#world-quest

1 messages · Page 8 of 1

teal valley
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Maybe. Might explain it. I’ll check the naming. Thanks for the help!!

potent patrol
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This is also important for anything controlled by an animation btw

dusk cypress
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any quest-friendly skyboxes on the unity asset store anyone knows about?

patent bear
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Honestly if you process the skybox texture correctly I'd think any would be fine.

vital lance
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then pick format RGB Compressed ASTC 4x4 ... it looks much better than the default import settings

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the block size is a quality slider, 12x12 is worst, 4x4 is best ... it takes up a little more space this way but it will have way less banding and artifacts

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(this works for avatar atlassed textures just the same)

dusk saddle
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wait the quest is android

vital lance
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yeah, pretty much a beefy phone in an oculus inside-out tracking headset

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deep down it runs android os and on top of that oculus software

zealous epoch
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is it okay if my world is 43 or 44 mb

untold tulip
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@zealous epoch Has to be 20mb or less

zealous epoch
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@untold tulip okay thanks just one problem every time i download a asset and a simple only one it will trun to 50 or 100 mb idk why i have restart my unity and still dont worry

dusk saddle
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maybe try sending the file to a .zip

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that way it takes up less space, idk

solid grove
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@dusk cypress I liked this one. I recommend converting them into a single texture. Not hard to do that imho

zealous epoch
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Okay i am mad at unity every single time i would try to make something it would first tell me that it is 22 MB okay good but after few gets it would turn to 70 MB every time i add one single simple thing

Can someone help me with that problem

restive turtle
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to publish a world to be quest ready, its the same procedure as with avatars?

harsh seal
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yes

past shell
potent brook
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:+1:

past shell
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do I waste time to make a low poly for the collider ?

restive turtle
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this already looks low poly, just use a mesh collider

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just dont use mesh collider on high poly models, generate a convex for them

past shell
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The scene is 25k vs my custom collider 200

crimson canopy
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Wouldn't primitive colliders be better than a mesh collider?

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Mesh colliders can be quite CPU intensive, primitives like boxes are recommended. In particular, the floor here can be covered with just one box collider, and you can use several box colliders for the walls. The pillars can be covered by capsule colliders.

past shell
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So using multiple collider component instead of a mesh collider on a low poly is better you say

nocturne hare
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always use primitive colliders where possible.

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mesh colliders should only be used if you want accurate physics on a rigidbody

crimson canopy
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Low poly mesh colliders are actually sometimes used for level geometry, because in some cases (such as terrain), primitives simply aren't feasible

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But in your case definitely do primitive colliders. It's cheaper, even though there are technically more colliders.

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Mesh colliders are also most efficient when they're marked "convex" but this isn't always an option either

past shell
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Those small detail really impact that much? I dont think most of the world go that way.

crimson canopy
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Well in your case the mesh collider is quite low poly so it probably wouldn't be a very large issue. But at least for the floor and those walls, I would recommend a box collider

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Also if each pillar is its own mesh collider (instead of part of one big mesh collider), you can make it convex which is also better for performance yet again.

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Of course at that rate, a primitive is probably even better

past shell
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At the end. Everything will be one mesh and one texture when I place everything

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And put bone on all the object if I want to move them later

potent patrol
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@past shell avoid using a skinned mesh renderer if you don't need it. Skinning consumes CPU, and the quest doesn't have much to spare.

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Also you need to separate static objects out anyway for lightmapping

past shell
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What lightmap. Everything is lit and dont receive or give shadow

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The texture already have fake shadow. I can always paint fake under the object that I add if I want

queen pike
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unlit?

past shell
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Ah. The mobile toon shader

crimson canopy
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Don't use realtime lights, you don't have to pre-shade the textures though

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But you could for a world. Still need baked lights and a light probe group for avatars.

queen pike
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also, don't make skinned meshes if you can avoid it

past shell
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All this information. I start to be confuse. I have one mesh one material one texture box collider. Everything regardless shadow is off. What more

vital lance
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i think you're good my dude

crimson canopy
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Make sure you don't have any lights set to "Realtime"

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Set them to baked instead and add a light probe group or avatars will be too dark

past shell
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Yeah. Always the light that I was not sure how to set

lone flare
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Anyone know where to find funny quest avatars

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Big als is good but looking for the funny ones

past shell
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I have better

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no light

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everyone and everything is lit like ther original texture

crimson canopy
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Yeah but that doesn't really work

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For avatars and dynamic objects

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You should bake your lights for at least the light probes and/or the ambient light, so that avatars will have the right lighting.

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Otherwise avatars will look very out of place unless they're unlit

past shell
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look alright at the moment. up in my world to see by yourself idk. all the avatar dont have shadow. Its an avatar world anyways

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kinds raid

potent patrol
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@past shell are you testing on a quest or in the editor?

past shell
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why. i dont have a quest. am on rift

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@potent patrol

vital lance
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this new quest world is amazing

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The Black Cat

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go check it out questlets

harsh seal
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I will tomorrow !!

vital lance
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Black cat is amazing surprise that world is on quest

harsh seal
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wowww it is amazing and fancy!!!! better than the pug tbh!!

celest spear
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hey

primal bobcat
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isn't it required that quest worlds are below 50mb? Because blackcat isn't exactly below that limit lol

untold tulip
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20mb to be exact

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meaning ques tppl cant acces it

primal bobcat
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so it's just the owners way to exploit their world in cross platform even though it isn't

vital lance
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is it below 50 mb on quest

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because you see the pc stats on pc.

