#world-quest
1 messages · Page 6 of 1
what a shame, Bakery went off sale only like a few days ago
yup. It happens regularly like 2-3 times a year though
is there any builder for hire I need a builder for a plane world
VRCTraders discord - link is in #1204490664637890580
you'll get scammers DMing you around here.
does anybody have a IT world with the storm drain on the curb for quest and pc because all the good ones are on pc
what do you all think about my world so far every advice i welcome
Personally too bright/orange but thats a personal thing, looks nice
Without knowing how you have your stuff set up you should be able to put the teleporter on the actual door instead of that cube(?)
The cube is temporary i will make a custom door for the cinema
Instead of using a mesh collider for stairs, use a box to turn it into a ramp. It's kind of annoying to bounce on every step.
i wanted to add something like this but i want it to slide does any one have a good tutorial i cant find any https://www.youtube.com/watch?v=V3NGBo2M1Ps
Make a secret door/bookcase with a book latch!
For more info and a list of everything you'll need
visit http://www.iliketomakestuff.com/secret-door-bookcase/
This project was partially supported by Nicholas Gomez on Patreon! Thanks to Nicholas for all of his awesome support!
You can help support my videos, get a free month of service and a fre...
Treat it like a button, make it play animation?
i dont really know how to do that do you have any tutorial
Look up PlayerBush00 or something like that. He has a ton of tutorials for newbies
Thank you I will look into it
this should be exactly what you need
https://www.youtube.com/watch?v=M7pN8QYTGBQ
Here's a tutorial on how to make an animation play when you click an object. This particular example covers firing a trigger on an animator, but hopefully this covers enough to help those wanting to change a int/ float/ bool on an animator as well.
So hopefully this is helpful. As always, if you have any questions, feel free to ask in the comme...
Is there like a channel to post images from a world you need help finding
not really
i was trying to make a script to change the skybox with a button but it does not work i did the same thing that the tutorial says
The two change needs to have “send change” ticked
still nothing
What does console say?
so i restarted
and it works but the reflection on the water is still the first skybox
i just found a much worst problem the water look really bad on quest
now when i try to bake the lights this error apears and the timer starts going up
Does anyone know how to turn off de quest vision while mapping ?
and only see the PC version
Wdym? You can change your build from the VRChat tool thing, just change your build back to PC
Idk why but when im like mapping the first build i see it's the quest build
cause i ve manage to reduce the quality of the material
to be unless than 100mb
but i see always the quest than the pc version that have better quality material
In the unity editor there is no Quest view/PC view
Its the same view for both.
so there is no way to see the nicest quality when im mapping ?
cause when i set a texture for quest
it decrease the quality on the scene
no
That is because you are in android build mode, the thing you do to swap what you upload for in the SDK. (the SDK has gotten a less bit intuitive but if you only choose one platform to build for it will swap to that platform when you exit that window.
Should be no other cases when you see lower quality textures.
So if i just want to see the nicest quality i have to upload the quest first then the PC version
Not both of them at the same time ?
No, just only select PC in the little menu in the SDK, you don't need to upload, with only one selected it will immediately swap platform.
You can upload both at the same time when you need to do an upload
Otherwise keep it on one platform.
Generally the more complicated worlds have enough differences where unless you have automated the changes with EasyQuestSwitch you generally will be uploading both individually as you might keep two difference scenes.
The menu where you select platforms
Only select one and it will swap to the selected build platform
Clicking that does not remove versions on your world
It is completely harmless to touch
Hey so real quick question. im making a horror game and the jumpscare plays an animation for the monster when he jumpscares you. pc it works fine it plays the animation and all good but on quest the animation just wont show up and now the ai dosent do its wander animation or nothing. how do i fix this for quest. also im just using an animation clip looping idk if thats my problem idk
So like... How do we do transparency on quest?
Are you asking abt worlds or avatars?
I know its generally unsupported but how do we get around that for avatars/
I heard there's a particle one that does basic transparrency but idk if that's still a thing
Im using apha blended. ill try the other ones
Ok yeah... you have to use Multiply or Addative for avatars. You cant use Alpha Based
I gotta say this error message is super funny XD
How do you do audio sorces on quest?
Transparency and audio are both not supported on avatars for Android
I got transparency to work ¯_(ツ)_/¯
There's no guarantee it will work forever is the thing
Audio sources are a definite no though
Fair enough. Ive gabled with deprcated stuff before :P
Im using the particle multiply shader
I know. There's no guarantee it'll work forever. They've patched out many methods of getting transparency on Android before
Hence why, officially, transparency is not supported
What's generally considered acceptable Quest performance? I'm not too sure how my world performs on Quest but it performs quite well on PCVR. On Desktop it's a constant 240 locked on a 3060 TI.
I think that as long as your lights are baked, you got occlusion culling, and meshes don't have a high poly count, it should be fine, I haven't played on standalone much but I've always gotten around 30-40 fps on quest 2 in most worlds I've been to (even with avatars hidden)
Hey anyone can help? I imported a world (quest version)and it imported successfully. However, when I get on my oculus (quest) I spawn in and I keep falling even the plush toys are falling. How do I fix that?
Also, why is this part of the project this highlighted blue? How do I fix that? Is that the cause of me falling through the world?
Thank you for any feedback or tips in advance 🩵
Do you have colliders on all the objects underneath 'Colliders' and not just the parent object itself?
Not sure, I purchased this world. It was suppose to be a quick upload and it works, but 😏
Is that the highlighted blue areas?
the blue highlighted areas are the navmesh
What is that and how do I fix it
it's not really "broken". it has nothing to do with collision for the player
you seemed to have generated it, since you have the "Navigation" tab pinned
it's used for things like NPCs so they can move around
Ok gotcha. So how do I stop falling? Even the plush toys are falling
Thank everyone for your help 😩
make sure your world has collision to stand on
I raised the spawn point and still falling
create a default plane and put it underneath the spawnpoint, see if that works
Ok thank you
One thing that helped me out when I made my Forest World was adding a mesh collider on floors and things that was in like a shelf or the shelf itself to stop me from falling thru the world
Thank you. Everyone helped and it now works 💛
That’s Good!! Nice to hear you got it working
Get the ovr metrics tool it gives you a very detailed overview of your performance. But i would shoot for the max 72 fps on quest 3 it's definitely doable but lowest I would go is stable 50 to 60 range, try too get your CPU and GPU levels under 4 rarely spiking to 5 for battery life and don't max out your utilization, lastly try to keep that max fov to 2, 3 and 4 is a terrible experience.
The stats I'm talking about as well are quest 3 stats I don't have a quest 2 but shooting for what I said should be good for the quest 2 as well
Hey guys i got my vr for almost 3+ years and i think ive played vrchat for a long time but i wanna ask why my rank is still a visitor? Or i need to change it myself?
add people, buy VRC+
Okkk tq
Make a vrchat account bruh
Then insta trusted
Could I get some help I’m quite new to doing worlds and I’m not quite sure how to solve this problem
this tool is great for this problem: https://github.com/BobyStar/OpenNID
ima just use my friend for now
anyone know how do i fix this 😔
did you try to logout and in again?
always actually read the error message 🙂
i was in desperate timing but thank youu
Question, I already made a animation for the fan to spin, but I'm not sure how to get it to just play Idly in the world, I've used a Animator an a Animation Component, but sadly nothing, so I'm sure I'm missing something?
don't use the Animation component, use an animator, put the animation as the only thing in the base layer, with looping on, and it'll just work.
Yall I'm about to play VRC any recommendation for private worlds
Hello what is the collar's asset for worlds?
This tool can help here: https://github.com/BobyStar/OpenNID
Who has the collar script?
https://www.tiktok.com/t/ZP899G1Tq/ question what vrc world is that in?
27 likes, 2 comments. “#vrchat #artcommissionsopen #furryfandom #vrchatcommission #FurryArtistForHire”
Ok
does anybody know what world is used for the vrchat thumbnail? it looks like a futuristic city and i need to go there💯
Which VRChat thumbnail?
the one with two computer head robots on a bench together
computer head robots makes me think it's going to be Complex 7 from Fins
or District Roboto
alrighty, thank you very much
er.. I think that's District Roboto - it's one of those for sure.
I haven't been to either in a while
ah, its pc only aswell i assume
almost certainly
ironic being the thumbnail in Quest.... but no way to visit it on standalone lol
both worlds are PC only
hey yall, i was wondering how to fix the shininess for quest users but still keeping the world paint? Thank you
Does anyone know of any worlds that have blanket physics that work on quest? And maybe a video player?
"Blanket Physics" is a shader that uses a camera.
Which would be very heavy on Quest.
Can't think of any worlds that'd ship it.
it could totally be done with physbones now though
Well, sort of, it would only react to the gobal colliders though, unless the world also assigned each bone on your avatar and others colliders too.
hmm yeah true, that wouldn't work too well.
Status: Closed
Hello! I lead a VRChat SCP roleplay community called The SCP Collective, and we’re looking for an experienced world creator to continue development of a custom SCP Foundation facility (Site-33).
