeline manager
i bet it would work if i could just get it to actually be 2018 somehow
did you set it to 2018?
I did, I just tried to create a new project in 2018 and it opened in 2019. I just downloaded unity 2019.4.30f1 so I'm gonna restart my computer maybe that will help
its still doing it.. maybe i should delete my 2019 unity versions
you probably installed another unity in the same directory but unity hub still seees it as whatever version it recognized first
but yeah try deleting the other versions
so I was able to uninstall unity 2019.3 but the uninstall button doesnt appear in the hub for 2019.4, it just has options to "Reveal in Finder" and "remove from hub"... any idea how i can delete it? and if that will even fix the issue/allow me to see my projects in unity 2018 again?
When I search my library for "Unity" a list of literally hundreds of files with the word unity in it pop up... surely i'm not supposed to delete them all to delete unity.. a little worried I'm gonna mess all my projects up
delete it from the folders manually and then remove the connections from the hub
if you are on windows you can also do add/remove. I only use the hub but sometimes the option to remove a version can only be found in windows add/remove. its super weird.
I'm on mac so its the wild west out here
delete unity from which folders? like i said theres so many files on my computer when i search "unity" do i delete them all?
nvm silly me its under applications hope this works
ye mac uninstalls and reinstalls suck really bad
there should be a version text file that tells you what unity is 2019 or not
in the column
ugh this is bad even after deleting unity and the hub from applications and then reinstalling only unity 2018 it still shows me as having 2019 and only letting me open things in 2019
i mean. at this point. get rid of all unity and only install 2018.4.20 or really any 2018 unity should work
thats what im saying i did which is why its weird. anyways now it seems to be trying to open in 2018 but I'm getting: "Project has invalid dependencies:
com.unity.package-manager-ui: Package [com.unity.package-manager-ui@2.2.0] cannot be found. A re-import of the project may be required to fix the issue or a manual modification of /Users/***/Desktop/Movie Theater/Packages/manifest.json file." Then if i continue with the import it crashes/freezes
https://unity3d.com/get-unity/download/archive dont download the hub
i think thats a library folder change. meaning its wanting to use unity above 2018
try making a brandnew 2018 project and move all the assets from the original (like the column folder) and put it into the new 2018 project
kk I'll try that thanks
so im rebuilding in 2018 now but when i search for the vrc unity video player component it isnt there... but it was before!! agh
im trying use the normal video player component but now realizing that the vrchat sdk drop down at the top with the build menu is missing so I think somethings wrong with my sdk.. but i have to use this old particular sdk since im on mac.... hmm
check console
oh boy
I think I'm just out of luck it seems like unity 2018 no longer supports the vrchat sdk3
that i need to use since im on a mac
or wait is there an older version of sdk3 as well that i need to use since im on a mac?
yes. but i still have no idea what youre console says lol
this
ye. sdk first then udonsharp
first i've gotta delete it from my project folder right? is deleting sdk3 any different from deleting sdk2
um. i would just straight import the sdk first and it should overwrite what it needs to overwrite
my control panel is back 😄
Someone in a youtube comment section said quest users can only see video in players that is from a direct link i.e. the url ends in .mp4 or the likes. How can I get links like this/host my videos so that they have links like this I can use (for free preferably)?
?dropbox then google dropbox direct link 🙂
or resolving url tactics
hmmm so i uploaded my .mp4 to dropbox and put the share link in the vrc unity video player component but it still isnt working
Thanks! alrighty so I've got my video technically working through direct dropbox link, but in the world it freezes every fifteen seconds or so for 5 seconds before continuing. My internet connection is fast, maybe I've made the display too large?
Resolution plays a part, sometimes the video sync is the issue as well.
if you disable automatic sync the freeze will stop or should.
Ive not looked into how the player functions but the break tells me there is no buffer or the buffer is sht (only with direct links), if you stream directly from youtube there is no issues that i have found. but that doesnt work on quest
on the video component around where you added the link in the editor should be an automatic sync check box.
oh kk i'll check that thanks
not seeing an automatic sync box, closest thing i see is "auto play"? im having to use unity 2018 and a particular version of the sdk3 since im on mac
avpro?
not sure sorry, the sync i know is at the top of the component on avpro.
is avpro the one that costs like 500$
no its another free component. Um ArchitechAnons free player uses it as does Wolfe's free player
gotcha. im guessing ive gotta dl them online and then import?
https://vrchat.nishawolfe.com/prefabs/videoplayer
https://booth.pm/ja/items/2536209
not sure how the setup with architech goes, but you basically do the same tweaks to make either one play direct links for quest. Use the Direct Link and change the shader (for the screen) from realtime emission to standard-lite.
both do require UdonSharp so if you dont have that make sure you install it before those
i dont get it
you are not allowed to use that shader i think
arent there like more of those shaders that are in mobile but will give errors anyway
for me only 3 worked i think or something
but its the only one that looks good😭
There are world shaders left over from when the two SDKs were together, that is one of them.