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many quest users go to the black cat so i know they can enter it without issues

past shell
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They might see something really different

primal bobcat
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i'm not really sure how it works on quest worlds, so are you basically uploading your world twice? one for pc and then another version for quest where quest users can interact with pc users still?

past shell
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Yes

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But you can add object, collider on a plateform and not the other

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Like only quest zone

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But thats not cool

vital lance
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Does anybody know how to get to the black cat 56900

nocturne hare
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on PC its a bit easier to immisce yourself into a friends+ provided you have an invite link from someone, on Quest, if it's not listed in public instances or isnt joinable from one of your friends, youre screwed.

turbid elbow
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yeah 😄

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it helps to have met a few devs, and getting early access to their dev

reef slate
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Is there a way to deactivate the quest part of your cross compatible world?

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my cafe isn't working at all no matter how much I remove, so I want to try to make a new one just for quest and then flip it to PC. But I want to remove the quest part of my current world

potent patrol
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@reef slate parent everything under a root object. Stick an animator on that object, and use it to enable the quest objects (/disable PC ones). Then disable or enable the animator component as needed

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Or have root objects for the quest specific and PC specific parts and enable/disable them as desired

reef slate
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hm? I'm a little confused by that

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I have two seperate projects one for quest one for pc. Although both are on the same world ID, but I don't see an option to disable the oculus quest part

potent patrol
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Oh, I see what you mean. No, you can't unpublish the quest part, sorry. You could upload a "sorry, the quest version is unavailable" world though

reef slate
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my world is in a constant initialing error for quest users, and I have no way to test or fix anything . . . cause I don't have a quest

empty nexus
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Could not load type 'PropertyType'.

reef slate
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Hum, I released another quest world, in an attempt to see if people could join it. I have it super optimized, but Fionna still informs me it's a no go.
OneShot Quest is my lab world, can someone halp me?

silk hemlock
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Stuck at Initializing World phase. Did not load

reef slate
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sigh

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I have no way to know what the problem is, this is ridiculous

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Literally a smol world and still no one can join, I've optimized everything to hecka smol tri rates and such as suggested in oculus quest documentation (aka below 50000 tris). Is standard shaders not to be used in worlds? I mean I have updated most things to be on the Mobile Shader but wtf. . . . Nothing is working and this is frustrating

silk hemlock
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Start with updating Unity to 2017.4.28f1 and reimporting latest VRChat SDK.

reef slate
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I already did

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I made it in the old version and they updated it right as I was going to post it

silk hemlock
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Standard shaders work in worlds. At least Unity Standard works

reef slate
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so I redownloaded everything

silk hemlock
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Can you load into a world on PC?

reef slate
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yes

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same for my Cafe . . . although I know that isn't optimized at all quest wise, but since there is no way to remove quest from cross compatible worlds it's stuck being broken. I spent alot of time making a new one specifically with quest on mind and it's still broken internal reeeeeing

tropic mulch
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Kinda complex but using adb LogCat you should be able to read the output console while playing with Quest, just keeping it connected via USB

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There's a preview package in Unity to use that directly from Unity, but I can't remember if Package Manager was already in the 2017 version?

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Otherwise you should install the Android Dev Tools and find LogCat there, if I remember correctly (not very probable actually)

reef slate
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I just wish this was much easier

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I'm banging my head on the wall because of it

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It gets to the point of why am I even trying >~<
On one hand you have PC which is incredibly easy to setup and publish, but then you have Quest in the other that is super super tough towards Creators . . . which was explained why it was in the documentations.

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I don't even have a quest

tropic mulch
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Hard to debug without a Quest... But in cases like these sometimes the error might just be a very simple oversight, it happens a lot

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Kinda like, enable a checkmark and now it works

reef slate
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if only this checkmark wasn't in a haystack of needles

tropic mulch
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I can almost feel that

vital lance
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ah @reef slate try this:

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instead of clicking "last build" when you swap to the android build and try to upload, use "New build"

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i had an issue after i tried to upload my world's pc version with "last build" (the last one being android)

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i couldnt join it

reef slate
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I always use new build

vital lance
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then i dunno

reef slate
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exactly

vital lance
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your world ruined my caravan of 8 quest users exploring though 😦

reef slate
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;n;

vital lance
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thats right im gonna bully you

reef slate
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nyaaoooo

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anything but that!

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I dun know why the quest build is fighting me

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I have no way to fight back, and the Oculus quest build is just telling me "No U"

vital lance
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wouldve been a nice world too

reef slate
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I mean I wish the cafe could work, but that an alot of tri's and would probably be bad for quest
but at the same time it's doing the same issue

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this new one I optimized and I still have the same issue

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gonna reupload it again if you wanna try again @vital lance

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although gib me a few

vital lance
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i dont have a quest either

reef slate
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ree

reef slate
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I reeeeeuploaded if anyone wants to try OneShot Quest again

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doubt it's gonna work ;n;

silk hemlock
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@reef slate It did not reupload. Can tell because world download indicator was 100% full instantly. Make sure that you don't have red errors in Unity Console tab. Try pressing Play in editor and check if world will run in the editor.

reef slate
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ok >~<

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there is no errors in console

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trying some other things

reef slate
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ok try again

silk hemlock
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Still not loading. World did not redownload.

reef slate
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reeee 😿

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how many times do I need to upload for it to actually upload

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in the console it seems to be updating the 2017.4.15f1 version yet I've uploaded on 2017.4.28f1

Error?:
2017․4․15f1_3_standalonewindows_Release: upload complete, has existing or pending version, latest version not queued

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;n;
why is this fighting me?

vital lance
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did you grab the new sdk too

reef slate
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it's bad enough I have no way to remove versions, unless maybe I ask nicely. Also yes I did although I uploaded on the previous one . . . and then they released an update >~<

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now version 17

silk hemlock
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Looks like vrchat SDK/API fault now

reef slate
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Ok . . . I went to my desktop and have reuploaded . . . . so I'm gonna go out on a limb and say it's not gonna work

reef slate
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can someone go test?

