#quest-development

1 messages · Page 13 of 1

patent coral
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transparency for avatars on quest isn't supported so the mesh itself is cut out to the shape

opal fractal
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its not cutout though it fades

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well, i guess it has to be and they just know something i dont about making a good cutout layer

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in that case im just going to keep leaving out the blushes on quest its whatever

half pier
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No blushing allowed on quest

tough egret
opal fractal
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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

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i looked up close on some others and theyre definitely translucent not just solid cutouts

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hecka confusing

muted garnet
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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?

muted garnet
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Wow that was fast

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Does the Quest display cutout textures correctly?

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I mean materials

fair tinsel
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it is capable of rendering them it's just disabled on avatars because it's too expensive

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and probably you'll have to cut out the shape with the blender knife tool if you want that on quest

muted garnet
fair tinsel
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you cannot use the standard Shader on Quest avatars

muted garnet
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It's for a world, so if it works that'll do for me 👍🏻

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Oh yeah, just threw it together so I forgot that

fair tinsel
muted garnet
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Good thing you pointed it out, as neither Standard Lite or Toon Lit support cutout textures

fair tinsel
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yep because vr chat doesn't want you to lag the game

muted garnet
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Hmmm... this is a problem. I barely understand Blender and it drives me mad whenever I try to use it.

fair tinsel
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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

muted garnet
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Any idea how it would look on Quest? If the cutout displays properly, that's good enough for me.

fair tinsel
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it would display properly using the standard Shader on a world

muted garnet
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Great, thanks for the solution :)

old pecan
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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

lusty nexus
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😬 anyone else had their unity freeze while trying to convert new SDK Windows to Android version?

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not sure if i should delete this copy or wait this out..

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in previous SDKs it took, what.. never more than 4-5 min to convert

tough trout
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Guys I got a question is physbones out on quest?

wary linden
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I'm pretty sure I have a couple physbones avatars on the quest rn

tough trout
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Alright thank you

small heart
tough trout
topaz arch
topaz arch
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Hey is there a package that allows particles stay in one place in the world?

wraith jewel
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None that would work for quest, I imagine

urban pivot
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some ui button are flashing for quest why?

south lily
topaz arch
alpine dome
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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?

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Happened on both projects I converted from pc to quest, used to work fine when on pc

compact drift
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Has anyone here used QT pens in their world?

wraith jewel
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Vrchat keeps crashing on my oculus and I’m not using the oculus app on my computer

astral agate
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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?

south lily
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everything should work under unity 2019.4.31

south lily
astral agate
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ok ill check it out thanks

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still not seeing what i need

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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

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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

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wait i might be just dumb, hang on for awhile whilst i investigate xD

south lily
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one on the left needs the “android build support”

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needs the android icon

astral agate
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ok so basically the original question im asking is how to get that icon

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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

alpine dome
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Open a project with that version, press ctrl+shift+b, select android and then download

astral agate
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and if it doesnt exist????

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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"

astral agate
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just confirming that what i did above did work and uploaded properly

supple stag
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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

fair tinsel
supple stag
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Theres a poppy playtime avatar with a cymbal sound that works on quest

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And what would be the reason for them to add the avatar audio setting to the quest client ?

fair tinsel
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because that would take more effort to remove the setting from the quest build

supple stag
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I guess that makes sense

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But im still confused on how theres a quest avatar with working sound

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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

languid pond
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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?

livid sedge
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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

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what the fuck

lucid gate
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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?

fair tinsel
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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

patent coral
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they're definitely expensive but they're 100% worth it if you're on VR often

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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

wraith jewel
supple stag
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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

fair tinsel
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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

sweet tundra
fair tinsel
supple stag
vestal ravine
# supple stag You also told me it was impossible to have audio on quest avatars which was fals...

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

supple stag
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Yes ik this

cinder jungle
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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

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ex: hiding the video player instead of deleting it on the quest version

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(please ping me if you respond)

outer raptor
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you want your scene hierarchy to be exactly the same between builds

cinder jungle
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alright

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thank you

wraith hollow
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anyone have issue with hand animations only working on one hand for quest users?

solemn moss
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Are Texture Arrays supported on quest?

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(mainly on the avatar side)

south lily
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particles, yes. but in shader form. no (in worlds, yes)

youd animate the offsets for arrays if its to be used on a mesh

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@solemn moss

solemn moss
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ahhh thanks the second would be a pain

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63 textures

sweet onyx
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all the block faces are stored in a big texture array like 700 large

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and then we use the trick where a small adjustment to scale picks a different block texture like 1.0007

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that way they are all cubes and can be instanced!

