#world-quest
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the vrchat shaders
i mean the extra things
all you get is vrchat shaders
and some funny simple ones like unity default
its very iffy on when a shader actually renders
thats actully sad
not really?
its still basically a phone strapped to your face
stuff like poiyomi will only render as missing shader pink
makes sense
the quest cant even render post processing
Bro my phone can render post processing on games but a vr headset can’t lmao
a quest is basically a stronger phone that has to render the image twice at a high framerate. it's due to that, and limitations of the platform itself (android) that quest can't have some depth effects, or post processing.
go on ahead and use yourphone to render some vrchat post processing then
Oh wait nm it’s only urp post processing that phones can render
Idk about birp
a good portion of what people want to use on vrchat is either too unoptimize for the platform or literally cant be used because of hardware/software limitations
Im guessing they’re unoptimized because they’re made to be only rendered once and not twice, one for each eye
more of the fact that none of it was built with android in mind to begin with
Anyone know of any good pvp shooter worlds for quest?
i forgot if its feasible to use color transformers via post processing on quest
you.. can't use any post-processing on quest
even if it's just color grading, it's still post processing
Hello, does anyone know why I can't use my quest 3 in unity "play mode"?
unity’s playmode is completely editor-only, and if you mean clientsim, that’s just a recreation of VRChat in unity for quick and easy testing.
you can’t use your quest 3 because unity playmode doesn’t use VR
oh i understand, thanks
To convert a PC world to be Quest-compatible, everything in the hierarchy needs to match. So, I shouldn’t delete anything, but can I deselect the things that aren’t compatible, or will it cause errors? Assuming the items I want to add are Quest-compatible, but maybe some lights or animations aren’t, what should I do?
the hierarchy doesn’t need to match exactly
everything that’s networked gets a scene ID generated and attached to it, so that if the hierarchy changes, networked things will still be fine
what shader do i put in the mirror for the quest vers?
you can use Easyquestswitch to disable them
Thank you~
But this won’t cause any issue? Ex: if I’m in VR but some friends are using quest will not affected?
no it won't
i delete things all the time for quest, mainly post processing
and it's fine
oh i have to get trust or something to upload it
yeah, you need the User trust rank
not to upload it, but to make it public and put it on community labs
How do I upload it to play test by myself?
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
oh
Anyone know a fix for world seams like in this photograph? This is an issue in a friends world they made (with a map port I made in blender) when playing it on quest (since quest doesn’t let you disable world anti-aliasing in the graphics settings like you can on pc) so I’m wondering if there’s any other fix that’d work for it on quest
Understandable if not, just thought it was worth asking
have some minor overlap in the models or make the scene out of one continuous mesh and assign it multiple materials in blender
thats alot of work
to redo/do
but fair
is each floor tile a separate object?
No, but they all still have seams
I didn’t make the models myself I just ported them from the game they’re from (which is IMSCARED)
Saying I just Ported them makes it sound a lot simpler than it actually was though
Took me over a week to do everything
i love IMSCARED
Me too!
how can I make a custom shader for my world that works on quest?
@slender hatch what's your end goal
@fringe birch I like your question, reminds me of a customer that wanted to know how to turn on a chainsaw... to trim his nails. I had to ask what was the objective before telling them in detail how to turn on a chainsaw 😄 I like you alraedy. - My end goal is to be able to control what each eye sees independently.
@fringe birch projecting stereoscopic images for example. That are not really 3d, but would look 3d. and I made a simple shader on pc for that, but it didn't work on quest 😦
Ok, I will
Hi! I have a question about worlds, that is a mainly Quest sided question, that why I am writing ut here.
So. I have a favourite world where I meet with a friend, and there is a Youtube streamer thingy. It worked fine when I was playing with him on pc (SteamVR + Quest2) but recently I switched to full VR same as him bc it is way better in every term for us, but the Youtube streamer on most of our saved worlds don't work. (It works on one world but on the rest, nope.)
Is it a general issue or on our side of the game?
Did you enable untrusted URLs?
I’m tired of playing this game without being able to test my build
12 hours of playing ain’t enough?
Friend some people
you can test your build though
you don’t need User to upload a world
only to publish it to community labs
you can also do a local built and test
or test it in-unity with clientsim
The SDK panel does currently check to see if you're a new user and prevents you from doing build and test though that seems like an oversight on their part, but you could just remove the check locally and it should be fine though they frown upon modifying the SDK
Chat mods be like 
The Quest world limit is 100MB, right? Does that only apply to the Quest build or PC as well?
Quest is 100mb, PC is 500mb (I think unless that only applies to avatars, otherwise there's no limit)
Most worlds get up to about 250mb though so don't go crazy
Awesome, thanks. I'm lowering textures still on PC but I don't want them to be -too- bad.
Is there a limit on lights? Or anything I should aim for?
if they’re realtime, it’s 4. but you should have baked lighting anyway
When you upload do you have to swap builds or does it automatically do all after you converted the first time?
you have to upload to both platforms every time you make an edit
is there anything in particular that looks wonky? :,)
no, it just looks like that because that's how the texture compression on quest looks
there's nothing wrong with the settings
by "mess with the settings", i meant try changing them around to be a little higher quality until it isn't as bad
So how do I play test my build?
PC worlds can go up to around 1.2GB
But the game's cutoff is a little below 1.2GB.
So if you upload a world that is exactly 1.2GB, you can't visit it, from what I heard
Yes I would change the format to ASTC 4x4
Basically, use ASTC for every texture on mobile
ahh okay, looks much better ! tysm ❤️
i recently found that ASTC 10x10 has pretty good compression, while still keeping quality (at least for basecolor textures, i don’t know about lightmaps)
Greetings, I have a question maybe someone can help me out so i don't have to restart the project... https://prnt.sc/RgLmg7prAr0O Is there anyway i can figure out what is taking so much space? The math doesn't really add up between the assets and the world size and i can't figure out where all the space is going. Is there any option to clean up the project, it does seem some files got stuck.
Compressed the textures even more, it only got bigger... https://prnt.sc/qGeEnxvXGMR6
click "stats"
check your android overrides in the texture settings
That was the stats window, still no idea what happened, I just removed everything did an empty build, put things back and everything is fine now - at least with the world size... For some reason now the Texture size is displayed wrong in the report, but at least i can build and upload the world. I might just migrate everything on another project, just to be on the safe side... https://prnt.sc/ix-VamknBHAR
But I am good now, thank you 👍🏻
oh yeah i meant clicking on stats to remove them haha
cool to hear you solved it though
It is not displaying wrong. The stats show the imported assets size but the build is also compressed.
If your world is big, static batching can take a huge amount of memory and you can't see that in the build stats. They are probably other invisible MB but that's the first one that comes in my mind now
Thanks for the reply, yes i figured out those textures get compressed and it does seem the report is correct now. They are the same textures as before but i haven't done any compression yet. For the first issue, to fix it i just removed everything, reimported everything again and remade my scene. (with the exact same models, textures, lightbaking, etc.). Everything seems ok now and didn't have any other issues, just thought i could skip the 2-3 hours wasted on remaking the scene, by clearing a cache or something in the project.
But something was strange, between the first 2 screenshots all i did was downsample all the textures to a lower resolution... And instead of gaining space, the textures took even more space in the report.
In the screenshot I see your meshes also changed, not only the textures
Aw I see what you mean
Yes, i noticed too, but I am also not sure why, I only compressed the textures. And i did check for hidden objects around the scene, i keep it pretty organized so i havent found anything.
But yes, fortunatly everything is ok now 🙂
Nice
What are some of the most high quality looking worlds that work for quest? I really wish there was something like magic heist on quest. A game world of higher quality that's a story game would be great
Anyone know what happened here? I made minimal tweaks to my world and now it's saying it's over 500MB. It was like... 20. I don't know how to troubleshoot this.
I figured it out, it was actually an earlier error dealing with Object Sync which I removed and the error went away
Is there a way to see what the memory usage/cost of an individual object is?
trying to build this world to be quest compatible is driving me a little crazy ... 😖
yes, its called world debugger
thank you! 😄
I might be missing something... Debugger doesn't seem to give me any of that information, and I haven't been able to find a guide on how to set it up so it will. what am I doing wrong?
mind sending a screenshot?
well yeah you dont have it open
VRworld toolkit > world debugger
WOW, thank you. I really was missing something! I had no idea there were other debuggers! 😖
This helps a lot, thank you!
why do i get this error?
any idea?
nevermind
figured out
12 to 24 hours playing
before being able to create
My terrain textures are as smooth as glass when going into android, they are fine on PC side. Any clue on what I am missing?
