#world-quest

1 messages · Page 3 of 1

lean relic
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no lol

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any other idea what it could be?

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this is what i mean

lean relic
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It just blacks out and I get taken back to my home world

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It works on my pc, but won’t on my quest

lean relic
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I got it figured out nvm

lean fossil
lean relic
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Idk, I just restarted my headset and re opened the world and it worked. Ig it just was an oculus issue, not a world issue sippspeen

tepid hornet
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Is unitys Polybrush compatible with quest?

atomic merlin
fresh skiff
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It's The Tub or so...very spooky...short but well made!

ripe geyser
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So, came across an issue that's only visible on a Quest headset and not in Unity. There's supposed to be holes only at the back of the house and not in front of it. I can't for the life of me figure out why. The 1st pic is from Quest side while the 2nd pic is from Unity. I've tried redoing occlusion so that doesn't seem to be the issue.

fervent bluff
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I came back vrchat in a long time, but my world's portals didn't work in VR mode. I can go other worlds through the portals in PC, but vr portal doesn't work... Is there someone who can help me? Thanks

zinc bridge
smoky cove
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Hi guys, I am running the game on a quest2 but using a pc like 99.9 % of the time. Is there any reason I should build a map that is cross plateform? Do you bother to do so, why you do or do not so please. Also do I need to host server on my server or pcs to get the map "Started" and running somewhere or it's running on VRchat server?

Newbie here 🙂 !

atomic merlin
# smoky cove Hi guys, I am running the game on a quest2 but using a pc like 99.9 % of the tim...

Worlds are not hosted at all, there are no instance servers, it is basically a more secure and less intense p2p connection.

Normally a p2p connection means everyone would be connected to everyone, like a mesh network, one connection to each player, but in this case there is a relay server that people send and read data from, so only one connection, but otherwise working the same.

When you move an object then you doing that is sent to the relay and then sent out to everyone else, meaning everyone is "server-side", but only one player can own an object and decide things for it, unless that is transferred, which for pickups is if anyone else grabs the object. This is why we have game masters, it makes it easier to sync the state of things if one player acts as server-side.

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And making it cross compatible means a lot more people check out your world

smoky cove
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Thank you both for the information! Lovely

paper pollen
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any ideas why questies cant see this text mesh?

late bluff
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I am trying to upload a world but it will not work and I think this is the problem can someone help me?

scarlet jetty
zinc bridge
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or just get a larger screenshot

grand trellis
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hi y'all

shadow olive
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idk if this is the right place to put this kind of thing, but im working on recreating a bunch of features from the portal series in vrchat. I'm planning to make a full testing track, or maybe even a multi-part campaign.

already have portals(made by Aurycat), duel portal gun, portal panels, turrets, doors, buttons, and i'm working on making items pass through portals

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all the logic is made from scratch by me other than the visual and teleporting system of Auracat's seamless portals

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im a questy, so this is fully quest compatible

pastel nebula
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flint umbra
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hey guys, are anyone aware of the transfer to the VRCWorld spawn point after entry in the Unity world center. Meaning someone will spawn into a world ,you'll see them for a brief moment at the unity scene center then they will xfer to the appointed spawn point. If any of you are aware of this, has it been reported to be fixed, or do we just start lining out world spawn point up with the unity scene center point?

lean fossil
flint umbra
lean fossil
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Unlikely

whole sonnet
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oh my gosh vrchat still hasnt fixed that bug in the quest standard shader that makes emission not work. its been months, jeeze

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we all just not supposed to make quest content anymore?

lean fossil
atomic merlin
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Mm, it has been a bug for a while now, annoyingly means I need to reupload my recent Quest versions again, whenever it is fixed.

blazing fossil
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i spent an embarrassingly long time after the sdk update tracking down non-existent bugs in my own stuff when it was just the shader being broken

whole sonnet
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Unity 2022 has so many bugs. I only use it for worlds because its so much faster to build

light hazel
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anyone knows any good double sided (backfaced) shaders i can use for my world?

zinc bridge
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you can easily download the built in unity shaders, and add one line to the code that disables the culling

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instead of having to track down some shader someone’s made

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just add “Cull [Off]” right after the “LOD 300” line

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then boom, double sided standard shader

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you might want to change the shader directory at the top though, so there isn’t two standard shaders in the same place. change the very top line from Shader “Standard” to be Shader “Custom/Standard”

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@light hazel

lean fossil
light hazel
zinc bridge
dusk field
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what shader should i use for plants/leaf cutouts on quest?

zinc bridge
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standard is fine

winter fjord
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but standard doesn't allow transparency so it just looks like a bunch of squares

charred mesa
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yeah standard makes the leaves look like

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and lightmapped makes it look like this:

wary stag
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I just use filamented for everything

buoyant hill
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Sorry for very late reply

placid ember
placid ember
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I've tested mochies standard shader on quest and it's like 99.999% compatible. Just don't use the uber version for quest

low pasture
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Is there any way to make quest have anything glow since I know the post processing doesn’t work on there-

bitter stone
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how do you set a spawn point in and world?

atomic merlin
carmine harbor
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hey i have been having a problem where i can't join any world and idk what to do i have done everything

buoyant hill
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standard lite shader

low pasture
buoyant hill
low pasture
pulsar bobcat
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I'm trying to upload the quest version of my world, it does upload and I get 0 errors; however when questies try to join the world, it crashes them and sends them back to their home world. Any idea on how to fix this?

ripe glacier
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Looking for this world all I know is that it’s pc only please help!

steep cloud
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how do i fix the glossyness on the terrain for Quest?

silent turret
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why does a mirror that reflects a single layer (that doesnt include players) still shave like 8 frames off my standalone performance 🤔 🤔

silent turret
lean fossil
silent turret
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i get that but the layer in question also has a single model with one material and less than 100 verts

low pasture
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So I’ve been having an issue with quest lag on my world. Anyone know any common problems so could try and whittle it down? The world isn’t too big and I made sure to optimize all my textures.

coarse grail
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some World optimization tips that would apply to pretty much any world

low pasture
coarse grail
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what kind of shaders are you using for your world, are you having lots of different materials , is there lots of transparency going on in your objects/

low pasture
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Well just the standard lite. Also no transparency I’m pretty sure.

coarse grail
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how's the triangle count of the world?

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and might be a good idea to consolidate some of your materials together so it's using less draw calls

low pasture
coarse grail
low pasture
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Thanks!

timid pawn
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I wish world testing could be done on quest

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local/offline testing*

low pasture
coarse grail
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making texture atlases for your models in blender

low pasture
coarse grail
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good to know and did you see anything with your wireframes that looked like it had way too many triangles

low pasture
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What’s considered a lot of triangles? Because I did happen to have one structure that seemed to have a lot

coarse grail
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maybe just post a screenshot

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and question are you using a very large amount of materials for your scene

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and are you using real time or baked lighting

low pasture
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Actually still experimenting with lighting so the only lighting there is I guess is the skybox and the environment in that lighting settings. I’ll post a screenshot

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Just have to take cookies out of the oven

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Could this be the cause maybe...?

coarse grail
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could you take a screenshot closer to the curtains and chains

low pasture
coarse grail
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and I suppose you could always try removing the chandelier curtain chains and couch and do a test build and see if that makes any Improvement

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okay those metal chains are way too many triangles if they're still pitch black at that zoom level

low pasture
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Holy moly Yeah I see it.

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Thanks for teaching me stuff over the course of years randomly with questions. I really appreciate it!

coarse grail
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I would suggest having a look at the chandelier as well

low pasture
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Yeah I think I'll try looking for better drapes too!

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Thank you though!

low pasture
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It irked!

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Worked!

coarse grail
low pasture
coarse grail
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then yeah in future try to check the polygon count before you put it in your world

low pasture
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will do!!!!!

hollow hinge
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do you guys know where can I advertise my room? Recently build a new room and need feedback on it~

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been feeling a bit desperate now...😿 didn't know it would be in the community lab initially

random flame
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Are standard lite emissions still broken?

low pasture
shadow flint
jagged jacinth
topaz juniper
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Hey there! im a new vrc creator and ive got many questions! Starting with this one
Ive got this picture here, and usually I would use the standard shader with Cutout in order to only render the leaves.
However on quest that option is not available.

I tried using alpha blended, but it causes some weird texture clipping.
Is there any way to do this?

zinc bridge
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it is an option though

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you can use standard on quest

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@topaz juniper

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it only gives you a warning in the SDK, not an error

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and it doesn’t really affect performance noticeably unless you have a lot of alpha or overdraw

topaz juniper
# zinc bridge you can use standard on quest

Okay! Thats great to know actually.
This world is gonna have a lot of greenery though, so around how many of these should i he concerned about?
How much counts as too much alpha?
In the meantime i thought, maybe I could convert these into meshes but that would increase the poly count

brittle pasture
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I am trying to find a liquid shader that distorts the mesh from a side veiw, is there a place I could find it?

zinc bridge
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■■■このシェーダーは既にサポート終了しています。 新規に見た目が良く使いやすいものを作ったのでこちらを利用してください。 ↓↓↓ ■Quest対応ベーシックウォーターシェーダー https://noriben.booth.pm/items/4967253 VRChat用にリアルさよりも軽量さとOculus Quest対応を優先した水シェーダーです。 いわゆるgrabpass(屈折表現をするために使うシェーダーの機能)を使った水シェーダーよりも非常に軽量です。 Cubemapを指定して水面に映り込む風景を直接指定することができる機能があります。

steady hinge
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anyone know how to make a toggle where when the button is activated one turns off and the other turn on?

zinc bridge
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just toggle both object’s active state at the same time

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or if it’s a one-time thing, just use the checkboxes on the SetActive node and set each one manually

teal dust
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hey guys theres i world i wanna find.

