#world-quest

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lime moss
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got that fixed

tropic mulch
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Ah! Good then : )

viral bloom
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So im kinda in a resource gathering stage of this but i would love to see like a bioshock bar or something like that. Just putting that out there

tropic mulch
gray drift
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I'm working on a world for Quest, for funsies. I wanted to know if world audio is supported? I just want to put a single, looping background song.

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The documentation says nothing beyond "audio sources are restricted in worlds"

crimson canopy
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Yeah you can use that no problem as far as I know

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Just a single 2D audio source

gray drift
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Cool

pulsar rover
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Do video players work on the go/quest?

green cloak
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how to make internal mic and speaker?

remote trellis
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can someone tell em what the name of this world is

maiden flower
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So how are audio sources restricted? Are there work arounds?

zenith ember
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There's no workarounds, as it is a restriction. We haven't released precise details on how things will be restricted, but that will come soon. It is restricted due to performance issues-- processing audio is quite expensive. Having many audio sources can tank Quest performance pretty hard.

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That being said, in the long run, we're investigating ways to make it easier for users to play audio in worlds/on avatars in a performant way

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I believe world audio is quite lenient though. Its up to you to ensure you aren't playing a ton at once.

maiden flower
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I am just double checking, the slides said 3 audio sources or less, that's the hard limit?

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Just want to be sure so i can design the gameplay experience around that limit

zenith ember
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Don't have a hard limit set yet. All numbers we've given so far are (strong) recommendations.

hexed hill
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So if I have a big scene with like, 20 audio sources, but only 2-3 are playing at a time due to them being spread out, is that alright? Does Unity handle that automatically with distance or would I have to setup a system to enable and disable audio sources with triggers?

tropic mulch
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If I'm not wrong, Unity doesn't stop AudioSources from playing even if the Listener is outside the range

raven dagger
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I would set up triggers.

hasty sedge
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Was there any update on whether Youtube media/videos could play in Quest worlds? Couldn't find an answer searching unfortunately

raven dagger
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@hasty sedge It likely wonโ€™t be available at launch. And if it shows up it will be limited in capability.

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And if the world is cross platform, it canโ€™t have the player on PC and not Quest. That may cause issues.

split panther
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How do we record in VR head set

vital lance
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i got 27 mats in my world now, most of them solid colors or emissives. Is this an issue, cause i see people saying there is a recommendation limit of 8

autumn pendant
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You should probably atlas if you use the same shader yes

vital lance
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i always thought unity batches solid colors on its own, thx

tender fractal
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I have a question.
Is it ok to use the Quest Toon Lit shader for worlds?
The one from the SDK?

vital lance
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nice the SDK has warning messages now, it tells me that i am using unsupported shader "Mobile/Diffuse" and "Standard", but those are supported right?

tender fractal
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Does not have the PC highlighted blue.

vital lance
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when clicking on new build at publish as it worked before it now just blocks you due to the ifle size being over 50 mb, i have made sure that is not the case though using hte profiler too, it sitll just locks up

tender fractal
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My world isn't over 40mb. The one I uploaded for the cross platform.

vital lance
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yeah, just reporting something that happened to me, had my last build before upgrading the sdk

tender fractal
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Also I got this warning.
Its funny cuz I went to this world after i just updated it to be Cross platform ready.

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I was able to join this world earlier.

woven heart
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Oh I went to your world before, its neat man

tender fractal
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Oh wait NVM seems ok now.
Seems all i have to do is upload the world again using the NEW SDK.
I should have done this before uploading the Quest ver.

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Oh and umm thanks.

tropic mulch
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Basically yes, you have to duplicate and flip the polygons that you want to see double sided

crimson canopy
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@vital lance can you use custom shaders in worlds? I forgot

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Also don't use Standard on mobile, use the Mobile or Unlit families of shaders

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Your best bet is getting the builtin shaders and duplicating Mobile/Diffuse and add cull off to it

tropic mulch
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Custom shaders are disabled on worlds too

crimson canopy
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In that case you'll have to indeed duplicate and flip the polys. Shame

crimson canopy
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Can we stop spreading this rumor mill? @dense dock

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This is not true at all

dense dock
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๐Ÿ—ฟ

crimson canopy
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Hackers cannot affect your hardware at all

dense dock
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Ok

untold tulip
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<@&397642795457970181> you might wanna rid of the fear monging before someoen actually somehow believes it : P

glacial wolf
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@untold tulipvrclike

crimson canopy
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The part where they can affect files on your PC is true though ๐Ÿค”

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That's literally why eye tracking was disabled a while back

zenith ember
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@crimson canopy No, eye tracking was "disabled" (it broke) due to a bug with a security fix that was fixing an issue precisely along those lines. Please do not spread misinformation or misrepresented information, and please do not do so in irrelevant channels.

crimson canopy
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Ah I see. Well if we actually got some communication on it back then I wouldn't be misinformed

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Either way that wasn't really my point

zenith ember
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As you well know, we don't often comment on technical details of security issues.

crimson canopy
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My point was that it was possible at some point, unlike malicious hardware failure

zenith ember
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At some point, it was possible to run fully custom, third-party hosted C# scripts. ๐Ÿค”

crimson canopy
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Only if approved right?

zenith ember
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Nope

crimson canopy
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I don't think that was an exploit, but I dunno since I wasn't around for those days. Either way, my point is that I'm not quite as skeptical of claims like "hackers can infect your PC" anymore, since I've had something like that happen to myself in VRC in the past. Someone corrupted my Overwatch installation on purpose by exploiting eye tracking

vital lance
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I don't see any shaders aside from Toon under VRChat/Mobile

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is anyone else unable to find them in the latest SDK?

crimson canopy
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Can't you still use stuff like Mobile/Diffuse?

zenith ember
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Yeah we ended up not pushing the correct commits

vital lance
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I'm pretty sure, but the documentation refers to a whole set o-

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Oooh ok!

zenith ember
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we'll get the shaders in for an update

vital lance
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That makes a ton of sense

zenith ember
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consider the docs a preview haha

vital lance
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Is there maybe a link to the shaders for now? ๐Ÿ˜ฎ

zenith ember
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negative

vital lance
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Or maybe just use mobile ones for the time being?

zenith ember
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sure, i don't imagine it'll take us long to push that into the branch and get a new sdk though

vital lance
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Ok sweet^^ Thanks!

vital lance
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I get an error saying "The most recent world build was too large" and i cant upload anything anymore, I just tried to delete everything but a plane on the world and then upload it. ressource checker also shows i am below the limit.

tropic mulch
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It says you are 1.90 mb above actually...

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Ohw sorry, totally misread that : (

vital lance
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i suspect it checks the last successful build which would be my pc one. its weird i tried uploading with the old sdk, no issue, not sure if it actually ul though since i got no way to test it.

vital lance
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I think that's the case, it's because the 50mb limit is on the compressed bundle, you only know that size after a succesful build

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im nearly done so ill swap it to pc upload what i got and then see if it cooperates. Though this all made me wonder, how much vram does the quest actually have? i couldnt find infos on it even on the snapdragon spec sheet

zenith ember
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New SDK is now live with the new shaders. Grab a new copy.

hexed hill
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So I gotta go and replace all the Unity mobile shaders with the new VRChat ones?

vital lance
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so i have been trying this camera 2D mirror, but it looks a bit dark, so i made the material a standard shader with emission, but i feel like its not as efficient, is there an effcient shader that just displays the texture in fullbright

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hey all .. iam trying to make my own world and iam having some problems i think white a shader iam not sure is ther a kind soul who might wanna help me out abit

vital lance
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ok i just hid it when baking light

tropic mulch
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You can keep that while baking, just remove the "Lightmap Static" checkmark in the mirror object Properties

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Have yet to look at the new Quest shaders but a simple unlit one will be perfect for 2D mirrors

modest rose
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soo, uhh...what are you world builders working on?

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i wanna know what imma see when i go visit quest users next week

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what should i be excited about?

tropic mulch
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I'm working on a stylized replica of the main square of my hometown, it's a very chill place. Won't be ready for launch though, don't have too much time to work on it, but I'm making progress

modest rose
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uwuuu

maiden flower
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So how would I make a world crossplayable? I have to upload a quest World, switch unity to pc, and upload the pc version?

untold tulip
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Usually the worlds are more optimized versions of the pc one

fleet condor
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You need to upload the world twice, yes, but be aware that worlds need to be optimized significantly differently for Quest and come with additional restrictions.

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Also, it's not really a great idea to keep one project and keep switching it between PC/Android publishing, because it'll have to reimport every asset every time, which is a very lengthy process. Instead, make the world for PC first, then duplicate the whole project, switch your copy to Android, and optimize it (or the other way around, start with Android, duplicate it, and switch your copy to PC)

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You can upload Android/PC in any order, so you don't have to upload either one first. Also, while you can optimize both worlds separately, keep in mind things like spawn points, level colliders, and especially triggers have to be the exact same across the two versions or you'll encounter issues.

maiden flower
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Can you explain duplicating? I don't see how this avoids switching.

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Do i just export all my assets into a unity package?

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Or do you mean duplicate the folders and avoid exporting

fleet condor
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Copy the entire folder, and then for any subsequent (small) changes just copy the assets. For larger changes you may need to reduplicate the entire folder.
More information about the process can be found in VRChat's documentation:
https://docs.vrchat.com/docs/cross-platform-setup#duplicating-your-project

maiden flower
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Thanks!

vital lance
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so i take it you can use standard shaders in worlds or is it exclusively the ones in the vrchat submenu?