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but this is for worlds, which allow custom shaders

solemn moss
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Yeah I can't exactly do that for avatars... Shame I can't use lightweight custom shaders on quest

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I made a pretty good one for desktop that made the whole process super simple

wraith jewel
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Anyone know where I can get some plushies for a map?

idle nimbus
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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?

wraith jewel
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And thank you for helping me.

idle nimbus
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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.

supple stag
# wraith jewel Anyone know where I can get some plushies for a map?

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

wraith jewel
idle nimbus
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@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.

wraith jewel
# idle nimbus <@456226577798135808> I want to activate a death animation when a weapon collide...

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.

idle nimbus
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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.

wraith jewel
idle nimbus
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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.

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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.

wraith jewel
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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.

wraith jewel
idle nimbus
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Yeah, that's just a trigger but it has to have a way to detect the axe head

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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.

wraith jewel
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Hm

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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

idle nimbus
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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.

wraith jewel
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If you want I can test it out

idle nimbus
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If the bone was only in the axe head and I checked for collision with the bone, that seems like it could work.

wraith jewel
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Yeah seems plausable

idle nimbus
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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.

wraith jewel
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Actually I just had a idea though idk if it would work, Mind if I DM you?

idle nimbus
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Sure

runic storm
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does anyone know, what is the problem with a portal, which transports only PC users to the same world instance, but not quest users?

zinc ocean
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how i go live in meta quest 2 in discord?

umbral socket
umbral socket
# zinc ocean how i go live in meta quest 2 in discord?

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/

shell peak
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how are people getting audio on quest avatars?

empty elk
half pier
static oak
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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?

lament owl
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Animations that affect non-existing stuff just doesn't do anything, so it's safe to leave it

fathom birch
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any obvious reasons why a pen working otherwise, fails in quest?

fathom birch
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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)

umbral socket
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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?

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You mentioned modifying the pens - do the unmodified pens work for you?

wraith jewel
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guys when you publish a world is it automatically adapted for quest?

umbral socket
wraith jewel
gilded tundra
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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.

frigid vortex
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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

outer raptor
frigid vortex
frigid vortex
frigid vortex
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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?

outer raptor
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yes

frigid vortex
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Oh ok, then there's my issue 😅

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Should my compression method be the same for both? LZ4? Or is default for the pc build fine

wraith jewel
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Hello , Can someone help me? I cant upload my world to quest

wraith jewel
wraith jewel
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(There is no error message in the unity console )

magic imp
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Try reloading the sdk

tardy fractal
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quest crasher?

tardy fractal
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The portal would appear and then the quest user would randomly crash

half pier
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That looks like a client user

wraith jewel
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yes that is something a client could do

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it also may be a crasher that is making the portals upside down and then crashing the quest users

dull sand
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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.

zinc quiver
dull sand
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same

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sometimes it crashes after for me too

sinful folio
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Hey what template do I need to get started on a vrchat world in unity?

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Completely new with vrchat deving. I've used unity before but it's be awhile

fair tinsel
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3d template

slim mason
dull sand
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by restart meaning closing and re opening the game?

stable river
shell peak
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uh why are some of my avatars stuck in pc mode in different worlds?

grand horizon
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Is there a way to test world builds on quest without pushing an update?

fair tinsel
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there is not because the PC testing function only works because Unity and vrchat was on the same computer

grand horizon
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That's valid

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a seperate testing upload would've been very appreciated though :c

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really wish there was a way of quest testing without updating the public version

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end of tiny rant oops

raven crag
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Can you use Reflection Probes in a Quest world?

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as well as Bakery Lighting?

fair tinsel
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Bakery works just fine with Quest Maps

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as you're just baking information to Unity light probes and textures

raven crag
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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.

fair tinsel
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you could use the standard Shader on Quest it just would be more expensive to the framerate?

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I don't personally have a quest so I couldn't answer if the reflection probes work

raven crag
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arent there like 50 errors when you upload a world saying stuff like "you're using an incompatible shader"

fair tinsel
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those aren't going to stop you from upload it's just letting you know it might be laggy

raven crag
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ah got it. Just gotta make sure it doesn't reach the 50 mb limit (which i think it's at like 48)

fair tinsel
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actually the limit is 100 MB now

raven crag
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ah brilliant!

fair tinsel
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and probably a good idea to check if the reflection probes actually work on a quest standalone

raven crag
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i can't be sure, since I don't own one...

fair tinsel
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do you have a friend with a quest

raven crag
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i'd have to check

fair tinsel
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also I would suggest swapping any materials that aren't terribly shiny to standard light for performance reasons

slim mason
warm jay
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Are shadows on Quest worlds possible?
and how do i add them? because i saw you cant change the Quality settings

fair tinsel
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you'll have to bake your lighting if you want any Shadows from your World objects

autumn radish
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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.

half pier
autumn radish