#world-quest
1 messages · Page 5 of 1
oh! sorry, we're in the worlds channel. So I guess it'd be "make a bunch of Udon for this", be it graph or sharp
Im trying to set up an asset library for addons and stuff, but Im having problems.
I have it set up in the original file, but when I try to use it in a different scene, it looks like this, instead of this.
(Left is what it looks like in other scenes)
(Right is what it looks like in the scene it was made in, and is supposed to be like)
If I need to show anything else let me know, Im just generally confused, and nothings making sense
This what happens
ATP, If theres also another way to add things over, please let me know, cause this starting to get suuuper stressful
try doing in object mode
Does anyone recognize the Lab Vrchat world in these images? I realy wanna check it out my self, but I can't find it
I figured it out like, an hour or two after I sent the first message. Felt mad stupid
Hi folk! I’ve noticed some Quest worlds seem to be over 100MB in download size. How are creators managing that? Am I missing something?
the PC and the quest build can be completely different sizes
Is there any quest world where i can put in the link of my Spotify playlist so it plays?
this is also for building worlds, not finding them
Where can i find them then bruh it says world quest related
it says developing right in the topic
Don't suppose anyone has ever seen this issue with their Worlds? I tried making a Quest version of my World by making most textures 512x512, but apparently when Quest Users join they just see like a grey fog everywhere they go. Weirdly using the Camera allows them to see as well.
https://media.discordapp.net/attachments/806298287518122014/1365353480360951919/image.png?ex=680d0004&is=680bae84&hm=6e0728e11b898139e2cff076c4c28b12601b1cc1e4fe735f73516ed224514244&=&format=webp&quality=lossless&width=878&height=591
Sounds like you have a fog shader or something that works similarly that requires the depth texture, which is a thing that isn't accessible on Quest, except for in the camera, taking out the camera generates the texture, but it doesn't work properly outside of the camera.
Could also be a shader that adds bloom or something.
If you can't figure out what it is then make a cooy of the scene and start replacing all materials with Quest optimized ones.
Is there a way for me to test for the issue in Unity or do I need to upload it everytime I make a change until I find it?
Not sure if there is any way in Unity, maybe, check the main camera when in playmode and in android build mode.
Aight bet. Any easy way to know if a material needs this "depth texture" or is my only option to go through one shader at a time and change it to something else and then check if it the issue went away
Probably is some way to "easily" check (needing to read lines of text saying what each shader uses), but a shader like this should not be hard to find, shaders using depth textures are usually quite deliberate.
I would just go into playmode, assuming it works and disable game objects until the effect disappears.
VRWorld Toolkit, a VCC package, can warn you if a material's has a grabpass or is otherwise incompatible with Quest for various reasons.
Hello, I would really like to play VR chat. I bought the Oculus Rift S, but when I get to the configuration, it has a black screen. Everything is up to date, my drivers, my Windows, but nothing. The cable is properly connected. Can you help me please? I have the HP Pavilion Gaming computer.
This channel is for world creation. Perhaps you mean #1138891887374237706 ?
hi
Was thinking of making different visual effects drunk effects etc. was just relatively curious as too how these post processing like effects are created for quest where post processing isn't allowed.
Is this something along the lines of utilizing a sphere or something over the head position with a shader on it that simulates some of these effects?
generally a screen space shader with a grabpass, which you can't do on quest either.
(at least, I didn't think you could)
a world could do transparency so you could do some things like make the view cloudy
Yea that's what I was thinking too but, I coulda swore that some worlds emulate it with particles as well as something that had that hazy stuff but, I would I guess have to put on quest without desktop to try it. Very early in thinking about it to be honest.
Figured id get a direction to start looking lol.
could do a particle field with semi-transparent shaders
Is ther a way to reliably tell what is absolutely demolishing frames in my world?
I've removed all transparent/cutout objects. I have water in the world (Mochie) but i've disabled the grabpass/depth effects. Lighting is all baked. No volumetric objects. All particles have been disabled.
simply disabling(toggling off) objects should be enough right? I'm afraid of deleting things as this may throw off the network ID counts between the pc/quest version.
Unity Profiler?
I mean...maybe? but that is relying on my hardware. I don't think it can emulate quest hardware for profiling.
but things that take my PC no time at all to render might be brutal for a Quest
If it affects Quest 2 significantly more than a Quest 3/3s, then it could be similar to an issue a friend of mine has had.
They were using a shader that had too many texture samplers, texture slots in a shader (shaders that lock like poi would only run into problem if too many are in active use).
Don't remember how many, but give a try moving over to just the Quest compatible shaders.
Standard lit is genuinely quite good if going for a realistic style.
It even supports better light baking that you can do with bakery.
How can you check? I have the same issue
Aka quest 2 is doing way worse than quest 3 or pc
This is good advice. I'm currently using Mochie Standard Mobile for almost all of my materials
I had poiyomi on one object but have removed it already
Tho I'm thinking I'll just scrap the quest version of the world for now. I may revisit it at a later date, but this is a lot of headache for the here and now.
If performance is this bad with just me in the instance its going to be hell on earth when there are 60+ people.
As said, check how many slots for textures exist in the shader you are using, something with the XR2 Gen 1 (That the Quest 2 uses) doesn't like when you go above a certain amount of them.
I can't say for sure how many it was that caused it, but lets say don't be near or above 10.
Although it might also not be that, nothing is a "100% going-to-work" silver bullet when it comes to stuff like this.
LOD Groups are a must on open spaces on Quest.
And the XR2 Gen 2 (that Quest 3 and 3s has) is just a way better GPU overall.
what shader model can I go up to (in a world) without leaving out Quest or Android?
anything, though you will have to consider performance
you're sure that even #pragma target 5.0 would work on older Android devices?
oh that shader model
I'm not actually sure what works on what, kinda assumed 5.0 was fine?
shader model 5 is where we got compute shaders
so i would expect any platform that doesn't support compute shaders to not support that shader model
wrong chat? :p
Anyone know any big industrial or clockwork worlds that are quest compatible?
Sorry if any of this has already been mentioned but:
Problem:
o Quest users in instance pickup an object (in this case a mic) and PC users do not see this happen. mic remains in place even if the questies see it in their hand
o A button is pressed in the back to enable a Stage wide voice amp as an alternative and does nothing
o Questies cannot use the keypad in my world either (different issue but honorable mention)
o Questies also do not see an animation toggle for a flashing sign...
Current setup:
SDK 3.8.0
Some Scripts using: Cyan Trigger 4.4.3 (animation toggle etc)
Audio system for mic & Amp: TXL PlayerAudio
None of these issues persist over the PC version of the world and the stage amps and mics work as intended, this problem has not occurred before and has worked in the past, im scratching my head with this, im not sure if i need to reduce my version or search for a solution with everything being de-synced, thanks for any input ❤️
check network id utilities.png
credit @mystic heath idk why the link just links the image
yea this will be something network ID related
🤔 okay i'll take a look, do the network ID's need to match the pc version?
an object's network ID is how VRChat determines what object a PC player is interacting with vs. a Mobile player
yeah as far as I've seen
is your quest and PC version of the world in different scenes/projects?
Whenever i do a quest conversion i duplicate the files entirely and re-upload them with a few things removed
like non-quest friendly stuff (audio linked VRSL) etc
A network ID is the identifier that is used to determine which object is which when it comes to networking. In most cases, you don’t need to worry about this, but it can come up when working with cross-platform worlds where players are technically loading two different versions of your world.
you might have to do a few extra things then, so this article will be a good read
if you keep the hierarchy the same between the uploads, then ideally you could do a PC upload, use "Export" to create a backup of the IDs, then whip up your Mobile version, then "Import" the IDs from before
but ideally they shouldn't change, if you're doing everything in the same scene
i assume as long as network id matches PC version, this is fine
for "object not in scene" you can choose to ignore it (if you know you deleted them on purpose), like the article says
the hierarchy would slightly change because a few things get deleted but everything else maintains the right parents and so on
as you add or remove items, it will change, which usually leads to the IDs being desynced between platforms
it is the "object mismatch" that will create problems
I think if you Import the backup, it'll tell you the conflicts, and you just need to supply it with the location of where that item currently is
you should see like, the path to the microphone object or whatever. and if for some reason it sees it moved, you can give it a new path
with the goal being that the same objects on both platforms have the same ID, where it matters
so the microphone on the PC version, say it has ID 25, then the microphone object on the Mobile version needs to be set to ID 25 too
other important bit with network IDs is that VRChat also uses them to determine persistent data with PlayerObjects. So if you have persistent data on a PlayerObject, it'll wipe its data if you change its network ID
but if you aren't using persistence then you don't need to worry about it
alright that all seems rather straight forward, i'll see if i can have a go at the export/import function, if its not liking it i'll look to do some manual tweaking
but this is very helpful to understand how quest sync actually occurs
Thank you for this, all so very helpful
So i was able to import everything and it seems to have worked in that regard, the network ID's were all shuffled about randomly but looks like everything is now in a matching order, now just to test everything
update: Its working, i love you all
so I’ve been looking for a certain world and I can’t find it so the world is a flight world but like realistic the buttons could be pressed individually it didn’t use udon or saac or any other common flight system and it is quest compatible, I’m pretty sure it was in the dessert and it had mainly military aircrafts, please help because I’ve been looking for this world for the past almost eight months
it used something like F-35B FlightSimulator used but it didn’t use just a touchscreen
Do you remember what aircraft the world had?
it had many military aircrafts there was I’m pretty sure a big plane probably an (a)c-130 and like 2 ish fighters jets i don’t think they were migs
hi anyone have free vip room prefab? or how to add to thry vipcheck
I thought I saw a free door access thingy, you might try searching for terms related to access control or doors instead
i find player bush admin room with set active admin room - but not my variant becuse it must to be a private room ( so need a check vip status and avalible room or closed) and vowgan admin list but i dont understand how me use this else trhy have all function but not vip
well whatever you mean by "VIP status" is of course up to you, it's not like there's any sort of standard
yes, it's probably my English... in short I want to repeat just B club private room
yeap...