Project Includes:
• Full SCP facility layout (floor plans complete)
• Built for immersive roleplay
• Quest compatible
We’re Looking For:
• Unity + VRChat SDK experience
• Ability to build from detailed floor plans
• Strong optimization knowledge
• Clear communication & milestone updates
Compensation: Paid commission (budget discussed based on scope + portfolio).
If interested, please DM with:
• Portfolio / world links
• VRChat SDK experience
Serious inquiries only. Seeking reliability and potential long-term collaboration.
I've heard that it's not best to do this here since you're only going to get bots.
100%
Good looking out, worth a shot though. Know a better place?
vrc traders probably, I think it's linked somewhere
it is, in #1204490664637890580
I found it thanks guys
They want a dm with estimated timeline for only listing the project includes...
i have problem with bakery lightmapper, on pc looks fine but on android build looks too bright
Hello, my friend cant figure out why, but the android button is greyed out, and he cant convert his world. If theres a verbal or video tutorial, that would be helpful
Hey everyone. I have a long, but burning question about an android build I'm trying to get working for my world.
I have everything properly scaled down to meet the under 100mb and shaders changed to mobile, and when testing, there's lots of flickering on anything on a surface when viewing from a distance (specifically photos that are in frames), and read that it could've been z-fighting, so I moved things away from walls and they still do it, but from a further distance back now.
I'm wondering if I'm missing something. Could it be because the photo frames I'm using have the photo built into them as a separate material?
Thank you for any insight you're able to give.
The video is what it looks like on my phone, but it's much more pronounced on quest standalone
Yup, that's z-fighting.
Mobile platforms have half the render precision (which is less than even half render distance) so issues like this appear way earlier than they do on PC.
Don't have a great solution, know there are shader settings that can offset and help but not used those personally.
But really you would just want the paintings even further off the wall, without backing or something that blocks the view of the paintings or made them out at a distance.
Anyone playing with the dynamic or forced near clip will also make this issue worse just fyi.
Lower the farclip to just far enough for your world. Default is 1000. Your world looks like you don't need more than100 or even 50
And increase the near clip to 0.05 (it is capped to this I think)
I'll give these ideas a shot, thank you both for the input!
is there a way for me to get post processing to work on quest, or would it be a bad idea to force it on?
no, the mobile platform does not support post processing period
He has
He cant chat here as he doesnt wanna put his phone nymber in discord
Noted, but a friend of mine told me on how I could do it, just like the older games did back then
you cannot use post processing on mobile in vrchat, if you ever were able to, it was not intended
It’s a different method then using post processing..
Maybe if you use a screen space shader that modifies the data behind it…
Grabpasses don't work either on Quest, so you don't have a large amount of options, you can really only play around with blendmodes in a shader.
Dear experts, I have a small question. What methods and techniques are used to make the fishing rod in the fishing game map. How does it achieve the operation of holding the fishing rod with one hand and rotating the fishing wheel joystick with the other hand in VR
Is there a ready-made project like this? Can you send me a link to learn
Hay its me Daniel im having a difficult time finding the pointless creation avatar world and whan I tried to type it in it was no where to be seen did his world name change if so please let me know what his new world name is
i love that intro
Guys
Yo ppl
Whats that one world name where u can change the sky to setting it to sunset and midnight?
it had um a seat a beanbag one as well and fire on the ground
Wait no wrong one, basically it was shed on a short grass place and inside u can add bubble effect outside
it shows it outside and u can arrange the sky basically and screen appearance to see on ur vr headset basically
seems like a whole lot of worlds
Okay but within shed u can arrange the screen making it look like some VHS playing tape as well
Idk name of world btw
U can add a few bubbles like there is effects in the shed of the world
By adding 2 or 3 effects
and then changing sky colour completely from um toner bar
If you use moocies standard shader there's a filers option for aces color grading
Moocies also has a dedicated quest shader with these options
But when it comes to bloom vrchat blacklisted grabpass so majority of bloom shaders no bueno
does toon standard pick up baked lightmaps? Or only standard lite?
Yea it should
But on quest worlds your not restricted to vrchats mobile shaders you can pretty much put any shader on a quest world I would use moocies standard unless u need the toon look or something
Moocies has a dedicated quest shader that removes things like parallax to optimize it for quest
"Mochie" in case you wanted to search for this ^
Yea oops lol
ye but the mobile shaders are super fast
Guys it wont let me go into 👇🏻 btw and idk why
it’s incompatible but wont let me go into it with my vrc meta quest 3 headset either
How can i go into that world w/ my meta quest 3 headset? Is there a way at all? Pls suggest to me how i can go into that world with my meta quest 3 headset pls
the world is likely not Android/Quest compatible, or maybe it is broken 🤷
post a link to it if you want us to check... but otherwise that is my assumption
but also, this isn't a general help channel... this channel is for getting help with creating Android/Quest compatible worlds... so if you just need general help, it is better if you just make a thread in #1138891887374237706 😟
okay I'll send a link then
okee
i may have found solution, its only compatible for pc users now mb thats why i can't get into it on mobile and on my meta quest 3 headset as well
bc it has windows symbol on the site world link too
that means the world is only PC compatible... Android/Quest users cannot go there
aghhh okay
i have seen worlds that is over 100mb and being quest friendly, how is that even possible?
how far over 100mb are we talkin' here
my world is on 167mb and is already optimized as much as i can
but i have seen worlds thatr has been above 200mb and be quest friendly
It's a bug if worlds over 200mb can be uploaded to quest, there's no official way of bypassing the 100mb limit.
Have you used tools like vrworldtoolkit to see what's taking up space in your build?
yeah
this channel is for help with worlds, you'll want to go to #avatar-help or #avatar-quest
fail
note that it may be the case that on pc you saw bigger than 100 mb, but the questies often have their own trimmed down versions of worlds that are smaller
for my avatar i uploaded i spent a good amount of time making the quest version and axing clothes and compressing textures until i barely fit in the limit
I have a question how much would it cost for someone to make me a demon kingdom
$0 - many thousands. that's exceptionally vague - you might want to more clearly define the project scope and ask in a place where you can commission artists, such as the VRC Traders discord.
beware of scammers around here. Likely about to DM you now.
that question is more concerning if you remove the context
I will hope on a call with who ever is up for helping me so I can tell them everything
i recommend setting up a game design document with the full scope of what you are aiming to accomplish if you havent already
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!
n vr chat world call Popcorn Palace please take the help me thing out of the lobby
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[9:30 PM]Saturday, March 21, 2026 9:30 PM
does anyone know how to contact the one who made Popcorn Palace ?
why?
how does one mangle a message so bad?
If you try to highlight multiple messages to copy paste, it copies all that extra info
does anyone know if a shader exist for quest that can do distortion or a fisheye effect or something?
or anything close to that and not uv scrolling
you can’t use any shaders on quest that distort the image, like glass refraction, because the mobile hardware does not support grabpass
Shaders can't but if you are up for the task then a grabpass can kind of be replicated by adding extra cameras for the eyes, assigning those render textures and then using those render textures in place of where a shader (in code) would want a grabpass, it isn't that easy, but close enough.
i see.. then it is what it is 🤷♂️
hmm.. i might try if i can't do it i just use uv scrolling 🥲
hmm i actually did the camera thing and it works.. but it doubles everything.. like batches verts etc.. so i dont think that i can do it.. because.. my world is already on the edge of performance.. quest 3 is fine but quest 2 lags already ;-;
If you're looking for a glass shader, I once released a glass shader that uses the scene's reflection probe to fake transparency, it's compatible quest and it can also simulate refraction without grab pass https://github.com/MyroG/MyroP-shader-dump/tree/master/Frosted glass
nice i will check it out hopefully it can so what i want
love the shader sadly it can't do what i want but will definetily be using it on other stuff
Can anyone make a world for the movie labyrinth 1986
Why don't you, like world dev is fun I think you enjoy it
And it's good to have a goal world in mind too
I have no pc
I wanna try but i have no pc i wanna try make avatars and world but i have no pc
Yea well if you get one I would really recommend it
any worlds for good quest photography?
My friend looking for this world can anyone help
I didn't know what channel to really ask this at so sorry
That last one is a great photo
Can you DM
I think I have an I deal 🤝
Good morning, sorry if it's the wrong channel for that (but I think it's the right place?) I'm looking to explore some worlds compatible with Quest devices that would show what kind of game worlds it is possible to create in VRChat, would anyone have some suggestions for me of the most well made VRChat games?
Basically, I'm from a group on Rec Room, we're looking for a new platform where we could port some projects since RR is shutting down, and for VR, VRChat seems pretty much the only other option.
Check out some of the top worlds. The in-game browser shows what platforms the worlds are available on.
Prison Escape, Slash Co, Fish
https://vrchat.com/home/world/wrld_ae001ea3-ed05-42f0-adf2-3d47efd10a77/info currently one of the most popular Quest compatible game worlds on vrchat is this fishing world
I am not sure of good eye candy quest worlds (pc here)
Also, I am unfamiliar with how the Rec Room world pipeline works... But you can def port stuff over 👍
Creating in RR is widely different. Basically the main way is to use the maker pen, an in-game tool, to create objects out of various shapes and ribbons. Then you code your in-game functionnality using a graph system (called CV2) that kind of get translated to C# functions. I assume it is similar to Udon Graph. There is no text code over there.