All terrain materials show proper diffuse but as shinny and flat almost as if there are incased in glass
found it had to change it in terrian settings
how exactly did you fix the issue? i’ve seen a few others have the same problem, so it could help to show the exact solution
I went into terrain detials tab -. setting - > material (it will be standard shaders)
Lmao I have a whole buncha issues that I have no clue on how to fix. I’ll just try clicking more buttons 🖲️
Hello everyone, I recently reloaded an old world, but I can't access it, and before I am sent back to the home page this logo appears with this inscription?
Do you know what it is, and how to possibly solve it? thanks!
i would assume it’s a UI button. and uh.. follow the instructions?
holding tab unlocks your mouse cursor on desktop mode
Hey, so I don't usually use Quest, but is it common for people to appear choppy at higher distances?
I mean you have a limited resolution so yea
Ah sorry, I'm not speaking about resolution but their position. They would teleport slightly instead of being interpolated.
I want to know if this is a intended thing or not.
depends on said "higher distance"
cause if you go far enough away from 0,0,0 then you get into the float point precision issue where you have a limited number of digits so the further out you go the less decimals you have to work with causing rendering issues
That's not either. If I had to describe it, it looks like a stopmotion film when look at players from afar lol
then that would be the first issue again where they are saving resources
That's what I'm assuming as well. It's just a bit surprising to me. I didn't think interpolating the visuals would be that big of a deal. What if it's a bug?
Either way, that differing behavior has some side effects on VRCOjbecSync for me. I'll post the canny here as well to get more awareness:
https://feedback.vrchat.com/udon/p/vrcobjectsync-bouncing-on-android-devices-when-further-away-gravity-not-disabled
does anyone know how to fix that issue?
that itself is not the issue, check your console for errors (but actually read the error messages and don’t send a screenshot of that exact same error but in the console please)
I have an issue that idk how to fix, i've asked multiple people and they don't know either. PC and PCVr players can see my world fine, but quest players can't see all the furniture, etc. Only the walls roof and floor of the main building.
do you have baked occlusion culling?
I don't know
Yea.
try going to (in the top left area of unity) Window > Rendering > Occlusion Culling, and clicking Clear and then Bake
and then, in case that’s not the issue, what shaders does the furniture use?
Not entirely sure, seeing if that first thing fixes it.
This is my first time.
click a piece of furniture, look at the inspector, and check at the bottom what shader it says for the material
Standard shader.
that should be fine then. so it’s either the occlusion culling or something else
Quest users still can't see everything.
could you get some sort of video or screenshots from both platforms? it would help to see it rather than just hearing about it
I'll try, but VRChat on my quest doesn't work for some reason.
Ok I got a photo
This is what I see
I'm trying to get the quest photo now
That's what quest users see ^
Basically nothing except the base world prefab
I have the booth page too
The walls etc use the Standard shader too.
Yea I can't figure it out. Has to be something else right?
I still can't figure it out.
Dumb question, but have you remembered to upload the world for quest after the culling rebake?
is there a specific way to upload it for quest?
just switching the build platform and clicking upload
I'll try that after I have a nap.
Is there any quick way to set iOS image import settings to the android settings? I could go through all my textures and set the same as android but thats a lot of manual work.
Hello.. so ik know exactly the world i wanna make how it looks and all that. But my computer is absolutely not haveing it.. any recommendations?
hi guys , Im having a problem with unity, everytime I put some tipe of npc in my unity project I get this error and it breaks the SDK, It doesnt matter if I put yes or no, It breaks anyway. Is there a way to solve this issue?
Those folders aren't right. Are those assets you're trying to import a big dodgy?
As they seem to also include the whole VRC SDK... which they should not.
That or you're on an ancient version and still have the old SDK.
Try upgrading your project and SDK through creator companion, looks like you still have an old version of the SDK in your project
Hello everyone. I am looking for a dev to help me upgrade my build. My video player is not working and I think I need to update the build and have someone look at the player to get it working again.
I was published in Mar of 2023 and the player was working last I check a few months ago but now it is not.
Is there anyone here that could help with that?
Hope this is the right server to be posting in. 🙂
Not working in what sense?
I have a video player in a few places and when I go to live stream the player is not activating. It used to work and now it doesn't
Is it a twitch stream? I ran into this issue with twitch recently. https://feedback.vrchat.com/bug-reports/p/twitch-links-not-working-affecting-avpro-txl-video-players-some-pcvr-users
No it plays from my server. I believe it is using a json link
I do need to update my build though and if someone could do that and help me fix the vid player issue that would be awesome 🙂
Does anyone know a good moving grass generator for Quest worlds?
I need help, I wan to switch my build target to android but it doesn’t work, I went into the control panel in unity, and it said that “ Switching to Android:AndroidPlayer is disabled”
You didn't install android build support when installing Unity.
If you are using Unity hub then you can easily add it by clicking the cog menu in the installs tab and adding android build support.
Can you do a step by step guide
Then just check Android build support and click install.
Bruh thanks, didn’t know it was so easy
What are the best water shaders for quest worlds?
https://s-ilent.booth.pm/items/2577099 Clear Water 2.
Still looking for a Quest grass shader, I want to be able to just paint on patches of moving grass, I tried the Crispy Grass shader but it only worked on PC. I'd like to be able to add custom flowers too that blow in the wind.
unity’s terrain
Didn't know there was a built in system. Can I use an existing FBX landscape to paint the grass onto or do I have to start with a flat plane and sculpt it in Unity?
you’ll have to sculpt it as far as i know. there could be some tools out there, but i rarely use the terrain
but yeah, terrain has a built-in function for trees and foliage, with wind
anybody have any example of prop guns made for quest? I want to see the wire frame. I don't know how far i need to optimize
below 1K tris for a prop gun would be just fine
Maybe a stupid question, but can quest players copy paste text outside of VRChat somehow?
I think if you create an UI Input Field, you can copy/paste everywhere, even outside of vrc
Yeah I already set it up and everything. But then it occurred to me that I have never tried copy pasting on the quest and have no clue how you'd do that, since I don't use it very often outside of developing for it.
I know the buttons exist, but can you just close VRChat and pull out another app to paste it?
I think you can
I'm pretty sure you can paste youtube links and other stuff with that
Does anyone knows how object syncing work between platforms? Let's say I want to have a high quality model for pc, and a low quality model for Quest that players can pickup, but how does the game decides if that object is the same object? so if you pick a sword up on PC, the Quest player would see you holding that sword?
Syncing relies on game objects being assigned network IDs which you can view in the Network ID Utility under VRCSDK > Utilities > Network ID Import and Export Utility, you just gotta make sure that your Quest and PC versions of the objects are assigned the same ID
That only covers variable syncing and network events, if you've got local logic that needs to use different objects per platform you'll have to account for that yourself in your scripts
ah I see, that does make sense, but it would be hard to modify them if I would just remove some object on the quest version, then create new ones, it would assign different network IDs I think
I think there was a tool called Easy Quest Switch that made it simpler to swap out object references
I dunno if it handles network IDs
but if I want to make high poly and low poly versions, it's better to just swap the mesh and materials for it then, so I don't need to remove the existing object
Yeah if it's just a visual swapout you could just put them under a common root gameobject that's shared between platforms and swap out the children or visual parts as needed
yeah I can try check it out later
Okay, hopefully it's not too difficult for the players then.
I believe you can, Ive copied codes from vrc then pasted them into dm's with people in the meta quest browser. Not sure if this is what you mean but if it is there you go.