I broke my brain and now I'm like a stupid zombie
I'm kind of looking for a prefab based on a private room where you can close yourself from the inside, and also so that this room is only available to players on the "vip" whitelist (this room can only be opened by a vip player, or by any other user from the inside) and to keep the private room function so that vip players cannot enter a closed room with players inside
👀
does anybody know any good water shaders for quest? trying to go for a more realistic look, so not looking for toon water shaders
Are you looking for an avatar or what do you need exactly?
for worlds
I mean this is the world channel
Tsunamoo’s Quest Water can look pretty good if you do it right, even though it’s meant to be stylized. and there’s also Noriben’s Quest Water. both are on booth
My CPU hitting 5000 Kelvin after clicking that link 🥵
Yeah, ain't gonna risk it lol
Going from the name I'd assume they're selling sterioids or something
yea you prob got hacked ngl. and you should change password for everything.
don't click on suspicious links ever. thats how you lose your discord or worse
I was only joking lol, I wouldn't click that
how do we even call a mod in here to delete that link lol
a bit like that
oh yea lols 😄
hi guys, if there any creators in China, cause we are building and finding nice creators in there to cooperate~
Standard blue smoothness and metallics high so it reflects and I believe fade so it’s see though

Can anyone tell me why when I swap to a Quest build for my world the world size increases when it's uploaded compared to the PC version? Textures are all reduced and crunched, but I see my world sitting about 10MB larger for the Quest build than PC.
And the texture formats are the same?
(I am assuming that the same texture formats have been implemented the same, although I personally stick to ASTC since it is just better)
To my knowledge, yes. Nothing changes aside from swapping platforms. I'll double-check when I get a chance though.
Does crunch compression even work on Android?
Crunch is a compression format that works on top of DXT or ETC compression, by providing additional variable bit rate compression. When Unity loads a Crunch-compressed texture, it decompresses the texture to DXT or ETC on the CPU, and then uploads the DXT or ETC compressed texture data to the GPU.
this does not mention ASTC
There are crunchable formats on android and crunch does make a difference on ASTC
Anyone know why i cant lock the video player so people dont take it? Its in fishing world
make it so it doesnt transfer owner
Does anyone know how to fix the darkness for vr chat can’t see half the worlds because it’s pitch black
?
ye imgs pls and your lightimg worklow would be helpful
Yo are there any prefabs that could let me use image urls for posters n stuff to save on world size?
its a built-in graph that comes with the SDK
add an udonbehaviour, click the circle next to program asset, and searh for image downloader
ad make sure hidden items are shown with the eye icon in the top right of the search menu
Hey, I can't get Audiolink to work on Quest right now. Are there any problems?
Heya! Not sure if this is the right place, but I’m looking to commission a farm world!
The farm takes place on a zombie apocalypse, but unfortunately I have no reference images to what I’d want. :((
farm? zombie apocalypse?
btw vrc traders is the proper place for commissions
idk how to link server in here
Ooo okay! Could you dm me that? :0 if it’s not in the server lol
Yeah!
does vrchat mobile particle additive work as an alternative for cutouts on quest worlds?
Cutouts as in, you just want a transparent part of your material ?
yes, tree leaves specifically
Why not just use regular standard ?
what
Or anything like that or just a regular particle system
for quest??
Quest worlds are not limited like avis
quest's standard lite doesnt support cutout
You can use normal unity standard
wtf
Avatars
But now they just released there own toon, I wouldn't expect any avis using standard lite going forward tbh
but if i try to use standard, it says may cause low performance or future compatibility issues
its still ok to use then?
Ye
You're advised to use a specific set of shaders for Quest, but you don't have to stick to them
unlike on avatars, where you must use them
tysm
so I finally got an email back from the devs about this (they recommend 4.5 but even 5.0 should work for Quest apparently), and I'm wondering where would be a good place for me to document it publicly...... is there a page about shader stuff on the wiki? or should I be editing it into the official docs?
ok I did find a page about shaders on the wiki but it's light on technical details....
Shaders are components within Unity, and the VRChat SDK, that is used to create the appearance of a material.
Is popcorn palace not working for anyone? I input the url and it’s not working
it didn't work when i tried either 💔
Join their discord and you can get updates on what’s going on. Some ppl are rude when you ask questions.
okayy
Hello
@
Anyone know of a world where I can do custom dares
How what?
How
To fix silly
Fix what? You've posted a low res image of a video player and absolutely zero information.
If you want help, explain your problem. Keep in mind this is a Quest world development channel, not a player help channel.
help, im trying to make my world quest compatible but im getting this issue, i tried regenerate scene IDs but didnt work...
not getting this error on pc version but only on the quest version
hmm do you have objects with the same name under the same parent?... maybe fix these
these are same name? try rename them --------------1 --------------2 --------------3 and so on
if not you gotta go through each error in the network id utility
and fix one by one
Yo, um, I kinda goofed something. I added something to my avi world, and so I saved it over, and now my lights are like this. All I need to do is find out how to either re-bake the lights, or un-bake them and start over
The unmatched power of the sun...
did you try just doing another bake? I'd probably glance at the lights themselves, could be the values got changed if they were re-added from Blender or something
Pretty much what I did, was I re-saved the model from blender to Unity (Like, "show explorer, and export to the same file as the one in unity)
All I did. I feel like what it did was act as if I told it to bake again, but I don't know how to fix/un doo it
are there lights components in Blender? maybe you've exported some duplicate lights
oh it could be extra lights, yeah
I didn't add any lights in blender
IDK if this helps, but the textures look like this now
did you try to re-bake?
if you changed mesh then the previously-baked light maps aren't going to be valid now
I just pushed Generate Lighting at the bottom of this list (on the lighting tab)
I did this for all the lights, but same thing
sure. The settings on that one don't seem unreasonable at all.
first of all, try these settings, because it will help bake times mainly
second of all, click the dropdown on the Generate Lighting button, and Clear Baked Data. then, bake again and see if it’s fixed
you can keep the Directional Mode option set to Directional if you know what it means, but if you don’t know what directional lightmaps do then leave it on Non-Directional
(if you aren’t using the directional lightmaps, it just means you’re using double the filesize for no benefit)
you must have a realtime light somewhere
check all the lights in your scene, and make sure they’re all set to Baked, and don’t have any ridiculous intensity values
This is the only thing that has a higher number (that being 7) everything else matches the values in the pic you sent up above
Is there a way to just like, start over with the lighting?
starting over would be clearing the baked data, which did nothing, meaning there has to be some sort of messed up light somewhere
you went through all of those, including whatever the child of that top light is?
There reflectio probe
oh ok, strange.. but shouldn’t cause an issue
have you went through the materials of your walls and made sure Emission isn’t turned on?
Emission shouldn’t be enabled unless it’s on purpose, and the Baked Global Illumination option in each material should be set to Baked
I've found having HDR enabled on a reflection probe when your build target is set to android can cause artefacts similar to this, is HDR disabled?
Where do I go to see this?