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i use emissive single color materials and am a bit confused about it

vital lance
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I was wondering how the h*ck Pug was made to be Quest compliant

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a friend linked me this supposedly magic tool

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i see it's the focus of the quest-tutorials channel ๐Ÿค”

vital lance
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they changes most of it to solid colors from what i can see on the stream and then atlassed it, it already was pretty low poly so it must have been easy to reduce if necessary. and then they propably cut all pick up items

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seurat would not have helped in the pug, since its only useful for optimizing enviroment in a standing only scene

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yeah i'm watching it now, not what i thought it was

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so

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how do shared worlds work?

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what i mean is, like you said, they probably cut all pick up items

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but

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cross platform you mean?

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pc and quest share the same instances

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yeah

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but pc wouldn't have this content cut

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yeah same instance, and the worlds have two different bundles but the same objects and hierarchy

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otherwise the pug would be totally gimped now

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so pickups, vehicles, teleports, all that stuff works and syncs across platforms

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so you're saying that the pug still has all its pickup items?

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but somehow is quest compliant?

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@raven dagger can probably give a proper answer to that, but in theory a cross platform world should have the same gameobjects in the same hierarchy for everything to work

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oh hey

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please tell ๐Ÿ™

raven dagger
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So, yes, keep the hierarchy and the triggers the exact same in both scenes

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Anything that is networked, including PysSound (Surprisingly) needs to be setup the same in both scenes

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AFAIK Video Players may not work on Quest, and those need to be the same on both sides too. So you can't use video players cross platform.

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Local triggers that never do anything networked can be unique on either side.

vital lance
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so did you remove any of the pickups?

raven dagger
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I did not. But there are a lot of them, and it is an issue right now.

vital lance
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yeah that's the big takeaway, stuff that's networked needs to match

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the big question i really wanna ask is how the fuf did you get below 50 drawcalls

raven dagger
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Lots of batching

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And instancing

vital lance
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i optimised the shit out of my relatively simple world and still came above it

raven dagger
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Gotta make more things share materials sadly.

vital lance
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i did ๐Ÿ‘€

raven dagger
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yeah ๐Ÿ˜ฆ

vital lance
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lights and shadows multiply the drawcalls by the number of meshes

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materials was the thing i focused on most

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i removed all reflection probes too

raven dagger
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Give that look over, and see if anything applies to your scene

vital lance
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and yet it seemed to pick at random what was and wasn't part of a batch

raven dagger
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It still applies, even though we are on 2017 now

vital lance
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like 'this has a different material to the LAST thing', but what determines the order, for example?

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batching breaks easily but the article tells you why and how to avoid that

raven dagger
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Yeah

vital lance
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so if you need to retain the hierchy for crossplatform, you cant just cut out half a world, then combine some meshes of what remains and expect it to still work?

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i always imagined that as long as the coordinates of everything are at the same place there shouldnt be an issue, as long as no dynamic objects are involved

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like imagine having a slope on the quest version but not the pc one, the quest user walks up the slope, so the pc user would see the quest user walk up an invisible slope or is something like that not possible?

crimson canopy
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That's roughly how it would work

vital lance
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if the triggers are uniform across platforms and refer to the same nodes of the hierarchy you're good

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geomtery roughly the same shapes will work fine then

crimson canopy
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Ohh, now that makes sense

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Why we're getting the SDK warnings about siblings sharing the same paths only since recently

vital lance
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yep

deep light
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for terrain can we use the standard unity nature/terrain shader?

vital lance
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thanks guys, i wanna retrofit a map and cut out most the surroundings and will combine some meshes, so yeah gonna have a very different hierachy on the quest version, but it wont have any triggers

tropic mulch
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@vital lance late to the discussion but make sure you also enabled and baked occlusion culling, itโ€™s essential in most cases

quartz trench
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hey there! the docs at #quest-developement say "Shaders are restricted in VRChat Quest, and you can only use Unity's built-in shaders, including the Unity Mobile shaders.", but the SDK says "not supported" for THE default standard shader. so - can I use unity's standard shader or not? thanks ๐Ÿ˜ƒ

vital lance
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yeah i wonder too, it should work, since it says that it may not work as a warning and still uploads it.

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specifically i am curious what works and what not, like is it just heightmaps that dont work or will it jsut only load the albedo if the standard shader is used, stuff like that. many creators wont be able to test on the quest

vital lance
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hallo all , iam looking for somone who can help me on a problem i have on a world iam trying to make ..

candid current
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@tropic mulch Dig the world with the arc that you're making. How's it look at current?

tropic mulch
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@candid current Thanks! Didin't get the chance to work much on it, this is a more recent snapshot

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Or did you mean, the real pictures of the actual place?

vital lance
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how are there so many quest compatible worlds?

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are people just setting their project to android and calling it a day?

dusty ruin
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Honestly I have no idea how it works

vital lance
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m2

crimson canopy
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@vital lance yeah

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That's what I did lol

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Copy world project, use mobile shaders for everything

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Remove any laggy or unnecessary stuff

vital lance
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huh, alright then

crimson canopy
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I don't have a Go or Quest so I can't test it

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The main thing is that even if it's a bit laggy, at least they can visit the world with friends.

vital lance
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i was working on a quest version of my home but gave up because draw calls are hard

crimson canopy
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It shouldn't be laggy though because I strive for optimization anyway

vital lance
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now i wish i'd kept it

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god i still don't get how cross play works

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what if i upload a completely different world

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do people just exist in the same space and only share events when the hierarchy matches?

crimson canopy
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Yes

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That is exactly how it works

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You could even upload an entirely different world on Quest if you wanted

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Just don't do that

vital lance
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that's hilarious

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alright, i'll just remove practically all of my world

crimson canopy
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To be honest, having a world that is at least playable with your friends visible is better than no world.

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Even if it may be lacking in some places for the Quest version

vital lance
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i just wanna know how events actually can work if the world can be totally different

crimson canopy
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They are apparently synced based on the object hierarchy

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Which is why the SDK warns you about siblings sharing a path

vital lance
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ye

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i went ahead and questified my world

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but i still have 29 draw calls in a super simple world and i don't understand why these draw calls are being made

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why does the skybox take 12 draw calls?

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why is it applying post processing?

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actually that part i might know

nocturne hare
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well, is your skybox a cube with separate textures for each face or a single cubemap?

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cause rendered twice
12 divided by 2 is 6
a cube has 6 faces
meaning if you give each side a texture, you're at 6 minimum draw calls

vital lance
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so the mobile skybox is basically bad

vital lance
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also im still confused on if standard shader workd or not, like you cant tell me a solid color emissive would cause issues

nocturne hare
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make it unlit and add a light probe

livid ivy
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Download the newest VRC SDK and use the VRChat Skybox shader that's included, it's only one pass. You'd need to make a cubemap from your 6 textured skybox though

vital lance
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@nocturne hare you would do it after the bake, i like that idea, though the unlit shader is just as unsupported as the standard one according to the SDK

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also thx for the tip with the skybox, saved me 5 drawcalls

crimson canopy
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@nocturne hare I'm pretty sure cubemap skyboxes still take up 6 draw calls

nocturne hare
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ยฏ_(ใƒ„)_/ยฏ

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I don't see why they would tho

crimson canopy
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Not entirely sure why the mobile skybox shader is 6 sided only

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I'm thinking regular cubemap shaders are 1 drawcall but I heard the skybox is 6

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You could set the camera to clear to a solid color and then use a large inverted sphere with a cheap cubemap shader on it

quartz trench
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are we sure we have to use the same gameobject hierarchy on both worlds? let's say i just delete one object that is not synched, no pick-up, has no triggers and no colliders (just a mesh with a texture) - will this break everything? and how? i'd guess only triggers and the x/y/z position (and rotation) of players and moveable objects are synched?

crimson canopy
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I don't think it will "break" everything, Quest users just won't see a missing pickup.

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Oh yeah, if the object isn't synced anyway then it's not a big deal at all. @quartz trench

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There are plenty of objects that could be missing on a different platform, such as the post-processing volumes or a video player.

tropic mulch
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Dunno though, when I worked on an online FPS, when a client had a networked object and another client hadn't the same object in scene, the game crashed for all the clients

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That's because the network system was trying to sync a non-existent object, so the sync function failed and the game crashed

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Unless, VRC handles this in some way and prevents anything from breaking

crimson canopy
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Well I would sure hope that VRC can stop this from happening across platforms

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Because I cannot guarantee that a synced object will be quest-compatible

quartz trench
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So I guess we have to wait and see what happens...