They also have a Unity plugin that let you import custom 3D models and do a little bit more stuff, but 90%+ of the creation was done in-game, with Unity games often viewed as low-effort (mainly because it was commonly used to import unoptomized models from Sketchfab or stuff like that...)
I have yet to properly compare both platforms, but from what I understand, VRChat is a social platform first with tools that let you create games, while Rec Room was a game platform first, with a lot of social stuff on the side. So Rec Room effectively has pre-built weapons (guns, swords, bows, grenades, etc), pre-built holster system, and most importantly, standardized hit boxes
I feel like VRChat offers much more possibilities, but my biggest worry is for things like hit boxes. I used to come around to play the Among US clone years ago, and avatars were sometimes an issue (people would cheat by using super small or nearly invisible avatars, or giant avatars that would let them see imposters hiding in the ventilation ducts).
On RR, all avatars were nearly the same size (you could adjust the body weight a little bit, but the hit box would remain the same)
With the scaling system we were given control over the size of avatars, you could add a toggle to the game settings to force everyone to be the same size (with some avatars you might need to enforce size whenever the user changes avatar though, I know some avatars can go below the platform minimum size, not sure if they always bypass it).
Since worlds have no access to the avatars of people you are forced to use a standardized collider, some worlds make it transparent around the player (only for other players) or just settle for an invisible one.
It is also possible to force swap someone to an avatar, but I would highly recommend not doing that by default, makes sense for serious games, but VRChat is a very avatar focused platform and stripping people of that will make people not want to be in your world.
The only real issue VRChat has when it comes to games is honestly latency, people come from all over the world and with there being no matchmaking or dedicated servers that the game logic runs on you either have to make things client side or designate a player as server side, but with the latter it would mean a noticeable delay between actions and them being carried out.
Very interesting, that might work better than I expected. And it's not about doing a super competitive and fair game either, just something so we can have a little bit of fun. RR itself wasn't build in a super competitive and stable and fair platform either, so that's fine.
Thank you, really, that's a much more in depth answer than I was hoping!
Latency and also persistence data (I am happy we have this data layer, it is just easily abusable by bad actors)
Also, in regards to the avatar scaling, hit boxes etc
Hitboxes you'll need to make for whatever purpose, and I do believe we will eventually be getting deeper controls to limit what players can and can't do.
Fish currently is "splitting" the community over them getting the ability to disable flying avatars. I just believe VRChat is testing it with Fish first before rolling it, in a more refined form to us. So hopefully we will be getting easier ways to control what players can and can't do.
Interesting, thank you for sharing about RR and welcome to VRC. This information will help us help more RR refugees
And also great point. VRC is a social game first so messing with ppls avatars may ruin their experience
Only games that I see with avatar changes are things like among us and that world that's like crowd sources mad libs (I feel so bad not remembering the name cause its a great world), but it's like an optional feature. Same thing with murder 4. Jar has a ton of avis made to fit the vibe of the world but doesn't force the player to use them
I think it's audience anarchy
Yeah, I don't want to force an avatar change either. Maybe some kind of min and max size would be it, and a uniform capsule size for the body + a sphere for the head (headshot detection!) if that's how it has to be done. I don't know much about that, RR handled all that stuff. Got a bit of learning/trial and error to do.
Latency was also an issue on RR. We played with people from all around the world. Mostly the USA, but I'm in Canada, we have friends in New Zealand, some players are from Europe, others from Australia and Japan... so yeah it caused all kind of weird issues sometimes! But it's fine really, again it was never meant as a competitive thing.
The host leaving also caused issues, that's something we had to deal with as well. Typically the game would automatically select an host depending on latency between players or something. PC players were also more likely to become host automatically.
Really, a lot of the logic seems similar.
Yeah you will run into similar issues here so you'll feel right at home 😎
I'm not too familiar with the limitations of RR, but afaik VRC allows far more customizability/possibilities, just at the cost of not having as many pre-built or standardized systems. To make interactive systems like you talked about in another message (holsters, weapons, etc) you often have to create your own systems from scratch, so it's a lot more work to get the foundation of it set up, but you get a lot more creative control. My guess is that nearly anything that's possible in RR is likely possible in VRC as well.
Here are a bunch of VRC game worlds that I think showcase the variety of what can be done:
https://vrchat.com/home/world/wrld_14750dd6-26a1-4edb-ae67-cac5bcd9ed6a/info
https://vrchat.com/home/world/wrld_f557959f-6fde-4164-be36-31f1d40bb9a5/info
https://vrchat.com/home/world/wrld_c16e4dee-d149-4116-adbc-16bc30b664b0/info
https://vrchat.com/home/world/wrld_83f5544b-66ba-4baf-a5aa-4fecc5b6b780/info
https://vrchat.com/home/world/wrld_c101c803-7d1a-42d8-9a5e-00a0ccfb2b2f/info
https://vrchat.com/home/world/wrld_42b399f6-08c2-4155-a293-9b26bd337e4e/info
https://vrchat.com/home/world/wrld_f059e174-249c-4aa9-b1f2-3873ed9dfd89/info
https://vrchat.com/home/world/wrld_df2776a3-8c84-45e3-bbf1-30ac8422911b/info
zombie survival definitely feels like a very RecRoom style game (2nd link)
you (and your friends if you choose) make your way through your chosen level by killing zombies and unlocking new areas, weapons, power ups, and getting ammo. Each wave of zombies gets harder + there are a few boss waves, so the goal is to last as many rounds as possible! Pretty fun with a group of friends :D
you can also repair the barricades to keep zombies out and earn money to unlock things around the map
Does anyone know a good world with a pool table I’m struggling due to the YouTube world not having one (am I aloud to ask that here-)
Pool Parlor. The pool table asset is also public so... Most popular social hangout spots have at least one table
Alr thank you I mostly play games or watch stuff with friends on there so I don’t know many hangout spots lol
Yeah browse some of the most popular worlds. If you are a big worried about the big lobbies, you can open a private world to just see.
IK in particular with the pool table community, there are a few variants of table prefabs
Same here man i want to make avatars and worlds but i cant sadly
Maybe a public library? Not sure
That would take some dedication
Just keep your world project on a flash drive and keep it with you, load it up into Unity on whatever PC you can get ahold of
I live big yahu

I love you little yahu
You can disable scaling completely; if you can still match eye height, then scaling isn't completely disabled
And at least in Udon they do specify it's eye height, not avatar height.
you have to enable “always enforce height” to make sure that any time a player changes their height, it gets reset to the max that you set
in the default udon graph that comes with the VRCWorld prefab, what it does is sets the user’s height back to the maximum eye height, if it’s above the maximum height, in the OnAvatarEyeHeightChanged method
are normal people getting the quest limit increase for worlds that fish! is claiming they are getting
what limit increase? Fish! is currently sitting at 97.76 MB
Fish is also like ☠️ using some of the most pixelated graphics (it fits it, I personally like them) to milk as much space as they can
#quest-development message
They got a screenshot, doesn't mean much, but I guess if true VRChat is testing whether 150MB is doable on mobile.
Sounds like VRC is limit testing with the most pop game world rn. We will eventually get it I imagine
unless they find out quests are burning directly to the users face and they cant remove them or something idk
Does anyone have any good mmd quest worlds
Idc bout no audio link i jus wanna do mmd
is this normal?
no it is not
hahaha I love that
it
wont let me upload the gotdame world????
either way, windows
or quest
or the secret third option
it's
"slow down"
ok
"slow downer"
click and see the details
completely empty world with 2 particle systems, a plushy, and a video player, btw.
does it show more details when you double click the error message?
try restart unity
can you post the full message of this?
what does the full message say here?
in the SDK panel try log out and log in again
have you uploaded another world in the last 7 days?
"ahaha.. again" aah message
nope. just this one.
in the VRC World Descriptor object does it have a blueprint id?
yeah it does
i dont have any red errors on my alerts page btw. just the base console
somehow it was that???
huhh???
thank youu
Hello
helloo
Is there a list of shaders that work for quest users in worlds ?
i know that standard and particle shaders (built in ones at least) work on quest, im wondering what else does
I think quest worlds can use normal shaders and it will run, just a matter of performance
Btw if you go to vrc light volume github there is a list of good shaders
I dont think all of them work 🤔
I havent tested in forever but i remember autodesk interactive and vrchat panosphere shaders not working, idk i could be wrong
And i cant find a list of quest compatible shaders on the light volume github-
Theres only light volume compatible shaders, which makes sense
I mean most of the listed ones are the better ones with good enough performance for quest. I dont think a comprehensive list of shaders exist let alone a list of quest compatible ones
You don't get grabpass on mobile. Otherwise, no, no official list (that I have seen)
any shaders work in quest worlds as long as they dont use a grabpass/depth pass
the ones you mentioned not working sounds like shaders you cant use on quest avatars
the rules for worlds is different
Depth actually works now if you force enable depth using the udon method, depth is inverted though I believe.