IDK if Im slow but Im not seeing anything about emmison
Whoops
It's on the reflection probe component, you'll need to make the window bigger to see it
I'd turn it off and re-bake
you can bake the probe without rebaking all lighting with the button on the component
I tried it and nothing changeed
ah, not that then
soemoen found out how to open the old femboy hooters, sorry for this txt but its just crazy how the world closed ages ago and someone found a way
well first of all, this is a channel for world development, not for chatting about vrchat worlds
second, clearly the world didn’t “close” if you can still view it through that menu. but even if it was private, if the creator gave anyone a link to it, they can open an instance any time
Watcha mean? Clearly the femboy hooters world is critical to the development of VRChat Worlds for quest 💀
yeah you know what, you’re right, that’s where we all go when we’re working on projects, for the ambience of course
https://streamable.com/5r2c2g I made a weird quest water system with caustics, refraction, fog etc. It doesn't have fog affecting players but it could be done with the built in unity fog. Runs ok on q3 not sure about q2 though dont have one to test with
I use this in my summer drinks world if anyone would like to see it https://vrchat.com/home/world/wrld_adf6630b-867b-4adc-add1-2b33ed0a43bb/info
how the heck did you get refraction and fog in quest water
Just as a guess, the water shader isn't using a grab pass, they're distorting a texture's UVs that's underneath the water instead.
yea exactly you just do it on the material lol
you have to fake pretty much everything
Super nice looking!
thanks! I still need to make a world with your water sim thing
ah, i see
its all run on poiyomi, it has all the stuff needed in there for a water shader
what about the underwater fog? is that just the color by distance option?
its based on camera distance whicn can be a global mask
not accurate like a true depth fog but close enough for a quest
Is there anything recommended for me to add to improve performance or something for packages for my world
world debugger
Nvm i meant unity profiler my bad
For performance specifically its your best tool to learn
World debugger is for quest build size issues mostly
this isnt the place for commissions
My apologies
request for a world
Hello Guys. I need Ideas for a Problem i have. I want to make a Carpet like that for the Quest Version of my World. The Shader for the PC Version was "Leviant Fur". Does anybody have an Idea or does someone already made something familiar? Thanks in Advance ❤️
Hi everyone. Hope we are doing great. I've got some questions. I just started learning how to build worlds in VR Chat, but I've got experience in traditional standalone Meta Quest development using OpenXR and XR Interaction Toolkit. My question is, can one have both VRC and OpenXR installed in one project file so that when the experience checks that it's running in VRC, it deactivates OpenXR and just uses the VRC components, and if it checks that it's in standalone Meta Quest, it deactivates VRC and activates OpenXR, as I don't want to have two separate project files for one project? If this is possible, how could I achieve it and how easy? Is it stable, so the project doesn't break in any way?
that's probably not going to work too well as you would also need to be swapping out all the runtime scripting running the content in your project as vrchat only has udon scripting whereas a standalone project would be using C sharp code
Alright, I see. Thank you
hi what is the goto tool to help with the world size in quest?
the page in the pinned messages doesn't exist anymore
VRWorld Toolkit would be the best one
Hello, my friend has an issue on the new world she's making where some object they just get projected with the actual lightmap 👀 This happen only on the Android build, some objects are static some are not, we tried to remake everything, remove the light probes, remove the reflection probes, disable the light volumes, basically we tried everything we thought to do. Project is baked with Bakery, latest shaders and light volumes.
I'm not sure light volumes make a ton of sense on android
Didn't they got fixed for quest in the latest v2? 👀
Also we disabled the lightvolumes too, but the issue persisted
In the editor the problem is absent, the issue only appears in the actual build, on quest and pico.
I didn't think any of the quest shaders supported light volumes
The world uses Mochie Mobile shaders and they support the light volumes, as for avatars i think the latest SDK the mobile shaders also supports the volumes. But i might be wrong and talking nonsense.
yeah Mochie does. I didn't think any avatar shaders did, but I might be wrong.
Is there a tag i can have so a object turns of when i upload to quest but not pcvr
no, but that’s what EasyQuestSwitch is made for.
you can add it to your project through the VCC
Ohh, Im sorry then xD
I'm looking for a world that was quest and PC and was basically a diner/cafe/kitchen with a very cozy vibes and some outdoor themes to it. It was based around cooking and had like all the cooking recipes and it was really fun to just make a bunch of different things but I can't remember or find it, I swear the name of the world was japanese
I already know srs cafe, kitchen cooks and cozy cabin
As well as pinkie promise
I'm looking for something else
Can someone please help me with this z-fighting issue on Quest? The room is only about 75 meters from spawn. Other rooms that are even farther that have the same objects don't z-fight. I don't have a clue as to how to debug this.
Quest has like half the float precision, so z fighting appears way sooner.
As for why Quest has half float precision, it is just something VRC decided to do
Seemingly just for the Quest 1
I understand WHY it happens, but I don't understand why it only happens in certain rooms. But I'll have to edit the model. Wish me luck lol
Hello Guys, new to VR chat. is it ok to ask a question about video not loading in a specific world ?
are you sure the elements that are fighting arent super close to some others?
in blender, cleaning by distance would fix this if this is just one big mesh
Ooh, I'll give that a try
They are, of course, but I'm not a 3D artist
if theyre different objects just move them further away from each other
They're not, that's the issue haha
I saw vids talking about how hard it was to get good simulated water on quest and shit. Looks so good
Also, just a question, Is there a way I can have my world kinda look like this (im not done coloring it, but gotta add shadows too) while also making it so people's avatars show up?
Or if theres a way to kinda control better how the shadows actually look from the light casted?
This image looks like just some pastel color pallet which wouldn't be hard to do. I have no clue what you mean by having other people's avatars show up. Some people are lazy on PC and use post processing but that doesn't work on quest
Well, I mean some games make avatars fully black
I had assumed it was cause the lights werent in the world
Ah yeah. If you're doing baked lighting, you need to include light probes so that dynamic Objects can sample what lighting they should apply at that position. If you're gonna use realtime lights (don't) then you don't need light probes
So add light probes
Yup. You'll likely want a tool to auto create them within a bounds as doing them manually is exhaustive
Know what kinda tool would be good for that?
Dude, IDK why the world isnt like, updating? Im trying to test my new avi world, but it wont update. This was the original test, and I updated it, but it just stays being this version of the world? Anything Im doing wrong, and what do I need to show to give an idea on what to do. (Diffrence is theres more avatar pedistals, and they were rotated, and a new screen thingy was added)
do you mean it isn’t updating in the build and test, or when you upload it? cause build and test is the option selected in that screenshot
Ya in the build and test
Would actually uploading it work better?
Hello everyone ! I have been having trouble looking for a world that is actually visually appealing and has player pickup. If anyone could give me some recommendations, that would be great ! Thank you !
I downloaded a keypad, though the one I downloaded was meant to teleport someone when they put in the right code. I Want it too either open a panal, or turn some avatar pedistals on/make them visible. I can't find a video that shows how to do it, or anything else saying how. Maybe Im doing a bad job at finding it?
Pretty much Im asking if anyone knows how to set it up, or has a video/website/artical that explains how to do that
How do i make a world private when i upload it
a world is private on first upload
After you "build and publish" your world you will have an option to release the world to "community labs". Before you do this your world is effectively unlisted.
yo can someone help me convert my world to quest i have been trying for 2 days and its got me no weres
Are you struggling to figure out how to upload it or dealing with error messages?
no i dont know how to convert it to quest and all videos dont work like i need somone who knows what there doing to help me its not like a easy thing i need somone
plz help
OMG mb.for not responding. Let me look rq to kinda get screenshots
what specifically do you need help with though?
anyone know any good quest avatars i can buy?
highly subjective, but this is channel is about developing content. Maybe #1138520828556890214
They should make a way to link home worlds together with other players of the chosen so you could be roommates with your pals, for example, one person is playing in their home world and another friend who is assigned and accepted a roommate request joins that home world instead of spawning alone
i did something similar where, me and my friend group had a large house kinda world, with each of us spawning in our own set rooms using udon checking our display names. so while we did initially spawn alone, when we joined eachother we'd be in our own rooms automatically
Awww, that's cool but I mean an actual roommate system
that would be pretty cool, but unlikely to happen since you can do what i did already
I'm working on my first world, real ones would know what I am making
tf2 map or halo map?? kek idk!!
and I did finish the house
Very nice!
https://vrchat.com/home/launch?worldId=wrld_b6e98207-f39e-4e61-aafd-7354ab2412c7
alright chat, the world is updated, with more detail.
I'll be adding music and more props eventually
LBP!!!
i love lbp so much!!!
anyone got a video on making quest worlds?
really any video on making worlds, just limit things and use compatible shaders.
bet ty
So does anyone know a world i can get to post avis in, like where i can show the ones i uploaded?
you'd need to make one
or find someone who did who will put your avatars onto pedestals in their world
or buy a pre-built world and add avatar pedestals to it.
thanks
I have a question, is the VRC server on quest standalone different from the server on PC steamVR? ( I try to meet my friend but sadly unsuccessful 💔
Oh I see . Thanks
#vrchat-general-1 maybe? this channel is for creating content
seems spamming
just checked before head bath.
anyway, I'm afk by now.
yeah, I knew people would love it, sadly I hardly know any coding, and texturing for this will take a while, not to mention all the details I plan to add
I don't even know how to stop texture stretching
I just knew that it was my duty to recreate the most iconic level in LBP history
besides bomb survival
tiling and uv edited is...