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A friend of mine pre ordered the quest so i ll use him as a lab rat ๐Ÿคซ๐Ÿ˜„

tropic mulch
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Speaking of worlds, anyone knows what's the default maximum render distance?

crimson canopy
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1000

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The default camera has that

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Lowering it is generally a good idea

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The near clip plane is always kept between 0.01 and 0.05

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I generally set mine to 0.02 manually

tropic mulch
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Yeah but that's just the default Unity camera, it may not be the same that VRC uses for the player's point of view

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Maybe I'm wrong but I believe you can just delete the Main Camera from the World, because that's not the camera that is going to be used

quartz trench
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well yes and no, wasn't there something about post processing that you could add to the main cam to somehow work in vrchat (not on the quest thou)?

crimson canopy
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Yeah but you need a camera set as reference camera for that to work

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I'm not sure what the default values are but they seem to be around 1000 for the far clip plane from my tests

tropic mulch
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Ok good, 1000 is more than enough

teal valley
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Im trying to replicate the quest optimized mirror that they now use in the new hub. Does anyone know how to flip the camera video on the render texture to make it act more like a mirror?

livid ivy
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A simple way to flip is just set scale to negative in axis you want to flip on the render object

teal valley
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gotcha. ill try that

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also, my head isn't showing up in the video, any idea why?

livid ivy
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You need to render MirrorClone and Player layer.
Do not render PlayerLocal layer as that's the layer that has your avatar with no head (aka what you see from your point of view)

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MirrorReflection*

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Aka layer 9 and 18 are the layers you want.

teal valley
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got it

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thank you!

vital lance
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what resolution should you target for the 2d mirror for quest? is 4192x4192 overkill?

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2048x2048 ran relativly well, so i have been told

tropic mulch
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It depends on how big the mirror will be on the wall, Iโ€™ll try to fit it to 1024x1024, should be enough honestly

vital lance
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mine is pretty big, 8 by 8 units in unity

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looks fine, but if i can up it it would be better you know, i am just not sure what kind of performance impact it has

tropic mulch
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Uh yes 8x8 is pretty wide, that's 2 floors tall... ๐Ÿ˜„ I'd say to stick to 2048

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Long story short Quest is rendering two cameras (for two eyes) at 1440 x 1600 each, so rendering a mirror at 2048 x 2048 is basically like rendering a third, bigger eye

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A 2048 mirror isn't going to kill performance at all I believe (especially since it can render characters only, not the world), but it's still heavy on the overall rendering load

nocturne hare
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mirror mipmaps when? as in resolution grows as you get closer

tropic mulch
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Eh that would be cool. RenderTextures have mipmaps but the camera still renders at the given resolution

timber lion
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Has Murder been updated to play on quest? And if not, is it possible for it to be?

tropic mulch
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Whew it's definitely taking some time. I'll stop for a couple nights and work on an Avatar instead, so I'll have something ready for when Quest arrives (not tomorrow for me). I'll resume this world after that

maiden flower
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Is it fine to upload quest versions of my worlds even though they are different from the pc version? PC and quest wont be able to play together, but it will take a while to send like 8 worlds through community labs.

crimson canopy
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There's no rule saying you can't

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But having a wildly different world on PC and Quest does not make for a good experience at all.

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It will mess up some networking and it will definitely result in misplaced players and an overall poor experience.

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It's fine to have a world with similar geometry but some stuff taken out or changed for Quest

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But two completely different worlds, I don't see that ending well

maiden flower
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The alternative would be to upload quest worlds to community labs then right?

crimson canopy
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I'm not sure what you're trying to accomplish.

If you are making a Quest version of the same world, upload them to the same ID and the world will be compatible with both platforms at the same time. No submission to Labs required.

If you are making an entirely new or different world, upload it under a new ID entirely, and put it in labs.

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In case of newer worlds, this does mean you can only put one in labs per week

maiden flower
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I just have like four PC worlds that i could downsize to quest. A stuff animal world, a petting zoo, a flight simulator, and a dungeon crawler. I have to re optimize them. But now i am thinking silly

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I just make the quest version first and then send it to pc

crimson canopy
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They generally do recommend making it Quest-first and then porting it to PC, but ultimately this is noticeable and the world may not turn out quite as great

vital lance
crimson canopy
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Usually means the SDK is out of date

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Get the latest one

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Or you're using something incompatible with mobile like a particular shader

vital lance
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would a vrc reference camera be an issue? apparently cams are unsupported but idk if that means for worlds too

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oooh

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its the post processing

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RIP, guess I wont be updating the world for quest then, I like having my press to turn things dark, button

crimson canopy
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You can't use post processing yeah

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Too much overdraw

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I have a working world light slider in a quest world

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But that's because I am actually using Realtime GI to actually change the lighting, not just through Post FX

slim pagoda
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Are there a set of hard limits for quest world's posted somewhere?

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I read through the vrc docs but it's just guidelines on what you should do to be optimized, not the actual numbers you need to meet

autumn pendant
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Aim for less than 50k polygons, and as few drawcalls as possible

vital lance
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no hard limits as drawcalls are not an indication of performance

maiden flower
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Will I be blocked from uploading if i push the envelope?

slim pagoda
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Right yeah, but no material count or texture size limits are imposed?

vital lance
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if you push the envelope people are gonna feel sick in your world

autumn pendant
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2K atlas is good for everything

vital lance
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the only thing that gets rejected is a bundle size over 50mb

slim pagoda
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Oh

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Was that mentioned in the docs?

vital lance
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as some of the avatars I see are 80mb it gives you something to think about

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I'm sure it was mentioned

slim pagoda
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Missed that part heh

vital lance
#

also, this is a compressed bundle size, so the actual world can be a lot bigger, just needs to zip into 50mb or you won't be able to see it

slim pagoda
#

Oh, and I recall someone said that custom shaders would be allowed in quest worlds, does that hold true?

crimson canopy
#

How do you even get a Quest avatar at 80 MB? ๐Ÿ˜

vital lance
#

no I mean pc avatars

crimson canopy
#

Ah

vital lance
#

it looks like custom mobile shaders will be allowed, still not 100% sure

#

only in worlds though

slim pagoda
#

What makes it a mobile shader?

vital lance
#

shader model 3.0

slim pagoda
#

Is there an identifier of some kind?

#

Hm

vital lance
#

not only SM3.0 but also limits to texture reads and texture slots

slim pagoda
#

Ahh

#

Alright that makes sense

vital lance
#

and instruction limits

#

but the sdk will tell you

slim pagoda
#

Are those numbers in the unity docs

#

Or is this vrc

vital lance
#

and the compiler

slim pagoda
#

In regards to defining a mobile shader

slim pagoda
#

Cool thx

vital lance
#

    DX9 shader model 3.0: derivative instructions, texture LOD sampling, 10 interpolators, more math/texture instructions allowed.
    Not supported on DX11 feature level 9.x GPUs (e.g. most Windows Phone devices).
    Might not be fully supported by some OpenGL ES 2.0 devices, depending on driver extensions present and features used.

#pragma target 3.5 (or es3.0)

    OpenGL ES 3.0 capabilities (DX10 SM4.0 on D3D platforms, just without geometry shaders).
    Not supported on DX11 9.x (WinPhone), OpenGL ES 2.0.
    Supported on DX11+, OpenGL 3.2+, OpenGL ES 3+, Metal, Vulkan, PS4
    /XB1 consoles.
    Native integer operations in shaders, texture arrays and so on.
slim pagoda
#

Didn't know there was a 3.5

vital lance
#

the only way to be sure is running it on the actual hardware and using oculus OVR metrics tool

slim pagoda
#

Interesting

vital lance
#

How do I achieve Planet-Gravity

#

oh nvm lol

#

it was a round pyramid

vital lance
#

Has the updated SDK with VRChat Quest shaders been released yet?

maiden flower
#

Yes, download the latest sdk. I have been using vrchat mobile shaders

#

On that note, can I assume anything that works in quest would work super good in PC VR?

alpine kernel
#

Pretty much

vital lance
#

Sweet, thanks Ranger ๐Ÿ˜ƒ

hasty sedge
#

Hum, my Oculus Quest world started to crash the game to home when I put in a long audio file (~21 mb compressed). Is there a specific type of compression that cause issues?

#

Happens on load-in to the world. Not sure if anyone else ran into issues like that

livid ivy
#

Simple answer, don't do that.
That long of an audio file is a really bad idea on Quest, you'll eat up all the RAM and cause a lot of issues.

hasty sedge
#

Thanks for the info. Would the Streaming load type reduce the burden on RAM?

hasty sedge
#

Thanks for the info Q, that ended up solving it. Streaming ended up doing the trick, and was still able to get 40-50 frames with 8 people in the room

vital lance
#

Do YouTube panels currently work on Quest? My world doesnโ€™t seem to play videos on the Quest version but does on the PC one

nocturne hare
#

I believe video panels themselves should work, but syncing and youtube probably not.

hasty sedge
#

Yea, no youtube functionality with Quest

#

Now to figure out why Questers will occasionally hub with specific instances of my world. New world always works fine, no crashes or issues while already existing in the world, but sometimes existing instances seem to get corrupted or something

#

Not sure if it's related to networked triggers / pickups

lusty vault
#

Are there any quest-friendly tri-planar shaders for worlds?

vernal merlin
#

I finally got my quest and got to test my astronomy world... seems the object sync isn't working between pc and quest.

#

Is there anything i need to look at (or anything to reupload)?

willow robin
#

Are the paths for your objects the same on both Quest and PC builds?

#

Someone else experienced an issue where simply using two different scenes caused sync'ed pickups to not sync.

vernal merlin
#

I'll have to double check

vernal merlin
#

I saw a different issue and I just thought it was a bug for the go build so i never thought of it, but on quest it seems none of the triggers in my world work, but they do work on the pc version, this i just tested now after reuploading for both pc and quest.

raven dagger
#

Do you have a video player?