Does that mean i can make something in shadergraph and quest users can see it ? Or is it still limited to built in shaders?
Also is there a way to know what uses grabpass/depthpass ?
Thanks for helping btw, i would have never found that out myself xwx
Shadergraph is usable, you just need this different shader build target https://github.com/z3y/ShaderGraphVRC
And worlds have never been limited to just the built in shaders.
Grabpass shaders are commonly identified by being see-through and blurring or morphing the image behind it, if you see something morphing the shape of an image or blur in general it is very likely grabpasses.
Depth shaders are a bit harder to know just from looking at them, but if they change behavior based on distance then it is most likely using depth (but as said, you can use depth in Quest worlds nowadays, you just need the simplest Udon graph script to enable it on start)
Thank you guys so so much
Hello, I need help with VRChat world upload permissions.
I created a VRChat account and logged into the VRChat SDK in Unity, but when I try to upload my world, I get this
error:
"Current User does not have permissions to build and upload worlds"
I usually played through Steam before, but now I am using a VRChat account in the SDK. I have already logged into the
game with this account as well.
Could you please tell me:
- How I can check my current Trust Rank
- What exact rank I need to upload a private world
- What exact rank I need to publish a world publicly
- If there is anything specific I need to do to enable upload permissions on this account
Thank you.
- you can see your current Trust Rank on your own user profile
- you need at least New User (blue) to upload private worlds, and
- you need User (green) rank to publish worlds to public
- otherwise, you don't need anything else account-wise
those are warnings. As for that error, it's pretty useless alone. Are there others in the console? Investigate the first 1-3.
anyone know how to make flashlights that dont lag too much?
depends what your goal with them is. If you need a realtime light, I'm not totally sure what the best way to go about it would be, BUT if you don't actually need the effects of a realtime light, there are ways to fake it, like an additive shader on a cone mesh
also if you do opt for a light, I suggest using a cookie texture to make it look more realistic
making a pvp map thats in the dark
i am using fake lights for the muzzle flashes but they dont effect players
well I guess the question is how realistic do you need the effect of the flashlight to be? A light source is the most realistic option, but if your world is more cartoon-styled, an additive shader could work as well
I'm not sure if this is possible or not also, but if there will be a lot of players with flashlights, see if you can cull the flashlights with occlusion culling, so you aren't renderering too many at once
there are worlds that pull this off very well, like haunted asylum
oh definitely don't have a lot of shadow casters in your world
that will help with performance
oh okay, so the world itself doesn't have a lot of objects?
every room/tunnel is seprate because i was having baking problems erlier with lighting
also entire map is only 9k vert
I would turn off shadows actually on the flashlights entirely
that way avatars won't cast shadows
ok
also like i said earlier, not a performance thing, but you should add a cookie texture
that's a texture that blocks out some parts of the light (like the bat signal) and can make it appear realistic
it's REALLY good for making realistic flashlights
you have one?
to give you an example, here's the google image results for flashlight cookie texture
i do not, but you can always make your own or find one that has a free license
k
tf2 works because its opensourse now right?
this is how it looks when applied to the light. It really feels like a realy flashlight imo :D
afaik tf2 is fine for non-commercial purposes
ok
this is what i used and got box lighting
do i need to invert for unity?
got it fixed needed to set alfa from grey scale
thx btw
ok, so i ported my world to quest. I have no idea what im doing lol. that was the glitchiest way to view my world i have ever seen. Does anybody have any suggestions? Specifically i think its the leaves messing with it bc i used shader graph for them but idk. ive also got some weird LOD visual where i can see everything focusing in a weird patch in my face.
These console messages?
it looks like it's the first 2 errors that cascade into the last 4
yep, no idea what "SimpleLightProbePlacer" is, but that's where the problem is
yeah, deleted it and stuff works, apparently its deprecated
makes sense
Hey listen can you unban my account you recently banned somebody named Bob which was my account
surely this is the wrong channel for that
What channel do I go to
#discord-tickets if you're talking about discord, otherwise vrchat support
click on "server guide" at the top, it's got stuff like this listed. not sure what that looks like on mobile though.
be aware that can be considered ban evasion
Ok? Mind if I add you
yes
does anyone know how to make/use a glass texture? im trying to make some cups that are see through but i dont really know how to do so, or get it to work, and looking it up hasnt helped me much. im using Blender for my model making and such if that helps
alpha channel for see-through, IOR for refractions, decrease roughness for shiny, increase metallic for a surface shine. or use a glass shader.
thanks
what things do i need to add to creator companion for mp making
assuming im making the map mesh in blender and carrying it over to unity
VRWorld toolkit is handy for a bunch of stuff
i dont think there is anything specifically needed
I dont use anything special. I just get my blender files setup and get used to the hotkeys. Dont use the raw .blend file in your world. Export as .fbx.
I am not sure if its just me doing something wrong but I often also export it with
- Visible Objects
- Apply Transform (this is the one I am iffy if I truly need)
Visible objects so you can keep copies of your a collection of disables meshes incase you royally screw up. (or ur maps blueprint etc)
Apply Scalings = FBX All
But I guess let me think...
You can dip your toes into shaders.
Mochies or Orels (?)
VRC Shader Graph
VRC Chips for easy points (great thing you should add to your worlds https://xtlcdn.github.io/vpm/
Really depends on how far you wanna dig your hole to headaches 💀
Idk what that means?
makes your objects in Unity the same scale as in blender, rather than 100x
Also if you have an armature, you may wish to uncheck the option for adding leaf bones, unless you actually use those.
wait, should I be getting paid?
Exposure is the greatest compensation uwu
Got a 5 tweet raid last month and a shout out ij a YouTube video even. Now I'll never have to worry bout bills again
Nothing loading pictures Avis or worlds
Chat I've got some problems and one of them is I have no idea what thses mean
Is this a prefab world you bought & have you uploaded it before?
No but I did upload a test yesterday
I'd recommend signing in and out of the SDK, if that doesn't work, go to your vrcworld object, detach the ID, and attach the right one in the worlds tab of the sdk
I did do that, and it solved that error. I am now concerned about the other two.
I was in fact not good. I'll give a shot to re-installing the sdk maybe?
maybe try "fetching" the data from the vrchat server and try uploading again.
another thing is making sure that your Vrchat world's blueprint id matches the world that you're trying to update.
Thanks I’ll take a look when I can
There's a world I'm trying to remember. It was a hangout world, and the primary factors I remember about the world is that:
- it had a modern-esque design (kind of a chill abstract modern like Sovren)
- it had 2 lockable "hotel rooms," and the theme of the two rooms was blue and orange
- there was a panel that allowed users to mark themselves according to their mood for chat
- there were 4 floors to the place (technically 3 since the bottom one was just a small "entrance" to the place)
- there was a large pool on the second floor of the floors.
Anyone know the world I'm talking about? I really want to find it again.
I can provide more details on it. If I knew the name, I wouldn't be asking 😭😭😭
it also has tablets all over the place like Sovren
Goals 🏋:
That's still pretty sweet. Still able to chill with some close friends in a comfy space on the go.
I kinda like it. pico 8 of vrchat :P
XD
(I like it as long as we always have the unlimited power PC version that is!)
If I optimized everything else like crazy, do you think it would be possible to get 1 real time spotlight with hard shadows? My entire horror map is based around shadow monsters.
Maybe so? That sounds like something you'd need to test.
We don't restrict lights in worlds aside from the Unity quality settings stuff.
interesting, alright
I think this may work on Quest despite being a barely optimized world for PC.
https://vrchat.com/home/launch?worldId=wrld_c97766a2-62fb-4310-949e-c92310b9200b
World's first VR arm wrestling arena (kind of)․ Please read the instructions firstǃ
what will happen to mirrors in quest?
Glad I make my worlds a certain way... I won't have to much trouble
@wooden lichen what if there no mirrors lol
Any way to make the build automatic for both platforms at once? You can choose the platform for the asset bundles afaik. Switching the build target to android and back gonna be quote a hassle as you need to wait for all the assets to be reimported
We need a mirror. I need to see my cute avatar 😉
@idle mantle your cute low poly avatar 😉
5k poly is a quite challenging for me, but I’ll do it!
@idle mantle going be stiff hair lol
Everyone will get a haircut
I like short hair, so it’s ok not having DBs
Sad thing is that I can’t use my custom Shader. My Shader is quite common in Japanese Community, so I’m really sorry to them.
You can bake a lot of physics into animations, particularly tail stuff
@pearl nimbus one work around right now is to duplicate your Unity project once your art / layout is finalized and switch one platform to Android. then you can sync prefabs with version control or just by exporting unity pacakges (so you don't pay the reimport time cost every time)
as long as you're just updating SDK components and building to the same ID, you should be fine
I see but it's still far from being easy for the average world creator imo. I totally understand that but I'd really love to see it as a more automatic process
Yeah I agree
The other option is setting up a Caching Server for the assets to lessen the burden of asset reimport
the current answer is no
so with the limits of VRChat worlds for Oculus Quest. (file size, 3 audio sources or less) i guess that means that there might not be MMD dance worlds for Quest, right?