Transparency isn't supported on Quest avatar shaders because of performance.
that is just not true. Mobile/Particles/Additive provides transparency. Just add a different blending mode from what i want.
It provides transparency... which kills mobile performance. It's blocked on Quest VRChat avatars.
I think the devs know what they're doing.
When Will the dynamic Bones come to quest
never has there to intensive but vrc replacement for them physics bones is fast enough that they're considering it for the quest but it's a maybe
anyone know how I can turn into a glass window in unity?
with quest shaders
turn a cube* into a glass window
you can use standard shaders for quest worlds for windows
oh ty!
is there any kind of tool for comparing scene hierarchies? would be very useful for quest development
if you develop in windows first and just clone it when you are done its identical. there is nothing for unity specific for comparing hierarchies. You could just open both projects at the same time. OR maybe try https://github.com/JordoVR/EasyQuestSwitch/releases which lets you do quest and windows from the same project so no hierarchy management.
Either way its the same amount of work. EQS doesnt speed anything up just eliminates the hierarchy management part.
thanks. i have the quest build in a separate project and did something and the sync got messed up. tried manually going thru the hierarchies but havent found the problem yet and its painnnnn.
If that happened to me ied just delete the quest project, reclone the windows one and convert the clone to quest. That way I just need to sort out any shader differences.
oof. i have a lot of lighting changes there to make the world look like the pc version without post processing
does anyone know where i can buy like a terabyte of prefabs
How do some quest worlds fit so many prefabs while I can't put nearly as much stuff in my world for 50mb?
crunch compression on the textures helps
and potentially using lower-resolution textures
specific compression. better mipmapping, and other stuff
like im currently in a self compition to get a 35 mb world under a mb while still retaining original quality and it is possible.
hmm interesting
So I've been able to get a 7 minute video to play through the sdk3 vrc unity video player using a direct link to the file download from dropbox. I want to stream a movie but the file doesn't fit in the 2gb dropbox gives me for free. Is there any way to have working video stream on quest using something other than dropbox? Youtube link and google drive direct DL (sharing enabled) don't seem to be working...
does anyone know the absolute max size a world can be before it can't be made quest compatible
49.99 mb
thanks!
Crunch compression is good
Plus if you add music I recommend forcing it to mono. It cuts filesize down and it honestly sounds better for VR for me.
i recently (basically today) updated my world to udon the pc build uploaded just fine but i cant upload the quest build for some reason as the builder doesnt display anything at all and dunno how to fix it and yes i did report the SDK and restarted unity multiple times
check the unity error console it will tell you the problem most likely in red errors
click on the bar at the bottom to actually open the console
console is empty and shows no errors
fuck uh delete the gameobject that is the spawn assuming you didnt add it onto a important world object then in that case just delete the scene descriptor and pipeline scripts and the udon behaviors for jump and speed etc
and then open the console again
and then if it needs you to make it again do that manually dont use vrcworld
just spawn an empty and add the scene script on that
i tried putting in the prefab again didnt work
tried it manually didnt work
builder is still empty
I guess you will have to trace your steps back to the point when your project was working, undo any changes you made and delete anything new you added to see what may fix it
hopefully you made a backup but I dont think you have
yeah i would start with your textures. many times a material comes with multiple 1+ Mb images that A you don’t even need and B can easily reduce to 200kb without any quality loss.
Anyone know if there is any way to hook vrchat worlds up to spotify playlists? anyone know if this sort of thing is in the works?
VRChat is able to stream videos (or music) via video players. But we wouldn't be able to stream something like spotify, unless it was streamed through a third party
I'm developing for quest and been using VRC Unity Video Player to stream. So far only dropbox direct download links have worked, but I am out of dropbox storage space. Any idea how i can find download links for things that are already being hosted that would work with the quest
even if its public domain type stuff, im not trying to violate copyright stuff its just annoying that rn i have to host everything myself
What a lot of people do is use videos from youtube - there's lots of great public domain music to be found there
Though you'd also be able to stream any other music you like - because it's a livestream, and not an actual part of your world.
I'm not very familiar with video players, but there's some prefabs that have playlist features built-in. For example https://architechvr.gumroad.com/l/protv
Is videosync on quest possible? if so how can it be implemented
also how the heck can I get baseboards to emit light in unity so my room looks all futurey
ive been doing everything with point and directional
like baked emissions or bloomy?
you set up a sync float with the video time between players. unless you are specifying another issue
i highly suggest checking out pro tv as there will be eventual plugins that will include jinnai and maxpar for youtube link resolution on quest
along with sync
oh ok ty
Does anyone know any cool gimmicks like ex:particle follow, playspace because I want to do more unique quest avis
someone was making a playspace mover for quest that made quest users look like they had full body but i can’t remember who
Ik who it is and use their prefab, Franada. I was just wondering if there’s anything else that ppl can use for their avis @south lily
please gimme some help
I'm experiencing an issue with my SDK where the control panel wont show up in the dropdown from Vrchat sdk like usual so I can't build my world.. In the past I solved this by replacing my sdk and unity versions but that isn't working now... the issue first happened when vrchat most recently updated the unity version, which for some reason caused mac developers sdk options to disappear like this. I had been using older versions of both unity and the sdks just fine until yesterday... Now I've got no idea how to fix this.. help please!!!