#

The docs don't mention a video player in your quest build will break triggers

vernal merlin
#

oh, i do.

raven dagger
#

yeah, take that out.

#

But not having it on both sides may lead to issues on the PC side.

#

if a Quest user is present that is.

#

And they can't be Master.

vernal merlin
#

so deleting the video player also fixed the object sync issue i had

cinder isle
#

thats unfortunate, i hope we'll get video player support for quest eventually

#

I suppose the main problem is when the current owner of the video player leaves the map and ownership is automatically transferred to a quest user

desert panther
#

๐Ÿค” never thought about that

raven dagger
#

Yeah, if you have a cross platform world, you need to take out your video players on both sides, or things will break in situations where Quest is master/owner.

digital widget
#

really embarrassing question... I cant seem to remember how to make a mirror local.

#

any help?

cinder isle
#

change the buffer type in the trigger component for toggling the mirror to local, check advanced settings checkbox if it isnt.

#

Hm, if a quest user gets video ownership, could you have a PC user click a button set to transfer ownership? quest version map may not have the video component but it could be set up on a hierachy thats shared on both versions.

#

I guess I'll find out when my quest arrives this weekend

digital widget
#

got it

#

thanks

vital lance
#

is there a tutorial, for help making a world ready for the quest

maiden flower
#

How much would you need one? The vrchat instructions are simple enough. Switching platforms may take long if you have a lot of textures in your project.

#

I might consider making a video

vital lance
#

in general i really would like to go more into trying to create stuff, for multiple plattforms and so far there is not much out there how to do it

maiden flower
#

There are instructions in quest info

#

I cant help too much as I am on mobile

untold tulip
#

having world access isnt helpful.. we cannot count tries and such like that..

maiden flower
#

But in summary, you just have to switch unity to android mode. Swap out the materials for vrchat mobile materials and upload

untold tulip
#

its 287 mb and from what Im aware isnt that like... 250 too much

maiden flower
#

It is very clean to have a world as a individual project, so you can switch back and forth between pc and Android builds

#

But yeah, you need to aim for 20mb world

untold tulip
#

@vital lance
Worlds
You should be aiming for a maximum of 30-40 MB. You cannot upload worlds that exceed 50MB in size after build-time compression for VRChat Quest.
Your world has 280.

More is listed here
https://docs.vrchat.com/docs/quest-content-optimization

vital lance
#

thanks for the help (=

glacial hemlock
#

When submitting a cross platform world to community labs, do I have to submit it to community labs twice? In both PC and Android?

livid ivy
untold tulip
#

I still dont see a dot

#

They gotta make it stand out more

nocturne hare
#

@glacial hemlock when publishing it for the second time on the other platform, your existing data from the blueprint ID will load in the publish window, and your world will already be in Community Labs from the first upload.

glacial hemlock
#

thank you

nocturne hare
#

since comm labs refers to the publicity of the world id, not the assets attached to said id

vital lance
#

If i'm using post processing on a world for PC, would I be able to upload it for quest without PostProcessing, but have post active on pc for the same world?

#

it will get ignored when you upload, but I would remove the pps layer from the camera for the android build just to be sure

#

i mean like, if I've got it active on the PC version, then upload the android version without the stuff in for it, would it effect the PC version?

#

oh not at all

vital lance
#

cool

vital lance
#

After uploading for quest it turned the world into a quest only world, any idea why? I uploaded for PC first

vital lance
#

if you used the same blueprint ID that shouldn't happen

#

check the world on the vrchat website and see what has been uploaded to that ID, if the pc build went missing contact support@vrchat.com

digital widget
#

does isRoomPlayerMods need to be checked to add jumping with playermods?

willow robin
#

Yes

digital widget
#

thanks

digital widget
#

If I am changing something that is a lab submitted world, and I reupload a tweak... does that kick me out of labs and make me unlisted again?

#

Resubmitting on the same ID used to make you unlisted and you had to resubmit to go public... now Im not sure

sterile anvil
#

yikes

#

i do not know either

zealous epoch
#

Can anyone tell me how do i make my World less 40 MB for quest

Mine is 73 MB

But i try removing every single thing and it still shows 73 MB Can someone help

covert spire
#

Haziq, first thing I would check is delete all the dynamic materials from the scene descriptor and check you only have what you need in dynamic prefabs, then build again to see what gets added back to the materials and how big your world becomes. next you would probably want to check the editor log to find out exactly what assets are in your build so you can remove unneeded or start optimising large assets. that would be my initial guess

vital lance
#

Crunch compress all textures

vital lance
#

download Ressource checker from the github, just google it. it will show you what textures and materials are in use on your scene

opal crescent
#

does the quest support video players?

#

like a synced youtube video player to listen to a playlist of music

#

my friend has a quest and im wondering if that'll work

zenith ember
#

No, synced video playback is not currently supported on the Quest.

opal crescent
#

alright

#

is there possibly any plans for it or is just something that wont ever work on the quest?

zenith ember
#

It isn't currently supported. If we can support it, we will.

opal crescent
#

if i take it out on the quest version but leave it on the pc version will that cause any problems? thanks for answering btw

zenith ember
opal crescent
#

oh okay, thanks for answering again tho!

zenith ember
#

sure thing ๐Ÿ˜ƒ

nocturne hare
#

can I have mixed lights actually affect players on Quest?

#

if so, how?

#

baked lighting from mixed lights works fine, was expecting it to affect avatars

tropic mulch
#

Have you baked Light probes?

nocturne hare
#

no

#

here's me hoping light probes are easy to use

tropic mulch
#

Ding! Do it then, that's the way to influence Avatars with baked lighting

#

Yeah they are super easy really

#

You just need some time to place them around the scene, in the important areas

#

Then you run the lighting bake, and it's ready

nocturne hare
tropic mulch
#

Haha why not : D

#

You should also bake Reflection Probes, they work more or less the same way

#

This way, Avatars with reflective surfaces will look more coherent with the scene

nocturne hare
#

but is this what am supposed to do

tropic mulch
#

Yeah!

#

Think like this: a single Light Probe samples the lighting in that specified point in space

#

An Avatar is going to use samples from the 3 nearest Light Probes

#

So technically... The more probes, the more accurate light blend you get

#

But actually the point is to just place probes where you think light is different, and anyways, not too far from each other and not too close

nocturne hare
#

so like, do the actual lights need to be INSIDE the light probe?

#

does the light probe need to touch the floor?

#

does it need to be above the floor? does it need to not be obstructed?

#

Do I need to do anything about static and non-static gameobject shit

tropic mulch
#

You can leave the Lights where you actually need them

#

Light Probes are not lights per se, they are lighting samples

nocturne hare
#

I had them just a little above the floor like in the pic I sent previously

#

didnt do fuckall shit on my avatar

tropic mulch
#

Yeah 30-40 cm above the floor is ok especially because small Avatars are going to get the sample from those

#

Then maybe you want to place some also at 150 cm above the floor more or less, and generally wherever you can reach with the avatar

#

You need to do nothing on the Avatar itself technically

#

It should work right outta the box

#

The way you placed them in your picture looks fine

nocturne hare
#

I'm assuming what decides wether an avatar is affected by it or not is not based on the avatar position, but the mesh center position, right?

tropic mulch
#

Exactly

#

The center of the Renderer bounding box

#

It's a good approximation

#

Now for a more complex case: Avatars with multiple meshes will have different "sampling" points from the Probes due to the different center of all the meshes

#

But you can solve that: in the Renderer, you can specify a Transform to use as the sampling point for that mesh

nocturne hare
#

I put a second light probe in the stair area and that light worked much better right away

#

cause I actually realized it IS affecting the avatar, just barely

tropic mulch
#

Yeah indeed, I'd also add some in the center anyways

#

because

#

You have ligth that fades and you may want to show that with light probes

#

Lemme do a semi-quick Photoshop

nocturne hare
#

if I click "add probe" nothing happens

tropic mulch
#

Probably it adds a probe in the position of a previous probe

#

It's there but you can't see it yet

#

If I recall correctly, it adds a probe where the last selected one is

#

Keep in mind you have to cover the entire scene with Light Probes, not only the zones affected by light

nocturne hare
tropic mulch
#

You want avatars to catch also the reduced light outside the circles

#

Not only the 100% lit light in the center

nocturne hare
#

thing is

#

on PC its already reduced

#

the cone looks like that, but the actual range is much less

tropic mulch
#

Then you can put the probes closer to the center

#

Mind that Light Probes will not affect scene lighting

nocturne hare
#

now, another dumb thing, can I make something emissive on quest?

tropic mulch
#

With the Standard material yes, if I remember correctly

#

It will also affect the global lighting, if you bake it

#

Let's say you make a wall with an emissive texture... You then want to place some probes very near the wall so Avatars will get the light from it when close, and then some probes further away, so the Avatars will blend out of it the more they move away

nocturne hare
#

I'll make it more simple

#

now, another dumb thing, can I make something unlit on quest?

tropic mulch
#

Yeah you can with the Unlit shader

#

That blue light seems the perfect case for a Baked Area Light

nocturne hare
#

you can use the unlit shader thats not in the vrchat folder?

tropic mulch
#

Afaik in the Worlds you can use pretty much all the integrated Unity shaders

#

The hard limits are only for the Avatars... I guess?

nocturne hare
#

If that's true I'm gonna shit bricks

tropic mulch
#

Of course the docs always suggest to use the mobile ones for Words, but nothing stops you now

#

Also because the Unlit shader is damn cheap

nocturne hare
#

mobile shaders dont show the spotlights on the floor....

tropic mulch
#

Realtime or baked?