Is there a list of allowed texture formats for android? I've used RGBA Crunched DXT5 | BC3 which works fine when testing with my Quest 3 but on mobile all textures using this format are black
Ah, thanks. "Except on Android devices with NVIDIA Tegra GPUs; these do support DXT/BC formats." Kinda explains why the quest works but mobile doesn't, even though I don't think the Quest3 uses a Tegra chip but probably has support for DXT anyways
ah that does make sense, yeah
Evil power tripping losers
Banned me a while ago for trying to report a world instance owner.
Has anyone else noticed issues with shader size bloating in builds at all? I seem to have it happening with one particular shader but can't remember what I did last time to clear out the crap and have it build normally again.
that sounds similar to an issue Ashy was having earlier today
Just saw their comment, yeah, looks like exactly the same thing.
Why in some mmd worlds avatars don't have facial expressions during songs? I checked on several avatars. And recommend good mmd worlds for quest other than "mmd home"
I would make a guess that the ones that don't only drive MMD blendshapes, while the ones that do also drive the basic VRC viseme blendshapes.
ik it isn’t working for me either 😭🥀
this is the channel category for world development, not talking about VRC issues
how do so many people scroll this far down in the channel list and go to the world development category, then post random stuff like looking for worlds or about VRC problems, rather than going to VRC General 1 or 2
this happens so often
i think this channel needs to be named "world-development-quest" instead of "world-quest" or something
but do people not see the channels right above and below this one that are clearly for developing worlds and not talking about them? (to be clear, i'm not mad, this is just a common occurance)
I'm going to assume "no"
how to make ray of light on worlds? (shining from the window, i got it figured out but idk what type the material has to be, additive maybe?)
basically just a mesh with a transparent texture of the light rays on it?
yeah basically
is it OK to show the polygon mesh? i’m interested!
The tool I was using doesn't have a wire frame mode
And it would mostly be the texture that's making it look like light
was this made with the blender?
nope website called noclip that lets you fly around various Nintendo levels
in particular that a level from Skyward Sword that I was just showing off as it shows mesh light shafts
thank you, i use it helpful ~
We need wrestlemania 11 in Vrchat as well as Tna asylum In Vrchat with One FC and Ruthless aggression Arena are in Vrchat with Wcw halloween havoc 97 arena With the tribute to Hulk Hogan with NWO 4 LIFE render
Guys join drama court chicken law ferm
?
I used to know this world that was horror like and it took place in this snowy forest and it had beartraps and cabins. It had these skinwalkers and a fire in the middle. But when you spawn ur on a snowy trail with a truck
this channel is about developing content so might not be the best place to get an answer. The world doesn't sound familiar to me, unfortunately.
Every time my friend and I watch a video, there is an error. I deleted the files, deleted the game, and re-downloaded everything. The same problem, the video error.
I went to my computer and also played the video and the same problem why why this problem has not been solved yet
What is the cause of this problem? I turned off the Internet, deleted the game, deleted the files, and did literally everything.
Still the same problem why?
have you been told about turning on untrusted url's?
I had a bunch of issues loading youtube videos last night, probably about 1/3 of what I tried worked.
Assuming Youtube video, Youtube is constantly trying to break yt-dlp, a open source program that VRChat among many other projects use to make Youtube work, so any recent changes can take a bit to be worked around.
But their most effective strategy has been to just temporarily (might be months) block IP addresses that may be using yt-dlp, you'll be able to tell by just opening a incognito tab and trying to watch a youtube video without logging in. You can also just check the log file, it would quite clearly say that youtube thinks you are a bot.
you probably need to generate lightmap UVs for your model
check the model importer settings
note that generating lightmaps for a very large mesh (e.g. an entire minecraft chunk / world) will take a while
ooooh yeah it will
i generated lightmap UVs for the entirety of parkour spiral, and it took like 20min
minecraft maps are kinda hell to work with in unity, with baked lighting anyway
just cause of lightmap UVs. since unity isn’t too great at generating them, and manually making them for a MC map takes forever
I wonder if bakery's vertex lightmaps would look decent on minecraft models? More of an experiment idea than an actual suggestion!
Youtube has blocked you basically lol (without being a proper web browser at least)
Can anyone tell me how to fix my video player (yamaplayer)? The zoom in view on mobile is broken.
It moves to the right spot, but then instantly is zoomed up against the wall where nothing is visible.
does anyone know how to fix this issue
Won't let me update the map even tho i change the map
menu: vrchatsdk -> utilities -> network ID import and export utility. reset your scene IDs... but if you use persistence this will break that.
It works thx
How can I solve this problem? Do you have a video explaining this? I think there are many who are also suffering like me.
I don't know how, but when I enter my house in the game, there is a video on YouTube that plays, and sometimes when I enter, it tells me that there is a problem.
There is no real fix.
But assuming it isn't yt-dlp not having caught up and you were ip blocked then getting a new ip would fix that and unless you have a static ip then yours will be cycled every now and then, maybe after restarting router or just by waiting.
There is also a modified yt-dlp floating around on github that might help, but you'd also be risking your entire google account being banned using it.
how did you rip these if you dont mind me asking. assuming you have to have the base game, a wii then the software ripper for it?
that.. isn’t ripped
it’s a website that allows you to noclip through any Nintendo game level
just an online level viewer
oh? what website if u dont mind me asking
how would i make gravity for this
like when you go to the bottom you don't fall off
that’s so cool
I used this VRC Chair prefab but in VRChat the blue box that shows you can click on it to sit on the seat stays there and is in the way while you are sat down is there a way to turn that off? It's a solid blue box on Quest and just stays there. I deleted the chair model itself as I have my seats I just needed the seated function. Or what should I use for Quest seats?
wow that sentence needs a comma or two. but anyway, i can think of a way to do it in udon, not sure if it’s supposed to do that by default though
i’d just make the collider smaller, so that you aren’t hovering over it while sitting in the chair
like, make the collider the size of the bottom half of the seat, not covering the top as well. that should at least help
how do i make a teleporter
cant you just do a mesh collider instead of a box one?
so it kinda cleanly highlights the item instead?
i believe it needs to be set to convex if you’re using a collider for interaction
Thank you very much that solved the problem.
Are custom shader targets supported on Quest? Just randomly thought of it. Pretty sure they are.
Yeah they work, but shaders using depth or grabpasses do not work.
Does anyone know any beautfiul scenery worlds for quest
Do you prefer a place that overlooks something, or something that feels magical, like a fantasy?
@vital lance Anything
How do you upload a world that you bought?
unity
Hey, where can I find good pens for drawing or writing when I can't talk? I can't find anything good or pretty.
Where do you get something like that? Is there something like a marketplace?
Hi, Does anyone have some pictures of the world "The Pandarro's House" please ?
there are a lot of VRChat Prefabs on places like booth and gumroad, to name a few; others are just known from word-of-mouth, as far as I can tell. They'll often of their own Github pages for it
for pens, the most popular would be QVPens, so you've probably seen them before
another option is VRCMarker by z3y
if the pens aren't pretty enough, you could always just edit the material/colors on them to your liking :)
this channel is for world development, so you may not find much luck with this request here
Okey
VRCMarker all the way
forget UV pens
VRCMarker is more optimized, has late-joiner sync, better erasing, better gradient behaviour, and doesn’t have that ugly UI with the respawn buttons that aren’t actually UI and you have to actually click it
hello, nice to meet you all, im new here and i hope we get along
I hope you're gonna have a fun time in here as well as in the game
thank you
and the other is how do I make a functional and public video player?
Look up protv, there are many prefabs like this one
what does this mean?
this means you don't have enough trust rank yet to upload content
you need New User at a minimum, and User to publish to Labs
how do i get that?
spend time playing VRChat, making friends, you should achieve New User within a few days
question, where do u find progrids?
Hey I need help finding a world
Its driving me insane that I can't find this one world
I only have a video of it
Nvm got it
nice\
Next month Vrchat pay tribute to The immortal hulk hogan
With Ultimate Crush inspired with Fall brawl 1999 arena as well as wrestile kingdom 18 in the Tokyo Dome inspired and super sentai 50th ANNIVERSARY inspired in Vrchat
Ooooo sounds awesome
how do i do a teleporter
yoooooo
https://booth.pm/ja/items/7466343
is this reliable?
i want to buy, but i’m not sure…
Not seen this one before but looks interesting, they have a link to a github which is free to download if you wanna try it
i missed it!!! thank you 🥺 i’ll try it soon
ah, the github is only the author repository. no download!!! but i will try that linked world in quest soon
is this not it? https://github.com/kurotu/FauxLightVolumes/releases/tag/1.0.0
ah sorry!!! i missed it again!!!
i saw this one https://kurotu.github.io/vpm-repos/vpm.html 💦💦💦
thank you!
