#quest-development
1 messages · Page 13 of 1
its not cutout though it fades
well, i guess it has to be and they just know something i dont about making a good cutout layer
in that case im just going to keep leaving out the blushes on quest its whatever
No blushing allowed on quest
You could make two reddish circles or model the blush stripes. Tons of anime-style characters have this.
Heck, you can even use emission on standard lite and mask the blush area. Use an animator to change the color
im not trying to make a new blush though im trying to do the thing that everyone else does with this same avatar base that i cant figure out how to replicate
i looked up close on some others and theyre definitely translucent not just solid cutouts
hecka confusing
How does quest handle png images (with transparency) on planes?
I've heard the Quest doesn't support transparency, so would this have jagged edges or a solid black background?
solid black background
Wow that was fast
Does the Quest display cutout textures correctly?
I mean materials
it is capable of rendering them it's just disabled on avatars because it's too expensive
and probably you'll have to cut out the shape with the blender knife tool if you want that on quest
you cannot use the standard Shader on Quest avatars
It's for a world, so if it works that'll do for me 👍🏻
Oh yeah, just threw it together so I forgot that
I hope that performs okay
Good thing you pointed it out, as neither Standard Lite or Toon Lit support cutout textures
yep because vr chat doesn't want you to lag the game
Hmmm... this is a problem. I barely understand Blender and it drives me mad whenever I try to use it.
I would say just for the time being used the standard material with cutout and you can always optimize it later if it starts to be a issue performance-wise
Any idea how it would look on Quest? If the cutout displays properly, that's good enough for me.
it would display properly using the standard Shader on a world
Great, thanks for the solution :)
Anyone know why my world you have to look at a certain angle on quest to see text or certain buttons, is this due to a shader or render settings? Sorry if that doesn't make sense, I got told this by multiple people and this is how they explained it
😬 anyone else had their unity freeze while trying to convert new SDK Windows to Android version?
not sure if i should delete this copy or wait this out..
in previous SDKs it took, what.. never more than 4-5 min to convert
Guys I got a question is physbones out on quest?
I'm pretty sure I have a couple physbones avatars on the quest rn
Alright thank you
Yea, there are some worlds out with phys bone avatars
Ok thank you I haven't been on vrchat for a while and my friend was making a avatar for me and he didn't know if physbones was on quest yet thanks
Yeah, I want to have help figure out what happens when the inside bounds toggle is turned on. Is it restricted in that area or what happens?
Hey is there a package that allows particles stay in one place in the world?
None that would work for quest, I imagine
some ui button are flashing for quest why?
when you make particle system, set local space to world space and that should keep the particles from moving around'
Ok, well I got help and thank you
Hi, In my quest projects I'm unable to click on triggers when using Cyanemu. Is this just a cyanemu thing or am I missing something?
Happened on both projects I converted from pc to quest, used to work fine when on pc
Has anyone here used QT pens in their world?
Vrchat keeps crashing on my oculus and I’m not using the oculus app on my computer
so its been awhile since ive done a quest world and i think the unity version has changed? Im using the most current vrchat sdk being 2019.4.31f but in unity hub its not showing that version has support for the android module. Do i have to create an entire different project in 2019.4.30f to upload quest content and just reimport everything?
everything should work under unity 2019.4.31
youll have to go to the unity archieve page
ok ill check it out thanks
still not seeing what i need
it says it has android support in components but i already tried "switch build to android" its a large projet and takes a couple hours. thats what i usually do. But after the latest version it just says the project scene name . android doesnt exist and wont go through the upload process
project manager says its not installed and to go to unity hub, and when i go to unity hub 2019.4.31f is the only one that doesnt show android build compatibility
wait i might be just dumb, hang on for awhile whilst i investigate xD
ok so basically the original question im asking is how to get that icon
im pretty aware of what i need, but im not finding any informatin to fix my problem and ive not had this issue before on any other unity version
Open a project with that version, press ctrl+shift+b, select android and then download
and if it doesnt exist????
ok so the resolution im seeing is that if this happens you have to delete the old version in unity hub itself, go to the archives and reinstall the same version and it will offer android support. if you dont delete the old version it wont let you install the the correct version if android support and just says it is "already located in explorer"
just confirming that what i did above did work and uploaded properly
Hey guys I'm just wondering is audio available in/coming to quest avatars? I'm only asking this as I've noticed the "avatar audio" slider in settings
it is never going to come to the quest it doesn't have enough CPU to handle all of those Avatar audio source
Theres a poppy playtime avatar with a cymbal sound that works on quest
And what would be the reason for them to add the avatar audio setting to the quest client ?
because that would take more effort to remove the setting from the quest build
I guess that makes sense
But im still confused on how theres a quest avatar with working sound
And ik its not a players sound board or anything as I got the chance to play around with the avatar myself, when you crash the cymbals together it would make the sound
So i have a wierd issue, a friend of mine is getting a "trail has ended" message when they try to open vrchat, theyre using a quest 2 with link cable and ive yet to see and info about this. Any ideas?
thats a new one, have yall asked in #user-support-old ?