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pweeaasseee

turbid elbow
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what do you need?

reef slate
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my quest version seems to fail . . . I've been reuploading countless times . . . that's the gist of it

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but . . . I don't have a quest, and have ta ask others >~<

turbid elbow
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does it have a name i can search?

reef slate
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OneShot Quest

turbid elbow
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let me have a look

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shows up there

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let me inQuest

reef slate
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you were able to get in?

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nani?

turbid elbow
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yes

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mrcreepers#1230

reef slate
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what . . .
so uploading it 16 times on my laptop doesn't work but I upload it once on my desktop . . . and poof!?!

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(╯°□°)╯︵ ┻━┻

mighty condorBOT
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┬──┬ ノ( ゜-゜ノ) There you go

turbid elbow
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no idea. please send 200 quatloos for tech support 😄

reef slate
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ack, that is a relief tho.
40 - 70 frames all around
An Quest peeps can visit wooooo!

turbid elbow
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whee

mossy sonnet
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I've been working to my limits as well as the quests limits to bring 2 Horrors to Quest. One is ready and the other is not quite yet.

mossy sonnet
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Uh can anyone help? The other world I've been fixing and trying to remove bits but it stays stagnant at 66.76 MB. no matter if its deleted... Its a PC world being reworked for Quest.

crude lintel
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set the dynamic materials in your vrc world to zero and let it repopulate, might be some extra useless ones in there

raven dagger
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40fps without more than one user in it is rather low for Quest.

reef slate
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I mean there was 5 other people, and the limit is 8

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at this rate, I don't really care, quest is so bothersome and aggravating VRChat wise for world makers, took me 17 attempts to even get someone in it. Not to mention no way to destroy cross compatibility. Once you've uploaded, thats it, no take backsey's, unless someone can inform me since when I asked a few days ago or so no one gave me a clear answer or didn't know.

opal orchid
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It’s true, without your own hardware it’s nearly impossible, and even with the hardware without logs it’s hard to figure out issues. And you need two people to test PC/Quest sync issues. As time goes on hopefully more people will get Quest and we will have better workflows.

reef slate
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My unity is being a pain too which isn't helpful, just spent 5 hours fighting it to reupload another map that might now be quest compatible, OneShot Cafe is the place. Although I fear it's might be broken, since the original and quest version is different in certain places

turbid elbow
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whee

reef slate
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has anyone gone to see if the OneShot Cafe is still broke?

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I figured since I can't reverse cross compatibility that I might as well try making it actually work

forest forge
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что за хуйня

slim ravine
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Same

reef slate
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?

sand otter
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Anyone know of any quest MMD dance rooms, like the ones you can pick a song from a list, stand on a spot, then get teleported to a dance floor and your avatar dances? I found some for PC users but are there none for Quest users?

reef slate
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ha, that will probably never be a thing

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those worlds are ginormous in space and the quest isn't allowed to go up that high

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each of those worlds are 200 - 400 MB

sand otter
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Tks MrCreepers. Guess I'll have to wait for technology to advance enough to support it, like maybe in 10 years or so haha

reef slate
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yea that is unfortunate I love those worlds but in the documentation it says this:
You should be aiming for a maximum of 30-40 MB. You cannot upload or access worlds that exceed 50MB in size after build-time compression for VRChat Quest.

vital lance
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it's an arbitrary restriction, not a technology issue. limiting world download size just typically means a less laggy world. it's still set arbitrary though

sand otter
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That would explain all those stripped down worlds I've been visiting. Ugh.

reef slate
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yep

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I've stripped down my cafe in an attempt to make it quest worthy, not even sure it works

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atleast I know my latest one I tried works

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although if you do it right, you could make a very low poly room that contains abunch of stuff

sand otter
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I'll leave that up to the creators (like yourself), I'm a simple player who enjoyed the dance worlds. I'll just keep streaming Steam from my computer to my headset until the day comes when the headset is powerful enough to support more dynamic/complicated worlds (but I'm not going to hold my breath in the meantime).

reef slate
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o, doing one of those things? Didn't they just try to remove that?

sand otter
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Yeah but you can still sideload Virtual Desktop via some app I installed

reef slate
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not sure why oculus had to throw such a fit over it, I mean goodness

sand otter
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Still works the same as before they ripped it out, you just have to install the "fixed" version through your computer, not on the Oculus Store thingie

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Plus there is ALVR (I think that is what its called). That one works still, albeit I found it a bit slower (i.e. laggy) then Virtual Desktop

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I didn't agree with how Oculus handled Virtual Desktop and Steam streaming. Mind you I'm not a business man so am more impressed by the functionality they had, not the money they may be losing on Rift S sales or from Steam

reef slate
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probably not

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🤷

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I mean steam could easy just rip out oculus support but I'm pretty sure they just updated it to show oculus controllers instead of the default. Not to mention that oculus allowed ReVive to be a thing after they tried fighting for not to be

sand otter
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Ah, the program is called SideQuest. Install that and it'll allow you to install the "original" VR Desktop program where you can stream Steam (and whatever else is on your desktop) directly to your Oculus Quest