#

Mobile shaders won't show any realtime pixel light, only vertex light

#

Baked lights instead are shown with Mobile Lightmapped (it should be there)

nocturne hare
#

its baked

tropic mulch
#

Ok then probably you need the lightmapped one

nocturne hare
tropic mulch
#

Still, the Standard shader, when lightmapped, is not so expensive

nocturne hare
tropic mulch
#

MEH

#

Are the lights Mixed or Backed?

nocturne hare
#

mixed

#

so they affect avatars

tropic mulch
#

Hmmmm have a try with Backed only...

nocturne hare
#

inb4 probes dont need mixed lighting

tropic mulch
#

Yeah in fact

#

If you place enough probes in the right spots, you don't need Realtime or Mixed

nocturne hare
#

this world will run on absolute potatoes on PC at this point....

tropic mulch
#

Yeah indeed haha

nocturne hare
#

woah, they show up

tropic mulch
#

Nice!

#

You can always keep the Mixed for PC and backed for Quest,

#

Mixed will always provide more detail (especially on Avatars with Normal Maps), but still, Backed with probes looks fine too

#

Ah, again... Consider using Reflection Probes too, really. They will make everything better, including things that you believe are not reflective, like the walls

nocturne hare
tropic mulch
#

Ehw what's the last thing you remember doing?

nocturne hare
#

could it be cause my spotlights are at intensity 35?

tropic mulch
#

OOOF

#

Definitely hahah

#

Intensity 1 is enough already, 2 is very flasy usually

#

Unless you have some funky settings in the Ambient lighting....

#

Like, very strong light bounces in the Lightmap settings

nocturne hare
#

indirect multiplier was also at 2

tropic mulch
#

Hmm, 1 is fine

#

But in the end it depends on the result you want to get

nocturne hare
#

I fucking ruined my entire fucking map

#

brb deleting my account, uninstalling vrchat

#

fuck this shit

tropic mulch
#

Noooo

#

Man if you want, you can pass the map to me and I will take care of it

#

I love doing this shit

#

At least to setup the lighting

nocturne hare
#

I have an idea!

#

it's really crazy

#

but imagine this

#

not making the world quest compat for now!

tropic mulch
#

: C

#

Banned from Quest Creators

nocturne hare
#

I'll just not bother with mobile lighting for now

tropic mulch
#

Btw if you change your mind, just drop me the Unitypackage with the scene and I'll take a look

nocturne hare
#

I DID IT

tropic mulch
#

Wooohoo! Throw a pic

nocturne hare
tropic mulch
#

Veeery nice

nocturne hare
#

and it works on quest just like it does on pc

tropic mulch
#

Now remember, add some probes also in the rest of the scene

nocturne hare
#

yeah yeah

tropic mulch
#

Good boi. Glad you did it!

nocturne hare
#

oh btw, this is all standard shader, runs at 60+fps on oculus go

tropic mulch
#

Yeah Standard baked is quite fast after all, also the scene looks pretty small and easy on triangles

nocturne hare
#

I deleted most of the non visible faces left by my shitty probuilder skills

tropic mulch
#

It's a good practice

nocturne hare
#

dumb question

#

if I leave the lights on mixed, will realtime lighting from mixed sources take over probes when on PC?

tropic mulch
#

Hmm they should, if I remember correctly...

nocturne hare
#

only one way to find out!!!!!

tropic mulch
#

Hahah true

#

But not a dumb question at all

nocturne hare
#

light proooooooobes

tropic mulch
#

Hue hue hue hue

#

The part with the light leaks from the ceiling will look good with a denser grid of Light Probes

nocturne hare
#

lol nah

#

thats not even cast on avatars on PC

tropic mulch
#

Well it's not if it's baked : P

nocturne hare
#

it looks cool on the wall, and will on the furniture too.

#

but itd be weird on avatars

tropic mulch
#

Imho it would look good... But yeah not necessary in the end

#

Not going for the AAA quality here lol

crimson canopy
#

Mixed lights don't "take over" probes

#

They'll both be used depending on the shader

#

Even with realtime lights you need probes

#

But I don't recommend any sort of realtime lighting in a Quest world

tropic mulch
#

Probably they need to be marked as Realtime only

#

(to take over)

nocturne hare
#

is unchecking probe groups in the inspector enough to make them stop take effect?

#

would assume so

tropic mulch
#

Yeah it should, if I recall correctly

nocturne hare
#

having to delete them every time I upload on each platform one after the other would be real dumb.

tropic mulch
#

You should keep two separate scenes maybe

#

So you can also have some wider changes in the PC and Quest versions (maybe lightmap qaulity, realime lighting, etc)

nocturne hare
#

the quest lightmap doesnt even really let you make out the light just cutting at the door there

tropic mulch
#

Is that a Quest or PC screenshot?

nocturne hare
#

PC

tropic mulch
#

Can I see the same zone but on Quest?

nocturne hare
#

screams in, oculus button, sharing, take photo, plug oculus go into pc, open cmd, adb devices, then find picture in oculus/screenshots folder

tropic mulch
#

Naaah naah just from Unity

#

Don't bother from the Quest itself

nocturne hare
#

Its the exact same world on quest and pc

#

materials, lightmap settings and all

tropic mulch
#

So why you say it looks better on PC?

nocturne hare
#

ยฏ_(ใƒ„)_/ยฏ

tropic mulch
#

...I think I'm not getting it but ok

nocturne hare
#

nevermind

#

it looks the same now

tropic mulch
nocturne hare
tropic mulch
#

Indeed! Will do that this evening as soon as I'm home

cinder isle
#

hmm, for syncing between quest and pc versions of a map, does order of objects in the hierachy matter?

#

if i have say, some sync'd objects that arnt there on the quest version such that the list of objects a b c d on pc is a b d on quest, that shouldnt be an issue right

nocturne hare
#

arent objects synced by their unique ID anyway?

cinder isle
#

i am having difficulties with syncing between pc and quest users, where basically pick ups are not sync'd at all for most cases, and if quest user becomes master, all triggers including local ones are broken for pc new joins

#

and... one object is sync'd but.. uh

#

moving object a on pc moves object b on quest

#

lol.

#

i'm guessing it doesnt follow objects by their full path, but by some internal id representation

nocturne hare
#

oof

#

I'm slowly starting to regret making Flipped Out crossplatform....

#

this is gonna bring on plenty of headaches...

cinder isle
#

theres no way to get debug menu on quest is there?

#

i know it doesnt write logs

tropic mulch
#

Maybe Adb Logcat works while Quest is connected to the pc

cinder isle
#

I dont understand why this is happening, 2 unrelated objects are being sync'd as one another across quest/pc lol

#

they have distinct full path name

#

and from debug menu they dont share the same id's either so its not that

#

this is probably a sympton of some other thing thats causing my map to break rather than the cause

dense willow
#

Playing around with uploading my first Quest world (have done so for PC). First version (test) worked fine. Made some changes, re-uploaded. However, my Quest keeps uploading the first version (test) despite the newest version being on the servers. Do I need to do something special to clear my Quest cache? Is there a step I missed?

autumn pendant
#

You should be able to clear cache in setting top right corner ?

zenith ember
#

@nocturne hare No, object sync and etc are done via hierarchy structure and object names as far as I'm aware

cyan mauve
#

This might of been asked alright (probably has) But is there any easy or way to combine materials in unity? I've combined as much mesh as I can and went from 488 draws to 219 and cant do much more

#

the only thing I can think of is the materials

nocturne hare
#

you checked dynamic materials? also, there's texture atlaser plugins on the asset store, but most will kinda ruin any hopes of editing the textures again in the future.

tropic mulch
#

Make sure you mark the objects as static

cyan mauve
#

Everything is static aside from 3 things

#

@nocturne hare Dynamic? You mean instancing? or..

#

I disabled all transparent materials

nocturne hare
#

yeah, like instancing

#

I dont know shit about it tho

cyan mauve
#

Yeah I instance all the time very important even for desktop

#

saves ALOT of space doing that

nocturne hare
#

sick bruv, but its 50 bucks

cyan mauve
#

i map so much on this game

#

I'll get my uses

#

Can comfirm it works

#

219 down to 130

#

im getting closer!

crimson canopy
#

Is there a way to remove the Quest version of my world entirely?

opal orchid
#

I encountered a strange issue yesterday where I was in Quest and dropped a portal to a cross-platform world. The two PC users could not load through the portal but could join. Has anyone else seen this issue? If so please ping and Iโ€™ll investigate for a canny.

vital lance
#

What shaders can I use for Oculus Quest versions of worlds? I'd need transparency for some texts and objects, but it's not possible with the mobile shaders that I found on Unity.

long zealot
#

What would I need to do to convert one of my worlds to quest compatible?