Just so you're aware, 3 audio sources does not equal 3 audio clips. You can use a button to call audio.playoneshot on an audio source, and play any sound you want. One audio source can play many different overlapping sounds at once.
the file size recommendations (20mb) will make it hard to have high quality music. you will probably need to mess with ogg settings and use mono and a low sample rate to optimize music for quest but it might not be as fun as the desktop version of mmd dance stage. Or deal with sync video players (do those work on quest?)
Also the dance animations themselves take some space
Will video players be supported?
the current specs say that in-world cameras are disabled, but nothing about videos....
I would just try it tbh
Will have to wait until I get a quest lol
you could give me a world id and I can test on go
It'll take a while for me to fix the map for mobile anyway
Fortunately I meet most of the requirements already. Just gotta disable video emissions cause that will tank quest for sure.
Any way for translucent shaders?
No post processing or custom shaders means I can't dim the map though, oh well
I really need transparency
wouldnt standard transparent work?
Im trying to use only mobile shaders
I want dat perf
using alpha blend particle shaders hacked up seems to work
oh, oh god, OH GOD
I clicked switch platform
but get this, I made this world in the same project as my avatar imports.......
time to wait 6 hours I guess...
f
Wooo! I shrunk my gun/sword dungeon world from 120MB to 17MB! Now I need to figure out how to combine all the audio sources
I just didn't realize how much bloat was in my world
My good friend @keen valve has been kicking ass on doing a "HD" remake of Subcom, which with great coincidence sets us up nicely to optimize for quest. Excited to test this on the Go build. Jariath is an absolute champ when it comes to this stuff.
I need to find a better way to take and post screenshots here, anyway, you can barely see it through all the layers of conversion technology, but there's a weird glitchy seam, and the texture for the skybox shader is clamped.
https://utau.needs-to-s.top/7yeNfmj.png oh actually, it shows in the editor if I click play.
so what exactly is the limit to worlds for the quest now
like the size of the world to become accessible to quest
Got it! And works in game 😄
Wait is no mirrors a real restriction? What about allowing mirrors but only local players? The mirror is probably the main thing that got me excited as a new vrchat player and it's important to see your own character at least
If you're worried about worlds forgetting to uncheck layers and not testing, you can enforce only having the MirrorReflection layer enabled on quest and only one mirror allowed. But basic mirror support is well worth whatever you can do to allow it.
i have mirrors working but go has them limited
ah ok I'm sorry I misunderstood the limits. So mirrors are a thing yay!
yea mirror would bog down snapdragon
them processor compare to window xp
pc
or less
So the world requirements in the quest info, are they hard limits? Like i cannot upload a world over 20 mb? Or are they suggestions based on the specs of the quest?
They're only suggestions for now
There is only so much RAM they aren't PCs not to mention harddrive space for caching assets. I'd try to go as low as you can
I am at 17mb right now from 120mb lol. I was worried how much more I can put in and thought I would be stopped with 20.01 mb
Also, any idea why audio sources are an issue? People can work with 3 sources but i wonder how it burdens the quest
Like i have to make sound effects global than localize it to the weapon
I made my quest world, it works on the Go build
The material count is the hardest to meet, my map ended up being 5, 6 if you count the skybox.
I just found this open source texture atlas generator
gunna try it tonight on my map
you could try https://vrcat.club/threads/material-combiner-blender-addon-2-0-3-2.2255/ on a world
I don't use blender, I'm a Maya user
oh
I'd rather let unity handle all of this anyways, I like my workflow of texturing each asset individually.
with this asset it seems you can be more flexible with the atlas, going back and adding more, adjusting old ones
i hope it works good, itll make things so much easier.
How small will most worlds be for the quest for 20mb
considering there's only 10 people and 20 megabytes probably not terribly big unless you're making a GameCube game fidelity
It would be nice to see some plugins made for maya but it seems very few people use maya. In my opinion maya is easier to use and better in some ways
The timing on that Announcement LOL
i was about to upload the Quest version of this map and submit it...
Rip
it's been on labs for weeks so maybe it'll get auto public
With how hard it is to actually browse labs right now, a lot of worlds will probably just get forgotten tbh
part of why it got released i'd imagine.
and cause with quest on the door they gotta focus on that atm
I hope to see more different worlds become popular rather than the ones that are currently topping the charts 24/7
Yeah
so i take it the best shader to be using in worlds for the quest is gonna be mobile> unlit(supports lightmap)?
unlit(supports lightmap) does what it says, it supports lightmaps
so in a world where you don't anticipate having specular highlights on anything it would seem like the logical choice for optimization
right?
i guess i'd have to see just how much shenanigans the quest can handle, i have a world on pc that has no realtime lights at all and uses reflection probes to fake it all
how many physics pickups would be okay for the quest?
alright my first oculus quest world has been uploaded. wew
direct advertising company burger king? https://www.bk.com/
lol
anyway, i don't have access to the oculus go build yet but it sure does run well on the pc version when it has no realtime lights and only 1 material
also a massive achievement for me, only 1 draw call apparently
ah nvm, 26 draw calls
still noice
Are you sure you can use a registered trademark TM & Copyright 2018 Burger King Corporation ?
i guess i'll change the texture then mr. burger king ceo
change one letter
Burger ing
i'll do you one better
Ha
👍
"Borgar Joint, have stuff some way"
@sleek silo will that be on desktop as well?
Ah awesome, whats the name? Ive been waiting for fast food maps
burger joint
Tysm
Burger Joint. Perfect.
got another world made today, too bad i can't put it in community labs for another week.
this one sits at 34 drawcalls, still within the limits.
https://vrchat.com/home/launch?worldId=wrld_d08a1404-43ee-4efd-b622-49e49dc42dc8 link if anyone wants to check it out on their oculus go or what have you
how can people with oculus go open links?
i guess they can't, well, it is crossplat so somebody could follow the link on pc and invite a go user
Will the Great Pug be on quest or does no one know yet
owlboy has been posting in here so i would assume he's at least gonna try
Ok thanks
From his messages in here I think he's definitely trying to port it to Quest
For a somewhat large world like the Pug that's gonna be a challenge
Probably has to use opaque glasses and bottles too, if he even wants to keep the pickups
i haven't even bothered with pickups in my worlds so far because i'm not sure how many the quest can handle
and i don't think the physical size of the pug will be a big issue because i think i recall him saying he had the whole map using one material
best way to check worlds on go
as long as theyre crossplat, join alone on your own acc and add to your favorites
Is there a good way to see what asset in a scene is causing it to be so bloated?
I'm getting 50FPs on oculus go in my world but thing is the world was 20mb. yet is much smaller than my 8mb airship. I might be missing a texture somewhere that needs compressed or is to high res but wondering if there was a faster way to find it
after uploading/testing you can go to the console vie w in unity and there will be a menu button that lets you open the editor log
then after it's open search for "customscene.vrcw" and it'll show a breakdown of the file size
it won't show what specific files are how big, but it'll show how much a specific category is taking up (textures, meshes, audio, etc.)
lightmaps can take up a decent amount of space so be wary of that
Seems like the Go is forcibly downrezzing textures? Is that a unity thing or a VRChat thing? Any way to bypass it?
That may be a build settings thing in Unity
You may be able to override it per-platform by clicking on the texture and clicking on the Android icon
Still working on getting Seurat meshes to work in VRChat without using custom shaders-- good progress so far! I took Unity's The Blacksmith tech demo outdoor scene and brought it from from 10.1M tris and 1832 draw calls, down to just 48.2k tris, 3 draw calls, and one material. I've still got a bit of work to do-- it's a bit stretchier than I'd like because I set the capture box on this one too large-- but overall I think I can have a playable world within the next few days.
Admittedly, Seurat is cheating a little bit because the whole world isn't playable-- for this one, there's a small 1.5m x 3m "safe zone" in the middle where the capture was taken. Exit that area and things kind of explode.
I wonder if you are going to get PC users escaping the quest-safe part of the world with quest users unable to follow, or will you be forced to confine everyone to a safe area of the world.
Right now, my focus is just trying to see how far I can stretch that "safe zone". Seurat was designed for stationary VR where a user really can't move more than 1m in any direction. I'd like to stretch that safe zone to 5m x 5m, where you can reasonably start to fit a group of people in without anyone being too crowded. If I can get there, I think I'll use the Seurat mesh and bounds for both Quest and PC, with PC maybe getting a higher resolution atlas and more detailed mesh, plus post processing. If I can't get things there, then I might do just that-- have the Quest version of the world be a Seurat mesh with a smaller playable space, while the PC version gets the original scene.
I wonder how well seurat handles indoor scenes
I tried it with the Adam Interior Environment with pretty decent results, but I wasn't happy with the final output. I think if I gave it another try, though, after what I've learned with the Blacksmith demo, I could get something that looks really nice.
The big issue with interior environments and Seurat is that the capture volume, which is the "centre" of the mesh and where players will be, can't contain any geometry, so you need an interior environment with a large area that has nothing in it.
For some reason nobody can access the desktop version of my world, only the quest version works
I don't know why.