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It all sounds like money grabbing to me, everyone wants to stuff their pockets

reef slate
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it's facebook . . . so probs

sand otter
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$$ yep!

reef slate
sand otter
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Wow, I don't know how you do that stuff - so many layers to deal with. What is the name of the world?

reef slate
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OneShot Cafe . . . not guaranteed to work, as it wasn't before. But I just reuploaded it and maybe now it is? 🤷
I've been having problems with uploads and Quest, I also don't have a quest

sand otter
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D'oh, that'll make it challenging to verify if things are working! I'll check it out when I get home and let you know if it was working

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I normally don't do just OneShot though ...

reef slate
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that's normal tho

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🤷

sand otter
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True true true

reef slate
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I atleast know I got one working, but there is no way to disable or remove it once it's up without taking down the entire world, to my knowledge

sand otter
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Sounds like a pain. Guess that's why its still an Early Access Game

harsh mural
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hey any quest user that need water shaders .. i am looking to make a quest version of my water shader but need a tester .. please feel free to DM me if your interested

vital lance
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you can't make shaders for quest

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you're required to use the quest compatible shaders provided by vrchat

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it's a very short list

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well, for avatars anyway. idk how it works for worlds. i may be dumb

vital lance
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for now we're allowed to upload android compatible shaders in worlds

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I just mentioned some rules about it in #shaders if you want to know the differences

coarse grail
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yay so we might have halfway decent water

harsh mural
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not really that great as so many limitations

coarse grail
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would Wind Waker water work under the quest requirements

harsh mural
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i just posted a simple water shader in #shaders you could try with quest, i have no way to test it for you but should work

coarse grail
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don't have a quest myself just interested in knowing what I can use for cross compatibility

past shell
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On my world I turn off all shadow and light. So opti like ever

midnight kernel
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what would i need to do to make a world quest compatiable, (what assets can i use ????)

coarse grail
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meet the guidelines in this document and you should be good to go

midnight kernel
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what does that mean ?

coarse grail
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I'm not sure but I found that I can make that go away by Breaking prefab instancing on the chairs

midnight kernel
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hmm

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thanks anyway

midnight kernel
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anyone knows where i could find that ?

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please

stuck river
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You probably need to use the VRChat/mobile shaders instead.

midnight kernel
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ik

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but

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where

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i cant find the setting to change the shaders

stuck river
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So open the material that it is complaining about, then there is a drop down for the shader the material is using.

midnight kernel
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yea, and where is the material

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i only find this called material

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but ??

stuck river
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materials would be the ones with the model, or separate materials files that have *.mat . If you dont have one, or have one integrated with the model, you will have to create a new version of the same material

midnight kernel
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i have litteraly no idea what you are trying to tell me

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this shit makes me so fucking mad

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its so complicated

stuck river
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Ok, so from the very top. In the Project View, with the prefabs, you usually set a material for a mesh. By default when you bring a model in, you have a default material set to it.

midnight kernel
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i created a new terrian

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so

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i have no

stuck river
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You have lead up that is is a "Terrain"

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not a model,

midnight kernel
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i know nothing at all

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i dont know what a prefeb or a mesh is

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i dont understand what i saod

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said

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u said*

stuck river
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Terrains work a bit differently than models.

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I need to look it up, so few minutes

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Ok, so Under the Material Selector, Select Custom, then it will allow you to set a custom material. for the base terrain

midnight kernel
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what is a material selector ?

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i just said i know nothing

stuck river
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set it from Built in Standard to Custom

midnight kernel
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k

stuck river
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Then press on the Custom Material slot and create a new material

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err, in the Project view, right click, create new material, then bind the material to that slot

midnight kernel
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neither right or left click is doing anything

stuck river
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in the Project view?

midnight kernel
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well, what is that ?

stuck river
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you can also do it from Assets > Create > Material

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Project View is the section of the window that reads "Project"

midnight kernel
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where is that ?

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well ok+

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that good ?

stuck river
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yes, then open the New Material.

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in the inspector

midnight kernel
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can i just change it here?

stuck river
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Yes

midnight kernel
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omg thanks

stuck river
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VRChat/Mobile and any under that

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For future reference Project (View) is the panel below the Hierarchy and the 3d view

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it lists all the prefabs, scripts, and assets you have

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for the project.

midnight kernel
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its still there

stuck river
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Hmm is it the only object in the scene?

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no you had some chairs

midnight kernel
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there are 2 chairs the trrian and a mirrir

stuck river
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you might need to check the materials on the chairs and the mirror too

midnight kernel
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mirror

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ah ok

stuck river
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not sure if t he sample objects actually have the right materials

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since they are, mostly for pc by default

midnight kernel
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this needs to stay reflection right ?

stuck river
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that should be ok

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its teh chairs

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the materials on them are the Legacy Shader / Diffuse

midnight kernel
stuck river
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Its teh cubes inside the chair prefab

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you can swap them by drag and dropping a material onto them

midnight kernel
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okay and how do i find these in already existing chairs

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ahh found it

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cant edit them tho

stuck river
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Yeah its the default diffuse that are on the cubes, you can swap them out tho

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so you can, forexample, from the project view, drag and drop the material onto the mesh it self

midnight kernel
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i still dont know what a project view or a mesh is

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it actually worked

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ahh finally its gone

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thanks

stuck river
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Ok, i do suggest familiarizing your self with the panels in your window

midnight kernel
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yeaa

stuck river
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Thats a quick reference 😃 the name of the panel is always on the tab of it

midnight kernel
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thanksss°°

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!!