#

Vrchat on the quest needs some serious attention

coarse grail
#

a ton of optimizations

tropic mulch
#

@vital lance in words you can still use Unity default shaders, so the transparent ones you have there are fine

#

Mobile VRC shaders are only for Avatars, at the moment

vital lance
#

That's a relief. I was worried because VRChat SDK complains about the default and unlit shaders being unsupported, when I was uploading Quest versions of my worlds. I have a friend who owns a Quest and they seemed to work just fine. I was just wondering if this would change in a future update.

tropic mulch
#

Probably it will... But I believe we will get a transparent shader for worlds at least

vital lance
#

my quest avatar world (with all avatars under 15k polys) got removed today, the reason being "excessive polygon count for users on quest" - i'm not complaining about it being removed - but this must mean that there -is- a concrete polygon limit that has already been chosen for quest. can we please be told what this limit is so that we can get our content into that range?

untold tulip
#

Yes there is, but we arent going to be provided it until the next update

#

id stick with around 5k until the next update comes out

vital lance
#

of course i'd love to aim for 5k but i'm not a professional, i can't get these down to 5k and still look usable

#

if stuff is already being removed for going above the limit, then there is already a limit - we need to know what that is

untold tulip
#

we do know, tupper confirmed it himself, as well as saying we will get told it next update.

#

Thats what he said a little bit ago, he said below 20k, but above 5k, but not by much. could be from 7k-13k is my guess, but its best to hold on and wait

vital lance
#

i know that's what he said

untold tulip
#

Tupper05/13/2019
There will be a limit on polygons on Quest avatars, we haven't announced it yet. However, it is much lower than 70k (and lower than 20k). Again, I strongly suggest aiming for 5k. That puts you well within the limits we're looking at.
The limit will be established with an upcoming release, and like the other limits, will be hard-enforced. It won't be too much higher than 5k.

vital lance
#

but if stuff is already being removed for going above the limit, that must mean that they already made a decision for what the limit will be - not just "5 to 20k"

untold tulip
#

They have..

vital lance
#

and... they should -tell us- that number

untold tulip
#

they will very soon

#

Theres going to be a formal update that forbids anyone from going above or seeing avatars above the amount, which isnt in place. It only makes sense that they give the limit to us at the same time as that update, theyre likely making a formal doc for it, or putting it in there. Its best to wait if you cant get down to 5k

crimson canopy
#

Lmao, just more inconsistency

vital lance
#

how frustrating, i've been hanging out exclusively with quest users and none ever complained that i caused fps drops, nor did they go under 40 with like 10 of us all in a world using 15k poly avatars

crimson canopy
#

They won't give us limits but they see fit to take down your world over limits that don't exist

#

Meanwhile Larens and Krogenit's worlds are still up

untold tulip
#

40 is already bad doesnt the quest go to 90 or am I mistaken

vital lance
#

i dont want to complain too much about the moderation itself because i kinda feel like it was retaliation of me reporting an avatar world that used a modified SDK

crimson canopy
#

Quest can only go up to 72

untold tulip
#

Ah ok

crimson canopy
#

And even with generic cube avatars your FPS will suffer heavily in populated worlds

#

The game itself is too heavy for the Quest to properly handle, you drop to 40 with 10 people regardless.

vital lance
#

i got the moderation email about my world being taken down at the same time as i did the one saying they acted on the report i sent

crimson canopy
#

No matter the avatar they're using

vital lance
#

the point should be that we need to know the limits

untold tulip
#

there should be an update any day now

#

imo its already been way too long since the laast update but nobody agrees with me on that one

vital lance
#

half a month so yeah

tropic mulch
#

Dumb question but are you sure the excessive polycount alert was for the avatars and not for the world itself?

vital lance
#

"Excessive polygon count on avatars for Quest."

#

yes

#

maybe we can crowdsource this polygon limit since they're taking their sweet time in releasing the actual number to us

#

it's below 15k

tropic mulch
#

Ah ok on Avatars

#

I'd say the limit is 8k

vital lance
#

i meant by finding out which worlds were removed

vital lance
#

or was it just mine?

vital lance
#

There's something wrong with pickable objects with object_sync on them in one of my worlds. For some reason some of the objects swap places for Quest users, making PC and Quest users seeing different things. Any idea what causes this and is there a way to fix this?

#

Also, is there a way to delete Quest version of the world without affecting the PC version of it?

#

Because I might just want to give up on trying to get my Monopoly world working with Quest. It has a couple of hundred pickable objects with object_sync on them (only few having gravity) and I have no easy way to check that all of them matches between PC and Quest users.

slim ravine
#

5k is a goal, the limit will likely be double or just above.

#

either way, aim for 5k.

opal orchid
#

@vital lance I have heard this happen before. Is it the exact same scene being uploaded to both?

vital lance
#

@opal orchid Yes and no. I had to delete some sound effects from the Quest version of the world, because it was originally using PhysSound asset with a dozen of different sounds.

vital lance
#

Everything is the same between PC and Quest versions of the world, the only change being the missing PhysSound component from some objects.

hexed jewel
#

Any chance of Open Mic Night coming to Quest?

autumn pendant
#

We can certainly try !

hexed jewel
plucky turret
#

yay

vital lance
#

open mic night should be super easy to port

compact dawn
#

What happen to the original Great Pug? it was up and down multiple times but it has been down for a while now...

livid ivy
#

Owlboy lists all the reason in his blog post about it

crimson canopy
#

Wait, so he managed to delete the quest version of his world?

compact dawn
#

Ah that's unfortunate it was my favorite world to go on quest

#

Also I was wondering if anyone here takes commissions for private custom worlds? I was talking with a world creator but he is tied up with a project so I'm looking for another person that is for hire!

coarse grail
#

what kind of world are you looking for

untold tulip
#

#community-servers-old VRCtraders, its not safe to buy things through here, as theres no moderation in the way of scammiing. Go to the vrc trader discord

coarse grail
#

that is a very good point

compact dawn
#

ah okay I'll check that out thanks!

celest spear
#

we

restive turtle
#

wait he removed the quest pug?

#

ah nvm, you just worded it badly

crimson canopy
#

@restive turtle apparently he had a Quest build of the actual Pug up

#

But he canned it because the Quest just couldn't handle it

restive turtle
#

i see

crimson canopy
#

So my question still stands, I need the ability to remove the Quest version of a world that I have, because apparently all triggers break when a Quest user joins.

restive turtle
#

i like smaller worlds anyway, makes me enjoy the game so much more, love the tiny pug

#

you need the ability? you cant just delete it ๐Ÿ˜‚ ? what

#

now that I think about it, same goes for avatars now? no way to remove my quest avatar

crimson canopy
#

Yeah

nocturne hare
#

what if you upload an invalid file on the android slot?

vital lance
#

he could go with solid color textures only for the quest, throw them on an atlas, mobile shader only and he would propably still be able to use pickup objects if he uses LOD on them or maybe just can it

#

since its a large world though the playercount may be the biggest issue for the quest after all

nocturne hare
#

owlboy already experimented with a solid color only version

#

I remember trying it on Go

serene lintel
#

The built-in VRChat Mobile shaders support vertex colours. You can paint them with Blender's vertex paint tool and it will show if you use one of those shaders.

reef slate
#

How would one go about testing quest . . . . if you don't have a quest. my world has cross compatibility, but I have no clue if it's terrible or not for quest users.

vital lance
#

kidnap a quest user from pug west, hub, etc

plucky turret
#

You could ask someone with one to try it out and record a video.

#

I'd be happy to try it next time I'm on.

reef slate
#

hug

#

That is kind of weird that you have submit a world, but have no clue if it'll work

untold tulip
#

Well you cant see mobile assets on a pc, its impossible.

nocturne hare
#

you can disable half your CPU's cores, downclock your GPU. limit the RAM allocated to VRChat, and upload the mobile version as a PC world

#

dont do that

tropic mulch
#

Extreme

wet canyon
#

Is there a need for the VRChat Mobile shaders for uploading a quest compatable world?

nocturne hare
#

technically no, but using them especially standard lite and lightmapped will yield better performance

wet canyon
#

Thanks! I want my first world to run good on both systems

opal orchid
#

@reef slate and anyone else, feel free to ping me to test your Quest world

#

I canโ€™t guarantee same day service but Iโ€™ll add you to my visit list, let me know if there is any specific functionality to test. I can do pc and quest simultaneously but itโ€™s a pain

reef slate
#

Oh hi @opal orchid . My quest world is Oneshot Cafe if you wanna test it

#

It's ok on PC I just have no clue for quest map and model wise

opal orchid
#

๐Ÿ‘

wet canyon
#

Kind of new to uploading content to the quest. Is it pretty much the same way to upload worlds to the quest as it is with avatars? As in having to copy the whole thing and make it an android build

chrome cedar
#

@wet canyon yes. copy the whole project, paste it with a different name (like "MyProject_Quest"), switch the platform to android, and publish just like normal

#

although you'll need to make sure you optimize your content enough to the recommended numbers they provided in the Quest creators program's docs

opal orchid
#

@reef slate I cannot get into your Quest world. I get stuck in a loading loop. I suggest disabling the video player for the quest version since it doesn't work anyway.