I tried to turn on my quest and all it gives me is the tracking lost screen over and over ans no matter how many times I click continue it never goes away and now it's unusable
what the fuck
Hello, quick question. I'm a short sighted (-4.00 on both eyes). Using glasses on the Quest 2 is very uncomfortable and doesn't feel immersive. The prescription attachment lenses are also expensive and I can't wear contact lenses. So now I'm wondering if in future VR models, will there be a feature that solves this problem?
those VR lenses or contact lenses is probably your best Choice as that would be quite complicated to engineer the lenses in the headset to work in a way to make then behave properly with your shortsightedness
they're definitely expensive but they're 100% worth it if you're on VR often
but yeah, as rainwolf said, making something that works universally would be super hard. people who wear glasses all have different prescriptions, different IPDs, maybe they're going blind or have other eye issues. the piece of glass in your glasses is specifically catered to your eyes
I’ve also seen a few Quest avatars with sounds as well. It’s rare but not completely unheard of. I’d imagine given time there will be new things in the future. But I wouldn’t be to optimistic. I personally think audio won5 be big for stand alone quest until the Meta Quest 3 comes out.
Well project cambria is basically going to be the quest 2 but with pc specs so in theory that which is there next headset should be able to run the steam version, the steam deck was able to do the same with desktop games so it's not in the realm of impossible at all but ig we will have to wait until its actually out to find out
it is not going to be able to run the PC version project cambria as it's still running the same xr2 chip as the quest 2 just with some extra Ram
K
Probably also less underclocked though
yep but doesn't bring it any closer to running PC avatars
You also told me it was impossible to have audio on quest avatars which was false 🗿🗿🗿🗿
It is true though. If you have seen any such avatar on quest with audio sources then it is exploiting some vulnerability in the sdk or has directly modified it to do such thing, which both are obviously not allowed. if you tried to upload a quest avatar right now with one on there it would tell you directly its not allowed. you can also view this page which tells you it directly aswell. https://docs.vrchat.com/docs/avatar-performance-ranking-system#removed-categories
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...
Yes ik this
is it okay to hide an object with udon scripts in it on only one platform of a cross compatible world? or will that still result in ofsetting all of the udon things
ex: hiding the video player instead of deleting it on the quest version
(please ping me if you respond)
in general the better approach is to just hide objects. if you delete them, your scene hierarchy will be different between quest and pc versions, and this will miss up object sync between platforms
you want your scene hierarchy to be exactly the same between builds
anyone have issue with hand animations only working on one hand for quest users?
particles, yes. but in shader form. no (in worlds, yes)
youd animate the offsets for arrays if its to be used on a mesh
@solemn moss
yes. that's how VRMC works!
all the block faces are stored in a big texture array like 700 large
and then we use the trick where a small adjustment to scale picks a different block texture like 1.0007
that way they are all cubes and can be instanced!
but this is for worlds, which allow custom shaders
Yeah I can't exactly do that for avatars... Shame I can't use lightweight custom shaders on quest
I made a pretty good one for desktop that made the whole process super simple
Anyone know where I can get some plushies for a map?
Sketchfab is a good place to find models of all types, some are paid but others just ask for attribution.
Is there a way to check for collision between on object on an avatar and something in the world? Maybe if I put a bone where I want the collision to happen?
The collision on your avatar and world is actually a circle lol, So no matter the bone or anything it won't change that.
And thank you for helping me.
Np, so there's no way to check for collision with only a specific part of the avatar? That's disappointing but I guess I'll just have to make sure the avatar doesn't get too close before I want the animation to trigger or I only activate the collision when I want it to activate.