check console?
theres 200 yellow and 200 red things ugh
do red
i would try rebuilding from scratch except when i just tried a blank project and brought in the sdk the top VRC SDK menu button wouldnt show up at all
it seems like most of my errors end in "missing assembly reference"
I had deleted the sdk from the project files and reimported in hopes of retrieving my build menu, maybe those errors are from when I first opened the project... reimporting didnt help thoug
hit clear in the console and send screenshot of console red errors
this is only a few of them
looks like your library forgot to generate what its supposed to generate
does closing and reopening reset the library errors at all?
ok so... im semi hesitent to say “delete the library” in hopes unity will. replace whats missing. but i think itd b safer to make a new project and drag and drop everything from the old project into the new one
I'll try that, but like I said I can't even get a blank project to show the sdk when i bring it in
well, the contents show in my assets but the menu button to build wont appear...
I've also tried restarting my computer many times throughout but didnt help
was the project working before?
It was originally another project, I duplicated it, renamed it, changed a lot of stuff, and then found i couldnt build it
The original project i was able to build just fine, not sure at what point the build menu disappeared
I see how that might be problematic, but the sdk is giving me issues regardless even in an empty new project
update: I downloaded unity on my windows partition and everythings working fine now thanks for your help
I wanted to make a Vrchat game. But Idk how really. And It seems like hard work.
it gets easier after awhile depending on how patient you are
youtube and unity docs are your friends
im having a hard time finding tutorials on how to do specific things like allow an in game toggle to rotate skyboxes
well, you'd have to either control the offset parameter in the skybox's material, or you'd physically rotate the sky box (or sky sphere), if it were on a mesh.
different ways to approach it, and it depends on your experience with.. toggles, animators, or udon
Hey, I'm trying to port one of my oldest maps over to Quest, and I'm just learning now that Standard Lite doesn't support realtime lights. Any workaround for that?
The world uses flashlights.
could stay on normal standard but im pretty sure standard lite allows rt lights
Weird, since I switched everything over to standard lite, everything just ignores any realtime lights
could use a projector for flashlight. but as long as the map is relatively optimized. yiu should be able to get away with just standard
Good to know, I'll play around with it! Thanks
So, uhh.. Is there a tool out there to change shaders on materials en masse?
You can search ur projects tab with "t:material" or "t:materials" one of the 2 and then select one material and shift select one far away to select all of them inbetween and then change the shader of them all
not the best way of doing things but its something
Yeah, that's been my go to. I really wish you could filter by in scene
In case anyone else runs into this, I just flipped everything back to Standard, made sure my occlusion culling was up to snuff, and everything runs A-ok
Without gutting the world too much, I got the PC (105Mb) version down to 49Mb for Quest
If you aren't using crunch compression, switching textures to ASTC cuts them down by half too
late but "NG Shader Finder Free" allows for converting mass shaders. the free version is limited to about 8 per interaction the paid version will do them all. I just use a macro with the free version because the confirmations pop in the same location. You can find it in the asset store.
You are a god among men. Thank you!
I'm a crunch compression man, but thanks for the tip, that's good info!
You have too many tags.
Hi, ive recently uploaded a fallback. I have uploaded it both to android and windows, but it will not show up as a custom fallback. Is there any reason for this?
(It is under 10k polygons.)
What is the avatar rating with bones etc? Can you show it in the sdk pre upload so we can see the stats?
It’s just this https://yuuboku.booth.pm/items/3284267
Ok, Could you still go show the SDK where you have the build button?
One sec, I gotta open the file
its been uploaded to both platforms, twice to quest
It should be able to be used,
What does it say in game?
it just doesnt show up

Anyone ever come across this error before?
Oh ok thanks. Downloading visual studio now 👍
ooh good idea
Okay I made the change to the code and saved the notepad file, the error changed to this
and keep UI.Text instead of GUIText?
that didnt work
also it already said using UnityEngine at the top
using UnityEngine;*
like this?
ive just been saving the notepad file is there something else i need to do to apply the changes
i keep clicking clear but the most recent error i sent is still there
its weird somehow a second notepad window keeps opening
but i only opened it once
just restarted my project and the code is updated but error persists
thanks anyways
Does any one know why standalone quest can't load videos or images from an external source in VRChat (like the internet) but hardcoded / embedded videos will work however? I just want to know the core issue. Is it kind of security realted things?
Eeek anyone ever come across this error right after starting a new Unity project?
I haven't seen in the rules that asking for a specific development isn't allowed (Sorry, I'm new here lol) I'm just wondering if anyone can take on a request possibly?