@hexed hill i think you made it Quest-Only
oh
and I had a PC version working until I updated it
Is some bug? I'm confused
It seems to download the world, but then it stops and fails
and the download size is the exact same as the quest version, so i think its downloading the quest version and trying to load it
my world is "The Duck Pond"
nobody else is able to access it, my friends tried
can you post a playable link?
well i tried
it acted like it was gonna load and then instantly booted me back to home
yep, same here
hey😃
Wow, I can't even test the map
oh shit, might have been something on my end. the texture atlasing i was doing might have been messing with things
and it was!
got it working! great
Are you using the same project for both? I think the crunch compression formats are different on quest (ETC2) and windows which can use DXT5 or BC7 texture compression
it was totally a texture atlasing issue, i don't know why
this texture atlas addon i got was failing for some reason and it affected vrc
If you install any .cs scripts not in the Editor folder, it can affect upload
has anyone checked if video players are supported?
@fleet condor You should be able to bake the seurat capture with HDR, generate the seurat atlas and then apply tonemapping and exposure in photo-editing software.
@plain moth You can set the compression settings for Standalone and Android separately, there are little icons in the texture import window for each.
how can I fix that?
probably some scripts of assets and so on in some folders you have to delete
Anyone have any idea why a mesh won't render at all in Unity on a camera that uses the forward rendering mode? I'm trying to take a seurat capture of the Adam Exterior Environment, but the camera that renders the depth pass uses a forward rendering mode, and from what I've tested the ground in that scene gets culled completely on cameras that use forward rendering, so I'm not getting depth data for it and my capture doesn't work out. Feels like I'm missing something obvious, but I can't figure out what's causing it.
My Worlds are not showing up in the VRC Counter in unity anymore and i reinported the vrcsdk already, anyone an idea?
I've just uploaded an Android build for Karaoke Central (nothing works because triggers don't work until videos download in the recent update, and videos don't work)
i tried to upload a world but for some reason the whole thing with where you have to put the name and description in it isnt showing up. Is there a way to fix that?
@fleet condor The Adam exterior uses some custom shaders that don't seem to have proper forward rendering passes. I tried doing seurat captures in it as well a while ago and ran into similar issues.
@primal nimbus cool i'm gonna check it out right now
@sleek silo awesome, let me know how you find it. i'm only getting around ~35fps
same, did you atlas your materials?
nice
mobile shaders, vertexlit
file size is pretty large though
still reasonable
i mean your world is like a third the size of the base game
44mb
anyway, now that i have access to the go build i'm happy to see that both of my new worlds get a solid 60 fps on the go
so physics pickups seem to cause a pretty decent performance drop. now i just need to find out exactly how many is too many.
seems like you can have about 5-7 without too much trouble
@serene lintel Cheers-- thanks for the tip. This is going to sound dumb, but I just kind of assumed that the terrain was going to be using the Standard shader like everything else in the scene, and hadn't even thought about that. I was expecting it to be an obscure Occlusion Culling bug or something.
I managed to get a capture of the scene by removing the shader on the terrain entirely and re-taking the capture, then merging the color data from my first pass with the depth data from my second.
Does anyone know how to make, when someone Press a button the sounds plays and everyone Can hear it
Has anyone had any success visiting a Quest world on PC using the beta? Every time I try to visit my world or invite someone it just boots us back to Home?
@merry wraith from what ive heard you cant view worlds that only have mobile versions on a pc proccessor
The world has to be published twice-- once for Quest, once for PC. If you check the world's page on the VRChat website, you should see both platforms available.
If you only see "android", you can only visit the world on a Quest. If you only see "standalonewindows", you can only visit the world on PC. If you see both, you can visit on both.
Gotcha.
Yeah, I didn't realize they were in the same space. ❤ Worked fine once I published to the ID that already had the PC build. ❤
Tested out with some people on the PC beta and noticed in mirrors their avatars were reflected normally, but the one I was in was in a default standing animation. I'm guessing this is a known issue with the Go build?
@merry wraith ive heard youll see yourself standing in default, but everyone else moving and they can see you move
Just noticed it says “standalonewindows”, does this also mean that if VRChat ever targeted Mac or Linux that we’d have to have separate world and avatar builds for those platforms? I remember VRC having a Mac client back in the day that seemed to work just fine but worth asking.
Given it's a list of platforms instead of just checks for Windows and Android specifically, I think the framework is in place for VRChat to serve more platforms. Hopefully we end up with clients for other VR devices like the Vive Cosmos or whatever Qualcomm's been cooking up.
If anyone's particularly itching for a Linux client, though, VRChat works great through Steam Proton, even in the headset. Not sure if that's compatible with Mac, though.
As to platform cross compatibility, we probably would have to republish, because texture formats and the like vary across platforms. In the specific case of MacOS, easy cross compatibility used to be possible with OpenGL, but that's recently been deprecated in favor of Apple's own Metal.
@fleet condor That is true, in regards to Proton! The only thing that does suck is that since the version of YTDL that VRC uses (video panels) depends on MediaFoundation, video panel rooms crash the game under Proton- unless the YouTubeDL.exe is renamed, which disables panels entirely. If that is fixed then I’d say Proton is a 100% viable option for sure
Sadly, while Proton used to have Mac support, they’ve since abandoned it due to the OpenGL deprecation you’ve mentioned. Apple is really pushing for apps to use Metal, sadly. As it stands any VR app made for Mac has to be native.
Anyone wanna hop on the oculus go and help me stress test my worlds with multiple users?
@vital lance Also Metal doesn't support Geometry shaders which means some shaders like Cubed's just won't work.
Ooof ok that’s a major issue
Are UI shaders valid on Quest? If not, is there any way to make UI canvases work on Quest?
UI canvases should work: I've tested UI panels functioning in Quest worlds. They're built into Unity so just leave the default UI shaders on your panels and sprites.
Quick tip to those trying to get their draw calls down, even if your shader doesn't use reflection probes, if a mesh has separate reflection probes assigned to them (which they are automatically) it won't batch the draw calls.
If you go into the Mesh Renderer and change "Blend Probes" to "Off" it fixes the issue
i had this issue with static batching a bunch of rocks with the Unlit Lightmap mobile shader. since there were different reflection probes, it didn't batch many of them. but after turning off reflection probes in the mesh renderer, theyre all batched.
Interesting
@hexed hill dang i just tried that out and it cut my world's drawcalls in half
Does anyone know of a decent way to do water? Switched a world I'm working on to all mobile shaders and tbh it still looks great, but the water depends on a custom shader as it stands.
@vital lance Standard with a scrolling normal map, possibly a Detail Normal scrolling the other way. Quite high metallic and smoothness.
Not sure if the mobile shaders have something with a bump map/normal map on it, otherwise you could use that too. Use an animator to animate the offset on the normal map texture.
Standard is a little overkill for mobile, use a mobile shader if at all possible.
You will also want to keep the water opaque
Oh man ok 😮 I wonder if maybe the Bumped Diffuse mobile shader would work
I've updated my world Karaoke Central now and it gets around ~50 but after a while settles around ~60, if anyone wants to check it out let me know and i'll come on too
Bumped Diffuse probably works @vital lance but I'm not sure if it supports reflections or metallic of any kind
How's standards performance if you turn off specular but keep on reflections? I tried making a water (or goo) look with that, but I dunno how much of a performance hit it is.
Given that my map is 9 draw calls and mostly mobile unlit lightmap I imagine I can afford to do it.
I'm pretty sure for reflections you can use Bumped Specular, which packs the gloss map into the A channel of the source image
also, aren't non-mobile shaders disabled entirely in game?
Standard works, my avatar/world uses it when needed
my avatar for emission and cutout, and my world for the trees needing cutout
"- VRChat Go will not have the same components disabled as the Quest to start, although future builds will introduce the reduced avatar component whitelist. Be careful enabling expensive stuff on your avatars when testing on Go, you might lag yourself out."
they could be removed in later builds
I really doubt standard will be removed, it has features that other shaders don't have.
The only other shaders with the features standard has is in the legacy shaders, and when I tried those out they didn't even work.
yo btw, is it possible to bake bloom into the lighting?
I don't think so. Bloom needs Post FX to be used, which just doesn't work on mobile right now
And "baking" it properly would require a special shader which I don't believe can be used yet?
big rip
Maybe with a transparent shader of sorts
Transparency is expensive but apparently if used very sparingly could work
While it's not exactly great, I know if you're sticking to only Mobile shaders you can abuse the mobile particle Alpha Blended shader if you need a shader that supports Alpha Blending
The big issue with that is performance (use with caution) and that it's completely unlit
I'm... now kind of confused as to what shaders are valid for release on Quest, because I thought it was just Mobile and UI shaders. Hopefully we get more info on that before people develop their worlds with shaders that'll be unavailable when the Quest client releases for real
they better provide me a cutout shader then, because my trees need it
Cutout is very expensive on mobile @hexed hill
It should not be used
Apparently it's even more expensive than transparency
how are leaves and grass done on mobile then?