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is like a house with like upstairs has a blue and yellow star bed with a teddy bear on is pillows and there is a computer with a gameboy on the desk

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Here's the photo of the world I took of a YouTube short

wraith hawk
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What's a good way to make a performant flashlight for quest ?

swift shard
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What is the best couple avi world for quest+pc

spark palm
zinc bridge
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it does though

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it’s has a smaller max amount, but it isn’t prohibited

zinc bridge
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if you need shadows on, set the quality to low or medium at most

and preferably have the cull layers only affect Default. if you really need or want it though, you can enable MirrorReflection to make it appear in mirrors, and enable Player and Playerlocal to make it affect players

teal dust
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Can someone pls tell me?

cyan kestrel
quasi fox
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The quest version of my world is overwriting my PC version despite having the build target set to android

teal dust
restive ruin
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when i inport a modle from blender into unity how do i get it to add colision bc its ust walking streight through when i try

vital lance
restive ruin
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if not save and close it and re open it

vital lance
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There is no sdk runnning and i tried reopening it before making a video

restive ruin
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reopen the world trugh the creator companyon

vital lance
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Yeah i did

restive ruin
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hmm

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idk

vital lance
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I uploaded the worls but i am unable to upload it to quest but in vrc it shows the world is quest only and not pc and quest , anyone help me?

restive ruin
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whos up to help me?

restive ruin
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fixed

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i just forgot to add mess colision

steady hinge
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Anyone know a world where u can test lights or emissions on a avatar?

restive ruin
coarse grail
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don't post the same thing in multiple channels

cosmic fern
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There any dnb rave sorta worlds?

twilit shard
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Before I get in to deep, does anyone know if Geometry shaders work on Quest/Android?

zinc bridge
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i don’t know a whole lot about shaders though, so there’s probably a couple more limitations i don’t know about

twilit shard
atomic merlin
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On a hardware level

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Another pretty major limitation, inside of VRC, is that any shader relying on the depth texture won't work.

rare coyote
atomic merlin
rare coyote
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Yeah just read one chat, didnt know what they were using if for.

half zodiac
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can the quest view render textures in worlds?

tepid vapor
atomic merlin
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Assuming there isn't some special way to trigger it that I have missed.
I have heard that Quest doesn't and seen it for myself that it isn't generating a depth texture though.

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Can't use post processing to force the render of the depth texture and lights lack shadows which I think was the trigger for the depth texture.

white notch
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On a scale of one being no impact to ten being it will kill the majority of quest users joining, how bad is real-time lighting? I had a friend join my world recently, and the only thing i can think of causing the lag for them is the lighting, but i wasn't lagging myself so idk

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mind you we were both on quest for it

lean fossil
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Realtime lights dramatically increase draw call count

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but if you only have one draw call, then who cares

pine sable
white notch
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alr then can y'all help me with a problem i'm having? i'm trying to add a darkness slider for my world but from what i've heard post processing doesn't work for quest users, so unless im just wrong, there has to be another way to make the world darker without using post processing or turning down the intensity on a real time light, am i missing something? /gen

pine sable
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I wouldn't use real-time lighting at all, for quest or pc users. Quest doesn't support post processing so darkness sliders wouldn't work

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And using a backdoor method will just cause lag issues on quest because you'd essentially be forcing them to render an extra pass which would be terrible for users on the quest platform

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right now you have real-time lighting in your world, which is terrible for quest; adding a backdoor method of having a darkness slider would make the world unplayable for them. bake your lights, especially if you want more than 5 people in your world at a time

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baked lighting also looks 100% better than realtime lighting in vr, you can't have your emissions interact with the environment with realtime, unless you're rendering SSO and bloom on top of it.

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which are both expensive

white notch
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do you think it would be possible to turn down the value for object materials atp? giving a similar effect without using realtime or post processing?

pine sable
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doesn't really work, it's not stable. it's possible but will always sort of cause a desync issue where you can't return the normal values unless rejoining eventually for players

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plus, it wouldn't solve the issue of avatars being lit differently to the world

white notch
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i guess what i'll do is i'll make a seperate material and apply them to hidden duplicates of the objects i want "darker" and have a toggle that can turn hide/unhide them. not preferable but i know that'll work :\

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thanks again!

coarse grail
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the avatars would stick out like a sore thumb in the dark lighting if you did that

pine sable
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that's a lot of work because that'll be tied to an animation and animator; you'll have to write code for the toggle to work properly

pine sable
white notch
pine sable
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to achieve this on a toggle you'll need to learn udonsharp, it's not the same as making a toggle for an avatar

white notch
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yes i'm aware

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i've already finished the world and know some udonsharp, and if i don't know how to do it i do know where to find out to learn

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mainly making like a million revisions to make it actually playable lol

quick hemlock
white notch
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interdasting, i'll check it out for myself

white notch
cunning ginkgo
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I’m looking to hire someone to get a concept card game working in a vrchat world for me :) thanks

echo latch
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Bonjour à tous les membres de la communauté VRCHAT. J'ai besoin d'aide pour un projet World, et comme nous sommes dans un salon de mappeurs, je me tourne vers vous. J'ai oublié comment camoufler une zone lorsqu'on se téléporte (en gros, lorsqu'on se téléporte sur une zone, elle est cachée pour éviter le lag, et il me semble qu'il y avait une méthode dans les animateurs pour cela, mais j'ai complètement oublié). Pouvez-vous m'aider à optimiser le monde en m'expliquant la procédure à suivre ?

white notch
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tttyyyyyyyyy

quick hemlock
analog solstice
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what material do i use to make a material have alpha transparency

final drift
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any shader that supports transparency to begin with

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iirc unity's standard shader does

analog solstice
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standard lite?

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it complains when i use standard

final drift
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is it for an avatar or a world

analog solstice
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world

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this is my first time

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ive made avatars before

final drift
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unity's standard shader should work fine then

analog solstice
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oh

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oh yeah its only giving me yellow triangle error

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how do i make a texture tile on a cube at a consistant scale instead of stretch across the individual surface

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like so i can have the same size tiles everywhere

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for a wall

analog solstice
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ok i kinda figured out tiling but it would mean i would need a new material for every differnt sized wall

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is there a way to automatically make it tile to be a constant size?

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i can do it in blender and have done it in unity 2d

coarse grail
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Gumroad

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sly snow
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Question about QuestEasySwitch:
So I have a map with a lot of materials and i can filter in assets to "material" and drag and drop the whole lot into QuestEasySwitch like so:

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but on the shader change I have to drag and drop the Standard-lite on each individual one on the right. Is there a way to mass do it?

crystal canopy
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Just did a whole lot of searching for you and I finally found it

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It should be called 'summer in the suburbs' or something along that line

teal dust
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It actually is! Thank you so much dude! I been looking forever! How can I thank you :]

crystal canopy
mossy basin
slate badge
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does it take awhile after upload for it to show up as quest? It uploaded sucefully but doesnt show up

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quest world some how uploaded as the pc build >_>

crystal kindle
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I'm looking for a name for this world

crimson kelp
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Snowy escape?

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Northern beauty?

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Midnight lights?

crystal kindle
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ok

crystal kindle
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It's not all three😭😭

stone kraken
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Hello !

I am trying to make my first world ever and the only thing that is left is to optimize it for quest. However i am running into issues.

Inside of quest, the world is very choppy in frames and the camera drags.
I tried fixing this by;

  • adding occlusion
  • reducing texture resolutions
  • compressing meshes and textures
  • toggling the items / decorations
  • removed a couple assets from the scene
  • removed realtime lighting

However despite all of these, inside the world even with (almost) everything toggled off, the world is still very laggy and not comfortable to play in.

What am i missing? what else can i do to fix it???

fringe birch
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Also using standard shaders?