Try divianart there's loads of creators that put there stiff up for download/purchase on there but alot of it can be xps/mmd based so you may have to get the respected plugins for blender to import the files, they're easy to find just look up
Xps blender import
And
Mmd blender import
on YouTube and you'll find loads of YouTube videos with links to the plugins aswell as tutorials on how to import them if you don't know how to do so
Well there might be could you give me more details on what exactly you are trying to do
@wraith jewel I want to activate a death animation when a weapon collides with a character in the scene. These aren't actual humans, just humanoid rigs with animations so I just need a collision to activate a boolean on their animator. I suppose this could be done with an object in the scene but I'd prefer to be able to do it with a weapon that is on the actual avatar so the person activating the animation can just use a gesture to bring the weapon into their hand and then swing it at the model to activate the animation.
I think you're trying to accomplish a bit much all at once, However I do like this idea I prefer map making over avatars so I can't help you much on the gesture part, however.. now this is just a theory but maybe what about the weapon is part of the avatar it's self again, You'd have to make that but just a theory and all, though maybe try having it detect when the sword gets in a specific area of the rig it activated the death animation, Though it's kinda the same of what you're already asking, but yeah.
Most of the scripting is stuff I already know how to do, just set up an on trigger enter event to set a boolean that's on the animator to true so the animation plays. It's just a question of if and how I would go about doing that with only one part of the avatar so the person doesn't get up next to the NPC, if you will, and has it falling down dead. Pretty sure this is doable with an actual pickup but it would be nice if they could use a constraint to say equip an axe from their belt and have it in their hand to use it vs either having to be holding it from the beginning or picking it up from somewhere in the world but I guess if that's how it has to be done, I can make it work.
Hmm, So what exactly are you trying to do then, At least so I have a somewhat of a idea here
Avatar has a constraint which allows for them to equip a weapon (this is something that is already covered in a lot of tutorials), then that axe head (which is part of the avatar) interacts with the body setting a boolean on that avatar to true triggering an animation of them falling over.
The only part of this that I don't know how to do is to reference the axe head in Udon vs any other part of the avatar.
Maybe add a invisible object into whatever you want the axe to hit and when the axe is detected on that part it triggers the animation.
Is the Axe part of a avatar or the world?
Yeah, that's just a trigger but it has to have a way to detect the axe head
It would be part of the avatar ideally, see above about the problems with using a pickup. It's an option if necessary but the idea is that it's s surprise when it happens and the surprise is kind of ruined if they have to be holding the axe so it would be nice for them to have it holstered prior to the hit which I think requires it be part of the avatar.
Hm
I think think the best course of action is to at least try the necassary option for now, until of course you can figure out the way you want to do it in the future, This way you can put a little more time into doing other stuff and then coming back to issues that can be improved after you finish your current project enough where you can do this
That's why I thought of adding a bone, because I think you can reference bones in Udon but I don't know if that's just the standard humanoid bones or if you can set it up for specific custom bones. I don't really know how to reference bones in Udon but I've seen it done before.
If you want I can test it out
If the bone was only in the axe head and I checked for collision with the bone, that seems like it could work.
Yeah seems plausable
If you know how to do that sort of thing, then that would be great if you have the time. I don't know how to set up an Udon script to look for collision with a bone so I would need to research that but it would be good to know if it was even possible before devoting the time to figuring that out.
Actually I just had a idea though idk if it would work, Mind if I DM you?
Sure
does anyone know, what is the problem with a portal, which transports only PC users to the same world instance, but not quest users?
how i go live in meta quest 2 in discord?
Not all world creators upload their content to quest! It was probably a PC only world
Are you trying to stream what your quest 2 sees to Discord?
I don't believe that's possible, but perhaps you could cast your screen after following one of these methods. https://store.facebook.com/en-gb/help/quest/articles/in-vr-experiences/oculus-features/cast-with-quest-2/
Learn how to use the casting feature to stream what you see in VR from your Meta Quest 2, Meta Quest or Go headset.
how are people getting audio on quest avatars?
thats what im trying to figure out i keep seeing audio avatars on quest
Either modified SDKs or they're using old out of date SDKs. Both are something VRC shouldn't allow
does anyone know if having toggles between PC and Quest version avatars matter, like if I removed some of the items from the quest version do I need to remove the toggles that no longer would work for Quest?
Animations that affect non-existing stuff just doesn't do anything, so it's safe to leave it
any obvious reasons why a pen working otherwise, fails in quest?
Specifically, after they start / stop using it a line is sent clear across the map. The maps use the same dimensions and position points and scale (modified Vowgan pens)
By 'it a line is sent clear across the map', what do you mean? Does the pen get launched, physically? Or are the lines cleared?