Thanks, that's good to know. That should be enough until we get persistence
i mean, i’ve seen plenty of worlds that use film grain and chromatic aberration
and color grading is one not in the meme that’s used 99% of the time
though DoF, lens distortion, and lens flare either don’t work in VR, we don’t have access to them, or you use a shader for it instead of post processing
(yes i know i’m over-analyzing a meme)
hey i just came back to vr chat and saw a transformers one world and when i entered i got this
i have never been to this world
wow, i'm pretty sure that's very against TOS
send a link to the world. banning people from your world is not allowed, and i think something needs to be done about that
you can ban per instance but not the world entirely
so if that is instance only where you can just join other instances then its fine
well it sounds like he joined the world and immediately saw that
which is fine if its just the one instance
but if he had never been there before, and just joined and saw that, it sounds like a world ban
could also be a group thing
wont know entirely without more information other than "I saw this when I joined"
yeah i guess so
i saw transformers one avatars so i joined and got that
it is every instance
i will screen share if anyone wants to watch
just dm call me
he could be a member of a group that is flagged in ban logger. if the instance was created by someone using ban logger and they are a member of that banned group, they would be kicked before they even entered. ban logger runs at a user-level though so it could not be used world-wide.
did you try creating a new instance? that will determine if there is banning logic at the world level
Ban logger? 🤔
I seen some worlds on quest that have a Youtube Search function for video players. Any idea on where I can find the prefab for them? One example world is my current Home World "Midnight Rest". Be nice to add that feature for a chillout area for a world I'm working on.
literally the top result https://rinvo.gumroad.com/l/VRCYoutubeSearch
Youtube search prefab for VRChat worlds (u2b.cx api)Latest update: 1.14 - bug fix for cases where search ui is disabled on startupDemo World:- https://vrchat.com/home/world/wrld_06c4e05c-3b64-484a-9b01-7891e5f144f6Always try it before you buy it!Some info:- Made to be reliable and has been field tested in multiple worlds (including worlds like P...
Thank you; just wanted to check here first for best/ personal opinions for prefabs
i don't know if any others even exist
I'm new to vr chat can someone show me around
try #vrchat-general-1 or #vrchat-general-2 , this is not the kind of channel to ask that question
Though here's a little idea. Try finding worlds of communities you like. No better way to find places and friends than sharing the same interests.
Hey can someone help me find this asset?
I’ve seen it in like popcorn palace and other worlds.
I'm using that one in all my worlds.
Pretty solid prefab.
They're custom made by Zelfine
What world is this?
@heady hinge you were typing. Do you know what it is?
I know the world but i forgot it's name, i'm trying to find it again
finally
thank you
here you go
quest would likely burst into flames with that much physics going on lmao
Y'all got any chill but very pretty place?
Anyone got any good quest compatible worlds that r good for taking pictures in?
https://vrchat.com/home/world/wrld_fbf082ea-f12a-4da0-afba-a8c8f2d79e54 https://vrchat.com/home/world/wrld_af1872a1-2fee-425e-b0ae-ba1c54702d8b https://vrchat.com/home/world/wrld_4890a400-1f6a-4ef5-a090-d71bde392d09 https://vrchat.com/home/world/wrld_1502d88d-751c-4fe3-b846-674df2d462f3 https://vrchat.com/home/world/wrld_509a5ea7-1752-4d3c-aa72-0e055cffef63 https://vrchat.com/home/world/wrld_48664086-6495-4c68-acdd-0ce0c7ecd5b3 https://vrchat.com/home/world/wrld_b27cc97f-0ecb-4030-b415-b4ef8b024f30 https://vrchat.com/home/world/wrld_f81ebd9b-bd38-44e9-9487-91033fc75e7f https://vrchat.com/home/world/wrld_c5a478f6-2d19-426c-b0cc-68defbb021d5 https://vrchat.com/home/world/wrld_2b52f803-208a-4e46-8228-da392e034f41 https://vrchat.com/home/world/wrld_700cf786-0b95-4b5f-870f-0dc319ab1871 https://vrchat.com/home/world/wrld_93b31781-0e0b-4162-8486-bb11634200f4
Sorry it’s a LOOTT…
But I have more if needed
Tysm
Ty
i wanna install android platform tools so i can test on android, but i installed unity through the creator companion instead of the hub so i don't have the modules.json file
i tried downloading it separately and adding it both in unity and in PATH but it still complains that adb.exe is missing
i tried downloading a modules.json meant for unity 2019 and it did kinda work, but it warned me that the platform tools are made for 2019 so i feel like it'd break stuff
a unity staff member recommended writing [{}] in it but then it says it's "no longer available from the Hub" and doesn't let me install any modules
do i really have to redownload gigabytes of unity for a few kilobytes of json?
decided to yoink the modules.json for a close-enough version (2022.2.6f1) from the repo for Larusso's unity-version-manager, will report back with results
My pc would to
Anyone want to hangout on vrchat
If you go to Unity - > Build settings -> Select android, It'll ask you to install it.
that's build support, not platform tools
Me, i´d like to play Among us in VRChat
Anyone want to play vrchat
this isn’t the channel for you to be asking that. this is for developing worlds on the Quest platform
try #vrchat-general-2 or something
Did they increase max world size limit for quest? I've just seen a world with 100+ mb on quest
that happened quite a while ago
it used to be 50MB but it got increased to 100MB sometime last year
No. I'm talking like 160 mb
So like, you went to a world using a quest system and it was over 100 mbs?
Yes
Yup
Over by more than 50 mb
Talking about 160 mb to 170 mb
I don't think that should be doable? I'm not the expert tho 🤷♂️
Why not say what world?
It's only 154.89MB on PC, I'd be surprised if it was larger on Quest.
Somehow it did bypass beyond 100k mb for quest
Pretty sure it is surprisingly
Might double down on that and check in a bit
I don't know what sorcery they did to bypass it
So, you can easily mod the SDK to do it, but then it should fail server side checks.
That said, the world doesn't load for me, it gets stuck at 145.10MB.
There used to be a bug where the SDK would get confused about which platform you're uploading for and I've definitely uploaded the wrong platform's package before, but I thought that was fixed now...
That's very interesting
Huhoh
world loads just fine for me. Looks like the server check is non-existent
Weird, tried 3 times.
That's weird
Anyone have a good messy-ish apartment space? Or any good kinda mid size rp city worlds with like decked out apartments in them?
So I am developing a world and for quest the ground is very.... shiny, how do I fix this?
I'm having an issue with this pickup in my world, in editor it's fine however when in game, either on quest or android the blue highlight is suddenly big enough to fill your entire screen. Strangely though if I swap to windows and build it's the same as it is in the editor.
Here's my settings for reference
Maybe too late of a reply but
It needs to have property inside of Material itself
I forgot the name but if you send a screenshot I can help
How do you people manage Quest compatibility for worlds? Do you make a separate project for Quest versions after the PC version of the world is done? I'm asking this because I'm using shaders that are only supported on PC version and when I want to switch to Quest upload, I have to go through every item in the scene and replace the materials to ones that are supported on Quest.
And this has to be done every time I make any iterations/updates on the world -> Development times essentially double or triple and has a high chance of making mistakes or forgetting to change a material on some asset in the world.
Any workflow tips would be highly appreciated.
i was using 3 separate prefabs (pc, android, ios). real pain in the but.
in the middle of switching to a single prefab and using easy quest switcher to have it swap out differences. i do not know if this works perfectly yet. seen alot of videos saying it does, but heard other devs say it doesn’t (though they haven’t used it in a long time, or only heard it doesn’t). so don’t know yet the viability of this.
I had thought about this too, but that didn't feel like a 'perfect' convenient solution either, so had to ask if there are some recommended ways that I'm just not aware of. Gladly, my scene isn't too big so I think I can still relatively easy convert it to this workflow or at least try it.
Thanks for the response.
please let me know your findings as mine is a pretty big conversion here
Personally I've found easy quest switch works great for my hangout world, once all your swaps are set up all you have to do is change to android, bake your lighting if your quest version has different lighting settings in EQS, and then you're good to upload
So, essentially you are making full prefab variants for both Quest and PC? 🤔
Nope, just putting defining all the objects/components I need to change in EQS and it changes everything in the same scene
And how does the scene management side go or rather how have you tackled it? I'm bit worried if I just disable the items it would still leave some unecessary data from both versions to both uploads
I'm not super familiar how Unity/VRChat SDK does the optimisation on uploads
I tried EQS, but I could not figure out how to switch up the materials. I was only able to switch shaders.
That can happen, I've found you can use EQS to unassign the mesh filter on the quest version which keeps the mesh from being compiled.
Yeah there are limits, typically swapping the standard shader to standard Lite works pretty well however if you need to do more then shader and colour changes you'll need to make a new material and set up the swaps in EQS for everything that material is on
Hold on, infact let me try something right now.
Yeah, so the issue still remains with the EQS.
I want the materials to switch, not the shader.
You'll have to get the mesh renderer of each object the first material is on and reassign it to the quest material as far as I'm aware
Yeah, that is the thing thats making it really annoying.. 😭
I only have like 6 materials in my whole scene since I'm using trims and tileable materials but lot of different meshes
Well, you live and learn I suppose.