stuck river
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if you have something closed, you can open it through Window

reef slate
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LoudO you can keep standard or other shaders in worlds

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@midnight kernel it's just avatars that it's restrictive on

stuck river
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Ah good to know when I start looking into it.

reef slate
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it's just warning that don't quite mean anything atm, from what I've seen and been told by Tupper.
Also you might want to find the sibling object, it just means there is an object with-in an object that has the same name

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Although I would highly suggest not making a quest world as your first attempt, let alone with 0 experience your just asking for a headache

midnight kernel
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Well I can only play on quest

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So, lol

reef slate
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you really shouldn't be trying, and just enjoy other maps.
I mean you gotta know something to get something

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And Quest world making is built for advanced builders that have to make sure it's optimized, enjoyable, and even joinable

midnight kernel
#

where’s the fun, I was User rank after like a week or so, I played so much. And now I’m getting into content creation. Because why not and it can’t be that advanced if I managed to create a world that has variety and a few elements like seats and mirrors. Don’t tell people to stop, rather motivate them

vital lance
#

i mean, someone held your hand the whole way through all the way from downloading unity

reef slate
#

I mean props to you. But seriously this takes years or months to do and master. Not everyone is made for map making. And if you don't follow the strict code that VRChat enforces to even get the map public then it's not worth it or even joinable

vital lance
#

which isn't necessarily a bad thing but it does mean that mrcreepers is right

#

i've seen near empty boxes that perform worse than beautiful big worlds

#

there's a lot of nuance to building an optimized (aka quest!) world

reef slate
#

PC is the better in many regards

#

you can't just declare in one day that your going to be content making . . . it just doesn't work like that. Do you even know what programs or how to even make 3D content? Let alone Unity isn't just a program you can go in blindly, in hope to make a map for VRChat. Not to mention you need to have some artistic degree of making stuff in a 3D environment. I mean come-on, from the sounds of it you played VRChat for a good few days and now your ready for advanced content!? Get like 150 hours in, then try to make stuff. Enjoy what is available then you get the right to make stuff

past shell
#

I try to make my avatar world more interesting then a simple flat plane. But I still want it to be more appealing. Dont really know what add

reef slate
#

I mean you could add some low poly buildings or background things

#

texture atlasing is your friend

#

you could make a complicated item with lots of materials and then when your content there is tools in blender to reduce poly count @past shell

#

if you want an example of how complex you can get there is probably some good worlds in vrchat's quest worlds.
I have one that has miniature worlds and quest users are still doing ok frame rate wise or a giant place that still does ok

midnight kernel
#

What if I can’t fucking afford a pc. And if I’ll never start how should I get better. This is so stupid, rather start now then not doing it because you tell me to

livid ivy
#

@reef slate please stop pushing people to not make worlds. How else would you expect people to learn? Back when I got started with VRChat 4 years ago I had never touched Unity or knew what a polygon was or anything like that. I learned everything from just playing around in Unity and asking the community. It's one thing if @midnight kernel said they wanted to make an MMO in VRChat or something crazy, then you could advise them of starting with something simpler, but with a target of just making a world telling them to stop is just ridiculous, you're telling me you shouldn't even try making things until you have 150 hours of experience in VRChat? Why would that be required to play around in Unity? The best way of learning is doing it for many people.

@midnight kernel just go for it, I highly advise asking around when you have questions and Quest world creation isn't really harder than PC content creation, making optimized and public ready content is harder though but just making private worlds that you can test things in and invite friends to isn't harder than PC really.
What really made me learn a lot in a short time when I got started was finding a few other people in the community who also were beginners in learning to create VRChat content and all of us getting together every now and then and teaching each other what we had learned. Teaching someone else what you've learned helps a lot in making you understand what you've learned and helps a lot. By far the thing that made me learn the quickest in the beginning. Good luck!

midnight kernel
#

:3, yea i am super into mmo's. Idont want to specifically make some crazy stuff in vrchat but its a good way to start the 3d modeling

lime moss
#

@reef slate what, you can totally just "declare you want to make worlds" i started out with 0 unity or blender skills. Vrchat alone taught me everything I know about that stuff. That's a really silly way to think and makes no sense

midnight kernel
#

ive spend 2 days and know how to upload avatars and worlds for quest

#

i am making good progress in my opinion

livid ivy
#

Yeah, that's the biggest hurdle that people fall on so just getting something uploaded and having it in VRChat is a huge step imo :P
When you say 3D modeling do you mean that you want to learn to model things yourself? Or do you mean you want to create things in VRChat in 3D by using existing models?

midnight kernel
#

well, i want to make my own game soo. im going to a technic school focosed on games design and i wanna start with 3d modeling in vrchat cause its fun for me.

livid ivy
#

Ah, yeah dabbling in all different parts of game creation is definitely a good idea then, knowing the basics of all is super helpful even if you decide to focus fully on one thing later.

reef slate
#

I mean goodness, it's just advice. It's always good to start somewhere, but it's not really a good place to start in the complex quest making

#

The quest aspect of world making is still a work in progress, it's more frustrating then helpful when even trying to make one. Considering it has just been introduced and still lacking in alot of departments, it's not really worth delving into unless you know your stuff.