Seems like it uses stencils to make the lighting work, interesting.
You should be aware that assuming I am right this would have the same performance impact as a full screen transparent material constantly in front of your face, so not great on Quest, you should test the performance yourself before you commit to using it.
i see. thank you! i’ll test it
Hi! I have a world called Endless Summer Nights. Previously, it was 107MB on Windows and 95MB on Android/Quest (and it supports both of those platforms), however, after I rebaked the lights for it, the world size for Quest/Android jumped to 105MB, meaning I had to revert to the pre-rebake version for the time being. I started compressing down a lot of the textures to 512 for max size and low quality to get it below 100MB, however, I noticed that the textures don't seem to be compressing and the world size still stuck at 105MB. When I switch to Windows, the textures compress to low quality, however, when I switch back to Android, the quality reverts to normal quality. Any idea why this is happening?
You'll need to change the format under the platform overrides in the tab next to the default one
You can use ASTC for everything, the multiplier determines the block size, bigger blocks take less space but are lower quality
What I do for my worlds on quest is reduce every texture to the very minimum and increment them until they appear presentable
It takes a while but the results are worth it
Your lightmaps might need to be ASTCHDR
That worked! Thank you for the solution!
What limits are there for Worlds on Quest compared to PC?
Is there anything more I should know about Constraints on Quest other than things mentioned in https://creators.vrchat.com/platforms/android/quest-content-limitations/ and https://creators.vrchat.com/platforms/android/quest-content-optimization/ ?
Because so far I am not really reading any real hard limits out of this.
This page will describe various limits in place for the Android version of VRChat. These limitations are in place in the interest of performance, user safety, and discouraging malicious behavior.
Creating content for VRChat on Android 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.
the file size is worth nothing, with Android being limited to 100MB compared to the ~1GB for PC
Additionally the shader restrictions are not as strict on worlds; the shaders listed on this page are recommended, but for worlds it does not prevent you from uploading if you use a non-supported shader
100MB is not a real limit for me (I'm under that even on PC).
Custom Shaders not being off limits is really a lifesaver for me tho, since my world has stuff that just couldn't be done otherwise (in a realistic manner)
And tbh all that other stuff to me is really just: Optimise the world.
yep. Worlds don't really have hard limits like avatars do, the performance itself is your limit
Gonna need to do some in-depth profiling still for my world.
So far I've only been reducing draw calls (Frame Profiler), but I'm stuck at around 1k.
So I probably should take a look at script execution times (Normal Profiler) (if you can even compare scripts in editor vs vrc)
You do have to be aware that while all shaders are allowed, some won't work, grabpasses and any shaders using depth won't work when in game.
And of course, post processing doesn't work.
Good to know. I think this might pose a problem for VRSL then (because of the depth)?
I am not up to date on stage stuff, but if it is this https://github.com/AcChosen/VR-Stage-Lighting then
This system is still a work in progress and is planned for long-term support as more VRChat features are released. Planned features include OSC support and Quest-Ready alternatives.
When making a world work for quest should I use easy quest switch or change to mobile shaders and other stuff manually.
May as well use easy quest switch, just speeds things up.
Whelp there goes my idea of just uploading my world on quest. (and yes, that is the repo/system I was talking about)
Though I don't actually know how accurate the readme is, because OSC support is included in VRSL (for in editor testing)
Regardless, VRSL would be really heavy for Quest, probably too heavy.
Why would it be heavy? It's mostly gpu texture sampling and otherwise normal shader stuff?
I may be wrong, but thought it was using normal lights and projectors here and there
VRSL isn't using any actual lights. A Light fixture is nothing more than a couple meshes with some shaders strapped ontop.
DMX in VRSL relies on one camera rendering off off one plane, but that's it.
So biggest issue would just then be overlapping transparency
And that it apparently requires post processing?
Yes and yes
well idk about requires, but the light effect of the VRSL Lights would probably look not as good without post processing
In fact that's where like 10-20% of my calls come from (cause unity for some reason decides, that it cannot batch everything using instancing)
The profiler can sometimes gives hints on exactly why it decided to not to instance.
But there are sooo many reasons.
In my case the things are ordered in a way, such that the reason is always "objects are using different materials" (because the shader and mesh are different)
I've already optimised the VRSL lights in the opaque pass to (for each type) render in one instanced draw call
But in the Transparent pass it's not that simple.
Since you are at that level, you looked into custom batching, Unity seemingly literally just static batches things randomly.
https://github.com/StressLevelZero/CustomStaticBatching
Anyone know any good exploration worlds?
Something like Magnetize or Terracotta Valley, large and open world with cool unique features but not laggy
update: i tried the sample world! it is really good! the fps is stable 30 fps, so performance is good. and i have quest 2!
That's not good performance for a sample world where they want to show it off at its best and you are alone.
i think it’s fine. i never receive more 30 fps in quest 2 in 3 years…
crazy how I'm able to make this whole MMD world thing work on Quest
Does anyone know why this is happening on quest? This was sent from a friend who was in my world
what are we looking for in this video?
The floor was glitching, I found the issue already
okay
When you guys are making quest variants of your world do you have a entirely separate project?
Also what are the things you look at when optimizing for quest users?
Hey, im a standalone questie so i need worlds that can fit that, i have a postal dude avatar (if you dont know much about him id say look it up, its hard for me to explain) and i want to do a photoshoot and cant find any good worlds
That's excessive and would be really annoying to work with (and a whole lot of stuff would likely go wrong), at most do a separate scene, otherwise EasyQuestSwitch can allow you to setup what should change when uploading for quest.
Less polygons and fewer meshes.
Definitely use LOD groups.
Is there a video youd recommend for lod groups? I've been trying to figure them out but I'm struggling
https://docs.unity3d.com/560/Documentation/Manual/class-LODGroup.html
Or just automate the creation of them with any of the automatic LOD tools (I would like to say that all tools that work for Unity will work, but some probably won't, InstantLOD might.)
The Unity Manual helps you learn and use the Unity engine. With the Unity engine you can create 2D and 3D games, apps and experiences.
Hey I'ma rap artist signed to Sony and I want to do a concert type thing if anyone wanna help me out on me I'm new to VR and I want to make this big
You should head over to the VRC Traders discord if you want to commission someone, you'll just find scammers around here. Link is in #1204490664637890580
Regarding the white dots observed, would this be related to the size of the mesh or distance from zero? Don't know Quest well, so most of the issues are reported to me second hand and not easily testable.
Are all the vertices merged together?
Tried playing around with the vertices, and they all seem to be merged
If the material has a normal map, take it off and see if that makes a difference
Also are you using the standard unity shader?
Should be swapping to the quest Standard at runtime, but i could have missed that one. I'll double check.
You're a good spot. I forgot to make a swap for the cave material (different material) and it does have a normal map.
Will have it swap on the next upload and see if the questies still see it.
🤞
If I were to use this https://creators.vrchat.com/worlds/udon/image-loading would I be able to add a bunch of photos to the world while keeping it quest compatible or would this not matter and it still be too much?
Image Loading allows you to display images from the internet in your VRChat world. When a user visits your world, the image can be downloaded from the internet and used as a texture in your materials. Here are a few examples on how Image Loading can be used:
it would reduce the world download size a bit, but you can only download an image every 5 seconds using this method
Image Loading is best for content you're changing often, it won't help very much if you're trying to bring down the world filesize or improve performance
Im at 106.70 and I think it needs to be below 100 so I'm gonna try deleting all the photos I have on the wall and then upload it to this one? I was hoping there was a way to make it a slide show from this using one website with the uploaded photos
I'm trying to go for something like they have in Just B club where it's multiple ads as a slide show but do that with photos instead of ads
If that makes sense
that does make sense
the slideshow part you'd need to code yourself
you could have a script that checks every X seconds and loads a new image from a list
woah...how do I do that if you have any like websites on how to do that
mmm I don't really think there's a specific tutorial for that
you'd just have to learn some basic Udon
Hello. I am struggling with texture shimmering. When I am in my world on quest everything is shimmering due to variable resolution. Most of the time it is fine until I look at the floor in the distance, that is shimmering to the point that it brakes all the fun. Any advice how to fix this issue?
bruh
yeah, it rounds funny
Perfect limits xD
does anyone know any good resources to world creation?
Can you be more specific?
i know what i want to create, but i dont know any tools, techniques, nor any basic knowledge on where and how to start
a game show world :3
If you share what specifically you're looking for guidance on it will be easier to help you. If you don't quite know yet I can give you a high level overview of the process.