Yeah, I don't think it's possible to use EQS to change the material import settings for a model and do it in one go
You might be able to make your meshes prefabs and then reassign the material to one prefab, I've not checked if this funtionality exists but it sounds plausable
How does one acquire this EQS...?
it's available in the Creator companion https://global.discourse-cdn.com/vrchat/optimized/2X/f/f859fb6ccb0c8aea3a2694299f901362d0c58421_2_1035x582.jpeg
Anyone know any good worlds with Deer Head trophies I could check out?
@crude gorge @grim minnow @vital lance someone with a real quest 2 to test it on. Apparently it says 99mb here
That means they didn’t bypass it
Do you have a direct link to this world?
Apparently they just reduced it today.
The android version is 99.13 MB
Idk, last time I downloaded this world was really above 100 MB. So I don't think it's an issue on the server side 🤔
I rather think it's the creator who finally managed to comply with the sdk limits 
They've updated it since, given the dates.
Still, very odd that it happened in the first place.
I'm pretty sure the world was private for a while
And then after the update it came back as public
it needs to be a sprite sheet
use a shader that supports it or manually animate it
particles have a sprite sheet feature
thank you !!!
@gleaming juniper You're using shaders that literally don't work on Quest because they are using incompatible features, or are you under the impression that Quest only supports a small number of shaders whitelisted by VRChat? (which is not the case; you can use any shader you like for Quest builds as long as it is performant enough in the context of your world design).
Wait, really? So no hard limits on the shaders like on Quest avatars? 🤔
Hard limits are only for Avatars
Interesting. Well this info certainly helps, did not know that. Thanks.
VRChat's documentation is so heavily Avatar focused that it's easy to misread it as applicable to world building as well.
Yeah, it's an advisory for worlds as they will still be expensive, but it's not a hard-block on them.
Custom shaders aren't automatically more expensive. In some cases they can be less expensive (with respect to acheiving some specific desired effect at least). The warnings exist because world builders come in all shapes and sizes of talent and experience and so advice tends to be aimed at the lowest common denominator so as to guide people away from inadvertently making major performance mistakes.
as an example, VRChat/Mobile/Standard Lite is going to be fine and cause no errors. but if i use my custom shader that’s even simpler and more performant than that shader, because all it does is solid color emission, the SDK will warn me about using it even though it clearly won’t cause worse performance
did you tried it with a mesh collider?
also the numbers (XYZ) 7.121059b-xxx when i had something like that on my Box Colliders i had the same issue. rounding it to smth like 7.15 fixe dit for me
oh shit this message was from 08.11 😭 my bad i bet you fixed it already
Is there a reason Quest version is like crazy affective to Z-Fighting??
i just tested my new quest version of my world and like.. many textures are clipping even if they dont even touch othe rmeshes
I'm pretty sure the quest has less precision so things need to be a bit further apart to avoid fighting
yep, i think quest’s precision is half of PC’s
question? i just uploaded my first world and i tried to join my world through my quest but it says incompatible platform do i need to change it from from windows to android in the vr chat sdk thing in unity?
Yeah you will need to upload for both quest and windows
Would I just take 2 of the same world for that and upload it as android and windows?
Windows / Android / iOS
IIRC anything using the Oculus dash has half the precision than anything that doesn't, which is why Rifts and such had issues when other headsets didn't back in the day. Quest native is worse due to the mobile setup but I wonder if that issue is then doubled because of the dash too making it twice as bad...
What is a baseline for a good performing world in terms of meterial and polygon count?
Ehh it's more batches / frame time id say
wanting to make a button only allowed people can use
Thats I think I understand. Due to things like smart culling and LODS, its more to due with factors like whats in view at a time, avis loaded etc. Less straightforward then poly count
Im not sure whats happening, But im trying to upload my world to quest again.. But it seems it breaks vrchat for quest? I disabled most object to see if thats the problem but i cant find it
If you join my world you just see black
Not even the menus will open
Only the quest menu itself works
any lovey dovey maybe a lil freaky worlds?
卡在这里进不去
Hi i do my world. Added in project classic VRC Mirorr but they are to dark, i baked reflection probe and its doesnt help
Anyone know how to fix this when bakin lights?
Try enabling generate lightmap uvs on the model
I did and thats what it gave me
I tried everythin yet it gives me this bake, only been happenin since I've been portin stuff from roblox
Tried seperatin stuff thinkin that maybe there was too many objects with different uvs and that didn't work
Those are weird values....
What you suggest I use?
Use the defaults first and foremost.
But to be honest I'd probably just stick lightprobes next to them and set them not to do GI and let them use dynamics.
I did and it gave me those result
I played with them to see if I can get a better bake but that didn't work out very well as you can tell
So basically dont even bake em?
Yeah. Sometimes it's just not worth the hassle. Just exclude them from the bake. If you're using Bakery set their scale in lightmap to 0 and it'll let them affect the lighting without being included themselves.
Alright then, I'm just usin normal unity bake i'm usin pretty basic bake settins cause its supposed to be less realistic but still give light
In that case you'll just need to untick the GI bit on them.
Hey all, I am porting a PC world to a Quest build and am using Standard Lite to replace all Standard shaders. I've been through every single material and confirmed its swapped, Ive ALSO used a handy git tool to automatically check all my materials for use of Standard. It found a bunch and then found a ton more in imported prefabs. I've now extracted all of those and swapped them to use Standard Lite as well and the tool now reports 0 uses of Standard anywhere in my project. Yet VRC SDK is still warning me about uses of 'Standard'. Any ideas how I can find the last hold outs?
It’s a bullshit thing you can leave it on standard for quest
Really? Man those docs need updating ive spent all day today on this...
As long as you don’t go over board you should be fine
any one know how to do pickupable object static (dont fly in air)
and object kinematic to player and push him
Yup, just did this lol, make sure 'static' is off and turn 'Use gravity' on in rigid body
Though I may be misunderstanding your question since 'static' and 'pickupable' dont mix AFAIK (though I am a complete newbie)
you can use Standard on quest, or really a lot of shaders will work that it warns about, but it will run worse than if al your shaders were quest compatible ones
i personally don’t notice a difference, but it’s probably there
Thanks, yeah managed to swap like 95% of mats to Standard Lite and just a few where there's really no other choice
so i just uploaded my world on pc a minute ago, switched to quest and this error keeps popping up and the upload keeps failing.
any ideas?
is that the only error?
when i click "clear" it also is the only thing that persists
ive had other times when uploading that an "error" exists, but the ones that can be cleared havent been preventative ones before
after i close the popup, this all appears (which mostly is normal), but idk where to root out them having issues, and they all clear anyways
and again, this world was just uploaded to pc - and i'll add that ive never run into this issue before, this world was designed to be "minimally altered" to be compat per platform
I'm not familiar with what package that is
its either the SDK itself, or Udon
both are VRC official things - im going to try changing the sdk version and give it a whirl
no change
still unsure whats happening sadly
Hello people. After the latest update of the Creator Companion, I noticed a drop in FPS when entering on Quest. Before, the Quest version of my world ran fine at 72 FPS, but now, after the update, the FPS dropped to 60-65. I did not change anything in world. Did anyone notice the same?
first time my world was uploaded 200mb. i want to do upload now and i see this notification and cant upload, what happeneed?
help me please
open build settings cause it thinks you are trying to upload to android
good job?
the 100mb limit is quest side
doesnt matter the platform you are uploading to
the vrcsdk thinks you are trying to upload to android
So has anyone ever had a thing where like random bits of their world disappear when looking in specific places? This isn't like occlusion because the skybox, some dynamic game object models, and one large static model disappears, but not other static models next to it, I'm trying to figure out if it's memory problems, or maybe some shader writing to the depth wrong, but also the game lags a bit when this disappearance happens, which is wierd cuz you'd think rendering less would make it have a higher framerate
Hi any one know prefab all full tutorial how to do drinking system because i broke my head. Where glasses of wine or whiskey can fluid and u can drink
I think it’s a build in VRC thing, like an optimization thing
And I don’t think you can prevent it
Hello can anyone help me I'm having a issue in poes nightclub where everything is white and I'm the only one like this. I'm on quest and even tried mobile but still the same I don't know if it's my settings? My friends don't have this issue.