You mentioned modifying the pens - do the unmodified pens work for you?
guys when you publish a world is it automatically adapted for quest?
It is not, you'll need to upload a separate quest build.
Want to get started making some content for VRChat on the Oculus Quest? You've come to the right place! This page will consist of navigation to various other pages concerning content creation for Quest, cross-platform setup, and other related guides. Our documentation on creating content for the Ocu...
ok thank you
I am having a hard time with my quest edit for my world. The issue I have is when it gets to the uploading game section where I put in the details, it doesnt allow me to type anything in it.
When I build and pushlish the world it doesn't actually update in game, do I need to do something else for it to update? This is my first quest world so not sure what to do
if it's not updating the original world you might need to make sure that the world id is the same. you can manually configure it on the vrc scene descriptor. make sure it matches the id of what you already uploaded
I just had a look - the blueprint ID is the same
As the world isn't even public yet do you think just detaching and making a new one would be better and then testing to see if it updates from there?
Wait to update both the pc/quest side of things do I need to keep switching back and forth between builds and updating that way?
yes
Oh ok, then there's my issue 😅
Should my compression method be the same for both? LZ4? Or is default for the pc build fine
Hello , Can someone help me? I cant upload my world to quest
Could you be a little more specific on how it won’t let you?
maybe too late but
when i try to switch to android
It "Works" but when trying to upload it
it does not work
nothing happens
Making a world for PC works just fine
but not for Oculus (It does the same thing with avatars)
(There is no error message in the unity console )
Try reloading the sdk
quest crasher?
The portal would appear and then the quest user would randomly crash
That looks like a client user
yes that is something a client could do
it also may be a crasher that is making the portals upside down and then crashing the quest users
there's this bug in quest where, if i look up a certain game in the world search bar. and then i join one of the games and look up the certain game in the world search bar again, it only shows little to few games in the list. Anybody else getting this? or did i explain this terribly lol.
It’s been happening to me a lot not to mention that no other worlds load for me after that happens, then I’ll randomly crash not long after
Hey what template do I need to get started on a vrchat world in unity?
Completely new with vrchat deving. I've used unity before but it's be awhile
3d template
sometimes i get this. usually just scrolling will force it to load the rest of the entries (memory saving feature maybe?) but sometimes the UI just croaks and needs a restart
by restart meaning closing and re opening the game?
Maybe its a weird color scheme that the oculus couldn't use
uh why are some of my avatars stuck in pc mode in different worlds?
Is there a way to test world builds on quest without pushing an update?
there is not because the PC testing function only works because Unity and vrchat was on the same computer
That's valid
a seperate testing upload would've been very appreciated though :c
really wish there was a way of quest testing without updating the public version
end of tiny rant oops
Bakery works just fine with Quest Maps
as you're just baking information to Unity light probes and textures
yep. I have a world with bakery and reflection probes to make realistic and atmospheric reflections, but when switching the materials to the Standard Lite variant, the reflections dissapeared, and I got worried.
you could use the standard Shader on Quest it just would be more expensive to the framerate?
I don't personally have a quest so I couldn't answer if the reflection probes work
arent there like 50 errors when you upload a world saying stuff like "you're using an incompatible shader"
those aren't going to stop you from upload it's just letting you know it might be laggy
ah got it. Just gotta make sure it doesn't reach the 50 mb limit (which i think it's at like 48)
actually the limit is 100 MB now
ah brilliant!
and probably a good idea to check if the reflection probes actually work on a quest standalone
i can't be sure, since I don't own one...
do you have a friend with a quest
i'd have to check
also I would suggest swapping any materials that aren't terribly shiny to standard light for performance reasons
yeah (sorry for late reply)
Are shadows on Quest worlds possible?
and how do i add them? because i saw you cant change the Quality settings
you'll have to bake your lighting if you want any Shadows from your World objects
Anybody else have issues with the Standard shader in cutout mode on Quest? I found that it was "stretching" the last pixel in transparent areas to the bounds of the mesh, rather than, well, cutting out.
I was using a normal map with it, but it showed correctly in the Unity editor. I'm kinda unfamiliar with the limitations of the built-in shaders on Quest.
I ended up using the older Transparent Cutout shader, but I'm making another world where that shader might not display appropriately compared to Standard. T'is why I ask now.
Make sure the texture itself is actually set as transparent
It is. Like, I've gone through everything I can think of, but the Unity Standard shader does not work in cutout at all for me. I have to use the "classic" cutout shader (which is unlit).