#

Also don't get pissed off at me for giving out actual advice, I've been doing this for a year now. I may know a thing or too. What is this preschool and your gonna dissect everything I say to a super personal level like I'm attacking you? I even told him to go for it, but on the other hand it's not really a good place to start

slim ravine
#

I may know a thing or too.

reef slate
#

please stop, why does need to continue, just stop

slim ravine
#

just found it funny thats all, because you said you knew things and then used the wrong two/to/too

midnight kernel
#

Yea it was funny

reef slate
#

¯_(ツ)_/¯

past shell
#

Might add object that you can grab. Props etc

plucky turret
#

@past shell I love that you have audio from SAO in your avatar world. Caught me off guard at first, and then I smiled.

teal whale
#

sorry if this was answered before but is there any other hard limit for quest worlds other then 50mb size and 50K tri

midnight kernel
#

ay, i got a world working for quest

#

lool

livid ivy
#

🎉

plucky turret
#

Is the VRChat Home Kit updated for Quest?

nocturne hare
#

I'd love to make my own ver of the crossplatform home

plucky turret
#

The tutorial page still shows the old home, so I'm guessing it hasn't been released yet.

plucky turret
#

@reef slate I tried OneShot again and I fell through the floor. But it did load!

reef slate
#

that's odd, VRFerret did just fine

turbid elbow
#

i'm elite

untold tulip
#

<@&397642795457970181> hes posted this in like 4 diff chats and its huge spam

naive zenith
#

bye

untold tulip
#

Tyty

fast delta
plucky turret
#

Just made my first world last night, but I want to port it to Quest as well. I think all I need to do is bake the lighting, anyone have a reference on how to do that? I'm new to Unity, but learning my way around. 😃

vital lance
#

some more info there

plucky turret
#

Thank you!

vital lance
#

it's all pretty time consuming to set up and wait for baking, but it's very worth it

plucky turret
#

Yep, even on my beast of a machine rendering takes awhile. Learned quite a bit last night just kitbashing and testing.

vital lance
#

if you're looking for a better alternative than the built in lightmappers, there's also Bakery, it will still bring your machine to it's knees but it's using your GPU to speed some things up and it's a little more advanced

opal orchid
#

I thought I’d share this idea for discussion: for Quest, it may better when you have repeated smaller elements in similar lighting situations to not bake them, but to use GPU instancing and set them to the same lightprobe anchor point. Real-time lights in scenery should be baked, and those elements merged and atlased. But batching can save a lot of drawcalls if you don’t plan to atlas.

past shell
potent brook
#

Well that's a bit more than what you showed me last week

nocturne hare
#

can you add a toggleable staircase with a platform for smol avatars?

#

or is the scale smaller than it looks?

past shell
#

you can click them far away anyway. i dont know why people have trouble

#

go see yourself its not that high. I dont really want to put it plat with the floor @nocturne hare

#

for a platform I would need to check what model I have instead of putting wooded box

past shell
#

If you dificulty to aim. Open your menu so you see the lazer

past shell
#

6 of the 8 of first bottom row are normal size. Do I really need to thing aint size avatar at this point too

warped dagger
#

@opal orchid That's a neat concept It would probably work well to use a style that leans on vertex colors for lighting. There's an asset that bakes ambient occlusion into vertext colors. To get good results you'd need to add a bit more edgeloops near the borders, but the extra geo would be worth a cheaper lighting model

opal orchid
#

Sadly the GPU instancing requires each mesh to be under 900 vertex properties and vertex colors double it. But for very low poly models maybe. For the Not Bad Cars I did a lot of fiddling and reducing properties to get the instancing to work, because of the a la carte nature of them.

warped dagger
#

Ah. Yes. Depending on the style. I did a GearVR project that needed a giant beetle swarm a few years ago. I think we had to get the very count down to 128 because of the attributes needed in the shader. That one effect was pretty much our entire render budget

vital lance
#

I like the name vertexdirt

serene lintel
#

@opal orchid The 900 total vertex attributes limit is Dynamic Batching not instancing.

opal orchid
#

ah ok

#

all i know is what frame debugger tells me is wrong

serene lintel
#

Instanced batches break with any global illumination

#

or different real-time lights

#

Until 2018.1

opal orchid
#

the only way we could get the drawcalls manageable in NotBadCars was to use the same light probe anchor. It would only work for a fairly uniformly lit and baked world.

serene lintel
#

Yeah, although did you try a light probe proxy volume?

#

You might be able to use the same proxy volume on all instances

opal orchid
#

Not sure if we tried that. The anchor that was the center of a single probe group worked

serene lintel
#

The LPPV should just generate a single 3D texture that all instances could interpolate from even with different anchors.

opal orchid
#

but volumes would allow for batching in different lights

serene lintel
#

Yeah

opal orchid
#

But the main point is--if you have a bunch of repeated elements and just lightbake them all, you will get more batches

serene lintel
#

Yeah

#

With 2018.1 and above instanced meshes support light maps, light probes, reflection probes, and occlusion probes.

opal orchid
#

and thats what people are being told to do because figuring out how to make things batch is hard

#

that will be nice

serene lintel
#

They made all of the GI shader properties instanced properties.

turbid elbow
#

@opal orchid same Fionna as the Rapunzel Climb?

opal orchid
#

yeah thats me

turbid elbow
#

sweet. i enjoyed it very much. thank you.

opal orchid
#

thanks!! I'm updating it again today, it had one or two little bugs

#

and cyan is updating the climbing system still

turbid elbow
#

took me a little bit to figure that out

#

like, how to equip 😄

#

i couldn't load an ifruit avatar though

opal orchid
#

The other climbing worlds have a "tutorial bot" but I figured the Equip lines next to your head would make it obvious fast enough

turbid elbow
#

reportedly Rapunzel smacks some people, not others

opal orchid
#

yeah that was one of the bugs. Target wasn't set to local

#

she smacks you if you have less than 25 fruits

turbid elbow
#

hah

#

once i could get up high, getting the rest was just a matter of gliding i guess

#

tried to glide to the final island, hit the invisible wall, and climbed and climbed 😄 glided home.