i know this is very late but if your normals are actually flipped it may be because of unapplied transforms
try reducing pixel light count in your graphics settings
i had a similar issue when playing the smile room, my friends could see fine but everything was pitch black for me. It was because I had my pixel light count too low
i think you have the opposite issue
Nah everythin is applied
No worries I just convinced its cursed at this point
The uv are fine I even redid most of them, I played with the settins nothin seems to work
I would've cried if it was that though
The simple applyin transforms
Thanks ill give it a go
Alright so I'm startin work on another thing and was wonderin if maybe any clue on where to start with this, I just need to figure out a simple script that allows players to press a button on a ui that will change their avatar. Does anyone have said script or have any idea on how to make that happen
Hello. Is it possible to port a Map from a Unity game as a Room? This is from a game called miside and the room is very comfy
unless you re-create it yourself, you’d have to asset rip it, or find someone who did. but that’s highly discouraged
so basically, not unless you make it yourself
So I am... very not good at vrchat... but if I start a world as invite only, can I change it to group instance without remaking the lobby (as I'd want to keep my settings the same)
1 - no
2 - this channel category is for world development, so you may want to ask in a different one next time
Okay cool thankyou 🙂 and sorry there weren't really any general queries channels
hi any one have idea how to do object turned off on vibration ur controller
you’re gonna need to explain it a little clearer
Is it possible to add a vibration function for VR controllers in VRChat using the Haptic Feedback system, which is supported in Unity and the VRChat SDK? In VRChat, you can use the VRC_Pickup function for interacting with items in the hands and VRC_PlayerApi for sending vibration signals to the controllers.
You can configure the vibration function so that it continues to work until the Object is turned off. To achieve this, a cyclic state check or delay can be used to ensure the vibration continues until the turn-off condition is met.
something like this
so you just want to have the player’s controllers vibrate until an object is disabled, or a bool is false
i don’t remember the method exactly, but there is an event you can use in Udon to cause a haptic rumble, with settings like length (in seconds) and intensity
yeap, i tried to do script he are all time broken, find 1 video , but cant to understend him logic with a door and how i cant extand vibro or to do sync with toggle turned off\on
what do people use for simple sprites in world that billboard to camera that work in quest mode?
The standard drag and drop of a sprite/spritesheet will create an animating sprite but its oriented (flat plane facing placed direction)
particle system
easiest possible way
now particles need emission, doesnt this mean i have to constantly "emit" the sprite?
for it to stay
yes, but give it a lifetime of like, 3 minutes, emission of 1 or 2, and a very tiny spawn area, and you won’t be able to tell it’s getting re-emitted
as long as your sprite sheet isn’t super long or something
when a player connects will it spawn on connect or does it emit based on who connected first so there might be a "gap" of emissision? for other connecting players
depends. it has an option for PlayOnAwake and Prewarm, so you might be able to set up some sort of udon networking for when it plays if those are off. but it would probably have to re-emit for anyone that joins anyway
what are you needing to use a sprite sheet for anyway, if the it would have to be the same for everyone?
like a speech bubble/info thing or say a character sprite/ but yeah if it reemits for any joiners then sounds like it might be fine
Just didnt think Id have to use the particle system just for a simple graphic. Should be a VRC standard entity or something
ditto
Anyone seen an issue before where a lightmap in game just shows up as bright white? But only one specific lightmap, the rest are fine. It's also fine in the editor, it's only in-game on the Android device that it shows up as bright white.
Turns out it was an issue with VRChat Standard Lite again. Continues to be a source of brokenness.
@crude gorge embrace z3y's shaders already lol
I'm using Lit for PC, not for Quest though.
You think normal z3y Lit would be fine for Quest? I'm dropping most of them back to Diffuse where possible and Standard Lite when they need emissions.
Yeah I use it for all my quest world stuff, it's actually very optimized and turns off things that are inefficient on quest like ltcgi automatically
Yeah most of the expensive ones do, I'm just wondering how much of a difference there would be between that and diffuse as it's hard to benchmark.
A quick and dirty benchmark for pixel shaders is to point a camera at a quad and render out something ridiculous like 4096x4096 and measure frame time
You need to be pushing enough pixels to load the GPU for this to work though so you may need to use some freaky resolution to benchmark simple diffuse shaders
I also do this on a physical quest console occasionally, I haven't benchmarked z3y myself though
I know there was a huge difference between Mochi (which also strips out heavy stuff for Quest) and Diffuse so I'm sceptical that z3y would really be that light when you're trying to eek out performance.
If you're looking for raw speed you can't beat precomputing literally everything
@carmine parrot Got any benchmarks to hand?
No, it was very much off the cuff but also substancial enough to be immediately obvious.
this would not work for android specific optimizations, i optimized half precision wherever possible and that just runs as float on pc so you wont notice
it doesnt just disable stuff for quest, some of the lighting math is also simplified and skips huge portions of math when not needed, like no directional light when lightmap is on etc
just that would make it better than standard lite for example
but if youre running full pbr and mono sh you will be pushing quest to its limits no matter what shader, it might run fine or go a bit below 72fps
My takeaway there then is use Diffuse where I can, otherwise use Lit instead of Standard Lite when I need more (e.g. emissions).
According to this you are trying to build and test an android world, which is not the same as building and uploading, the former is a local only thing, something you do to test worlds locally before uploading them so others can access it (whether it be as a private or public world)
i do not know how this even happened
btu i fixed it by resetting my unity
what a mess
Anyone wanna use Ugandan knuckles and troll?
Anybody ever had issues with all textures in the world being invisible except when looking in a mirror? The same build looks fine on the vrchat android app or when built for PC....but only the skybox is showing up on quest 3 (except at the mirror where everything looks perfect in the reflection)
hi hi what software/ides do you guys use yo build worlds?
Unity is absolutely required to upload worlds and blender tends to be a pretty common 3D modeling software to go with it for making 3d models
Unity, rider for c#, blender for 3d, z3y's shaders for general world stuff
This guide explains how to create and upload a very simple VRChat world. You'll learn the basics of setting up a Unity scene, using VRChat's Control Panel, and publishing your world.
blender; substance painter; gimp; unity; silent's, mochie's, and poiyomi shaders; Bakery; c#; umm....
Wut about creating a worlds/avatars that interacts with worlds/avatars on other VR platforms?
no
Okay, question I know post-processing isn't on Quest, but is there a way to just get color grading or at least ACES?
I think z3y's shader has aces on quest.. not sure
Yeah, some shaders have adjustments per material instead of the whole screen. I think mochie's and z3y have ACES
There's also some color filters you can do on the whole screen using blending modes. But it's pretty basic stuff, like brightness for fading screen transitions. Not color grading.
Ooo ok thank you!
That looks so much better thank you!
I need help I'm trying to upload a world but the sdk says I need a vrc avatar descriptor even tho I'm using the world sdk
Did you accidentally install both sdks?
I figured it out sorry
im trying to use gaia for terrian mapping whould anyone recomend something other or know how to use gaia? im trying to make a mountian landscape, or a desert eather or,
I've used a blender add-on called A.N.T. Landscape. Not bad for basic stuff.
is it possible to use a geometry pass on quest?
Im kinda curious if dynamic shaddow volumes would be possible since real shaddows get removed from quest builds nowdays
if not thats some fun maths if I wanted to try recreate them
To my knowledge it doesn't work.
I don't know if that changed with Quest 3 though.
The Quest 2 GPU spec sheet says no at least https://vulkan.gpuinfo.org/displayreport.php?id=6405#extended (it is contained in the json)
That is Vulkan though tbf
Vrc uses Vulcan on mobile. OGLES sucks for vr
Oh, interesting.
Does vrchat not support Bakery on quest? When I switched to Android from windows my lightning looked really bad
You need to rebake when sawpping platforms as they handle lighting differently
Oki, gonna try this!
No you don't
You just need to fix the compression/format settings on the generated lightmaps on quest (the defaults are terrible)
@obsidian plinth
I've found that even if you change the format to 4x4 it still doesn't look the same as if you were to bake again with the build target set to quest
I generally find that bakery doesn't even bake properly under quest mode, my world looks exactly the same on pc/quest lighting wise with astc 4x4 high quality

Interesting, I'll give just swapping the format a go on my world as it has been a while since I've tried that
Ye, I can confirm exactly what I use when I'm at a pc later
I forgot to put a text with this but I'm looking for the world this person is in
this isn’t a “looking for worlds” channel, this is for creating worlds.
Oh, any recommendations?