If you share more details about your project I'll be able to focus on topics that will be more relevant.
hmmm.. okay then!! ill try to get those to you soon :3
Hey how many skinnedmeshrenderers currently active in a world is "allowed" or advised? is there a standard? I saw the limits for avatars but I'm curious about world too.
there’s no limit, and it really depends on the rest of the scene
if you have a really simple world, you could probably have as many as you want, but if you have a complex world it could lag sooner with fewer
but it also depends on the thing itself. if the skinned mesh render itself is a complex model, then it would be more taxing than a basic one
so basically: it depends
Aight just making sure I won't be flagged for like .. a number of them IDK. Yuh my stuff should be optimized so yay. Thx.
Hard to put a number on performance limits since it depends on exactly what you are looking at, with avatars they can reasonably expect to see the entire avatar at the same time.
you won’t get flagged for anything in a PC world. there’s no limits
Thx y'all. That's helpful
does render texture even work properly on mobile platforms? this is how it looks like if I use a 16 bit depth setting (you can kind of see the original render), with other it either doesn't show at all or shows absolute garbage data.
I already tried different shaders too to no avail, so I'm starting to think it just doesn't work
check dms :3
Hi can some make a Death Star map for my group called the death empire should include Star Wars items like the star ship destroyer map by the ghost empire so my group can use it
You should commission people at the VRC Traders discord, you'll just find scammers around here.
Link is in #1204490664637890580
Anyone know why my custom URLs work on PC, but not quest?
I have allowed untrusted URLs, and the domain uses HTTPS (Let'sEncrypt through my reverse proxy server).
URLs should be resolved the same on PC vs. Quest/Android
were you testing in a private instance, or a public one?
I tested on both. I even added it here:
what error does it give when it fails?
I don't know how to log errors on quest.
it's complicated and a little tedious... but you can usually respond to an error when loading a URL and output that into some text somewhere in the world, like how video players display the error in the UI
Quest error logs get output to the files on the device, which you'd have to access by connecting the Quest to a PC and viewing its files
https://help.vrchat.com/hc/en-us/articles/9521522810899-Where-do-I-find-my-Output-Logs-and-Crash-Dumps#h_01HT1ZV67JGKX5AE4R1P28XMXR
what function are you using to load the URL? String loading, a video player, image loading?
i can't pull files off my headset
my cable is broken
video player
are you using a community prefab for the video player? those should display the error
I'm just using a VRCUnityVideoPlayer component
Well not actually for video, it's for audio. I just load a blank video with audio.
It works on PC, but not quest
just the component, not the prefab in the SDK?
Yeah, just the component (with custom scripting to trigger it)
hm, might be worth trying to use the prefab instead
it's UdonSyncPlayer (Unity).prefab in the SDK, in your Packages folder
I can't though.
My specific use case wouldn't be ideal for it
and that would be?
Using it to play audio based on a JSON response that contains data. Since I can't create URLs at runtime, I just change the content at the urls:
Like I said, it works perfectly on PC
you could possibly add the OnVideoError event to your script, and have it post the error into somewhere visible in the world to try and figure out what's stopping it from loading
I think it should work if your script is on the same GameObject as the VRC Unity Video Player component
I'll just chuck a textmeshpro object in the world that logs what my script is doing
No error, just loads infinitely
doesn't even time out? that's the last thing I expected
nope, it doesn't throw an error
just loads forever
that's odd. maybe a bug, but I haven't heard of anyone else having issues
do VRCUnityVideoPlayer components not work on quest or something?
I hate AVPro, because I can't test in editor
also it didn't seem to work, even in the client
ima test with CORS header issues
nope, still not working
working now
why is quest so picky about the encoding?
hi all, anyone know a well optimized and stylized tree asset pack with LOD's for a quest world?
Protv has a shim that makes it work in the editor
What is that happen QwQ
one of your scripts is having a problem, you'll have to check the rest of your console for any compile errors

if you take a screenshot (Windows key + Shift + S) and show your errors, I can take a look at them
https://www.reddit.com/r/VRchat/comments/1o78295/anyone_ever_suddenly_become_unable_to_input_links/
https://ask.vrchat.com/t/keyboard-issues/46910
it is what it is. found out it aint my world. i can stop messing with event system and UI layers 🙁
So whenever I press the “Input URL” it usually had opened the keyboard and I copied it but now for some reason the keyboard won’t show up anymore and it’s also just for those Video URL and YouTube Search things on literally any world its like it doesn’t input that I pressed it because it doesn’t make a click sound anymore and and all...
it is spreading like a plague. i wasnt affected until 2 hours ago. :\ not even trying to figure why and how not my problem. might be meta gradual update
i'm pretty sure it's possible to add root access to the default files app with ADB
You'll need to learn UV mapping, it's how textures get applied to meshes
ok thx
when I load into my new world with the beta on quest on the new beta my whole world is pink then it freezes and brings me to my home world
all i did was update the sdk
Hello, where can I get free prefabs?
Can one of u world creators please make a decent Quest compatible world for the board game Snakes And Ladders? All the actual board versions of it are in PC only worlds and the only Quest one is that stupid 3D climbing one I hate. There used to be a couple worlds that had the board game in them, but, I think they either all got deleted or I just can't find them anymore. Ugh, I just wanna play Snakes And Ladders with my friends. Someone please help me out!
Do you just want a world where the board is on the floor, you have pickups you can put on the board as your player pieces, and you have dice to roll with?
Yeah, simple one like that. Ya know, like how the people that make the friends questions game with the dice and stuff. Only it'd probably be better if the board was a little smaller than those.
There's no good Quest compatible world for it anymore.
🥺
Hey bro, I came across your Depth Field world — that volumetric fog looks insane, I’ve never seen anything that realistic in a Quest world before. I tried recreating it based on what you mentioned about using vertex noise, but couldn’t get it looking as good. Would you be cool with sharing your shader, or giving a few hints on how you set it up?
No way! Really? Ur really making the world for me?!
I hope it's PC and Quest so my PC friends can join, too!
@lean fossil Ping me when u release it plz! U don't understand how much this means to me! Thank u to the moon and back!
Ofc!
How do I make the audio from a television heard throughout the area?

make it louder
And how do I turn it up? I want it to be heard throughout the house.
you would more likely get help if you actually describe the nature of your problem
I want to make an animation that opens the window and closes it with a click on it, when I make the animation it opens by itself and I can't interact and I don't know how to do it.
Can someone please send me the coffee maker prefab?
this one?
https://booth.pm/en/items/3784597
store page says it is quest-incompatible, btw
Quest incompatible VR User Friendly Support Languages 한국어, 日本語, English Discord : https://discord.gg/7fMuSzwxhC Please contact me via discord not on booth.
Does anyone have a good world that I can make food in?
Anyone know any good worlds to climb around and smash stuff with your fists like in dk bananza?
I tried all the destructable stuff worlds like that house one and the glass one
(btw this isn’t a “looking for world” channel)
It seens like thats what its become at this point
This channel is for discussing quest-specific world development.
Tell that to the dude who asked a question ike lol that before me
Like, literally right abkve mine
Two people unable to read showing up in a row doesn't make them right.
Never said it did, just wanted to know why i was the one getting told off and not the person who did the same thing before me
it wasn't a reply, I read that as to both of you, not just you alone
I used to have this Homeworld that was in the air with multiple islands that you can like swing to from like Vines I cannot remember the name of the world and I didn't save it and now I want it back as my Homeworld so if someone can help me find it that would be great thank you
it never ends
this isn't a "looking for world" channel, read the topic
I've been looking on booth and everywhere does anyone know of a poster prefab that scrolls or loads poster like they do in normal pc world that works on quest?
I have sort of system I could remake but kind of love just buy or using premade stuff for speed
iOS Question: my Unity editor (Worlds v3.9.0) is throwing a LOT of AVProVideo errors for AppleMediaPlayer integration
like 173 errors
namespace issues I think?
context: this is a VERY legacy project. the solution might just be "oh AVProVideo shouldn't be in Assets/ anymore that's a carryover from pre-vcc projects" or something, I have no clue
I was right holy crap
How far have you gotten so far?
I have already setted up Unity Project , Imported my Splat , Now I want to make a standalone build to view it
Also in editor window splat looks broken
As far as I'm aware, this is the only gaussian splatting packaget that works within vrchat, is this the one you're using atm? github.com/MichaelMoroz/VRChatGaussianSplatting
yes
Gotcha, for this package to show the splat correctly you need to be in play mode
after I changed my build profile to Android , game view looks flipped (Upside down
Sir tell me if standalone build for quest is possible using this package?
I've not seen this used on quest before, though I've not tried it myself. However even on PC it's very intensive to run, especially in VR so I can't imagine mobile could handle it very well as it uses a lot of transparrency
Means this runs only on PC VR?
As far as I'm aware, I don't know of any documentation that says if android is supported or not
Got it ... I'll give it a try and Update my outcome here
i get this error when i try to upload my world
How can I optimize a map?
Na the error occures before that, find the first red one
Ik that it's probably not possible to do easily on quest, but is there some kind of screen-shake effect that's quest compatible?