#

SyncVideoStream and SyncVideoPlayer Components
Currently, neither SyncVideoStream nor SyncVideoPlayer is supported on Quest. Putting these into a Quest world will cause severe issues! Simply remove them from the Quest version.

reef slate
#

ok, I took out the video player @opal orchid

plucky turret
#

I'll hop on and take a peek

#

@reef slate Looks like it still has an issue. I get stuck at Initializing World, and it tries to load again.

reef slate
#

~<

#

I'm taking out my audio sources and reuploadin

plucky turret
#

Let me know and I'll try again. ๐Ÿ˜ƒ

reef slate
#

It's been reuploaded

plucky turret
#

Same behaviour, at least for me. @opal orchid may have more luck.

opal orchid
#

Iโ€™ll see if I can get someone to look at it for you @reef slate since we canโ€™t get logs

reef slate
#

Have you seen the PC version @opal orchid?

opal orchid
#

I have but it was a few weeks ago

reef slate
#

ah

#

I've added more, but I don't know why it's not working on quest

opal orchid
#

Are there a lot of object syncs on the quest one?

#

Try reducing them

reef slate
#

oh?
I have a bunch of pick upables, but ok

#

reuploadin . . .

opal orchid
#

I wonโ€™t be able to test until late my time. But it is probably a lot of stuff that has to be loaded at start causes this issue. Iโ€™ll try to help you debug this weekend too

reef slate
#

okie!

#

it's fun not being able to test it myself >~<

opal orchid
#

I totally understand

#

Itโ€™s too bad they didnโ€™t keep just a Go dev version for poor devs ๐Ÿ˜ญ

reef slate
#

Did you quest your world?

#

or the legends thingy, with Cyan and such

potent patrol
#

Huh... Are custom shaders allowed on quest worlds?

#

I'm hearing rumors that people are able to use shaders other than the special quest ones

nocturne hare
#

yes

#

custom and normal unity shaders are allowed within reason

vital lance
#

please do not use normal unity shaders though, use the unity mobile shaders instead

#

or try to find lite/stripped down versions of what you are trying to do

nocturne hare
#

"within reason"

vital lance
#

android supports shader models 3.0 and 3.5, and anything below, but unity shaders are not really performant enough in most cases even when they work fine

potent patrol
#

@vital lance that's actually useful for some shader gimmicks I use in my world... I'll need to optimize them some more first though I'm sure

vital lance
#

but yeah, you're allowed to add custom shaders, as long as they compile for android

slim ravine
#

Are there any specifics that would make them not compile for android

vital lance
#

what doesn't work on android shaders: grabpass

slim ravine
#

so something like that shader you helped me with awhile ago, to make the fabric wiggly, that should be fine on android?

vital lance
#

yes totally

slim ravine
#

Oh dope, i cut it assuming it was a no no

potent patrol
#

Looks like maybe geometry shaders are unsupported?

vital lance
#

and more performant than animating it or (god forbid) cloth physics

slim ravine
#

i did wonder what would be more performant, animation or shader

#

i went with a shader originally because i cant animate

potent patrol
#

Probably depends on how much you're animating and how many vertices you have

slim ravine
#

not alot and not alot

vital lance
#

oh right, yes, no geometry stage

potent patrol
#

Also how complex the shader logic is too

vital lance
#

this was a simple vertex shader vertex wobble

#

so 100% faster than skinned or cloth

#

I'd rip out the shadowcaster pass in mobile too ๐Ÿ˜‰

#

and just bake shadows in the lightmaps instead

slim ravine
#

even 1 dyn light is too much for quest or what?

vital lance
#

I'd try having one directional light without shadows and only light the avatars with it, just bake the rest and lightprobe the hell out of it

#

dynamic realtime lights multiply the amount of drawcalls

potent patrol
#

Are there limits on the amount of vertex data or interpolators I should be aware of?

#

Oh it's listed in the docs

vital lance
#

yeah, you will get compiler warnings and errors about those too

#

as long as the compile targets are set with the proper #pragma

potent patrol
#

If I want to render some text with a transparent background in a quest world, would it be better to use an opaque mesh with the characters represented in the mesh, or a transparent/cutout shader with a single quad per character?

vital lance
#

single quad, favor texture detail over geometry detail

potent patrol
#

Fair enough, makes it easier for me too :)

vital lance
#

from the official Oculus Quest docs: 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 standalone. You can often reduce the size of these textures with no appreciable difference.

potent patrol
#

I guess there's a rasterization bottleneck on quest gpus then?

#

I'm more wondering about transparency vs mesh complexity here... Though come to think of it in my case I'm using it as a background so it's not possible to Z-cull any pixel shader invocations anyway

vital lance
#

if possible, try to use cutout, but quest can handle alpha transparency fine, it's just costlier

#

since each pixel has to be read before it can be written

potent patrol
#

Would discarding alpha=0 pixels help or does the hw skip the framebuffer read in that case automatically?

vital lance
#

modern hardware all discards alpha zero pixels afaik, so it shouldn't be necessary

potent patrol
#

Cutout is probably doable for my purposes I guess

vital lance
#

if the thing is important enough, I'd use normal transparency, it's a tradeoff

#

but if you're rendering tree leaves or grass, cutout will improve rendering so much it's worth the hard edges, etc

opal orchid
#

@reef slate we donโ€™t plan to make What a Legend for Quest at the moment, it would be more work than the original week of development.

#

We have made Archery and Not Bad Cars for Quest, thatโ€™s it so far

reef slate
#

nice

serene lintel
#

@potent patrol @vital lance The combination of depth writing and transparency is supposed to disable some performance optimizations the GPU does.

potent patrol
#

@serene lintel interesting. I don't actually need to write to the zbuffer for this, how much cheaper would transparency be with zwrite off?

serene lintel
#

I haven't had a chance to profile cutout with/without depth writing, and alpha blended transparency against one another yet so I can't say for certain.

#

I did see a significant improvement in frame rate when I disabled depth writing on the UI which is transparent (due to how Unity's UI module works).

#

@potent patrol You'll have to experiment with it yourself. If my understanding is correct then you may find that cutout with depth writing is more expensive than alpha blended transparency without depth writing.

potent patrol
#

Makes sense, since the gpu wouldn't be able to evaluate the zbuffer ahead of other rendering

vital lance
#

@serene lintel why would somebody write depth on a transparent quad?

serene lintel
#

@vital lance I wasn't speaking to any particular use-case. Just generally.

vital lance
#

I still can't see a scenario where you want transparency but objects behind it culled

#

you would have to write depth per pixel for that to make sense

#

I could be missing something stupidly obivous ๐Ÿ˜„

potent patrol
#

The bigger issue is that with cutout even, the stuff behind it has to be actually rendered. GPUs can sometimes evaluate the depth buffer before running the pixel shader and eliminate unnecessary pixel shader invocations, but if a discard or alpha blend might be coming down the pipe that's not an option

#

Some GPUs even do a first pass of the depth buffer using a lower resolution even, to eliminate anything behind larger polygons

vital lance
#

some things in unity force it too

#

like shadows for the main directional light use a depth prepass

serene lintel
#

@vital lance Cutout with depth writing is not uncommon since it avoids sorting issues.

#

Alpha blended transparency with depth writing I don't see being necessary for most things.

#

I'd probably use two passes, one that writes depth without colour (so no alpha blending), and then a second transparent pass with ZTest Equals so it only draws the front most pixels.

#

But that blocks overlapping transparency which often looks weird.

#

Works for some things

nova rune
#

Do cross-platform worlds have to be the exact same for both platforms? I uploaded the same world for each platform, but the shaders are diffferent on the quest version.

nocturne hare
#

triggers and colliders have to be the same

#

the rest has to be generally the same within what you can do to optimize for quest

nova rune
#

The only difference is the shaders, since the whole world has low polygons anyway

nocturne hare
#

random tip: don't combine meshes with the ground since you can't use occlusion culling on them otherwise.

#

but yeah, if the only diff is shaders, you're fine.

shut prism
#

anyone here have a quest and willing to test out a world. i literally cant find anyone.

potent patrol
#

I could in maybe six hours or so

opal orchid
#

@shut prism ping me with ID and I can help you.

#

Iโ€™m only available my evenings and weekend but can collect feedback when available

#

Iโ€™ll be on later tonight and can hop on Quest

opal orchid
#

@shut prism I'm hopping on Quest to test a few things now

shut prism
#

i will shoot you an invite in a sec if you dont mind

opal orchid
#

k

opal orchid
#

Everyone: I'll post this every so often but everyone making Quest worlds should know: where you normally do crunch compression on textures, click Override for Android and choose one of the ASTC options--4x4 is the best one. It will elminate the weird pixelation color banding. Do the same on your lightmaps.

#

Second: z fighting is much worse on Quest, so move all photos/signs/etc a little further than you would for PC off the surface behind them.

rugged rock
#

So, I am planning on getting the quest: How is it compared to pc? Do you still get immersed like the rift?