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Some 3rd party shaders can chug like heck on mobile gpus

lofty wagon
zinc bridge
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yeah could be shaders or high-poly meshes if most things being off still causes issues

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could also be the camera far plane being super high, if you even changed that

fringe birch
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Speaker in question Laughing

zinc bridge
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nice

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my friend bought a model of the valve index a while ago, and each speaker grate was completely modeled

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needless to say, as soon as i realized that i turned it into a very basic mesh with a cutout texture

fringe birch
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Remade it in probuilder , much better

lofty wagon
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Unity

stone kraken
stone kraken
lofty wagon
coarse grail
lofty wagon
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Exactly lol

stone kraken
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Alright i see, where do i see the stats?

lofty wagon
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Be default they are on the top right of the game screen in play mode

stone kraken
lofty wagon
# stone kraken

The tris are pretty bad. Generally you should be aiming for roughly 50,000 tris on the screen at a time for quest players. I would start there

stone kraken
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hmm okay, i see. I'll update once i am done optimizing them then, thank you!

lofty wagon
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Np

coarse grail
# stone kraken

you would definitely also want to try to lower the amount of batches involved maybe try combining a textures together that aren't tiling textures so that you're using less materials there by using less draw calls

stone kraken
coarse grail
stone kraken
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oohh i've never seen anything like it before. could you tell me a bit more about it or how to do it? or if there's a tutorial of some sorts could you link it to me ?

coarse grail
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a potential Unity workflow

stone kraken
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thank you!! i'm not really familiar with blender, i could learn but it would take me a while lol

coarse grail
frozen nimbus
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On smash down or smack down whatever that was called it kept lagging

tranquil stirrup
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Can quest users see pc shaders in worlds?

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Like if i use poiyomi or something for a wall, will they see the same shader or do i have to switch it to a vrchat mobile shader?

coarse grail
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yes you would be able to use that Shader on a world on Quest just be mindful of performance

tranquil stirrup
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Cool, if only quest could have some sort of post processing though haha

coarse grail
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apparently post processing is a bit resource intensive for mobile architecture

atomic merlin
# tranquil stirrup Can quest users see pc shaders in worlds?

Most shaders work, but ones using grabpasses do not (which would have been a way to do post processing kind of). I am pretty sure that any shader using depth textures do not work either.

Basically you have to test your world on Quest or Android directly, as you might otherwise miss that you are using a shader that just outright doesn't work.

celest raft
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😮‍💨

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I am still struggling with water splash

mossy basin
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Hi folks! I'm trying to find a liquid shader replacement that doesn't use a grab pass - any suggestions?

vital lance
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Hey not sure if this is a okay general to ask but any quest world suggestions for taken photos

zinc bridge
mossy basin
gray basin
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Trying to optimize a world for quest and it's telling me that some materials have unsupported standard shaders, but Unity greys out the option to even change it, how do I fix this?

zinc bridge
gray basin
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Ohhh alright!

sly snow
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im looking for a few simple things like:
-texture scrolling shader
-animated ( I found animated sprites work across quest and regular but wondering if you can just use a material with more controls)
-glass effect

zinc bridge
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tsunamoo’s quest water is really performant, only downside is it uses a matcap, so it won’t look too good unless you know how to use matcaps

sly snow
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oh im well versed on those and have made my own matcaps

zinc bridge
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that’s good

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when i use that shader, i like to take screenshots of my reflection probes that would normally affect the water, edit it in gimp so it looks like a regular matcap, and it turns out looking pretty nice

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(screenshots of the preview in the inspector)

sly snow
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oh my god thats a nice hack, use the inbuilt probe previews to pull it

zinc bridge
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yup

cloud lion
cobalt loom
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why does the scale of my objects change as i walk through model model in the quest?

vital lance
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Heya, having some issues my friend sent me this picture, a white bar is taking up part of my world? But only on the quest side? Is there anyway to fix this, I've checked colliders, lighting, reflection probes. Everything, but nothing has fixed it.

autumn pendant
vital lance
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I use mochi shaders/pc only shaders, but onnce I swap the build to quest I change them to standard/hide the mesh that has the pc only shader

autumn pendant
vital lance
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ill let ya know if it fixes my issue :)

autumn pendant
vital lance
sly snow
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another question:
what would be the "safe" and "pushing it" amount of pickuppable props in a world with quest compatability?

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also if I have a different mesh Quest lowpoly variant FBX of a pickupable, what would be the best practice to swap them out? is it just by entity name or do you have to parent it off the original and disable mesh render on original?

zinc bridge
errant veldt
sly snow
sly snow
errant veldt
sly snow
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is it safe to use crunch compression on all the baked lightmap images (using bakery) or do you have to leave those as its default image format

clear thorn
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When I teleport a quest user in my world while their chatbox or menu is open, they become slanted and can't move or talk anymore. How can I fix this?

clear thorn
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we noticed this occurs in magic freeze tag for a moment then the player gets readjusted.

cosmic fable
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When I uploaded the world to PC & Quest, I encountered significant image freezing inside the game on Quest, and also faced screen freezing when entering the world. Can anyone tell me what the reason might be or provide me with good Unity Android settings for uploading the world to Quest?

eternal sinew
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I'm getting this error when i'm trying to upload on quest

steady cairn
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Hey guys- im trying to work out what would be the cause of these really weird frame drops in the world im building.
The world gets a constant FPS almost everywhere exept a few minor places, and its really stumping me imma be honnest.
On PCVR it works perfectly fine- and everything is occluded

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Nothing changes in the process of walking back/forth either- just decides its gonna be laggy

fringe birch
# steady cairn Hey guys- im trying to work out what would be the cause of these really weird fr...

VRChat tutorial for checking your drawcalls. This works for both worlds and avatars!

------------Timestamps----------------
0:18 Drawcalls Explained
0:54 Using Stats
2:39 Using Profiler
3:39 Using Frame Debugger
5:21 Note on Material Count
5:52 Debugging my Instancing
6:30 Note on Post Processing
6:49 In Summary

---------Useful Links----------...

▶ Play video
steady cairn
#

I think I found the issue, 1 part of the world had 2.8 mil tri's

#

So I wacked it into blender and dropped it down to 1.1m

umbral knoll
#

Anyone else have transparent mirrors break on you lately?

fringe birch
placid ember
#

In my experience 1 mil polys is still pretty heavy, vertex count is what sucks up a lot of the vram and performance though. My reference is quest 2 though not quest 3. I've read that the best practice at least for quest 2 is 500k on screen at a time or lower. Not sure with quest 3

autumn pendant
#

Quest 2 is 1M in frame Oculus' recommendations back then, I can't imagine that Quest 3 would be that much higher

pure fjord
#

how to fix

zinc bridge
#

look for a purple error and send a screenshot of that. the ones you showed aren’t the cause of the problem, they simply state that the problem exists

fringe birch
#

Pretty

languid river
#

Anyone know of any transparent shaders that are compatible with quest? Currently developing a world and need a shader for the windows on quest.

atomic merlin
pulsar shoal
#

hey guys do any of u know how i could start an animation when the player enter the server ? (like an animation in front of the cam, my animation is under .gif extention)
thanks a lot

limber meadow
#

Can I use the standard (not lite) materials that are included with FBX? Or do I need to create a new material for mobile vrchat shader and replace it?

zinc bridge
#

but no, it isn’t completely necessary to switch them to VRChat > Mobile shaders, it just saves a bit of performance

limber meadow
zinc bridge
#

none of the mobile shaders support transparency, but if you need a couple things to be transparent for quest, it’s perfectly acceptable to use the regular Standard shader

#

like, you aren’t forced into using mobile shaders for a quest world

#

it’s only about saving performance for the most part

limber meadow
zinc bridge
#

nope, it’s only avatars that are forced to have mobile shaders for quest

#

you’ll notice that if you don’t use a mobile shader, the SDK only gives a warning, not an error. meaning you can still upload just fine

lofty wagon
#

Im having a issue trying to get something working for quest, basically a announcement feature that puts text in a players face. It works perfectly fine on PC and PCVR, i am unsure about quest but it doesnt show on android phones. I dont think its the script cuz it works on PC fine and is very basic, but just in case ill put them there. Basically you press a button that sends a networked event to activate a gameobject, which will be a camera. The camera has a event to enable the camera component and then a delayed event to turn it off after 8 seconds. Is there anything i could be doing wrong here?

lofty wagon
#

btw i got someone on quest to tell me that it works for them, so its just a phone issue

tame lark
#

Hey guys im new to Map Development started very recently due to a school project and im running into some issues when i want to make my World accessible for Android/Meta Quest

the Error shown in the screenshot keeps on popping up
already installed the recommended Version but doesn´t seem to change a thing

Can someone please help me fix this error so i can proceed to upload it

Grateful for any help i recieve 🙏

atomic merlin
shrewd hare
#

anyone know why my terrain went very shiny when I changed the build to quest?

shrewd hare
#

nvm fixed it

frozen sail
#

Are normal maps allowed on quest?

#

like height maps, occlusion, etc. I didn't know if it would cause the screen glitching

zinc bridge
#

the only thing that causes screen glitching are Grabpass shaders

zinc bridge
frozen sail
#

I appreciate it ❤️

frozen sail
#

Hello, I'm kind of in a spot. I've uploaded vrchat quest worlds before without problem but ever since I went to the new unity, whenever I upload a quest world it causes a complete shutdown of the headset and will cause extreme lag and greenscreening. I was wondering if anyone knew why that could be? And I was wondering if I had the correct android package but wasn't sure what to look for because that's my initial tought.