Ok, I think I solved it
Thanks you so much, gonna try those settings tomorrow!
you might want to lower the max size / quality, my world uses a single lightmap for everything
which results in fairly big lightmap sizes
:p
Are there any worlds left that use the massage gun? I know there was one that used to have it
I think VFI has it in the bedroom?
but thats not quest compat 
maybe surroom?
I’ll check it out :))
Howed it go?
I made it decent looking, as good as I can get but no post processing do bring out the less good parts
Hello
Hello
Is there any worlds with massage guns
Hi all.
Hope it is right channel to ask
I look for worlds with writing desk/table like old school typ but a must is it have pen and paper at least.
And for worlds with windows toward rainy worlds like city or medows.
this is a channel for world development, not “lfw”
Oh sorry
Hey, Hope this is the right place to ask. I'm having issues with an error that I can't find any support on. Using correct version of unity with install for android. Any help would be appreciated.
does anyone know a way to self host music or videos so both PC and Quest can see them? I tried once before and PC read the files fine off drop box, but quest couldn't. is there a way to get it so quest can read them too?
you're trying to Build And Test for Android when you don't have an Android connected to your computer
I'm trying to build and test to go to quest? Which is android?
So how do I build a world for quest from the VRC creator companion?
you just build and publish instead, don't test
no worries it's a common problem to have
It's a dumb problem to have. I made an assumption that an emulator would pop up.
As in I'm the dumb for not noticing. Thank you very much!
I don’t know if this is the right place to ask, but I’m Looking for a world and i played it 1 year ago and i can’t find it and its sooo unique and cool is there a way to find it in history; or do i have to begrudgingly find it again?
the only history that exists is your recently visited and that what, like, 10-15 worlds?
soz. if you've got a description or photo, might get lucky and someone recognizes it
Okay thank you
Built, Uploaded. Working. Thank you @mystic heath
I will soon start to create my first quest compatible world. Any things anyone can tell me I should definitely be aware of before I start? 😄
be prepared to make visuals look worse
don’t expect any cool shaders to work with quest. mainly any custom fog, good looking water, or other depth-based effects
also, try to make your world look good without post processing, then add it after the fact for PC. cause you can’t use post processing on quest
(though, you could leave a tonemapper enabled at the least)
I heard it's 100MB limit in size + nearly no realtime lighting + 2K textures at max what is fine. I try to recreate a level from a SNES with super low textures, what doesn't mean it can't be fancy 😄
SDK3.7.5
Why i cant see my shader work on game?
(it used to display normally on
game)
btw the Reflection probe works.
Hey does anyone know if sunset bar has a discord server?
yes, you should be able to find it through VR
i sent it to you via dm
OK! im having a smooth brain moment. i have sprite animated npcs how would i make it for quest or what shaders would i use to make it quest compatible??
what shaders are you using now?
just sprite default i never set up quest sprites before @zinc bridge
its just an animated 2D sprite sheet
then.. it’s already quest compatible
that's not screaming that's lightly warning you
you don’t have to change every single shader to be one of VRChat’s to make it quest compatible. any shader will work on quest, as long as it doesn’t utilize a certain few features, which the sprite shader does not
that just is saying "hey there maybe could be problems but technically is working"
I think it gives that warning for any shader that isn't on the quest whitelist
which is any shader that isn’t in VRChat > Mobile
ok i really never work with quest stuff and i dont see much online so thx for the help now i gotta have it animate lmao
so like, all of them
ah ok
the only shaders that actually arent quest-compatible, are namely ones that use a depth/grabpass. so usually windows with refraction, or depth based water (any good looking water)
and most shaders will tell you in their description, or somewhere, whether or not they’re quest-compatible, or if they use a depth pass. and for any built-in shaders, assume they’re all compatible. i can’t imagine any of the built-in shaders aren’t compatible with quest
ok thank you so much this helps alot
Hey!! Does anyone know where I can find the creator of the Chill Apartment, NorseLee?? I’ve got a question for them!! ^^
Has anyone played “Get Lost” and found that red keycard and the crowbar? If so what do you do with them? 😭
Hi guys quick question. Skybox is showing in unity but in game testing and in vr the sky is just the color blue. Anyone know what could be the problem? Sorry not much to go off of not familiar with unity.
camera settings?
Yeah it was just that super simple
What do yall do to get the underwater effect for quest cuz you cant use post processing?
i think they put a inverted box over their head
ahhhhhh that makes sense
https://booth.pm/ja/items/2127684
This should have it. So if anything, i'd dive into their code and see how they do it
they use the post processing way
oh shucks
then yeah
a box over the players head
maybe a quest compatible water shader over their head?
Look in my Simple Teleporter prefab. Inside there I have a fade to black object that works for quest (using a shader).
https://booth.pm/en/items/4908366?BOOTH-APP-CLIENT-VERSION='unpqseda%3D'
REQUIRES UDONSHARP If you need any help, do not be afraid to message me on, Discord: aoiyu_ Email: aoicsharp@outlook.com
If you set it to light blue, you should be able to emulate that.
yep this is what im goona do
how do yall handle Zclipping on quest?
Meep
separate things so they dont clip
gee i wonder. They are already separate meshes, currently think its a thing with the render distance.
quest compresses things and their coordinates when at a distance from them, so if you have a plane at 1.01 and one at 1.00, while close, they wont clip, but the farther you get, the closer the computer rounds them to be, eventually, they will clip
the only solution to this ive found is to separate things enough so at the greatest distance they can be viewed, they wont clip
If it's small, hide it with a prop lol
Classic gamedev hack
https://fixupx.com/FreyaHolmer/status/799602767081848832
How to fix Z-fighting #unitytips
Haha this is the best
(well anything from Freya is, but still)
unfourtunatly cant
otherwise i would lol
If it's a wall you can always put pillars, planks, furniture, or even bumps with the same material... there's so many ways to get creative with it
Anyway if you really really can't, best bet is to separate them more like @oblique plank said (but if they're too far apart you might need to hide the gap with a model again)
It would appear that on android/quest a couple of my materials get deep fried, but only in game not in editor
I have not found the cause
The question will probably look basic for people around here but is there any good tool to find all the "standard" shader and other "default-material" used in the hierarchy? They're always a pain to search (to get rid of warnings for quest builds) when I miss one on an object... ><"
not that i know of, but it would be a pretty simple editor script i believe
Excuse me, does anyone know the name of this world I can't find it
gimme a sec I know this one
Alright
it's part of something bigger, if you're interested in puzzles and mysteries
Mysteries? I'm interested
in that case you may want to start here, then follow the hints to search the order throught the creator's world list
totally an excuse to make you explore more of their worlds xD
Thank you, I'm trying to find some interesting worlds but I only have pictures. This was a big help
this one should be fun then, if you do it correctly you should reach somewhere with unlisted portals (private worlds)
Thank you, hey they're quest accessible right?
it's nice when creators use their public worlds as a "prologue" you have then to follow portals to progress
drifting is, not sure about the others
check the world list on the website I guess
I'll check them out. And thank u, I love worlds with a kind of adventure to it.
you may want to explore in desktop mode sometimes then, if you don't have PC-VR. PC worlds tends to be way bigger
That's true. I don't have a PC yet but I'm gonna try and buy myself one at some point. There are some good quest worlds but they're getting harder to find overtime
if anyone has any idea what this might be I'd appreciate any lead I can get
Any chance you need to re bake your reflection map or something?
The fact that the lighting on the carpet is so weird makes it look like objects are confused about lightmaps or something
Maybe the lightmap compression type is the culprit as well?
I had an issue with that in the past, but that other problem was different and fixed. the thing is I've compared the texture, material, and mesh render settings for the carpet and other similar objects and found no differences. I'll recheck the lightmap texture import settings.
also ye I haven't specifically rebaked reflections in a while I thought those were automatically updated 🤔
reflection probes seem updated and I've tried with the android build settings overridden and without
it's just wacky that it looks fine in unity but not ingame
Is GPU instancing bad on quest?
don't think so, we don't want the CPU to have all the fun, now do we
Considering it is an SoC, I mean technically… isn’t it always?
What if it's small amounts of particles?