I'm not sure. I think keeping it very low poly and just directly using polys is preferred, or using an alpha blended shader
interesting. @crimson canopy How bad is it? You can scroll up a little bit and see a picture of my world with the trees, which are batched and a single draw call. Would the performance hit be bad enough to avoid what I'm doing right now?
Well a big issue is "overdraw", you'd have to profile it for yourself
i might be able to convert it to all mesh, i think maya had a feature which can slice a mesh using its transparency
I wanna keep my place pretty lightweight
I didn't know cutout was so bad for mobile, thanks
I'll make sure to remove all of the cutout stuff from my avatar too, hopefully the added polygons still keeps me under 5000
I literally can't find how they do mobile vegetation usually
Video player running on Quest?
The examples I've seen don't really delve into the shader but it looks like cutout
Unity's website says "Some GPUs, particularly ones found in mobile devices, incur a high performance overhead for alpha-testing (or use of the discard and clip operations in pixel shaders). You should replace alpha-test shaders with alpha-blended ones if possible. Where alpha-testing cannot be avoided, you should keep the overall number of visible alpha-tested pixels to a minimum."
I'll just try to convert it to polys, I don't think it will cost too many polygons.
@vital lance try mobile bumped specular for water perhaps
@nocturne hare you can fake bloom with transparent billboards
I recommend avoiding transparency on Quest, alpha blending is quite expensive on mobile GPUs.
yeah, but it might be okay if used very sparingly and only in small areas that you won't get close to
I'll keep that in mind while making my maps and avatars, i'll try to get rid of as much as I can
<@&378256373701410817> VRChat is down.
Thanks, we're aware and looking into it.
Oki no problem
Is limiting custom shaders usage for Quest worlds really needed? People who will develop Quest worlds will try to optimize these worlds anyways and custom shaders can be much more effective and useful than standard Unity shaders. For example I wanted to use custom Mobile Cutout and Mobile Cutout Emission shaders for my world but right now I'm forced to use Standard shader because I need cutout and emission at the same time and mobile version of this shader does not exists.
@silk hemlock cutout is very expensive on mobile
That's why built-in mobile cutout shaders don't exist
I do hope they'll get rid of the custom shader limitations at least for worlds, but before that happens they definitely need to put out a list of do's and don'ts.
@crimson canopy So I shouldn't use Transparent Cutout on some of my textures?
Cutout and transparency should apparently be avoided whenever possible, even if that means you need to add some polys to your geometry.
IDK, I built my world for Google cardboard and my old phone with Snapdragon 801 and Adreno 330 GPU handles it just fine, around 50 fps with standard cutout shaders on flowers ¯_(ツ)_/¯
Cutout (and discard) is more expensive on mobile GPUs because of how they handle textures from what I remember reading
if you need to use transparency be careful b/c of overdraw
Most efficient for an arbitrary shape would probably be add some polygons to roughly match the shape and then use cutout?
I mean alphatest should still be more efficient than blending
@plain moth apparently alphatest/cutout is more expensive on mobile than alpha blending.
Something about clip/discard being a lot slower
It's the other way around on desktop
I have a really hard time believing that. Alphatest was definitely faster back in the opengl fixed pipeline days and my understanding is mobile is like a decade old desktop gpu
Well, bgolus generally knows his stuff, and Unity doesn't seem to include any Mobile cutout shaders (even though Alpha Blended is provided)
Apparently, alphatest prevents some mobile optimizations from working
That forum post is about writing depth with alpha testinh
But alpha blend doesn't even have that option. I assume you would choose not to write depth or put it on the transparent queue to avoid that issue
Alpha test without depth write should be fast, and use a reasonably tight fitting mesh
Instead of like a huge quad with a sprite in the middle
They say unity sprites do that for you so maybe that is why
It really depends on screen percentage and overdraw amount of such shaders. Should not be issue for small amount of screen covered.
My issue is alpha blending probably pays the price for every pixel even fully opaque ones while alpha testing/cutout should only pay for hidden pixels
Yeah, a dev in here said transparent was fine for stuff like distant clouds
From what I've read, alpha testing is fine as long as you don't write depth
So you're right
I wonder why that hasn't been done in the builtin shaders yet then
So cutout shader would be useful to have. I wish unity would explain their thought process here... might be that devs are expected to write shaders and vrchat instead defers to whatever unity implements by default
Maybe there is some improvements for LWRP shaders. Unity kind of shifted efforts to this direction
That too, if it supports vr in 2018
All LWRP shaders have Alpha Clipping checkbox
The Alpha issues on mobile have to do with tile based rendering that a lot of mobile GPUs use. Here's a good article on it: http://mainroach.blogspot.com/2014/04/dont-alpha-that-pixel.html
This is a bit off topic, but from what I've heard the Quest will only have a storage of 64 to 128 giga bytes, is this a problem?
Given worlds are only supposed to be around 20mb each, and and avatars will probably be less, I'd guess not. At worst, VRChat can set a limit on cache size (say, 5GB), and start deleting the least used cached content to stay within that bound. At worst, you'd have to redownload worlds or avatars that you haven't visited or seen in a while.
Oh my bad, I somehow thought map sizes were in the Gigabytes not Megabytes
No problem! It's a valid concern-- worlds are only supposed to be about 20mb, but "supposed to" doesn't cover every case. I'm sure at some point someone will try to publish a world that's GBs large, and I wonder how that'll be handled-- if 20mb is the recommended size, and then I wonder if there'll be a hard cutoff higher up, maybe at 200mb or so.
Oh, that's a good article. Thanks.
Actually, that also clears up some questions I had about why Cutout/Alpha Test objects should be rendered on the "AlphaTest" queue.
Another good discussion on the subject, goes into why clip is worse than blend: https://www.gamedev.net/forums/topic/656826-why-the-alphablend-is-a-better-choice-than-alphatest-to-implement-transparent-on-mobile-device/
i have notice that unreal engine have a transparent mask slot on its material root expression, and it implement this mask by discard instruction. is this discard instruction or clip function equal to alpha test? but in unity engine documents, it recommend use alphablend to im...
more in depth tips on discard/clip or blend on mobile devices (iphone glsl doc but relevant) https://developer.apple.com/library/archive/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/Performance/Performance.html
Describes how to use OpenGL ES to create high performance graphics in iOS and tvOS apps.
under Use Hidden Surface Removal Effectively
if my world is only 9 draw calls, will doing 1 draw call with transparency be that bad?
Also I encountered a bug, Fog behaves very strangely for some reason, where if you walk off and turn your head around the fog changes in depth
you can reproduce this at my map, the duck pond
the fog works fine on desktop though
@hexed hill as long as transparency takes uo only a small ammount of screen space it shouldnt hurt much
35 FPS 13mb world of my palace bath is finished. Gonna see what other improvements i can do
Am I allowed to post screens from the Oculus Go Test of it?
How are you doing the water? Just a transparent scrolling texture?
Can I submit again after I update my world? cuz after I updated my world my world became lab'd even though before I updated, it was public
Does Unity's in-built occlusion culling work on the Quest platform? If so, how much of an overhead would it create?
It works, and the overhead isn't too bad. The main thing you want to be concerned about is the OC data size. If your settings are too tight, it may add a few megabytes to your world size
It depends on whether your world would benefit from occlusion culling. If it helps reduce drawcalls significantly, it's probably far better than not having it
Yeah-- a lot of the worlds I've been developing and playing around with have been using the idea of having the entire world be under 50k tris, as few draw calls, etc, but something I'd like to play around with is a large world with a lot of occluders (blind corners, probably) so that I can make sure that nothing over those limits is ever being rendered at once while creating a world that's much larger in scope and richer in detail. The issue there would be filesize, though...
Biggest killer is textures. Make sure you don't have textures embedded into your FBX files, and make sure that your textures are super small
Crunch compressed preferably. That won't help with VRAM usage, but it will help RAM usage.
Turn off the alpha channel on any textures that don't explicitly need it and set their size as low as possible
Lightmaps are also fairly large, so you will probably want to scale down the lightmap textures after generation, or set the lightmap scale and resolution low
From Oculus Go developer guidelines
Texture Compression: Texture compression offers a significant performance benefit. Favor ASTC compressed texture formats.
Texture Sizes: Favor texture detail over geometric detail, e.g., use high-resolution textures over more triangles. We have a lot of texture memory, and it is pretty much free from a performance standpoint. That said, textures from the Asset Store often come at resolutions which are wasteful for mobile. You can often reduce the size of these textures with no appreciable difference.
Hmm, interesting
my world performs really poorly after the latest oculus go update, not sure whats wrong
usually is at 30-60 fps but now its 15-25 fps
same with me I was getting 50-60fps and now i'm getting 25-30fps
none of the worlds i went to were getting good performance either
I'm not quite sure this is the right channel to be asking for commission
@coarse grail you mean avatars? or worlds?
@hexed hill perhaps the update activated power save mode on your headset?