#

Because I remember there's an android thing I need to download for android to work but I have no idea whats wrong

frozen sail
#

can anyone help me? Im about to have to delete it on quest

zinc bridge
#

not sure why that could possibly happen, you didn't use any intense shaders or anything did you?

#

and, i don't think there's any other package for andriod other than the correct one

languid quarry
#

getting this error when trying to switch to android

#

nvm I figured it out

high oar
#

Ok so I have VCC but when I try to download the recommended version of unity it never downloads, can anyone help me fix this glitch

dusky prism
#

Does anyone know a world that u can do art with 3D objects?? I remember I went to one a while ago, but I forgot to save it :( and it’s also quest compatible, like u can have bunch of shapes where u place them and resize them to whatever you’d like

atomic merlin
crude gorge
#

Does anyone have any magical tricks for dealing with Z-fighting on decals when it comes to the Quest? (due to the horribly rubbish depth buffer). I already have the camera set to a rather conservative 0.03-500m (as it's outdoors too) so no easy fix there.

coarse grail
#

about the only thing that I know that would completely fix it would be to cut into the geometry so there's no overlapping geometry but that would defeat the point of it being a decal

#

or using a extra UV map to select the decals

vital lance
#

hey, what shaders should i be using for quest worlds?

zinc bridge
vital lance
#

ok, thanks

crude gorge
#

Or rather, change everything you can to Mobile > Diffuse. Only use Standard Lite if you need Emissions or Metalic maps.

crude gorge
#

Why does the Standard Lite shader use Vertex colours? Given that none of the others do is it safe to assume that this is another bug?

harsh wadi
#

Heya, so I just got myself this world with a PC and Quest version. I'd like to make em both compatible. What's the easiest way to do this while keeping the same ID Blueprint ?

zinc bridge
atomic merlin
crude gorge
atomic merlin
#

It is definitely not a bug that standard lit applies vertex colors.
But that diffuse isn't working for you does sound like a bug, a bug that probably would only appear in vrchat then, since the Quest shaders are probably replaced on runtime.

crude gorge
#

I remember people complaining about it in the past because standard shaders don't. So you switch from a normal shader to one of the Quest ones and suddenly models are the wrong colours as the Std Lite uses vertex colours and normal shaders don't.

atomic merlin
timid cave
#

Has anyone tried the mobile app and is it very comparable in performance compared to the Quest 2?
I dont have a quest and it would be handy to have a way to test the quest content i make

crude gorge
sly snow
#

is there a list of quest-compatible interactive world prefabs available?

#

this channel pinned link seems to be broken

buoyant matrix
# sly snow this channel pinned link seems to be broken

Creating content for VRChat Quest is a challenge-- you have to create attractive, compelling content all the while keeping the content optimized for a mobile device. These are the same challenges that game developers must deal with while building for mobile.

Setting up a cross-platform world or avatar is actually quite straightforward! In short, all you have to do is use a duplicate project to build an Android version of the asset, and upload it to the same content ID as the VRChat PC asset. The client will manage which version it needs to download.

crude gorge
buoyant matrix
# crude gorge They were asking for Quest compatible prefrabs.

They asked that, but that isn't what I was replying to. They mentioned a specific link in the pinned comments was dead. That link was an old page explaining how to make cross platform quest content and quest optimization. I linked the updated pages for that information for anyone who needed it. If you wish to reply to their question, feel free.

crude gorge
#

Ahh, I see now. My bad.

balmy moat
#

Hey anyone know of some good free worlds to test out on Unity that’s compatible with quest?

wanton harness
crude gorge
wanton harness
#

Ideally decals should always render after the terrain

#

Render queue is just the order in which things are drawn, it shouldn't cause issues on anything except overlapping transparent meshes

crude gorge
#

Sorry, I misread render queue - I was referring to the sprite queue ID, not the render queue.

wanton harness
#

Sprite?

crude gorge
#

Yes, the decals are sprites.

wanton harness
#

Strange

#

Why?

crude gorge
#

It's to avoid making 500+ additional materials.

wanton harness
#

Sprites have the same issue internally

#

Each will be drawn on a separate draw call

#

You could atlas your decal textures

#

What are you using the decals for? Stickers?

crude gorge
#

They sprites are atlased already.

#

Hence that shouldn't be an issue.

#

I'm using them for album covers, as more will be added in bits and drabs randomly over time. Making a manual atlas and meshes to go along with that isn't feasable.

wanton harness
crude gorge
#

I'm not making it in Blender, I'm doing it in Unity.

wanton harness
#

Ahh, that would be a problem

crude gorge
wanton harness
#

Anyway, if you could find a way to increase the render queue on the sprites then they should stop flickering

#

Most shaders are configured to do depth test greater or equal, which means that if they are rendered after something in what the gpu thinks is the exact same distance from the camera they will still render on top of it

#

If you make a material using the "Sprites/Default" shader you should be able to apply it to your sprites and it should automatically use the texture that is already on the sprite object

#

Then you can check the render queue of thst

#

But it should already be on a higher render queue so it's possible there are other issues

crude gorge
#

Yeah, 3000 vs 2000.

#

The Quest just has fuck-all z-buffer accuracy :/

wanton harness
#

I assume you have the decal sprites placed slightly above the surface they are part of?

crude gorge
#

Yeah, as much as they can be without there being a very obvious gap

#

It's fine on PC, it's just Quest is the issue.

vital lance
#

does anyone know a good quest compatible foliage pack?

unreal lintel
#

Does anyone know of any Quest-compatible water shaders?

unreal lintel
#

@spiral atlas Thank you for your awesome YT tutorial (https://www.youtube.com/watch?v=mL02IqEkrMM). I want to play with the Silent shader, but I do not have the download button when I arrive at the GH page. Any suggestions?

UNITY 2019.4.31f1 SDK3 (VRChat) UDON
How many out there have been searching for the correct water asset that shows up in VRChat for PC & Quest Users? FINALLY, after a year I discovered the asset and procedure for making water show up for Quest users!
The "Silent Clearwater 2" Water shader, the best I have encountered. Used in many VRChat World...

▶ Play video
spiral atlas
unreal lintel
#

Bit of a GH noob... I saw in your video, you dl the zip file. This is what I see, so not sure how to copy what I need from here

spiral atlas
#

Code, top right, should highlight in blue

unreal lintel
spiral atlas
#

Once you open the zip file, copy the "clear-water-master" folder to your projects asset folder

#

Your welcome, and thks for enjoying my channel 🙂

trail star
#

Hello I just joined back to the server after a few years of not being here I just had a question and I don't know if it'll get answered or not but I've been told by multiple people that the 2018 hub world acids might be accessible still I was just curious if that is the case and also if there would be any way to purchase the assets for the 2018 hub world if I'm wrong then I apologize for the inconvenience

unreal lintel
#

Hi everyone! Can someone please point me to the VRC portal prefab? It wasn't in the prefab folder that installed with the latest version of VRC SDK. Thanks

unreal lintel
spiral atlas
unreal lintel
spiral atlas
#

Unity version 2022? latest sdk/base?

unreal lintel
#

Yes on both accounts

spiral atlas
#

Could be a file missing when you copied/pasted it over, maybe try again?

unreal lintel
lunar briar
#

Same exact world for me on pc is 11 mb bigger on android, this normal?

topaz juniper
lunar briar
#

dont see any identifiable differences

crude gorge
#

Try some larger numbers e.g. 8x8 (higher numbers = lower quality = smaller)

#

You can access them on the Android override tab for the texture.

burnt badge
#

Hey i need help. Im searching for the map than appears on here than looks like an hotel. https://youtu.be/iBdOTY6VDAw?si=YHZasClat5jvhfH-

Ready to get tactical? Check out Breakout, which is available on PS4 and Xbox One: https://breakout.patron.me/JoshDubPlay Don’t miss the chance to get the game at a 20% discount as part of Sony Summer Sale (till August 19) and Ultimate Game Sale (till August 24)

▶ Play video
crude gorge
# burnt badge Hey i need help. Im searching for the map than appears on here than looks like a...