Cause I'll only have a few for some of them
how to get the permissions? how can i see my world test?
you'll need to increase your Trust Rank in-game to at least New User. You are most likely still Visitor rank
You just need to spend some time playing VRChat, making friends, etc. and you should gain the rank automatically; you'll get an in-game notification once your rank has increased
https://docs.vrchat.com/docs/vrchat-safety-and-trust-system
MediumHeader_v4_Friends.png The VRChat Trust and Safety system is a extension of the previously implemented VRChat Trust system. It is designed to keep users safe from nuisance users using things like screen-space shaders, loud sounds or microphones, visually noisy or malicious particle effects, and...
thank u! I will try this!
I love you Legos, platonically
I build with you
my NDA permits me not to say
Fuck
rejection
The hub world is more of an archive of some old stories and old things I tried to make while learning world development. I'm working on something bigger now that involves all of the puzzles in my other worlds 😉
Sadly that won't be quest compatible though.
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
wow was I scrolled back.
anyone know how to fix this? been struggling with it...
check console
I js got Trusted the other day. I had to find out through the website 😭
Hi, on the quest version of my world I'm getting these weird blue reflections on my terrain, not sure when started to happen but it was ok before.
It looks fine when I switch to PC build. Any ideas what could be wrong?
maybe reflection probe? not sure
Don't know a fix, but to give it some explanation at least, the terrain shader on Quest is broken and forces specular, you are seeing the reflection probe from the skybox
Reflection probe is not affecting the ground plane, so the ground plane is by default reflecting the skybox.
Check reflection probe bounds
are correctl touching the ground plane
and that the probe is baked
e.g. with custom mode
Thanks for all the answers 😄 it was indeed the skybox reflection and I could fix it by using custom mode in Window / rendering / lighting menu
not 100% sure where to ask this, but I'm in a "Howl's moving castle" worlds inspired by the Ghibli movie made by NIIINY and I've been looking for the last piece of bread for about 45min. anyone have a list of locations or something?
Nah, this channel's for world dev. Also, she has a discord so you could probably ask there
I'd hate to bother them, they are Offline I believe. Just figured there is probably a web page with a list somewhere.
Is it possible to make fog not reflect with a VRCMirror on quest?
you could ask i the "vrchat general" channels I guess
have it not on a layer that the mirror reflect?
No worries. I gave up, but helped lots of ppl find all but the 1 I was missing.
not the channel for that, this category for world development
Ok sorry
Do the standard (non mobile) shaders not work at all on Quest, or just not recommended?
it's fine to use the standard Shader it just complains so that noobs don't go overboard
all shaders will work on Quest, the warning in the SDK is only a warning. the issue would be that some more feature-packed shaders could perform worse for Quest, or if they use a grabpass/depth pass, they actually won’t work
hey everyone im just looking for world (night time bunch of stars) for taking photos in if anyone know any that would be amazing quest only btw
My account keeps on visitor after a year playing, making a ton of friends and interacting with them. It's a quest account but i think is bugged
Well no
Its not a vrchat account
Its istist to the racism because you havent merged to a vrchat account yet
I see, I had other account that changed to new user immediatly. Problem is I had a mess between Steam, Oculus and VRChat accounts. I'll see what I can do
It has to be a VRChat account, or a VRChat account that's linked to a platform, in order to gain rank
Cutting it a bit close
how I feel when I see those 1.2GB worlds on PC
exactly on the line
(it’s probably a bit smaller than that after it’s compressed to the assetbundle, but VRWorldToolkit shows the uncompressed size)
1.2g worlds are fine if optimized properly, you can easily hit that with multiple levels of lods/textures in a large high quality texture world
One of my friends had a couple 1.2g worlds before they did full optimization passes and they still hit max FPS in vr
But.. that's rarely the case with most world uploads lol
so I feel like I must be doing something wrong with EasyQuestSwitch. Does it really just list every single object in your scene and you expect to tweak every single one? I feel like this would take weeks to set up.
can you send a screenshot?
From what I have experienced, you just drag and drop the GameObjects you wanna toggle.
I don't recall it listing EVERYTHING in the scene...
As its for quest, it may be more performant to get rid of the probe and disable reflections/specular lighting.
as far as I know, I didn't have any probe but I may be wrong, I'm still trying to understand lighting
If there's no reflection probe then it'll be specular or smoothness on the ground, which you can turn right down.
deos anyone know how to keep this affect or something that looks simalar so on quest it look the same without post proccessing
transparent quads with the glow painted on
can you exspalin how to do such thing ?
but I will note the quest has a hard time with transparency rendering so doing this could negatively impact your frame rate
Im not quite sure where i can make world suggestions for people to make.. but maybe if anyone is interested i could make a world suggestion on what to make for those who can😅 Maybe latvians will understand my suggestion more but other people could also go on google maps and look at how the city looks! I recently posted a tiktok video about that city and seeing how many people actually miss that place and have either moved away or don't have the chance to visit it again i think it would be a great opportunity to make the city in vrchat so people who arent able to visit it irl can visit it in game!
Well good luck getting someone to travel to another country, then a city you don't even name, to make some photogrammerty which is already niche in itself, and convert it to a VRchat map... 🐸
But yeah there's a few maps like that for places around europe and whatnot, have you tried searching if one already exist of someplace in the country you aim for, per chance?
I know Spain, France and Italy have some for sure. Some, I believe was greek ruins also? Could be somewhere else. Eastern of course there's a few from Japan. Havn't searched more, but there's a whole genre of maps based around real places
which city? sure there are many worlds created to feel like a real place, so it is doable
well i was gonna figure out whos interested and then tell them the city name? Which u can also see on google maps if needed?
Madona in latvia
i tried searching for it. But im trying to mostly help people from MY country go to that specific city. The people i know miss that place a lot and havent been there for quite some time. So i tried looking for people who might know how to make that exact city so we all could get together in it and some people could actually remember what walking around felt like
it really is
like the bus stop (the big one) could be quite a vibe. and mostly the basketball yard. in google maps you can walk around and make it step by step. I would make it if i knew how to but so far i only know how to upload avatars and edit textures of them. Im not a fast learner from yt videos either xd
well, there are many directions you can go,
- you can go realistic/documentary route, which is great for making it like a museum, but often it is less cosy and less focused on atmosphere. There are many touristy photogammatry worlds that do this.
- a stylised "reimagined" version, which is more suitable in my opinion to capture the "feel" for a place. You are no longer trying to replicate the exact street pattern or house sizes, but focus on the general look and feel.
- big vs small - depends on your direction, what are you trying to capture/present, and kind of experience you want to make, you can make it a small scale, one building only experience, which is more cosy, and focus more on a domestic/social aspect. Or, you can go big and try to remake some street patterns, to capture the feeling of walking through the city, but you will have to give up details if you go big.
well yeah but i was asking if anyone else could do it.. Ofc i'd pay them
$_$ if i can make money out of a hobby i am quite interested
maybe you should start a discord server to get things started
can i get an invite?
Quick question, despite recompressing textures in lower sizes, removing assets from my scene, and deleting them out the literal assets folder, the VRCSDK seems to think my world is 100.15 MB. I've done a test build and the World Debugger spits out 97.6 MB however. Any ideas what I can do in order to figure out what exactly I need to do in order to actually decrease my world size reported in the VRCSDK?
lower lightmap resolution? maybe
I've tried that as well, though the lightmap itself was only taking up 7MB beforehand.
delete more things from the scene?
Deleted an entire chunk of the world and yet, still, 100.15MB
Like, a good half of the world, even. lol
why is it so stretched, how much stuff are you trying to put in?
It was fine before I added a single texture that pushed it over 100MB. I was coasting 95MB before this update.
why do u need so much stuff
Well even if I wanted to remove things it's not like it changed the size, which is my problem
I was willing to make cuts
maybe untick generate mipmap for some textures?
But the cuts literally don't change the size, at all anymore
All of my textures are 512 or under right now (they were at 1024) as well so I'm really not sure what to be poking at
That didn't help either
again, no matter what I'm doing even deleting assets from the project folder is changing the size.
make some texture 256
I just went from 1024 -> 512 with no change in size, that's... not going to do anything lol
did u click apply, when u change the textures?
Yes???
restart unity?