Ignoring that screen shake is really not recommended to expose VR players to, the closest to that would require you to copy the functionality of a grabpass by using cameras, performance is unlikely to be good.
The better solution is to simply mimic the effects of a screen shake.
You didn't specify what this would be for but imagining the shaking of a torpedo hitting a ship, then shaking the environment (or just pieces of it), with sparks/dust and debris and the rumbling noise should give the same effect.
The use case would be similar to Rainworld, if you're familiar. It would be the entire environment (which is extremely large in this case)
The creative idea is that the rain is heavy enough to cause screen shaking
I really don't think you should go for sustained actual screen shake, forced motion is like rule number one of what not to do in VR, is probably fine if done for a short and rarely happening thing but that is the opposite of what you are thinking, some people will feel sick.
I suggest simply selling the effect of the intense rain by having it be loud (could make it quieter indoors to allow it to be unbearable outdoors), lowering visibility heavily and maybe having certain objects, like foliage change to be slammed to the ground.
Thank you!
how do i fix this where the world isnt so shiny, on quest, i using the Terrain In unity, But on Quest this is Shiny
Fixed it.
how can i fix this texture
you'll need a texture that tiles better
there's some websites that let you generate a tiling texture, they sometimes work
the other option would be to use a shader that supports stochastic sampling
does anyone know if the people maintaining EasyQuestSwitch are here on discord?
I think @drowsy flame's the one you're looking for
I'm no longer the maintainer of EasyQuestSwitch, sorry
Ah, ignore me then
maybe you know, if i want to suggest a feature should i DM the maintainer or just use github issue stuff?
i want to suggest bulk editing functionality
Probably issue
Does anyone have any good tips on making an asset for worlds in VRChat? I wanted to make some tree stumps for worlds and I have only made avatars for most of my time so I have no idea what to do for world asset creation.
hmm things i can think of are like: choose wether its gonna be PC only, for both quest and PC, or if you will have alternative versions for quest and pc
try and get some awareness of things like polycount and texture amount/size for similar objects so your work is within reason for whichever platform(s) you choose to make it for
Ideally it would be packed with other assets in your world on the same texture atlas / material for performance as well
maybe one more thing: try to think ahead in how you might want to make it easy to change/update/reuse it in the future
assuming tht's an SDK warning, on android, literally anything that isn't directly in the VRChat > Mobile directory will say the same thing
even if it's VRChat > Mobile > Worlds
it still counts as not being in VRChat > Mobile
its from the world debug toolkit
which may not have its definitions updated recently im not sure?
oh, just don't worry about it then, it doesn't matter
thank you
@granite hazel if you have a moment, i sent you some DMs about EasyQuestSwitch
Making my first work today, if anyone has any videos to recommend please do,and I’m trynna make a avatar room
https://vrchat.com/home/content/worlds/wrld_4e006813-8011-4e08-943f-1cad76755d2f/edit thought id post this one in labs at teh moment, its my first world
404?
#MadeWithVRChat https://vrchat.com/home/launch?worldId=wrld_4e006813-8011-4e08-943f-1cad76755d2f oh dang I think this one will work
that one works!
you can only publish one world to community labs per-week
uh, no.. it’s not a bug or a problem
it’s probably to prevent bad actors from spam-publishing worlds
it’s just a feature of VRChat
oh ok
you can still upload as many private worlds as you want, you just can’t publish them to labs until it’s been one week since your last publish
Can I fully model a world in Blender then import it into Unity?
mostly
Sweet, I'm not gonna be using heavy materials, just flat colors and toon shaders
that should be ideal then
it often doesn't work perfectly out of the box, but it is a common way a lot of people make worlds
i need to add fog in this pit
you could do that with a particle system
i dont really know how
For particle systems I'd recommend just spawning one in and messing with the settings, it's the best way to learn how they work, you can create one by right-clicking the Hierarchy, it's under Effects > Particle System
making it both 1.) look good and 2.) be Quest compatible may require a fair amount of tweaking though.
you won't be able to get a particle system to look like Unity's built-in fog, but it could be good enough depending on what you're trying to go for
I've also seen a sort of "bottomless pit" shader somewhere but I'm not sure how well it works for Android
ok thank you so much
how can i make the ground testure look better
Has anybody seen this world? Or knows the creator?
It’s gone now and I really miss it lol, wanna see if I can find who made it
It was a really awesome dark fantasy world
do you only have that screenshot, or do you have a link too?
if you have access to the link, you can make instances and invite yourself through the website
Only the screenshot unfortunately
New to world-building on Quest. Posting my first attempt and hoping to get some feedback from you guys.
Your Google skills are in the negatives https://vrchat.com/home/world/wrld_3f37d8a9-e795-4905-b549-59f7f167a822/info
You’re a life saver
Thank you so much
lol
Happy Thanksgiving!! I hope everyone has a good day today
My world isnt uploading to quest its only uploading on pc can someone help me
Can someone help me find a world
?
i dont know why the texture is off center
texture offset? location of the UV island in the map?
offset is not 0,0
it stays the same if i set it to 0
so this isn't the answer then
i dont know what UV island is
how do i check it
ah, you'll want to learn about that then
you can view and edit those in Blender or similar
ok thank you
Hi everyone, I’m working on a VR map and I want to add NPCs with looping animations. The issue is that these NPCs are originally avatars, so I remove their avatar properties to use them as decorative elements. However, when I place them in the scene, create an Animator, assign the animation clip, and set it to loop, nothing happens when I start the world—the animations don’t play.
Has anyone encountered this before or knows the correct way to get looping animations working on de-avatarized NPCs?
how can i animate thos door i alredy have the .sdm of the animation
does anyone have a premade teleport script????
Bro it's like 3 udon blocks and there's at least 7 tutorials on YouTube alone
Here's a quick tutorial covering how to teleport a player via a button. It covers both how to do it for just the local player, but also how to teleport everyone to a location as well.
So hopefully this is helpful. As always, if you have any questions, feel free to ask in the comments bellow! ^^
Come join the discord! https://discord.gg/jjdnCWV...
My bad it's 6 blocks
I'm sorry I was a lil mean about that. a teleporter is a very simple thing to achieve and using tutorials and learning the process will be useful to you in the future if you ever want to do anything more advanced. Starting with something super simple like a teleporter can help get you used to udon without being overwhelming
dont worry we all make mistakes in fact i solved it now i have an other issue i wanted a sound to play when you get near an object but all of the script i find are on locked patreons
people charge money for that?
apparently
that's like.... 3 nodes. it takes less than a minute to make lol
i just started making world so i dont really know how to use nodes and i need it quick sooo i was looking for a pre made script ut they are all on locked patreons
never too late to learn :)
if you use a trigger collider to determine when you're "close" to an object, the nodes would just be OnPlayerTriggerEnter -> check if the player is local -> play sound
This fr
what shaders should i use for quest? im going for a somewhat realistic vibe
For that you could go with https://gitlab.com/s-ilent/filamented
Cheap and realistic
ok awesome ty
my new current issue is im trying to add props u can pick up but the colliders are a bit difficult to work with. like if u run over a prop it makes u step/glitch onto the collider
not sure what im doing wrong. im still new to world making
Make sure you put them in the pickup layer on the top right of the inspector when you select the pickup object
Take a peek here if you need more guidance
Looking for a download link? Check out my Patreon.
Patreon: https://www.patreon.com/vrcakira
Discord: https://discord.gg/pGwkH6ueQu
In this VRChat world building tutorial, I’ll show you how to add pickups to your world — objects players can grab, move, and throw! 🎮
We’ll also make sure everything works online by setting up Object Sync,...
Updated my world of anyone wants to check it out #MadeWithVRChat https://vrchat.com/home/launch?worldId=wrld_4e006813-8011-4e08-943f-1cad76755d2f
how can i make the lithing look better
and give me any other advice
this i my first world sooo
how's it lit atm?
the base directional light
Your VRChat world will thank you!
Video style entirely stolen from the original legend, Ian Hubert: https://www.youtube.com/mrdodobird
Thumbnail is from Furality Luma: https://furality.org/
Ending is VirtualFurence: https://twitter.com/virtualfurence
More advice:
- Spot Lights are (almost) always better than Point Lights
- Keep realtime/mixed l...
You'll want to start with removing that since there's unlikely to be any sunlight in this world.
Then adding some props like portal's wall lamps or hanging lights then attaching area / point lights to them.
Ideally for quest you would bake all these lights to save on performance. For pc you could get away with some realtime point lights if you want realism but area lights are baked only.
Even on PC you should really not use several real time point lights.
Baking lights and lightprobes is good enough and if you want better then https://github.com/REDSIM/VRCLightVolumes
thank you all for the advice
.