Not the right place to ask, but I'm pretty sure it's this world - https://vrchat.com/home/world/wrld_b155ff30-0bbf-486c-afc5-e7a05145387b

gaunt cobalt
#

Quest issue: Is anyone having problem with avatar search world “YAAS” I keep getting an error that string couldn’t be loaded, view logs for more info HTTP/1.1 403 Forbidden

merry otter
#

out of curiosity do many quest worlds use real-time lights? (i know it's awful to use on quest)
just wondering cause avatar standard lite shader looks odd testing on PC in worlds with real-time lights and wanted to make sure if it's something i should worry about fixing for Quest lmao

zinc bridge
#

even one realtime directional light can lag PC if the environment is complex enough, so people shouldn’t be using realtime lights for quest worlds unless it’s absolutely necessary

#

most good popular worlds though use baked lighting

glad monolith
#

Hey fellers, are there any good worlds that are tiny little city's for kaiju or gundam skins?

full galleon
#

so... i'm trying to find this certain world were this photo was taken by someone, any ideas on what it's called? I remember there were two or three hall ways, the left hallway leading to were you're teleported to a bar area with bar stools and all, and the other(s)... I don't remember. it's been 2 years I think?

honest cloud
#

Anyone know some good horror maps to play

robust pelican
#

i could possibly be wrong

zinc bridge
#

there’s a window with a daytime sky in the back

#

it’s not midnight rooftop

ebon bay
#

Starting a new world and having issues with reflections in the entrance of the world on Android shown here, is there a way to fix this or no? Looks amazing on pc

final drift
#

did you set it to box projection?

ebon bay
ebon bay
final drift
#

odd

ebon bay
# final drift odd

its selected on the pc build though so i figure best bet is to unmark the sign, portal door, and neon lighting from the static layer so that they dont project though itd be cool to have them reflect like they do on the pc side

icy lance
zinc bridge
#

correct

#

box projection is disabled for android

#

(even though there’s ways to make it work with community shaders, and i’ve heard it really doesn’t impact performance)

ebon bay
crude gorge
#

Given how bad the Android version is with Z-fighting, does anyone have a good way of gauging if things are likely to z-fight when in the editor?

vital lance
#

aa

terse wing
glad monolith
tranquil egret
#

Looking for some interesting shooter worlds any suggestions?

tulip garden
#

Any good tutorials on light for worlds?

vital lance
#

does this mean my world was uploaded for quest?

buoyant hill
#

But also you can always just check on the website

#

Ot also you know when you upload to quest you can check to make sure it says upload succeeded

buoyant hill
#

I'm not sure if it means it uploaded successfully, just that it built successfully

#

Just check on the website

azure bronze
#

ive noticed that some real time lights in worlds are broken on quest, such as flashlights in some worlds are only lighting up the walls and not the floors. has anyone else noticed this?

zinc bridge
#

light importance option

#

if that happens, it’s importance is probably set to low or auto

azure bronze
#

Any idea what would cause this? this started happening recently on pretty much all of my worlds (ive seen others too) where the flashlights (Real time spot lightss) dont seem to work on alot of surfaces they used to. These seem to have broken over night and i didnt update the worlds. Is this a known bug in vrchat or is this something else? Ive tried on old unity and new unity versions as well as old and new SDK versions.

#

notice how the car is the only thing being affected by the flashlight, while everything else (walls and floors) are not being lit up at all

errant veldt
azure bronze
#

they are using standard shaders. the lighting was working up until recently.

azure bronze
errant veldt
azure bronze
#

they are set to important. like i said, they were working until recently. im not sure if its unity, vrchat, or just a me bug

#

but it happened on all my worlds at the same time

errant veldt
#

sorry, i mean the baked lighting mode

azure bronze
#

just full lighting

errant veldt
azure bronze
#

experimental on bakery

#

but ive been using the same settings for so long

azure bronze
#

do you have the newest bakery?

errant veldt
#

im using asset store bakery, but im aware of newer versions

azure bronze
errant veldt
#

try using subtractive or shadowmask lighting mode

azure bronze
#

what does that do? sorry ive never used it before

errant veldt
#

shadowmask might be overkill

#

but its pretty funny

azure bronze
#

ill give subtractive a try

azure bronze
azure bronze
candid lodge
#

Anyone on quest able to help me test my call of duty world?

Need to test match making, pvp, syncing, and performance.

lunar briar
#

Anyone know how to make local animations in worlds, so that when activated, only the person who initiated/started the animation can see it?

zinc bridge
#

just.. don't make it networked

#

if you don't specifically make something networked, it won't be

#

if you really want to make sure it's local, set the UdonBehaviourSyncMode to None

lunar briar
# zinc bridge just.. don't make it networked

I dont specifically make things networked but they can still be seen by others, I have animations that are triggered by particles, if you see it happen, it happens. I understand mirrors/object toggles work this way but that's not what im actively trying to do in this specific case.

zinc bridge
#

did you use OnPlayerTriggerEnter with no isLocal check?

#

oh i see, OnParticleCollision

lunar briar
#

Yes haha

zinc bridge
#

that's a little harder to make local, unless you only play the particles locally for one player

lunar briar
#

The particles come from players (Avis)

#

Anyone else have any ideas on how you might tackle this?

vague drum
#

In a world, I have poiyomi toon shaders for a hologram effect. Will quest see this, otherwise what should I change it to?

atomic merlin
# vague drum In a world, I have poiyomi toon shaders for a hologram effect. Will quest see th...

It should work, Quest worlds can use custom shaders, but there are some features that either the GPU can't do or aren't available to us, neither gives an error in editor, but in game on Quest would either not render or turn bright pink.

Unless this is a needlessly fancy hologram shader then it shouldn't be using any of these features.

If you have an android phone then you could easily check.

vague drum
#

I don't have one I'm afraid but I suppose I can use a mobile particle additive to have a see-through color texture anyways

worthy belfry
#

i like to make a fluffy carpet , i used fur shader but it reduces the FPS in game
do you guys have any suggestion

atomic merlin
zinc bridge
#

and is very easy to use, and cheap

worthy belfry
zinc bridge
#

well here it is for others if they want it

#

VRChatのワールドに設置することを想定したカーペット用のもこもこした軽量ファーシェーダーです。 透過なしの1度のパスで描画しているため、ワールドに使用しやすいシェーダーになっています。 ライトベイクを前提にしており、リアルタイムシャドウには対応していません。

#

i don’t even notice a slight FPS drop when using it

#

only downside though, is that it has no texture input for the noise. it only has an enum with two options

rain gulch
#

So i am nearing the point where I need to make my world quest compatible. Is there a way to sync meshes and scripts and all of that between scenes, but have materials be different so I can allow for the quest compatible materials?

idle stone
#

u can just use easy quest switch

#

and also its not like avatars where u need to use like 1 out of 5 materals that are required to be used if u want it on quest

crimson linden
#

Hey, uh, I'm trying to figure out how to install the module needed for Android compatibility, but I can't seem to find the option to add that module.

#

Ah... Just saw some very helpful advice. Nvm.

placid ember
crude gorge
placid ember
placid ember
crude gorge
#

Basically Filamented is the lightest "fully featured" one I've found.

tough agate
#

Hey how do I make my world work with quest it’s pc only

#

This is my first time making a map

uneven egret
#

monkey b@lls

crude gorge
limber goblet
#

「8番出口」もVRCで楽しめるそうですが、いつ公開されますか?

sharp marlin
#

Still learning the basics of baked lighting, but would be amazing quality if quest could see this lol. (Rendered in blender, but built by me. Still working on the project though once I Get used to baking lights. (Why is baking lights in unity so much slower than baking lights in blender? Any tips to speed up the process besides bakery? (I stick to free so I can go through the struggles instead of paying my way through lol. Basically future profit without spending gives me 100% revenue when projects are either created or sold.)

#

Probably gonna reduce the amount of lights lol.

zinc bridge
#

also, there’s definitely no need for bakery. i’ve only ever used the default lightmapper and i can get my maps looking great

#

David M also uses the default lightmapper, and his work is beautiful

sharp marlin
zinc bridge
#

i’ve tried bakery before, and maybe it’s just cause im not used to it, but personally i found it not as good and less intuitive because you need their custom light components, and they don’t have a realtime light preview

#

oh, i assumed you already knew what it was because you said light baking was slower in unity

sharp marlin
#

Oh gotcha, I'm pulling up my project to see about the lightmapper settings

#

Yeah some stuff gets overlooked lol

zinc bridge
#

got it

sharp marlin
# zinc bridge got it

Okay so lets just say that I have the default light settings as if I just created a new light settings.

#

Lighting mode baked indirect.

#

now I see the light mapper settings.

sharp marlin
zinc bridge
sharp marlin
#

I think I did something that fixed the baking time speed. Yesterday it told me 1day to 2days but now it shows around 10mins.

#

I will try those settings as well though to see.

zinc bridge
#

those are about as optimized as you can get while still having it all look just fine

#

Lightmap Resolution should usually sit around 20-40 depending on your scene and how high quality you want it or how big your world is

sharp marlin
zinc bridge
#

place some walls too, and spot lights

#

so it has some more shadows and indirect lighting to calculate

sharp marlin
#

Ok

#

I also plan on playing with some reflection probes at some point.

zinc bridge
#

along with that, learn light probes

#

you’ll need lightprobes to light moving objects with baked lighting

sharp marlin
#

yeah saw a couple of a videos about that.

zinc bridge
#

the basic checklist for baked lighting is:

  • Set all objects you want to be in the lightmap as Contribute GI Static in their Inspectors
  • Enable Generate Lightmap UVs on any imported models you have in the Assets
  • Set up your lights, making sure shadows are enabled and they’re set to Baked mode
  • Set up a Reflection Probe for each room
  • Set up Lightprobes in a grid, deleting any that end up inside objects
  • Bake the lighting, adjust whatever you need as you see fit, bake again, etc
sharp marlin
zinc bridge
#

i don’t really notice a difference between the two, but i tend to use hard shadows

sharp marlin
#

Okay,

sharp marlin
sharp marlin
sharp marlin
#

Thanks for the help and I messed around with the reflection probes got that going and also messed with the light probe think I could get the hang of that easily just some testing with it.

zinc bridge
#

no problem

merry bone
#

um... what is happening? I'm getting spammed with errors the moment I switched from windows to android

sharp marlin
sharp marlin
#

So it has something to do with your post process volume and layer.