opal orchid
#

yeah you are enclosed in a big invisible box

turbid elbow
#

yis

#

lot of people "flying" around. bit annoying when you're trying to concentrate

opal orchid
#

I knew ahead of time that this was going to be a quest world, so I made all the assets modular and atlased and very very low poly

turbid elbow
#

noice

#

i look forward to play with that soon (new computer coming)

#

also the Chameleon was great

opal orchid
#

but then the lightbake pretty much takes away all the benefits of repeated elements--the vines and hairs though got batched

#

i am so glad I got the chameleon in. It was very last minute

turbid elbow
#

it's still quite good from my POV

opal orchid
#

thanks!

turbid elbow
#

i love the should equip hack in general - i should have caught on faster what with the monocycle racing world

#

going to enjoy learning about models and so on.

opal orchid
#

make sure to check out Climbing Trials - The Depths...although wait a couple days, he wants to update it with an ending

turbid elbow
#

sure, gimme a ping if you like

#

same name here as there

vital lance
#

guys, someone have working custom url video panel?

#

i have but i cant put links to work ...

#

but it loaded with my default set video for vrc

vital lance
#

my own.... chill playground

opal orchid
#

Look at the prefab database pinned messages in #world-development . Jetdog and Tsuna’s prefabs have video panels. However make sure you don’t try to sync them in a Quest world, it doesn’t work.

past shell
#

So its 50k max poly for a world ?

vital lance
#

guys can i rename place when i uplaoded already with sonething but i wanna change it ?

silk hemlock
#

50k is recommended visible polygons, not max. You can have more with Occlusion Culling and LODs

past shell
#

Oh great. I have 3 rooms at the moment so I can hide 2 of them

past shell
#

occlusion culling is apply by default ?

opal orchid
#

@turbid elbow Climbing Trials — The Depths is updated, not Quest ready yet tho

turbid elbow
#

okay!

#

thanks for letting me know.

#

i am battling the vrchat docs on how to install unity sdks and things

queen bramble
#

anyone knows where i can find some free and good looking house assets

coarse grail
queen bramble
#

oh yea i totally forgot about itch io

opal orchid
#

Do you mean post processing stack? Some worlds have this. Quest worlds should not.

crimson canopy
#

They might not be aware, or they don't care. I can see why a PC world wouldn't be made Quest compatible, but I don't see a good reason to keep any world Quest-only.

dusk cypress
#

i can understand it somewhat, at least in those worlds they wouldnt be seeing a million people with default grey robot avatars

fleet viper
slim ravine
#

Best you can do is reach out to the individual creators as they are likely unaware

rose osprey
#

ddd

#

sjdh'

#

ad;jkasklhdkasjhgfls

#

avhgdagfhhj

nocturne hare
#

can confirm everyone I've met who had quest-only avatars just didn't know how to upload for PC

vital lance
#

Lol quest exclusive worlds wtf lol

#

@nocturne hare its the same for both avatars and worlds right

#

Technically i can duplicate a model swtch it to android and change it to a cube

#

And hit upload

#

Put a photo of my pc model as the cube quest version lol

turbid elbow
#

what's interesting are the PC only worlds, where the choice was to keep quest users out

sturdy bloom
#

*complete noob question so have mercy!!

My wife and purchased two Quests and love how easy it is to get in and out of Vrchat together.

I built a house in Unity and am able to test it using my PC rig (rift). But when she's on her Quest, I can't invite her info the Test build.

Why?

vital lance
#

@sturdy bloom to make a cross platform world you have to build a pc version and an android version and upload both the same world blueprint ID

#

a quest can't open a world bundle built for pc and vice versa, so vrchat needs both

#

if you're using local test build, you can't invite quest users

#

you'd have to upload a private world for both platforms so you can invite others

sturdy bloom
#

Wow thank you!

Am I able to upload for testing even tho I'm to early for public approval?

vital lance
#

yeah, it will be private but you can visit it from your menu and invite others to test it

nocturne hare
#

and you can open Friends+ instances even

turbid elbow
#

cool

vital lance
#

@sturdy bloom oh hold on, you mean you're not approved to upload stuff yet?

sturdy bloom
#

Im brand new like 3 days

vital lance
#

in that case keep playing and it will unlock so you can upload

#

won't take too long

sturdy bloom
#

:(

vital lance
#

in the mean time you can test locally on the rift 😐 hope that helps

sturdy bloom
#

Wow yeah thanks so much. For the info.

We are steamers and want to invite our 800+ vr members to a huge event we want to host in vrchat.

vital lance
#

that's a lot of people to fit in the same house but I like big planned events, you'll probably get an email about being able to upload your own content in a couple of days and you can check the info here for quest specific guidelines and tips

sturdy bloom
#

We built a huge club facility. Do other instances open up?

vital lance
#

yeah, pc limit is about 30 maybe 40 people per instance, and quest around 15 (I think)

#

but if you have a public world the system will allow you to open up as many instances as you need

nocturne hare
#

thats in a well optimized world

#

assuming everyone has well optimized avatars

#

and in the case of PC, everyone isnt running on a toaster

vital lance
#

yes, that's almost an empty world with very good avatars

#

it's very vague numbers, it really depends on the world load on the system and rendering all the avatars and doodads they have

sturdy bloom
#

My wife and I have crashed servers in second life and even there.com back in the day.
We are hoping that vrchat can handle some at least 100+ over several instances.