Alrighty, thank you
Am I just crazy, or do stations not work on Quest? (Primarily PC user, trying to optimize/make maps cross platform)
http request = security for android and unity request.
ytdl = ytdl is not on quest so there is no complex link resolving method
just spent 4 days working with stations and attempting to make them bend to my will but i an confirm that stations do work on quest
Thank you very much for your reply. So you mean If I develop video player which only use http request then every user with standalone quest can enjoy the external sourced video, right?
otherway around
ah... opposite....
That means ytdl should be equipped with quest?
So I should make quest version of ytdl.
Perfect, thanks! I'll do some digging to see what's stopping them from working in my case...
raw data with https will work
with a offshore resolving method - yep
Thank you very much!!!!!!!!!
Oh my god!!!!! you are perfect.
I tested video at vimeo pro in https://vrchat.com/home/launch?worldId=wrld_985acb34-cc17-4b5a-85ae-04ade5195059&instanceId=0
AVPRO standard player works with standalone quest2.
vimeo pro provide direct links to videos(https://vimeo.zendesk.com/hc/en-us/articles/224823567-Direct-links-to-video-files)
The test has been successful with https, vimeo pro direct link for video play(not download). But new comer sync part is still problem.
I will check with other players in Video Player Showroom by techanon.
good choice
https://zapier.com/learn/how-to/generate-direct-dropbox-link/ this may help as well
God.... thanks a lot!
k so i'm trying to make my world quest compatible but its like 70mb. if i turn ever poster i made with thin cubes (28) into planes do you think i can shave off that 20mb i need to get it down?
im pretty sure that will do prettymuch nothing, but if you want to have a better idea of whats taking all the storage space use this: https://github.com/oneVR/VRWorldToolkit/releases/tag/V2.0.0
whenever you build and upload (or attempt to and fail) it makes a report detailing what is what filesize
also i'd recommend making worlds in Blender, it seems like you are making them entirely in Unity which is not the best practice but yknow it still works obv
thank!
Anyone know how to fix my emote wheel on the quest 2, I can open the Main wheel but can't access anything
why are there shaders in VRChat Mobile that you still cant use on avatars.
why includthem with the SDK3 Avatar SDK
Diffuse dosen't even seem to render correctly. and Matcap Lit wont let you upload it.
they are just more optimized alternatives for world shaders
Well matcap lit should work fine
and diffuse
actually now that i think about it why tf is lightmapped and the particle shaders even bothered to be included in the vrcsdk for avatars
I mean I guess you could use them on PC avatars but i think they should seperate the ones you cant use on quest avatars into a different catagory to avoid confusion
Leftovers from when the two sdks were one sdk
ah ok
hello, is there any built-in way to show the fps on the quest?
Opening the quick menu will show your FPS in VRChat
🤦♂️ , thanks!
hi all - i'm part of the org team of MIT reality hack, one of the world's biggest AR/VR hackathons, and i'm looking for some folks to help me teach people to build vrchat worlds at reality fest, the VR hackathon we're running this weekend!
i'm relatively new to the team and can tell you that it's a fantastic community - we have so much fun together, and there are some really talented XR industry people involved who have taught me a ton about worldbuilding and VR event design (we've built custom interactive venues to make it feel like a real--and sometimes surreal 😉 --hackathon). so excited to bring some more people on board to help us bring this same spirit to our participants!
if this sounds like fun to you, you can fill out this form, or just shoot me a PM - whatever's easiest ☺️
are they announcing the quest pro or the quest 2 plus on the 28th
make your bets now
so im not baking any lights for my quest world but most of the map is just black.
Yet it looks fine in unity.
Thanks
Super power cute boops you face
Perhaps the texture format or compression type you're using isn't supported on Quest
Heyo. When I change build target to android the lightmap seems to have gone super compress it became pixelated so I tested a new scene and the problem still presist
Is there any setting that I miss out or it has gone whack during the conversion?
That's a result of the default compression method used for android. You can change it to ASTC 2x2 to reduce artifacts
Ah thanks appreciate the reply ✨
Hey I was working on making a world quest2 compat is it true that there are no shaders that support emissions?
Just FYI bootcamped Windows on my 2015 iMac worked for uploading Unity VRC world, as does Udon AVPro pulling vid from Vimeo Pro on Quest 2.
Audio and video are slightly out of sync (audio is a little early) and get glitches every now and then. All ears if anyone has any tips on that.
Lastly, does anyone know if it’s possible to livestream into the Udon AVPro for Quest? I’d be happy with just audio if had to.
vrcdn and technically twitch are streamable on vrcquest, i highly recommend getting vrcdn as doing the twitch way is super jank
Awesome thank you for that!
worlds can use emission just fine
but you won't be able to have bloom as post processing cannot be used in android worlds
wanted to make a keypad for quest users that they can locally interact with to toggle objects?