Tried that too
I'm going try to reinstall the Worlds SDK and see if that does anything
what kinda world are you making? i dont believe u cannot just trim some things and save a few MB
it is just a few MB
That's literally my problem LOL
I'm confused as hell, deleting anything from my project just doesn't change the size. Reinstalling the SDK didn't help either it seems :/
ok i see the problem
if I delete my "floor" object in my hierarchy (which contains all the props in the entire map) and try to build again after saving, i'm still met with the 100.15MB.
and it the problem is the shaders, that wasn't a problem for literally any other build before this. they've had the shaders in them too :[
(though I do need to scrape out the audiolink stuff again because I just ported the scene from my PCVR world.. oops)
I do need to, but they're also attached to the floor thing and were deleted when I tested that earlier lol
u can delete the sounds too if there is any
That was the first thing I did, even from the project menu without a size change, I'm aware you can't have audio assets bundled on quest
why u have repeating vending machine texture
unused.
hell, why do u need vending machines in the first place, can u not delete them?
...have u tried build and test
" I've done a test build and the World Debugger spits out 97.6 MB however."
I don't even need to remove anything after my inital compression on this version but it just refuses to think the world is a smaller size anymore. I'm just going to cut the entire asset folder and move it to a new project
well, u can try the nuclear method, delete half of the map and see what is taking up space
do you need that plant? do you need those cat's platforms?
do u need all those posters?
Brother I don't know how to communicate to you that when I hit the "delete" key on things in the world the upload size does not change, at all
It's genuinely what is happening
I appreciate the help you're trying to give me
Are you building and testing after deleting assets?
Yeah, the build and test goes down but not the build and upload
i mean u gotta find the gameobject that is taking up the size, so u can delete half the map and see if it is in the deleted half, if not, try the other half, then repeat this process until you find the bugged object
I'm just pushing it into a new project and hoping that works because I really don't wanna redo all my materials lmfao
Is it possible the build is failing due to a console error? Or are you able to actually play the build and test?
I'll take a quick video when it's done reimporting (provided that it doesn't just get fixed when this finishes)
Seems a reimport fixed it all. Shrugs
lord knows what was causing that but the problem is solved after An Hour of Unity Reimporting Everything ™️ 75MB now at least!
you need Unity either way, and unity isn't a 3D modeling application.
there are things like ProBuilder, but it's limited
I saw a vid talking about making a world SOLEY in unity and wasnt sure if that was better or not so thx
You can't make a proper world in unity. It has to be made in blender then imported. The only other way is to generate mesh on runtime . But that is pretty complex
Ok good. Thanks!
I was scared I'd have to make one in Unity
Like, I get it has to go through Unity eventually, but not starting from scratch there
Unity is the place where everything comes together. Meshes, textures, shaders, materials, scripts, everything. The way you create, buy, or import all those different things is up to you, they can come from many different places
hi, how do i make the sound of a audio only in a specific area?
limit the size with the spacial settings
Evolvedant’s Music Transition prefab
how expensive is a single height map on a wall?
i have a brick wall with a height map and want to know if it would be a significant performance hit on quest or not really
You'll have to benchmark it on a quest to find out, the quest isn't inherently bad at height mapping like it is with transparency but it will vary depending how much of the screen the wall is taking up as well as everything else going on in your world
Okay thanks
I don't have easy access to a quest, I'll have to ask someone for help testing like usual
I wanna make an animation of a door opening, and Im curious, do I HAVE to animate it in Unity, or can I animate it in Blender too?
Bro, Im actually struggling, IDK what I did, or what these errors mean, but Ive spent all night on this-
What do u need vrcfury for in a world project?
I was struggling with mirror toggles, and no vids were helping. So I went to download it after google said it could help, but deleted it after deciding Id just have LQ mirrors cause it was getting stressful.
VRCFury is Avatars ONLY. it does not work with worlds, because the logic for worlds and avatars is completely different.
you were having issues, because of that
VRCFury obviously expects the Avatars SDK, but you don’t have that, because it’s a world project. therefore, it gave tons of errors, and caused you problems
it would be more complicated to get the animation working if imported from blender, than if you did it in unity. it’s possible though
I figured that after it wasnt working, and thats why I tried to just delete the package
NGL, I remembered that I forgot to save, and sorta luckily forgot to save before I started all that, so I pretty much got back to where I wanted to be 👍🏿
Im lost.....
what are we looking at here?
got a few errors there
Ya, I dont know what their like trying to say is wrong? Like, how do I do these thinggs?
Idk if its Im running on little sleep and my brains not processig it, but I got no clue how to do what their saying I need too
no idea about the first two from here, maybe expand them and see if it says what object it refers to
I don't do quest at the moment, so not sure about the latter two
Oh. When I click on it, nothing happens but when I double click this stuff pops up
thx
hi! ive made a world and the lighting is broken.
avatars on quest are fully black. i have two lights both on mixed but it fails to fix the issue...
any ideas on how to fix this?
lightprobes
put some
Reflection Probe?
yes it is game object
oki
not component
it depends on lighting situation, u just need one for each light level, like one for bright area, one for dark area
if ur room is uniform, you can have just one
u only need more than one if you have for example a dark corner
alright, thaks
ill just ask this here , does anybody recommend any pretty shaders for worlds that work on quest ? anything would be great !
anything would be great :)
mochie standard
(especially ones that look the same on pc and quest)
(maybe just standard)
New creators usually underestimate the powerful cabilities of standard shader. It can be difficult to master
the standard shader can definitely look really good, but Mochie’s standard shader has so many great features now that the built-in standard just cannot accomplish. namely the bakery features (that work without bakery btw) like lightmap specular, MONOSH, heightmap-based lightmap offset, etc
plus you can now switch between standard and Google’s Filamented shading model all in the one shader
gotta love Mochie’s shaders
all for free too
I count mochies standard as like a standard shader
Spherical Harmonics lightmap compatibility through MonoSH (Bakery): This allows you to have the appearance of real-time lighting without the cost, by having every pixel of a lightmap encode light spread and direction, and otherwise treating it as being lit that way. The MonoSH version in particular avoids additional memory cost by squeezing everything into just one extra map. Baking MonoSH-compatible lightmaps requires the external Bakery plugin.
it looks like you can get baked specular highlights when using Bakery w/ Standard Lite
yep which is very nice
hi, im beginning to run out of space in my vrchat avatar world and was wondering if anyone knew how to set up like.. a page system ? where the players can hit a button or something to flip the pages to reveal a different wall of avatars ?
put them on empty objects and enable/disable the objects?
sorry, could you clarify a little more for me ? im really bad with world stuff lol i focus on avatar stuff 😢
right click on the heirarchy and create new empty game object, and then drag the avatar stuff into the object so they become children gameobjects of the empty game object
i should probably also note that these avatar walls are already sorted into empty groups so they can be toggle-able by these buttons 🤔 so i havent been sure how to make page buttons for them on top of those
you make empty game objects inside those empty game objects and make a toggle that shows up when you toggle the toggle
would you be able to give more details ?
so you already have groups and buttons, you can just copy paste them
and make a group and button within group
idk if i can do this but im looking for a podcast world for me and my friend for a formula 1 podcast idk if this is where i ask for someone to make one for me but here i am asking if no-one can make me one does anybody know of a world tht i could use
Does anyone have the most up-to-date guide on how to make a world quest compatible?
I can't enter any world if in the initial world every time I enter nothing loads and I am removed from the world, can someone help me!!
this channel is for developing worlds, maybe you want to make a ticket in #1138891887374237706 ?
so when i try uploading to quest it keeps getting stuck does anyone know how to fix it?
nvm fixed it
I wish there was a world that was white run from Skyrim with interiors and stuff that would be cool
What are the most recommended shaders for world building on Quest? Should I just stick to the Lightmapped VRCMobile one?
Would Mochie work?
You could theoretically use any shader on your world, just the ones built for mobile will offer the best performance. If you can get away with using the vrc mobile ones, you should, but some effects can only be achieved with custom shaders so don't be afraid of just using what you need
If you decide to use vrc mobile shaders, your android build will also be used by iOS once that becomes a thing because currently, it just does some basic translation. Non vrc shaders wont work though since those would have to be compiled by you for that platform
If I add a prefab to a world, how do I get it to sync up between PC and quest?
there's no real sync there?
I'm not sure what that means
well what do you mean by "sync up" here?
Like if I added a game prefab like spin the wheel, how do I make it so when a PC user spins it it also spins for quest users and vice versa
Same way you do any other synchronization, the fact that its a prefab is not really relevant
this becomes a #udon-networking question 🙂
now, if you didn't create the prefab, then the creator should have handled this
I'll hop over to their discord, thanks!
is there a tutorial on how to create a toggle where if toggle a button another toggle turn off?
can you type your sentence again
you can use VRC Avatar Parameter Driver to set other variables in animation states