.
why is the light not lighting
what kind of light is it?
point light
now only some objects are getting light
well that's a start
could be the material, or renderer settings that determine if the object can receive lighting
i was trying an if i put the standard shader it works
but the world is for quest so i dont know if it will work
quest worlds can use any shader, just be smart about it.
what do you mean
exactly what I said?
sorry wrong chat
worlds don't have the shader restrictions that avatars have; you can technically use any shader, you just get a warning if it isn't one of the recommended shaders
you can very easily use a shader that's a big performance problem for mobile GPUs though, so be careful of that
this was going to be the next thing I was going to suggest, so yeah sounds like the shader you're using isn't working right with realtime lighting
do you have any shader recommendation
???
for quest hmmm
I think Mochie has a lite version?
using the standard shader isn't the worst
Yeah Mochie's lite one is quite good, I'd probably use that unless actually needing something more.
thank you for the advise
.
I mostly use Mochie's full one for world stuff, unless I need something specific
does mochies lite support LV?
Also please don't use real time lighting for anything if it can be avoided
Especially on quest
Yes!
I've started using it for my worlds! It's a very nice drop-in Standard replacement
for sure
i usually use Standard Lite since i don’t tend to need the feature of their full Standard shader, but sometimes i’ll need puddles or vertex manipulation
and i figure it’s always best to use the least-featured shader you can, until you need more
i have what i consider a very small world but it says the world is too big for quest, which as a vrchat veterine i know is a damn lie. is there a way i can make the world smaller so i can upload it for quest
you can use tools like VRWorld Toolkit, or this website https://vsk.lox9973.com/abstat/ to see what assets are taking up the most space, and adjust accordingly
this is legit the whole world plus 3 nearly empty private rooms cuz i wanted to add to it in the future
ok! ill try it now
i do have world tool kit but dont really know how to use it
says no last build found
try a build and test
Hey I'm currently makeing a big world for me and my friends to play DND on and I'm physically building the houses and stuff is there a way to stop the walls and stuff from clipping and being all buggy
Or is there at least a way to make the walls line up on there own
depends on what you mean by clipping?
That happens when multiple faces are clipping in to each other
Hold down Ctrl when copying/dragging new walls to enable snapping
does anyone know if there is a free prefab or something for a record player with customizable records that works well with quest?
i want to make some worlds that use it but im not familiar enough with udon yet to make one myself
and ive seen some worlds use that kind of thing but im not sure where to look to find one
I'd look at the world for credits or ask those world owners.
https://github.com/Vard-and-Temmie/Udon-Record-player
https://udonvr.gumroad.com/l/RecordPlayer?layout=discover&recommended_by=search
An interactive vinyl record player for vrchat. Contribute to Vard-and-Temmie/Udon-Record-player development by creating an account on GitHub.
This is a Record Player prefab that allows you to make URL playlists to play in a Video Player Immersivity, without walls of menus.Included: Record Player Record Shelf Current Record Holder 6 Demo Record 2 Livestream Records 4 Playlist Records Decoration Items Bookshelf Speakers Table Licenses:Personal:This license allows you to upload the prefa...
thanks!
Weird question:
I have a world that uploads as 75mb on PC but 95mb on quest. I use the vrkit world debugger to try and tell me why, but I can't seem to figure it out why such a large discrepancy!
Does anyone know where I might be able to look?
PC & Quest use different texture formats, due to the slower hardware on quest the textures are compressed differently to PC so you'll have to mess with formats
Working on my first map
hi, i'm trying to figure out how i can create terrain for quest? specifically, how can i create good looking terrain that doesnt have really huge textures/assets?
a little bit of background: i bought a map off of booth, and it uses this "Conifers [BOTD]" unity asset that looks really nice
the problem is that it looks like it takes up 20mb in my project when built!!!
i'm not really familiar with building terrain in unity. can someone help point me in the right direction? i'd like to make terrain that doesnt eat up 20% of my build budget
Hey how do I get rid of the orange lines that appear when I select something I can't aline or size stuff right because of it
Top right of scene view, uncheck selection outline
I don't have the gizmo tab @mellow swallow
I don't even have stats
Also how can I make a wall climbable
it might be an icon that looks like a sphere
Okay I'll look around next time I guess
Making My First VR Game!!! (SLAYWORLD) [CW: Blood!]
does anyone know a good discord server were to get assets to make vrc world
finally getting close to dropping my new map!!!
Quest and pc compatible a custom one of a kind free roam style map many different routs and combinations you can take for endless fun!!
going to drop the map Friday so you can test out the map still a early build but finally happy with dropping it to the public.
thanks to @reef cove for working on the m3 car feels absolutely mint.
how can i move the gimbal to the center of the objects
upper left of the scene view, it's set to "pivot" - change that to "center"
it worked thank you
does anyone have a good flowers asset for free i cant find any
i was thinking is this the right way of doing this
probably not, you can already see that the intersections are z-fighting
any advice??
I'm not a Blender pro, there's probably a modifier or an easier method to do what you're doing, but if you don't care for how the topology ends up, you might be able to get away with just boolean-ing all of those sections together
Make quad
Subdivide quad
Bevel switch to vertice
Extrude the diamond faces created from bevel
Instead of many quads, try use long single quads as it will significantly cut down on the tri count, you can then use the knife tool to cut the diagonal pices to fit the frame
ctrl + shift + b to vertice bevel
c while beveling to not over bevel
THANK YOU ALL FOR THE ADVICE but i have another question does this look good
a specific part, or overall
Coming from a lighting / reflection stance, it could do with some improvement.
There doesn't seem to be any shadows making the overall look a bit flat.
The sunlight intensity doesn't match the skybox too well and stands out.
There doesn't seem to be much in terms of normal mapping, wood looks perfectly flat for example.
Hope this helps 💜
those texture are
temporary until i find a good texture for free i mean the porch
.
I like the layout, if this is meant to be like a balcony overlooking the outside, I hope there is at least something to look at, not just a house floating in the void
nothing egregious stands out to me at this phase (besides Ashy's remarks), looks to be on track once you've filled out the scene more, with the proper materials, lighting, etc.
i was tinking about that but i still dont know what to put outside
honestly, having literally anything is better than staring at the void
a bit of landscape, or some simple buildings (could even be just cubes with windows)
depends on what the setting of your world is
i made a kitchen too but i dont know something is off about this
the lighting is still pretty flat
Is that improved via normals on materials?
(I haven't gotten into normals at all yet, my stuff looks flat)
In this specific case it looks like a lack of shadows, but normals certainly can help as well
Also side question. Where is a good place to get black and white textures that just apply the materials texture, allowing you to use it as any color?
Don't know of any specifically like that, but you can just take the albedo into photoshop and make it grayscale
Grayscale, that was the word
Though you won't get very realistic results as you will still effectively have a monochrome image with a uniform colour
Ah okok, thank you
i found a texture but one of the files ends with AO is it the occlusion
better?
Looks very wet but it's getting there
on quest my world is laggy any advice on how to prevent that it only happens if i look at a specific point
If looks to me like you're using realtime lighting which is a bit of a no-no on quest as it's very heavy. You'll want to look into baking your lighting
i did that but i did wrong maybe
sorry for the music
Mixed lighting is still a form of realtime lighting, you'll need to set your lights to baked
Also mark your lights as static or they're not included in the light bake
Same goes for any geometry you want to have lighting on
i understand the first two but the last one no
Make sure to click on any game objects with mesh renderers and mark them static if you want them to have light baked onto them
Furnature, walls / floor ceiling etc. Really anything that doesn't move
im genereting the lights is it normal that the walls change color during the process
Yeah, that's a preview of the light being calculated
Oh also have you ticked 'Generate Lightmap UVs' on your models in the Project window? They will need them or else you will have issues
how can i do that
Click on the models and tick that option in the inspector
i dont see it
That's not the model itself, it's a gameobject in your scene, the model is in your project folder
i have to do this for every single model
??
If it needs lightmapping then yeah
You can filter for all models in the project window (one of the buttons I don't remember) that lets you select all models
then just highlight em all and tick that box in one go
ok thank you
do i have to regenerate the lighting
Yeah, whenever you move something static or edit a model you'll need to re-bake
why is this heppening
Although I don't use the built in lightmapper myself as it can be pretty tempermental, those aretefacts typically occur when the light bounces hit backfaces. Make sure no lights are inside of geometry / behind walls. If that isn't the issue, post abt it in #world-lighting and see if someone else knows
Or buy Bakery from the asset store (provided you have an NVIDIA graphics card) and I can help with that as I'm more familiar with it and is a lot more reliable
is there any way i can see the light before genereting
not with the unity lightmapper, but with bakery there's a separate addon you can get which lets you do that
i just looked bakery but its 50 euro any free alternative??
Not really, bakery goes on sale for 50% off frequently though
i guess i will wait until then i have to use unity lightmapper😭
the free alternative is the Unity lightmapper 🙂