I know there are prefabs for sdk3 keypads but the UI elements dont show up for some quest users
nevermind i think i got my answer
particle with negative velocity/gravity i think makes a springjoint like effect on quest
i dont really remember, someone told me a bit ago but i didnt care to listen that well :P
Dunno if it's useful but @slow girder or some of the VRChat team could this be helpful at all for quest development of the game in any way??
https://uploadvr.com/quest-2-application-spacewarp/
To quote part of the site "Quest headsets will get a new feature called Application SpaceWarp next week, letting apps run at half framerate by generating every other frame synthetically"
Maybe for frame rates?
Definitely looks interesting, we'll see how it goes
id take more fps for a little bit extra visual wonkage
hi
Sorry for late reply, but I was wanting also to stare it should let things run smooth for many quest applications, so I figured it's something u and the team may be able to check out
Isnt this like real-time frame interpolation? Sounds like converting 30 fps to 48 fps on the fly
Possible but I don't know for a fact
I think it is but really complicated so you have more performance than just doing that
And also from 36 to 72 instead
or whatever fps the app targets
Ive seen something like this on a website, 2 scrolling pictures had different frame rates, 30 fps and 144 fps. Another test did both the scrolls at 30 but one had used interpolation
I'm fairly sure that Oculus already does this on desktop
The scroll that used interpolation was still actually 30 fps, but the interpolation made it look like 90 fps
Interpolation is magical (unless used to upscale anime to 60fps)
Ive seen it used on lego stop motion before and i saw little to no artefacts in the interpolated version
Most interpolation is intended for use on real-life video
As in: No smear frames, a constant frame-rate, etc
Yes
Which stop motion would have
Umm dynamic bonesss on quesssttt???
Soooonnn???
I'll literally pay 200 dollars for that lol
animate fake dynamics for your avatar, or hope physics bones make it on quest when avatar dynamics are released
does anybody know how to upload a world in the quest 2 using unity ??
im trying to make a world but since i dont have permission to upload i dont know how to see my world on the quest 2
the thing is anykind od dynamic bones on quest would kill performance even if optimised there is currently a way to make things move and flop on avatars tho
you have to switch your build project from windows, TO android. Android builds uploaded to VRChat will be accessible by Quest users
Why does quest not have access to the camera feature. it would be so nice to actually be able to take pictures with friends
they're adding the camera next update
Camera is coming to the Quest version of VRChat in our next major update!
Seems like it'll come next big update, so most likely not alongside small patches that may come next.

fair but at least they announced it's coming out
I don’t know about you, but I’m pretty psyched for the new quest camera
Hi quest devs, I saw there was a recent update to vrchat and I noticed I was able to enter worlds over 50mb! Does anyone know if all of the particle shaders are still broken for quest avatars?
they were never broken afaik.
they turned black when used on particles in game
i don’t think that’s been fixed sadly, but you could try the legacy particle shaders if making a world
if using on an avatar, i don’t think there’s an alternative
interesting... sounds like a weird gi issue but if its happening everywhere then I guess 🤔 thats an issue
Hey so It's not letting ig some oculus players get on Vrchat cause it goes like it's about to open up but then closes.
Yea I’ve been experiencing that since yesterday
Will it need a whole new update just for the people that can’t get on just to be fixed?
I’m only guessing
VRChat support might know about it, can make a ticket to them #vrchat-support
need both controllers connected
https://vrchat.canny.io/open-beta/p/1144-quest-crashes-on-launch-with-disconnected-controller
I sent a support message the day I realized that the stuff was happening
Wait could this be the reason why I can’t get on I only have one controller because my other one broke
You could try launching VRChat with no controllers connected or using a gamepad
I've heard those options work
Not great that you have to do either but ya'know ...it's VRChat so
With the gamepad part could it be a Xbox controller?
if its one of the xbox controllers that supports bluetooth yes
Or if you have a USB C to USB A-in/female adapter then you could use a wired one
Yes it works! Thank you so much!
You couldnt run a micro usb from the controller to a usb c to the headset @vagrant schooner
Usb-C otg adapters are tiny now days
I see that PostProcessingVolume doesn't work on quest, is there any way to have it work?
trying to at least implement a sleeping mode using tonemapping
ah, damn, thanks
hiribiki has a good darkening volume shader that seems pretty optimal on quest
pls implement i love worlds with sleep mode/brightness control 
You can add it by using a black semitransparent inverted cube or quad covering the camera
And just change the opacity
Id just make the cube a child of the main camera so it follows the POV of the User ingame right?