#

From researching more answers you are using a computer shader over on the android side which isn't allowed. You would need to use a vrchat mobile shader I think.

clever shadow
#

Post processing isn't supported on Quest so disable anything related to it

heavy burrow
#

Can somone please help me . I recently built two worlds. I just opened cc to make some edits . And both projects are gone from cc and unit hub ,but they exist in VRchat app to join.

Where are my two projects !?!
How can I get them back ?
What happened ? 😦

clever shadow
#

Assuming they're still on your computer, you can add them back in Unity Hub under Add (Arrow button) > Add project from disk > navigate to the folder where the project is located and click Add Project

And in Creator Companion under Create New Project (Arrow button) > Add Existing Project > navigate to the folder where the project is located and click Select Folder

#

Not sure why they would get removed though, maybe if they're on a network or removable drive that got disconnected

young tusk
#

so I'm making my first world, its for a star wars group I'm in. basically I don't want it to lag and I'm about to go get/make models and before i make said models, i just want to know a good triangle count for the whole world (world is for quest too)vrpill

crude gorge
young tusk
#

so would like 300k be a safe number?

crude gorge
#

Sorry I just realised this is Quest not PC, haha. But yes, 300k would be fine for Quest 3.

#

Try to keep draw-calls minimised as well and you'll be OK.

wanton sand
#

how do i add the avatar udon pad?

hasty canyon
#

Can someone help me Im getting an error that says " switching to Android:androidplayer is disabled" what do I do

gilded iris
#

Hey! Can someone recommend me mobile well optimised and good looking shaders?
I have pretty heavy (in terms of polygons and setpass calls) world and i was using mochie and filamented for quest version. Right now i want to get rid of most of pbr (leaving only albedo and normals) but I don't really like how default mobile shaders look

gilded iris
crude gorge
tulip delta
#

Hello 🙂 I am looking for someone to help with a feature build in my VRC world.

I would like to have something that would display my events as I add them in real time.

Is this possible in VRC?

urban ibex
#

Never did it before, but this should work:

Set the events

  • Create a Github public gist with your events listed as json. As an example, let's say you want the name, date and time of your event (set as strings here because idk if Udon has access to DateTime to read timestamps):
[
  {
    "name": "Event 1",
    "date": "07-28-2024",
    "time": "10pm"
  },
  {
    "name": "Event 2",
    "date": "08-03-2024",
    "time": "11pm"
  }
]
#

Create the UI

  • Create a simple UI with a vertical layout group
  • Create a line with 3 TMP_Text objects (for the name, date & time)
  • Create a script/graph that has a reference to those 3 objects and has a method to set their text, then attach it to the line
  • Save the line as a prefab
#

Load and display the events

This should be done at runtime in a custom event called from Start (since Start is called when the player joins the world)
You could also add a "Refresh" button that sends a networked event to everyone, where you Destroy all the existing lines and call the custom event again

tulip delta
#

Like from my website or a feed

urban ibex
#

Hmmm well idk how your list is presented, but VRChat can only load raw strings or images from a few trusted sources (like Github)
So unless your original list is in a public repo/gist/pastebin you might have to create another list

tulip delta
urban ibex
#

Don't think so. It's not a trusted URL and I don't think anyone's made an XML parser in Udon :')

tulip delta
#

Lol ok. I have some people looking into it but figured I'd check here 🙂 Thank you

#

And what would be a "trusted" url?

urban ibex
#

OH WAIT
I'm stupid

#

I didn't pay attention, you can actually load data from untrusted URLs MY BAD

#

but the users need to have "Allow Untrusted URLs" enabled in their settings

hasty canyon
hasty canyon
#

Best I can do is take a pic with my phone

#

@crude gorge

#

When I try to upload it also says "can't upload world we don't own" or something like that

crude gorge
#

Where did you get the world from? The former error is because Unity Hub doesn't think it manages that installation of Unity and the latter error is because you have a Blueprint ID attached which is owned by soneone else...

crude gorge
hasty canyon
#

How do I get an id

#

@crude gorge

crude gorge
#

One is assigned automatically when you try and upload it, hence my question of where you got the world in the first place for this to be an issue...

hasty canyon
crude gorge
#

Very odd. So if you open the project, find the world asset component and select the pipeline manager, what is the blueprint ID listed there?

#

Regarding the Hub, Unity says...
Click the three dots to the right of the version label, then select Add Modules. (NOTE: If you didn't install the Editor via the Hub, you will not see this option. To enable this option, install the Editor via the Hub.) In the Add Modules dialog, locate the module to add and tick its checkbox.
So... does everyone that uses the VCC have this same issue? I installed via the Hub so I've not seen it myself.

hasty canyon
crude gorge
#

Should look something like this.

#

Let me know what the blueprint ID is, should be able to copy and paste it.

hasty canyon
#

@crude gorge it don't got one

crude gorge
#

No blueprint, or no pipeline manager?

hasty canyon
#

No blue print id

#

@crude gorge

crude gorge
#

Very odd

hasty canyon
#

Do u think if I make a back up, will it fix it?

hasty canyon
#

@crude gorge

crude gorge
#

I wonder if there's a second pipeline manager on there somewhere. In the hierarchy search bar at the top, type:
t:pipelinemanager

hasty canyon
#

I will later when I can

crude gorge
#

It shouldn't have even let you try and upload. Is there even a Scene Descriptor in the scene?

hasty canyon
#

Wdym

#

@crude gorge

crude gorge
#

The VRC Scene Descriptor is a component that must exist in the hierarchy before you can upload.

hasty canyon
#

How do I get it in the hierarchy😭

#

@crude gorge

crude gorge
#

You're gonna need to look at some "How to make a VRChat world" videos, these are the absolute first things you need to know and there will be quite a lot more you need to sort, fix and optimise before uploading.

hasty canyon
#

I did it never went over a scene descriptor or anything that we have talked Abt

#

@crude gorge

coarse grail
tulip delta
hasty canyon
#

Can some one help me I have a world I made and I wanna post it but I don't have a blue print id, what do I do

#

I'm using unity. 2022.3.22f1 the latest version, and the SDK it gives me I'm so confused

clever shadow
#

Leave the blueprint empty and it will create one for you when you publish the world for the first time

#

You only need to provide a blueprint ID when you're updating a world you've previously published which you can get by clicking Copy ID for the world you want to update under the Content Manager tab of the SDK control panel

hasty canyon
#

Thx

hasty canyon
#

My world won't upload still it's saying "failed to upload world we do not own, clearing blueprint id" @clever shadow what do I do

hasty canyon
#

Every time I try and upload

fringe birch
hasty canyon
#

I don't have discord on my lap top so screen shots ain't gonna work, and they are all pretty much the same errors @fringe birch

clever shadow
#

Try logging out and back in through the SDK control panel, sometimes the API derps out and messes up your login state

#

Are there any errors prior to the An error occurred while sending the request error, or more details for the error at the top? Usually the earliest errors indicate the real issues and when you select them you can get some additional info that helps to debug them further

full crow
#

Does anyone know the name of the furry World that (classic) made back in the day

sly snow
#

is it safe to compress/resize the directional lightmap image or will that break the lightmaps. I noticed that both the main lightmap and directional take up a decent chunk of filesize

#

(using bakery)

torpid raft
#

Quick question, is Realtime Global Illumination allowed for quest world builds or will SDK throw errors?

hasty canyon
#

Idk I just did what the videos said to do

fringe birch
torpid raft
#

lol

#

its for a RTGI + LTCGI setup

fringe birch
#

Mhm I have LTCGI in my quest world, it should work

#

But be very wary of the poly/object count being impacted

fringe birch
#

Render material passes basically

#

I had to optimise the hell out of my LTCGI area to have it not run like crap on quest

#

There's more about it in LTCGI server if you want to lookup my past stuff when I was attempting it

#

I also had to use the bare bones LTCGI shaders

#

From there ish

torpid raft
#

oh

torpid raft
#

Also that pillow is scary

fringe birch
#

Quest GPU just sucks for this kind of stuff

#

But I was determined to get it looking the samish on pc and quest lol

#

And pretty much succeeded

topaz juniper
#

Im just using standard shaders for now and unsure if i want to change that

fringe birch
#

quest limitation is a pain but maybe you could split it into a few baked lightmaps and cycle between for quest

#

to simulate a near effect

topaz juniper
# fringe birch to simulate a near effect

ah i see, yeah i thought of that, maybe i will in the future. It sounds a bit hard to set up as i dont know how to change lightmaps on the fly + world size might be a concern if i save even just 8 of them

hasty canyon
#

Can anyone help me or no

gray hemlock
#

please help me im looking for video recording studio world with cameras, lighting, ability to record/livestream, and a projector screen behind m, im digging through vrchat but cant find any

twin zinc
hasty canyon
#

How do I import zip files into a project

#

@twin zinc

zinc bridge
#

you don’t, you’d have to unzip it first

sly snow
#

I was thinking of for quest making texture atlases but was there a hard cap on dimensions or was that just an avatar limit?
What would be better, a bunch in a single 4k pack atlas or a bunch capped out at 1024x1024?
Also any blender atlasers that are good, the avatar one with that plugin pack doesnt work for me anymore

coarse grail
sly snow
# buoyant hill material combiner?

thats the one that bugs out for me. As soon as I click "Save atlas to" it clears everything and generates a white image. On older blender I think it worked

buoyant hill
#

oh weird

drifting spindle
#

I have a question whenever I try to load a specific World it doesn't load past 200 bytes and the world itself is only 1.92 MB is there anyway I can fix that

cloud lion
median flume
#

when publishing on quest this happens, but i did manage to publish on pc, when i switch to quest it gives this error

#

i did not upload it on quest, it is not uploaded already, the sdk is lieing.