Also experiencing the same thing. My world was a constant 60+ fps on the go, now jumps between 50-60. @sleek silo it's possible maybe? Found that performance jumped back up when the headset was plugged in. Don't know if that's a thing controlled by the app though, or if the update added some overhead, and the Go always boosts when plugged in.
i'm about to upload another Quest world and my GO was running the game fine hmmm
just updated the game 20min ago
Oh, was the update from today/last night? Haven't tried that build yet.
haven't used it forever so 0 idea
i load into Tutorial and locomotion works now
and mirrors locally work seems way better than before
Ahh, probably the same one we're already on then.
You in game atm?
Nah I'm on break at work xD
5mb with working fireworks and everything aw yiss.
60 FPS when no recording.
Guys i need help
Like trere's a trigger to TP into the Shower
But, it works only for VR users wtf
I just cant click it
Everything seems ok in unity
Have any idea wtf its not working?
Been looking through all the worlds submitted on Go and really love what I'm seeing so far. 😃
Trying to see if any of my worlds can be Quest/Go compatible.
So, what's the best course of action here?
Does it even matter which one of the two I do?
And should I enable or disable GPU Skinning?
I'd think those settings get overwritten by VRChat anyways, but i could be wrong.
am I Quest™ ready?
idk what the render textures are but i deleted all the cameras (except Main) in the scene, along with the render textures i had been using
you might wanna hammer down on drawcalls as much as posssible
i have no idea how
honestly, it was about the same number of drawcalls even when i'd deleted all materials
and everything in the scene had missing materials
Deleting materials from assets won't lower the drawcalls or setpass calls
you should look in the frame debugger
I see in the frame debugger that you're trying to use Transparency, too.
Avoid that at all costs
And avoid cutout too
i have
Ah, it appears to be some UI shader
Good to know
If you have a UI/canvas somewhere in your world, make sure their Z pos is all completely identical
Or it'll be split up like that too
the only transparency in the scene would be (yes, the ui) steam particles and some other particles
ree
uh
i set the z position on all the elements within my canvases, and the draw calls went up
is there a way to save on the skybox?
i used the standard 6 sided skybox shader with a 32px black square for each side
Set the main camera's clear flags to Solid Color - Black
That should essentially render the skybox irrelevant, what you're doing now is fine then
If you leave the clear flag on "Skybox", it will still incur just an extra few draw calls, I think(?)
oo
i don't fucking know
why do i suddenly have 19 more draw calls
i just added one more material and a pickup cube with it on
and replaced one of the materials on a single face on a probuilder object
why does GPU instancing increase the draw calls?
like, these are the same mesh
and it takes 2 drawcalls because 'Rendering different meshes or submeshes with GPU instancing'
i guess i'm ultimately more bothered that after the hours of work to optimise, the drawcalls have only increased
you gotta measure as you go sadly
Here are all the reasons Batching (not instancing) can be broken (I think the vast majority of them are true in 2017):
https://blogs.unity3d.com/en/2017/04/03/how-to-see-why-your-draw-calls-are-not-batched-in-5-6/
You can batch two different meshes with the same material. But instancing needs same material and same mesh.
If I put the "Mobile/Bumped Specular" shader on a material, it seems to become black without a realtime directional light. Is there a way to avoid this? It seems very counter productive, I want to keep my world baked only.
The mobile shaders seem very limited in that regard
@vital lance don't forget about reflection probes. If a mesh has different reflection probes itll render as a different draw call
i cut them at the start
dont delete the reflection probes, disable refection probes on the mesh renderers
avatars will still need them
much too late desu
literally one of the first things i culled
quest quest optimised
which lighting mode is best for draw call minimization?
Lighting mode?
In Mixed Lighting
'Objects have different materials' seems to be the big problem for me right now
i have literally 22 materials in the scene
and when it gives that as the reason, i still have no idea why this particular object has a different material from the 'last'
i have static batches, why can't this object be part of the static batch?
why aren't my mesh photos combined?
many questions, much ignorance
Because they have to render in a specific order based on viewpoint, their position from the camera, and layering
The order they are drawn in has a big impact on if they can be batched, because two things that batch need to be able to be rendered at the same time, and that is not always possible depending on the view.
Try measuring your draw calls from multiple distinct POVs
You will see they vary
Also, the fastest lighting mode is purely baked. Nothing realtime. No Mixed lighting.
(i didn't have any mixed lights, just thought it might make some difference for some hidden reason)
i'm throwing the towel in on this quest business
optimisation stripped anything interesting out of the world and somehow resulted in more draw calls
there's no meme value to it either so it would HAVE to be really optimised, which is plainly isn't, and it seems like a bit of a dark art which isn't worth any more time pursuing
beh
Meme Value?
Don't forget to change your skybox material to use the Mobile/Skybox shader
Can be easily overlooked, but is quite important because the sky can often take up a large amount of screen real estate
I use a cubemap for my skybox though, while the shader seems to demand 6 images
is it really cheaper to use 6 images over 1?
I could be wrong but I think that it’s pretty much the same thing since a cubemap is just 6 images, rokk might be talking about the default procedural one which I’m not too sure about
I'm not too sure about what to do with cubemaps
I pretty much assumed that because they went through the effort of making a dedicated "mobile" skybox shader, that you should use it whenever possible
but a cubemap image is still 1 image file, while the mobile shader deals with 6 image files
i could be totally wrong but that seems more expensive to handle, unless it combines the images or something
Well from what Dafirex said, I think a cubemap would still be 6 drawcalls
It's not 6 drawcalls but it samples 6 images because from my understanding a cubemap is just 6 images packed into one file
the good thing about having it separately is that you can save space by eliminating, for example, the bottom part (if you do not see it)
Mobile Skybox is surprisingly bad for mobile yeah
huh guess it is
https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/DefaultResourcesExtra/Mobile/Mobile-Skybox.shader
It's likely a remnant from the olden days of pre Unity 5 days. It's better than the old standard skybox but worse than todays normal cubemap skybox
I have several doubts about triggers and their synchronization between different platforms.
Suppose I have a trigger in an object that only exists in one version, the trigger is not local, this would generate some error?
also, the hierarchy of objects to be the same in the 2 versions?
in the affirmative case to the first question, was there a way to make a trigger only be used by users of a version?
Are LODs/LOD Groups useful in mobile optimization, or are they worse/negligible?
Is it possible to delete Quest version of the published world but keep PC version?
You might have to reupload a PC-Only version and take down the old one
Well, I don't want to delete and reupload PC-only version or world will disappear from peoples Favorites lists and from Popular row
oof
can you just update it to not be quest supported?
why exactly do you want to remove the quest version anyway?
Decided not to make Quest version of my world. Way too complex for Quest in future updates with all triggers and stuff.
this so much
I really hope the content manager will let us delete specific platforms off a blueprint
^^^It really has to
so i am trying to get a premade visualiser to work in my world it works when i preview it in unity but not when i upload
If it uses scripts it won't work
Is this actually an Oculus Quest-specific question? @vital lance
If not, try #world-development
no i didnt realise the channel i was in
@silk hemlock If you don't plan to change the maps Geometry at al updating for quest and just removing the the features like triggers will work just fine. Just means only PC can experience it. The biggest things that matter are the location and colliders all be the same so Quest and PC can stand in the same spot and talk. you even even remove all the flowers, particles, etc.
For an example I have Lara Croft avatar for Quest. Quest users see the Ps2 version and PC sees Lara Croft from the new games. The height and everything is exactly the same only different is the model.
@vital lance Those are billboards, they align themselves to the camera which in VR includes tilting your head side-to-side
You'll need to use non-billboarded trees and grass meshes.
For the water chunks, if they're particles you can try adjusting the particle billboarding mode to "facing".
Hi all! I need help, So I had my world public for a while in VRChat and had it published through the website and all that for a few weeks.. However, I wanted just to experiment and unpublish it and Publish it again but whenever I click the Publish button on the second screen, Nothing is happening now.. Is this a bug or does anyone knows the issue?
@dark mauve that's not the place to post issues for your world. it's a channel for discussing developing VRChat worlds for Oculus Quest
Are we allowed to use Unity Standard shaders? Or do we have to stick specifically to the mobile ones?
And if so, how far can I go with reflections in terms of resolution?
Just looked into it myself, Will test reflection probes later. Carry on. ^^
lol the questions in this chat bring back memories
Question, what about materials with scrolling textures on Quest worlds? There are fountains there that I would like to animate with a scrolling texture rather than particles
I usually make scripts for this kind of stuff but on Quest scripts are disabled
@tropic mulch You can animate texture offset in material with simple animation. Works for mobile shaders too.
Good to know! Thanks!
Ironically I think doing it in the shader would be slightly cheaper, even on Quest.
It's one extra addition operation, that can be done in the vertex shader
And by not using the tiling and offset transformations you also get rid of an operation or two
Yeah it would be faster indeed, by some degree
I hope Udon will bring some more capabilities to Quest version when it comes to shaders, animations, sound... They said Udon will be compatible on day 1 with Quest too
Also they will have a Twitch stream about it in roughly two days, I’m pretty interested
seems like im having issues getting render textures to work when set to android build 🤔
Try with different formats, these are tricky to run on Android
It’s been years last time I tried, still, ARGB32 might not work on some devices so try to change that
Also keep it small!
oh, my issue was that clearing on skybox was causing some really weird issues on the skybox I was using