You have to use a camera follower. The main camera isn't actually included in world uploads so not as a child
camera follower in udon is just set position of object to VRCPlayerAPI GetTrackingData(Head)
Or you can use the screenspace canvas trick from sdk2 but udon is better
I need to learn udon
not like I would use sdk2 instead thats gross but I just don't understand udon
@wraith jewel if you're using SDK2 it's just called a player tracker prefab. You can get it from the Toybox in prefabs DB. Make sure you install standard assets first from the unity asset store
ewww sdk2
but yeah SDK2 is 🔪 on the chopping block
die
I thought you just said you hadn't upgraded to udon yet lol
but yeah use udon if you can
I dont have any buttons or udon things its just a world
aha I see
lol Prefabs database only has complicated prefabs. nothing simple like a head tracker
it's funny what doesn't get added to the spreadsheet because everyone assumes someone else has already done it
mayb Cyan has a prefab for that\
I just asked and sure enough. Get CyanTrigger
ping me if you need help with the material, but basically an inverted sphere around the player's head with transparent black shader should do what you want
oh I was going to do this for like audio that follows a player
or like a light
thanks though
oh right, that was for @nova sluice who was asking how to darken a quest world
quick question, would it be possible if Nvidia's CloudXR was implemented into the Quest version so it could provide some level of compatibility with PC only worlds?
I’m not sure about how bad input lag would be, but it would be worth a try
soo.. cloud pc streaming vr game to quest?
you can already do that with virtual desktop and a cloud rig
i dont think it would be implemented into the quest standalone app either
You didnt just asking
I know what the adapters are
I meant for the Quest only version, not via AirLink
Not everyone has a capable rig that can run VRC in VR mode on top of streaming it to a Quest after all, it’s why the Quest is as popular as it is
AirLink only works with PCs on your local network. Virtual Desktop can stream games from computers not on your local network.
VRChat would never implement something like that, at least not for free. Servers for that kind of thing are ridiculously expensive. It would make more sense to just rent out a cloud pc from an already existing service and use VD to stream it.
The whole point of Nvidia’s CloudXR is that Nvidia themselves do the rendering on their backend without the developers having to maintain servers
which is why I suggested it specifically, VD still depends on servers or other computers while CloudXR depends on the Nvidia servers who do all the rendering
how is using CloudXR different than a server running VD? what is there for the client to do if the game is run on a server?
It’s already displayed how it would work on the page that explains how CloudXR works
i see that, and it shows that the game would run on nvidias servers and stream over to the quest
All the client would do is receive and display the data on the headset
that is exactly what VD does
That’s the point I’m making and why I suggested it in the first place
And it would save the devs the cost of maintaining servers because Nvidia would harbor that cost (I think)
i dont think nvidia would run free servers for people to play pcvr vrchat
It’s because for now, it’s a limited program they’re doin cuz it’s brand new
i think there are too many users on quest vrchat to even think about testing it here
Was only suggesting that they at least try it on PC worlds only
you'd need to start a vrchat instance on the nvidia servers, log the user in, sync the configs on the quest to the pc side, seamlessly transition from standalone to streamed PCVR, and then load the world the user was attempting to enter
then having to sync any screenshots or config changes back to the quest so they persist as well
seems like a really cool idea but a pain to implement
I remember seeing something about audio channels on Quest requirements... would having like 40 different audio sources, but only two-three playing at a time cause problems?
possibly, depending on how they're set up
with a lot of audio clips you'll also want to really take care of what import settings they're using, if they're all in decompress on load they would take up a nice chunk of ram and potentially cause out of memory issues on quest etc. Multiple audio sources playing at the same time also take up more cpu on quest than pc.
Thank you, i'll combine them into one that gets thrown around as needed instead into different positions
Hey, I'm having some trouble installing The oculus PC app, If anyone could help that would be wonderfull
Yeah so my VRchat just crashes everytime I join and spawn in my home world. can someone help?
Is there any way to stream audio to a quest world from a dropbox link?
Try going to your default home world if you dont crash, change your home world
Are there any Shaders that work for quest that incorporate scrolling or Flipbooks? Poiyomi shaders apparently don't work correctly on Quest
is there way to a world in quest 2 standalone before uploading to it?
i got question
i having problem with Quest 2 in VrChat
ever since that i got Quest 2
Could the quest 2 have a camera please?
Like we could whip out a camera like pc vr players can?
It's already coming in the next update
Really!?!
Let's go
I'm excited
When is the next update?
n e v e r 😶🌫️

Bruh
:c
So little update on ASW
It released and there seems to not be obvious drawbacks
Hopefully this means that VRC’s polygon limit can be lifted a bit and that some of the limitations would be lifted as well
probably not going to do that because they would want to have the frame rate stay at a good level instead of just everyone going to the new maximum and tanking the framerate again
Considering that ASW can render at 36 FPS or 45 FPS, I think they could strongly get more performance in
FB/Meta promises a 70% increase in performance with it after all
question does it work on the quest 1
and I doubt like sound effects or lights would be able to be used on avatars even with that as the CPU cost of those can get very high very quickly
(Which means the frame rate in game would be 72 btw)
Eh fair enough, would still like for the limitations to be lifted since this new tool is really powerful
like having a real-time light basically makes the render cost of everything twice as expensive
so if like everybody in the room had one that would get very expensive
Maybe not real-time light but shit like DynamicBone and upping the polygon limit would be greatly appreciated and even possible with this
there's no reason for them to add support for dynamic bones as they're replacing it outright with physics bones
Still though
and also the question of what does vrchat need to do to add support for ASW
I think it’s just adding the SDK
does the SDK support the version of unity vrchat is using
I checked and sadly, it doesn’t seem like it does
so yeah that's probably going to be literal years before that's doable
and also vrchat doesn't use openxr at the moment
so yeah it's not the Magic Bullet To Save users from having to learn how to optimize
sorry im not sure where to ask this, but ive been trying to connect my pc and quest 2 together using airlink but when i launch vrchat it gets very disorientated and slow, but on my pc monitor it looks fine i dont think its my vr headset because i got it yesterday um is there anyway i could fix this?