#

i made some modifications before uploading, that message should not pop up.

median flume
#

i may have found a vrchat sdk bug.

median flume
#

now it doesn't let me upload in on windows either, please someone help

deep rampart
#

probly do so in pc, also export them, then after switching to quest, import

#

tho if its the same project idk, import export usually needed when quest and pc are two separate projects

median flume
untold garnet
#

Does anyone happen to know how to fix this issue I’m having. So I just updated my world and for some reason in the quest version it was reported that people’s nameplates, toggles, and parts are the world are just flickering and causing lag spikes. The weird part is that not every quest user is experiencing these issues.

I’m using silent filamented and using bakery. But I don’t really think that would affect this.

sage horizon
untold garnet
sage horizon
#

Diluc's Tavern Angel Share by Tay?

untold garnet
sage horizon
#

has this rendering bug only started recently?

#

I was there a while ago on Quest, and I saw no rendering or performance issue

#

hmm... oh! is there any correlation between when you migrated the map to Unity 2022 and when the bug reports started coming in?

#

because I just remembered that I tried to import Filamented to a Unity 2022 project once and it started throwing a bunch of shader compiler errors

untold garnet
#

We just updated the materials a few hours ago to have normal standard and standard lite shaders but for some reason the reports of this rendering problem are still happening

untold garnet
sage horizon
#

neat!

#

I'll take a look

slim jay
#

My world has this thing where when you grab like the pen or any item it causes lag

#

is there anyway to optimize that?

zinc bridge
#

if you’re using QVPen, it just does that sometimes. i recommend VRCMarker instead

if it happens for any pickup though, i’m not sure why that happens

lofty wagon
sly snow
#

speaking of Quest perf
What would be the object pickups limit before you get performance issues/lag

zinc bridge
#

there’s no set limit, everything depends

#

it depends on the collider complexity of the pickup, the world, how many colliders there are, are they affected by gravity, are they synced, etc

#

you can’t really say there’s a hard limit where you’ll instantly experience performance issues

slim jay
lofty wagon
mellow oracle
#

I made a world all sudden when I go to the world which is my home world turn black so I can't get on vrc

sage moat
#

Yo, there is a pc only world that used to be quest compatible
It was part of the Black Dahlia ARG, its in Edge Of Memory, made by Jacket+

I need to have it be quest compatible again, I want to find a way to contact the creator outside of vrchat so I can pay them for it
Please help

zinc bridge
#

look it up on the website

#

you can find it on the website and see the creator’s name there

celest gale
#

is there any sort of post processing i can do on quest? i literally just need color grading and my worlds would be fine

sage moat
celest gale
#

the vrchat website

sage moat
#

Well I know the world creator’s name, but its an alias for the ARG
I need to find a way to contact the person behind the ARG

celest gale
sage moat
#

Oo thats a good idea

#

Thank you

celest gale
#

again, is there any way i can get color grading on a quest world?

restive summit
#

Pp is disabled on quest

If you figure out exactly the color grading effect you want, you might be able to do it with a shader on the users head like that other person said

If it's just an effect for the lightmaps/skybox, consider doing it in Photoshop or something

celest gale
#

i was thinking a shader on the head could work but i don't really know where to find that, guess i'll get looking

clever shadow
#

You could probably crank up the contrast on your textures and tweak the lighting a bit to make a similar look without post processing

vivid cairn
#

Does anyone know how to get Google Emulator to run VRChat? It says not support in Beta

fringe birch
autumn grail
#

Anyone hope the vrchat will some day support the meta xr sdk? I installed the package and added the keyboard tracking prefab but nothing happened in the world.

coarse grail
#

Unlikely because the world still need to function the same on every other platform that's not the meta quest

vivid cairn
fringe birch
#

But tbh you can guestimate it from the raw stats pretty often

#

Unless you have a completely evil shader

#

Like my projector shader lol

vivid cairn
#

vrcTupCry My friends are always on QuestPc mode, don't wanna bother them too much

urban junco
celest gale
#

that was my plan but i'm too lazy to do it right now

obtuse mirage
#

is there a max mb size for a quest world?

atomic merlin
obtuse mirage
#

cool thanks, and what is recommended for textures? Claude is telling me 1024 for albedos, 512 for the others, higher quality compression and crunch compression for the normals

atomic merlin
# obtuse mirage cool thanks, and what is recommended for textures? Claude is telling me 1024 for...

Those numbers would generally be under the assumption that you will be tiling your textures, which is what you should be doing anyway.

I forgot this was in context of Quest, but the below is still useful to know for PC content.
||Texture format wise, you'll generally want to use DXT1 for most things, but BC5 for normal maps and BC4 for things like black and white masks. BC7 does take up more room, but does have the benefit of handling darker textures better, so could be a good choice for some textures.||

For Quest:
Since it lacks the formats recommended for PC I think ASTC is the generally best choice for most things, it also allows you to play around with block size for squeezing textures down in size, which unlike crunch compression is compression that actually lowers the actually important size in RAM.

I'd recommend against touching crunch compression unless you have to (if the world is running into the 100MB limit), if you are under the 100MB limit then don't touch it, it doesn't bring any benefits.

torpid raft
#

So I've been having issues with the quest version of my world. For some reason perf on my old Quest 2 is bad (1-11fps) and I'm not sure why. My max lightmap size is 1024 while minimum is 512. Not using any real-time lights or realtime GI either, only LTCGI with baked lights and GI. Using Mochie's Standard Lite shader for all my materials pretty much (max texture size 1024). Also have a protv player in world.

(For PC version I'm using a LTCGI + RTGI setup and it runs fine)

lofty wagon
# torpid raft

My guesses are your tris/verts amount is the biggest problem, generally around 50,000 tris maximum should be on a screen at a time for quest, and you have more than 5 times that.

atomic merlin
torpid raft
torpid raft
obtuse mirage
vital lance
#

Have fun!

fringe birch
torpid raft
fringe birch
torpid raft
fringe birch
#

lol.. i forgot I had windows setup to do this..

tacit karma
#

@shell topaz do you still do requests for movies in your dreamlite drive-in world?

crude gorge
zinc bridge
#

(also, you do spell their name with an E on the end. mochi is a food)

zinc bridge
# torpid raft Nope just Mochie’s, ProTV, and Poi

first of all, your baked lighting/lightmap isn’t going to change your performance. only download size. second, try not using poiyomi on quest, and test switching to Standard instead of Mochie Standard Lite

crude gorge
torpid raft
#

i cant really use standard since i use my own packing workflow

#

but ill try it out anyways

vital lance
#

is there people who do comissions for private worlds?

smoky lily
#

i cant even upload my damn avatar world, me tryin to upload it deletes the sdk from my project

sharp marlin
#

So on the material standard lite. What does it mean that I need to pack my detail mask(a) into the Albedo(RGB) or Emission(RGB) map. Then you can drop it in both texture slots?

zinc bridge
zinc bridge
#

what it’s saying though, is that you can pack a mask texture into the alpha channel of your texture, instead of having multiple textures for it

#

but i don’t even know what it means when it says “Detail mask,” that’s not any sort of PBR mask i know of

coarse grail
#

commonly used for overlaying repetitious tiling detail

#

Wanted to show off another practical example using detail normals!

This one is more pertinent to furry characters where we want the flesh parts of our characters (nose, beans) to have a bumpy texture. Simply using a Detail Normal instead of a 4K normal, we save 20mb!

▶ Play video
zinc bridge
#

oh okay, i thought it might’ve meant a detail color/normal

coarse grail
vital lance
#

Is there a script where it would kick a certain player of your choice when joining worlds you've made?

coarse grail
#

that kind of automated moderation is against terms of service

vital lance
#

oh It's only bc I have this person who has been stalking me and my accounts

modest copper
#

hi im new

sick knot
#

Are there tutorials on VRChat world-making that cover making large, exterior places for Quest?