#

sorry im just wondering

plucky turret
#

@rugged rock Kinda off topic for this room, but I have both a Vive and a Quest and the immersion is just as deep on the Quest. If you donโ€™t have a gaming PC itโ€™s a no brainer. For me I wanted the convenience and portability.

velvet vector
#

@rugged rock It is way closer to mobile VR than PC vr since it uses extremly underpowered snapdragon 835 to run VR

#

It cannot be even compared to high end gaming PC

#

and is way worse than this year smartphones with snapdragon 855

tropic mulch
#

@rugged rock Graphics quality is low, kinda like smartphones from 2-3 years ago (but some games like Beat Saber or Superhot are almost identical to PC version). On the other hand, tracking, lens quality, screen quality and resolution are really good. Perfect if you don't have a gaming PC, or want to play 100% wireless without the need to do any setup before playing.

plucky turret
#

Itโ€™s an 835 with active cooling allowing it to be clocked higher than any smartphone would with the same chip. So much misinformation, but try one at a Best Buy or something and see for yourself. Itโ€™s not the pariah some folks make it out to be.

nocturne hare
#

if immersion was all about graphical fidelity, VRChat would have a terrible rating. most VR games for that fact.

chrome cedar
#

@nocturne hare correct. graphics don't matter. the experience is

velvet vector
#

@plucky turret yeah so much misinformation, better cooling does not make it better than even 845, but people think that it is magically will work like i7 with 2080 lol it is outdated mobile chip. Developers do miracles to make even simple games work on this in 72 FPS

plucky turret
#

lol

nocturne hare
#

we know this. we also know that 99% of current vr games can be crammed onto the thing without much compromise. now uhhh, silence, fbt user.

plucky turret
#

I streamed VRC from my i7 with a 2070 to my Quest for giggles. It was fun.

sick yarrow
#

Wow Classy telling people to be silent.

#

Lycon brings up good points and much of it is fact.

vital lance
#

there's nothing stopping you from getting just as immersed as with PC vr though. optimization isn't magic, but there is the old saying of "any sufficiently advanced technology is indistinguishable from magic"

crimson canopy
#

The Quest is woefully underpowered and its popularity makes me worry for the near future of VR. If Quest becomes the default, then Oculus has essentially set VR back at least 5 years.

#

We'd be stuck with shitty tech demos like the Robo Recall "port" or Quest VRC until mobile catches up

vital lance
#

i dont think it'll become a 'default' but it's certainly a step in the direction of closed-environment console-like VR, which has both good and bad aspects associated with it

crimson canopy
#

Mostly bad

vital lance
#

increased adoption is good too though

#

of VR in general

crimson canopy
#

Yeah but it would have been better if the Quest were PC connectable

#

That would have been good for adoption

#

I don't think widespread adoption of such a woefully underpowered headset is a good thing. It's like trying to get people into PC gaming by selling them a Pentium 4

vital lance
#

it's a matter of time until there's pretty good pc-streaming abilities for it and then it'll be sold by the users to their friends as 'you can do tethered if you want'

#

it really is like a console where you pay for outdated tech but you get the benefits of an ecosystem that's standardized

#

it can be a good thing

#

i dont have one and won't get one but i'll try to benefit as much as possible from any changes we (or VR in general) gets as a result

#

one of the big ones i'm hoping for is optimization

crimson canopy
#

People are already keeping optimization in mind. Quest stretches it so far that geometry becomes incredibly simplistic

#

In the Quest port of Robo Recall, they had to outright remove some cars from the street level for example

#

And ditch all the particles

#

If a game is made with a "Quest-first" approach, the PC port will probably lack those particles and will certainly lack the extra geometry.

sick yarrow
#

Yup exactly that.

#

and Yes you can get immersed with the Quest, but more immmersed with PCVR.

#

Sadly, I was thinking about getting the Quest for my friend so we could play together. Then I found out most of the worlds I go to won't work so forget it.

#

Also as far as wireless goes, it's good enough to "work". It can't be optimized to work like a wired set up will be. It's not fast enough. You need 60 ghz wireless.

#

Another possibility in the future is 5G.

candid current
#

Can someone post a screenshot of some Lighting Scene settings that they have found to work good for smaller/whatever worlds? Is everyone's baked shadows turning out like shit?

astral pewter
#

@candid current not at all man, you can get some great results.

#

use progressive lightmapper, for one

#

occlusion volumes light probes and reflection probes too

#

looks surprisingly good, somehow, even at 256x256

candid current
#

Right on thanks

candid current
#

@astral pewter Have you had the issue where shadows do not show up with built and published to VRChat? The Unity scene viewport shows them just fine.

astral pewter
#

if they're not baked by the time you upload that'll happen

#

if your lights are realtime (they shouldn't be)

candid current
#

Ohhhhh, I have auto-gen turned off.

astral pewter
#

what you're seeing in the scene view is realtime or mixed lights done by the engine to give yo ua rough idea

#

I reccomend selecting everything in the scene that you don't want to move, set to static batch, and setting all but one light (or less) to baked

#

then running the generation

#

it's a good idea to have auto gen turned off, honestly, becase it'll re-bake every time you make something

#

progressive is faster but it's still better to just do it once

#

now if only I could figure out why my public worlds are marked private lol

candid current
#

Right, but should auto-gen be on when I hit build?

astral pewter
#

no, do the generation and wait for it to finish, then hit build

#

(save first)

candid current
#

Hmm..

astral pewter
#

the lightmap properties of each mesh object need to be part of the scene

#

and linked correctly, sometimes doing a "clear lightmap data" then re-baking just before upload works

potent patrol
#

hmmm... I have a standard material object left in my world somewhere, how can I track down where it is?

harsh seal
#

I still love quest.

plucky turret
#

After having chaperone fail me on my Vive last night and taking 20 minutes to sort out why Steam VR decided I should walk into walls, I still love my Quest too.

urban idol
#

@crimson canopy the samsung Gear VR did far worse damage for VR industry when they gave out a free samsung gear VR with every samsung phone. Then reported those numbers as if people were buying the units themselves. It taught the general public VR was a gimick.

#

and it convinced the entire industry that mobile VR was the future, and people wanted to watch netflix in vr. because...it was the only default vr app pre-installed on the samsung gear. so Samsung happily reported that 80% of everyone who bought a samsung gear vr, their most used app was Netflix

crimson canopy
#

Fair point

zealous epoch
#

Does anyone now how do i not full my space up when i download unity asset i just need some of the thing

hexed hill
#

@crimson canopy I don't see how mass adoption will ever happen if an expensive gaming PC is required to get into VR.

#

The Quest has graphical limitations, but its gameplay seems to be on par with PC.

crimson canopy
#

It's not like you need a supercomputer for VR though

#

I ran VRC on a PC that I put together in 2011, I only upgraded the GPU a little bit since then

hexed hill
#

It's not just the cost too, it's how tech savvy people are.

#

The Quest is as easy to use as a phone or console.

vital lance
#

i have a friend with a 1050ti and an i3 and he can manage framerates not much better than the quest, and i can almost guarentee his system cost more than one

crimson canopy
#

Honestly if the Quest were PC connectable properly it wouldn't be this much of an issue

vital lance
#

(because he didnt build it himself of course)

crimson canopy
#

Probably his CPU is struggling

vital lance
#

it gives people an option - like consoles

hexed hill
#

Quest just makes VR ridiculously cheap, while keeping the gameplay the same.

#

I don't think it sets anything back besides graphics.

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The cost difference and effort difference is a big deal though.

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PC: $1000 rig, and $400 dollar headset(if you get the Rift S). Likely have to build the rig, or else it costs even more. You have to setup windows, which is effort.

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Quest: $400, and the setup took like 15 minutes.

untold tulip
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You can get a vr ready pc for 700usd.

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its still a big amount more but not as much

crimson canopy
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I doubt the gameplay will remain the same

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It's pretty clear that if Quest becomes mainstream and PC VR falls out of favor, we will see fewer good fleshed out games

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And we'll just be having Robo Recall tech demos for the next years

coarse grail
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hardly any in-depth Super fleshed-out Games already so I'm not sure it's going to make things worst

crimson canopy
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That was kind of my point, if all we're gonna get for the next couple of years is stuff on the level of Robo Recall, that's gonna hurt VR

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We were just getting out of that stage

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Robo Recall is from the early Oculus days which means it's already quite barebones, and then the Quest port even has some removed level geometry (a lot of the cars) on top of that. That doesn't bode well for actual VR games.

urban idol
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quest you can also bring with you and show people vr

plucky turret
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The Quest is just another PSVR with some upgrades. Saying it will degrade the PC market is kind of naive.

urban idol
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remember the VR industry has to undo the damage Samsung Gear VR did to the puplics perception of VR., "a cheap gimick that hurts the eyes"

plucky turret
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yep

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And daydream.

urban idol
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ive had a lot of people join my shiba's and join vrchat based off what they saw in some youtube videos.

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they had no idea full body tracking was a thing

plucky turret
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I was hoping to hop on the fbt train, but I realized I wasn't picking up the headset as much because I'm lazy and have no time to fiddle. The Quest removed the fiddling for me, and I appreciate that. Makes me wonder about Rift S, honestly.

urban idol
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im on the other spectrum. i want to be fully immersed in cartoon land.

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i want to see how high end this tech can go

crimson canopy
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FBT for this game alone isn't worth it tbh

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It's far too scuffed

teal valley
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Iโ€™m having an issue where objects in my quest world are linking with the wrong objects in the pc version. On the quest world itโ€™s causing objects to spawn in different spots than where I placed them. And then, for example, when I pick up a toilet plunger on quest, the pc people see me holding the microphone. Any idea on how to fix this?

potent patrol
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@teal valley make sure the names of the objects are unique

teal valley
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Is the naming how they link?

potent patrol
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Yeah, it's based on the name of the objects on the path leading to the object synced object

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So if the path name is the same you'll have problems

teal valley
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When I spawned in, I saw the objects like jump to the middle of the map (not at 0,0) would the naming also cause something like that to happen?

potent patrol
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Not sure, maybe they all linked up to a single object though