hello i wanted is . when or if quest dose get the physics bones vrchat. well they also let us use constraints that unity haves. like rotations constraints. as i know there not very profromens heavy. and have no colliders . so is it possible to have that for quest? as ill give us more options for model making.
Also, it needs URP, which VRChat doesn’t use either.
Wait. Is it confirmed that they're going to add physics to quest?
not 100% confirmed but they're going to try really hard to get the physics bones in
@slow girder for quest when you take pictures with camera where do you find the pictures at
PC:
Your pictures are still there! They are now being saved to sub-folders based on the year and month.
Just look in your Pictures folder > VRChat > [Year-Month]
Quest:
The images are saved in the Quest's Pictures folder under VRChat, and can be accessed via the Quest's OS.
They can also be accessed via connecting your Quest to your PC and looking under the Pictures/VRChat folder
On quest, how come the new update makes everyone lag?
What about dynamic bones?
never going to be implemented because they're too resource-intensive
Damn. Alright
that's why they're making physics bones because Dynamic bones was too heavy
Oh like a alternative
so basically bootleg dynamics
nice
Except it runs better
And has actual triggers to do things on a collision or similar
nice
This has probably been asked before, but why is there not a way to just download the quest version as an APK and run it in bluestacks or something. I'd like to make my worlds Quest compatible, but I'm not willing to go buy a Quest Headset to do that. There needs to be a way to troubleshoot and run the android client without the hardware.
When I develop Quest worlds, I’m able to test most things in Unity editor, except FPS on Quest.
how to fix the favriote on avatars when i delete a avatar and come off of menu and go back on menu avatars it still says 25/25
Just wait, the api will process the request and update it, but it can take a few hours
When will that update come out?
no clue at this point
What are physics bones?
VRChat's homemade version of Dynamic Bones, that is projected to be at least x10 more optimized than Dynamic Bones and do pretty much the same stuff it does and more
There is no guarentee that Physics Bones will be available on quest when it gets released, but if it is optimized enough then the Devs will put it on the Quest VRC
is there ever gonna be a recording camera for the quest in the future???
You can record from your perspective I think.
yeah ik, but a recording camera like the photo camera in game but a recording one
But not from a camera.
Is it possible to search avatars
You can search for tags from the menu to find avatar worlds.
Oh ok
So, question is anyone else on quest, unable to log in since this new update? I can’t tell if it is just me.
I will get the loading screen, be on it for a 1-2 minutes, log in and then crash. I have uninstalled and reinstalled, I have factory reset, not sure if it is the new update or not.
I figured this went here since, quest development and all.
Also, I would like to mention sometimes it lets me log in, play for a bit, I go to work, come back, and it is broken again.
The whole loading screen and crash happened to me before the update. But it was obvious since I got a pop-up saying I needed to update. After the update everything worked fine for me.
It hasn’t worked for me since the update, I legit go on Thursday after it started working again before work, got off work, hopped on and it hasn’t worked since.
I'm sorry I don't know what's going on with yours 😅
It is fine, no need to apologize, I even hoped on steam vrc to see if it was my account or something but it runs fine, nothing wrong or anything. It is just on the headset and the headset runs every other game I have on it perfectly, just vrc.
Was using the picture camera in Quest, and none of the pictures saved to my headset. Is anyone else experiencing that? Because I took many pictures while spending time with friends only to not have them when I went to transfer them to PC moments ago. I just went on VRChat, took a few pictures then checked the files and they weren't there either.
thats indeed weird. they should be showing up right away. but just incase try going to twitter or instagram on the quest internet browser just to be able to send a picture to someone and try to send a picture there. in case they are being saved in the wrong place for sure you can see all pictures your device has there
Updated the browser to do exactly that, and they're still not there. What I'm guessing is that the latest update yesterday messed up the file saving, as it worked beforehand.
It's a shame that I have lost the pictures though. I planned to upload some of them to insta and share with other friends too.
Im also having this problem, but im trying to find out how to get them onto my phone instead but im not sure where to find the photos or how to get them to my phone.
Usually after taking a picture it would go into the files application, under VRChat > Pictures > year-day.
There's an option within the files to synchronise media files with the oculus app on your phone. Either that or you can do as I went to, and link cable to a PC, and them transfer them to your mobile that way.
I used to do that, but atm my pc is down and i couldnt find a way to save pictures.