Or can someone offer suggestions / advice?

agile mesa
#

black
Does anyone know any worlds that have swords and magic a kind of thing where you can battle each other maybe?

buoyant hill
vital lance
#

Oh

smoky lily
#

Just one question, is udon supposed to fuckin delete the sdk out of ur project when uploading to quest?

topaz juniper
#

no

smoky lily
#

There was a screwed dll file in my project I had to delete and I got my world stuff working again

smoky lily
#

And the quest version of my world doesn't fucking work-

robust scaffold
#

Whats a good naruto world?

balmy moat
#

I’m having world uploading issues. Can someone help me???

#

Got these errors

timber ocean
#

anyone know how i can still publish it?

fringe birch
timber ocean
topaz juniper
timber ocean
zinc bridge
topaz juniper
#

Oh, makes sense

#

I forgor

balmy moat
#

Thank you so much

grizzled stratus
#

Hi everybody~
I have to projects for PC & Quest and I want to put cool things to the world but how can I update this to quest? Do I need manually to put the same objects as is in the PC version? Any help will be appreciate 🙏

coarse grail
grizzled stratus
coarse grail
#

like does the content differ significantly between the two

grizzled stratus
coarse grail
grizzled stratus
coarse grail
#

do you have a link to where you bought the world to see if the documentation might be of any help

#

but I suppose for Simplicity just work with the quest build so you're not having to add everything twice

#

as it's not a requirement for them to be separate projects

grizzled stratus
# coarse grail do you have a link to where you bought the world to see if the documentation mig...
Gumroad

DESCRIPTIONStellar Blue is a small, comfy world where you can chill alone or with friends while floating through space.Whether you wanna watch a movie, fall asleep, or stare at yourself in a mirror, this world has you covered!FEATURESVideo PlayerPens4 Different Mirror SpotsPicture FramesAvatar PedestalsCustom UI ControlsAnimated Solar System (Th...

#

Come two unity package:

  1. Pc version
  2. Quest version
grizzled stratus
coarse grail
#

there is not any way to synchronize changes between two different Unity projects

grizzled stratus
grizzled stratus
#

I just understand the I can Use the pc version so I should duplicate this world in the same project and the new duplicate I just should switch to android and that’s it?

coarse grail
#

whether or not it's Android or Windows targeted is a independent setting from the unity scene

#

basically my suggestion is you only use one Unity scene for everything

grizzled stratus
coarse grail
#

glad to be of help

#

I hope you have fun redecorating the world

grizzled stratus
# coarse grail I hope you have fun redecorating the world

Thank you~
I have saw for convert the world compatible with quest need to use “easy quest switch” I was looking a manual or something to learn how to but I cannot found anything 😢
Do you know is there a video showing how to? I think learning this I may switch easily 🥺

crude gorge
grizzled stratus
crude gorge
#

But typically you'll want to lower the resolution of textures, use simpler shaders, etc

grizzled stratus
crude gorge
#

The way it works is you drag the thing you want to change on platform switch into the EQS window and it'll split it in two, you then set what you'd like set for each platform. Let me get a screenshot.

grizzled stratus
# crude gorge

With these in the same project I can upload for the quest version without creating a new project right? 🥹

crude gorge
#

Creating a new project would be a massive amount of work and almost impossible to sync up, you'd also have to keep importing and exporting the network IDs between the projects every time you made changes, it would be a nightmare.

grizzled stratus
#

So in the moment I will upload I just switch the windows for android and upload and that’s it?

crude gorge
vague drum
#

I have a world which requires fake skyboxes to hide what's behind it, the best shader is the VRChat/Panosphere
however this doesn't seem to work for quest, apparently it's pure black

does anyone know of an alternative which would work? I've tried other shaders but they don't have the same required effect.

vague drum
#

your view is limited and as it's only parts of the internal structure, not an entire thing, the external is segmented to help it.
It's necessary, I'm just looking for a way to render the system best on quest.

topaz juniper
#

aaah i see

opal stirrup
#

whats the best things i can do to optimize a world for quest without sacrafising quality in a big world

winter stratus
# opal stirrup whats the best things i can do to optimize a world for quest without sacrafising...

Hello there!

In addition to using occlusion baking, another effective optimization technique is to toggle off objects that aren’t currently visible or relevant. To do this, you can use colliders to detect when the player exits a specific area and then disable or deactivate objects in that region. This helps ensure that only necessary elements are active, which can improve performance without sacrificing the quality of the world.

#

Here’s a comparison: even with occlusion culling applied in both images, using this additional technique boosted my FPS [ IN GAME ]from 110 to 200. This improvement was especially significant in my large space station project.

opal stirrup
#

my world is at like 230mb and i need it below 100

winter stratus
#

You can use VRWorld Toolkit to check if your textures are compressed and see how much space they’re using

opal stirrup
#

I just don’t wanna be sacrificing too much quality yknow

#

I set the textures as low as I could once just to see and the lowest I could get it is like 113MB

fringe birch
#

Going to be hard to give advice without knowing what's taking up the space

clever shadow
#

Depending on where and how much your textures are used you could disable mipmaps on some of them to reduce space

opal stirrup
fringe birch
winter stratus
# opal stirrup i already compressed my textures to 1024 and used bit compression and I compress...

Check if your lightmap resolutions are higher than needed. Reducing lightmap resolution can save a lot of space.
Ensure lightmaps are compressed (set them to a lower bit format, e.g., RGBM).
If your world uses audio, reducing the bitrate of audio files can save space without significantly impacting quality (128 kbps is a common compromise.!
Check for any unused assets in your project and delete them. Sometimes, unused assets still contribute to the overall build size.

paper hawk
#

I wonder if someone can help shed light on an issue I've been trying to resolve...

I'm using AsyncGPUReadback to pump color data from a custom render texture into the world fog. It's working great, but when I tested the world on a Quest 2, it did not work. The fog would turn black. As such, I set up a script to detect pcvr/quest and disabled this functionality if the user 'isQuest'.

There's no mention of quest/android compatibility on the page: https://creators.vrchat.com/worlds/vrc-graphics/asyncgpureadback/

I was chatting with a friend who plays with a Quest 3 (standalone), and they were certain that the colorful fog effect had worked, but had stopped after I pushed that update.

Thus the dilema... Can anyone here confirm if AsyncGPUReadback works on a standalone Quest 3?

And if so... I may need to find a way to differentiate quest 2/3 in my conditional check. vrcThinking

opal stirrup
paper hawk
#

"works on quest unless you: Add ZTest Always to the shader OR Turn off the depth on the target RenderTexture."

The conundrum I have is that this isn't shader based -- it's setting the color of the world fog. But maybe the depth or ZTest logic applies?

EDIT: I realize this is a page back from asyncreadback -- is that related?

acoustic apex
#

Im trying to just make a quick avatar world and I keep getting this everytime I hit build, any ideas what I'm doing wrong?

paper hawk
#

do that^

#

regenerate id's

acoustic apex
#

thank you so much 😭 i was going nuts for the past 10 minutes lmao

#

im getting these errors now ;-; (avatars are so much easier i stg)

paper hawk
#

the console tells ya what to do 😛

#

clear the blueprint id

#

the error implies that another account uploaded with that id, or that the id is invalid.

#

hmm.. on second read, maybe that's not a typical blueprint id error; but it's a place to start.

atomic merlin
# paper hawk "works on quest unless you: `Add ZTest Always to the shader OR Turn off the dept...

Yeah sorry, I definitely skimmed through things quicker than I should have, it isn't related.

And after a bit of reading it turns out I was wrong about asyncReadback not working on Quest, apparently it got support with 2022 so I was just out of date.

If you mean standard Unity fog then I donno, but if the fog is a custom shader using the depth texture then it won't work on Quest, outside of cameras and (I think) mirrors, I don't believe there is any workaround.
The GPUs themselves aren't drastically different so shouldn't support different things.

paper hawk
#

here's my graph for some context

#

it's a tad messy, but the important bit is in the start, update and set atmosphere events

#

ooh... a clue... maybe it's the shader on my render texture

#

that might be the culprit -- I'll test (without) it
(also removed the quest check)

paper hawk
#

didn't seem to make a difference :/

atomic merlin
paper hawk
#

I didn't think it was a shader issue, but maybe I could rule out my render texture code as being the problem over there.. :/

humble wind
#

Is any of this stuff hard? I’m just getting into this and I’m just pressing a bunch of buttons and following guides

#

Idk much of this computer stuff but I think I’m creating a world now

crimson turret
#

are depth textures of any kind allowed on Quest?

atomic merlin
# crimson turret are depth textures of any kind allowed on Quest?

In theory, supposedly, or at least maybe you could at one point.
Getting it to generate is the hard part, you can't use post processing and using lights doesn't seem to work either.

But documentation from someone knowledgable about shaders, in context of VRChat, exists https://github.com/pema99/shader-knowledge/blob/main/depth-texture.md#depth-buffer-is-reversed-on-oculus-quest I just have not heard of any way to actually get it working, aside from in the camera and I think mirrors, although I tested a while ago.

GitHub

Documenting obscure technical shader knowledge (mostly VRChat specific) - pema99/shader-knowledge

crimson turret
gleaming ferry
#

How do I make a teleport? like an object you click and it transports you somewhere