Then I'd say that the media sync is your current method of file transfer.
ah i think i figured it out
Hey does the new VRC camera work for anyone? I can take regular oculus screenshots but with the new camera the pictures aren't saved anywhere.
PC:
Your pictures are still there! They are now being saved to sub-folders based on the year and month.
Just look in your Pictures folder > VRChat > [Year-Month]
Quest:
The images are saved in the Quest's Pictures folder under VRChat, and can be accessed via the Quest's OS.
They can also be accessed via connecting your Quest to your PC and looking under the Pictures/VRChat folder
PC:
Your pictures are still there! They are now being saved to sub-folders based on the year and month.
Just look in your Pictures folder > VRChat > [Year-Month]
Quest:
The images are saved in the Quest's Pictures folder under VRChat, and can be accessed via the Quest's OS.
They can also be accessed via connecting your Quest to your PC and looking under the Pictures/VRChat folder
quests OS??
Where can I find documentation about how the Quest locates it's controllers? How are the drivers implemented?
Suprising enough I’m able to find my photos
how?
Quest has its own os
You can fine the photos in the files app
i know but as of 2 days ago they’ve been gone
Maby connect your quest to your pc and see if they excist in the fs
The file browser
FS means file system but ehh file explorer works too
So I’ve been reading back a bit about the camera problem and have a question, since the camera were added was there any update that changed how they function?
According to other people around the time vrchat got updated was around the time camera began to not upload the pictures taken so just a heads up to quest people the camera will most likely be down until the next update (whenever that is)
cams work, they just dont work all the time
Every picture I have tried taking was not uploaded into my files, I mean the camera itself is accessible but none of the pictures are saving, and it’s happening to every quest user I have ran into
Sorry I’m just trying to gather more information on the matter simply because I also was unable to sync my media to the oculus app yesterday when I tried so it’s not just an in game issue I believe
i havent messed with settings much but from my point of view, it sounds like the folder its supposed to save photos is locked
I’ll check this in a bit but I doubt it would be locked for everyone on quest 😅
and all my other quest friends and peeps have had 0 issues except me, but i blamed myself for possibly missing the button lol
like as a security check or something, like how windows and mac allows you to lock access to folders
but i havent dwelved into the settings deep enough to see anything like that yet
Ya I understand, thank you for your time also sorry I’m currently in school and class for me just started so I have to get going but after I’ll try and check the files and see if it is locked, thank you
How do you unlock the files?
It’s definitely a bug. Every quest user I know that has been attempting to take pictures on the vrc camera recently has had the issue lately where the photo isn’t uploading or saving anywhere. I’m just wondering when they’ll fix that.
We didn’t have this issue before. I don’t think any files would be locked.
Just got a message from vrc and they said they’re tracking the camera issue but it won’t be fixed till a future update whenever that is
they probably won’t update for a week
That’s the part I hate. The waiting
At least they’re aware and working on it now.
One week turnout would be exceptional.
im glad this is being worked on bc the struggle of images.. pain
the storage permission's not there in the latest update, it was there before
downgraded my vrc to v1156 and I can take pictures just fine
Downquest be like
how does one downgrade
same I wanna know this😭
Wait you can do that?
I don’t think you can do it on quest but rather on pc
Looks like they’re fixing the camera with an upcoming patch which should be within the next week or so
I use sidequest or sideloaded the old version of the game, u can Google how but I can't really explain it here
Edit: update came out, no point of doing this now
Is it fixed now?
yes
Can sound be for avatars come out for guest please
Will there be slime vr support on quest since it already works standalone and if so that would be great?
The Devs might one day when standalone slime vr becomes mainstream, I dont see it happening within a year but thats my unofficial not-a-dev guess
Yea ur probably right but that would be nice to have fbt on quest sooner
I wonder if we will ever get shaders
ye got yer shaders in the VRCSDK child!!
make use of matcap lit or standard lite will ye
hell yeah
Hi quest devs. Does anyone here have any experience putting a bunch of .OBJs together in blender somehow to make a cuatom avatar? The .objs for some reason give each polygon its material so I can't just join everything and rig it, because the VRCSDK limits avatars to under 3 materials (1 recommended)
what object files are you using that do something insane like that?
yea please even a computer couldnt handle hundreds and thousands of materials on a single model
but it works based on " liked named materials" and my materials are m1-m300+
bruh
i think there has to be a better way to rip the models
no just a better tool that doesnt produce objs in such a shitty way
What causes desync on identical objects that sync fine between pc to pc user/quest to quest but then doesn't sync at all when e.g. a pc user draws with a pen but the quest user cannot see it?
hierarchy most likely, but theres obvs other issues that could be afoot
Thank you, I will test in smaller project to troubleshoot further incase the hierarchy is the issue
they must be the same
Yo how do i record via the quest via a command?
ok soo.. does anyone know how to fix this.. weird texture glitch that sometimes happens with avatars??
does the weird coloring only occur with certain shaders?
if so it could be vertex colors
youd remove those in a software like Blender or smth else
alright, i'll try that. thanks!