#

We have already started promoting about vr chat and an upcoming event to our league's of VR sports players. Very little of which have ever tried vrchat. We hope it will be lots of fun! :)

nocturne hare
#

yeah nah

#

and its not even that vrchat is an unoptimized hunk of shit, its that nobody even if everyone was using 1k poly avatars and had no Ik calculations, the resolution was halved and noone was talking, could actually run the game. it would still kill even the most powerful of PCs because its just too much from a computational standpoint

#

grab the rift, go into a great pug with 22 players

#

and watch your framerate dip from a 5th of what youre expecting to get in a world

sturdy bloom
#

Ok cool I'l chk it out

#

Thanks again! :)

past shell
#

I update the map soon with 3 room. I still need to figure out how to connect them

leaden karma
#

2 questions. Why has the webplayer prefab been screwed again. And why have the "natural" shaders gone transparent?

patent bear
#

Working with quest mapping; where can I find the limitation information?

slim ravine
patent bear
#

Thank-you @slim ravine

#

@past shell Excellent work on that map! I notice a lot of polish on atmosphere.

past shell
#

I need to create multiple empty game object to rotate box collider. In what way its more optimize ^

past shell
#

Rip the 2 people that load in my update world with no floor collider

slim ravine
#

This is why you have a test version ;)

past shell
#

Naaa. Happy accident

untold tulip
#

Omg theyll never get out

nocturne hare
#

@brave river You don't need to say hello twice. Posting GIFs like that will eventually make mods remove image permissions from these channels, and so far they've been incredibly useful to us, and according to your message in #quest-development you are from Brazil. So if you wanna chat with other brazilians you can go to #portuguese

#

If you need help with something related to developing content for VRChat Quest, just ask.

patent bear
#

Hello, hello.

umbral wind
#

That was the longest response to a hello I have ever seen

harsh seal
#

When uploadinf quest world is it as same as doing it in pc version

#

I would hate to start over on this world i made 😩

harsh seal
#

Ping meee

potent patrol
#

@harsh seal you will generally need to make adjustments such as selecting mobile shaders, merging meshes, etc to meet the quest's performance limitations

#

If you want to avoid double work, you could upload the same, optimized thing for both though

harsh seal
#

ahhh.. okayy

turbid elbow
#

there's going to be a complain from pc users that "all these quest only worlds" ... which seems weird as a pc should be able to see anything

#

then it will change to "well, all these worlds, but they're the same for quest and pc, and they are boring"

#

oh well

harsh seal
#

Because they feel like oh since i have vive and fullbody im gonna talk shit on qust users

turbid elbow
#

at a part when i brought the quest, demonstrating yard scale vr, with practically no setup time... and the various nifty games (no vrchat) people were sold

#

being able to casually drop in and out of vrchat though, for me, what a super win

brave crane
#

lol

vital lance
#

is there a place where quest users usually hang out?

past shell
#

Pug west

harsh seal
#

the black cat

turbid elbow
#

there's a lot of cozy worlds

bright adder
#

Here I am hoping the office world get ported to Quest

vital lance
#

😇

blissful furnace
#

I try to upload my map but I get this message, is the updated sdk and unity to the version that you decided to use, how can I fix it?

nocturne hare
#

you clicked new build and not last build?

wind jetty
past fox
#

Hello, I’m having trouble uploading a test version of my world for quest. I’ve uploaded a world successfully before and everything is the same in player settings as that other world in my new one. There shouldn’t be an issue but unity keeps telling me that the color space in non compatible. I changed the minimum API level from 4.1 to 4.3 bc it told me to even though my other successful world was at 4.1. I was able to click build for android but now it’s asking me to select a Android SDK folder? Not sure if I have it or where it would be?

ember gyro
#

Hi, how's the post procesing effects toggled?

nocturne hare
#

You can't use post processing effects on Quest

turbid elbow
#

inconceivable 😄

still turtle
#

Hello. I am wondering how to upload my avatar from unity. Nothing is clear.

past shell
#

youtube video are very clear

still turtle
#

No, they are very much not.

#

I need help.

harsh seal
#

What need help with? Quest avatar limts are 5-10k but can still import higher polygons just I wouldnt go crazy with it, but what do you guys not understamd?

still turtle
#

It says I still need approval in order to upload my character and that I need to play VR Chat for a while to do it. Well, I have been playing it for hours and still no approval. Why?

slim ravine
#

How many hours

still turtle
#

3

#

More than

slim ravine
#

It takes around 20 hours to be able to upload on average

still turtle
#

Oh my god... well thank you very much. I better get too it.

slim ravine
#

20 to 40 *

still turtle
#

!

#

You have got to be kidding me.

slim ravine
#

Just have fun with the game for now

still turtle
#

Okay. And you are saying all this from experience?

slim ravine
#

I never worried about uploading any content untill i was well into 400+ hours 😅

still turtle
#

...

slim ravine
#

So you know, just have fun and it will fly by

#

Idling wont help either, you have to actually be playing and making friends

still turtle
#

Okay... Thank you. Do you get an email saying when you can upload characters?

slim ravine
#

No

#

I think it happens when you reach a specific rank, im not sure which one it is though

#

I think when you hit "user" the green rank

still turtle
#

There are ranks?

#

wow

#

...

harsh seal
#

Uhm

#

You do get an email lol

slim ravine
#

Oh for real?

harsh seal
#

Yeah I did

still turtle
#

Oh! Really?

slim ravine
#

i had no idea, well that makes it easier

still turtle
#

THANK GOD!

harsh seal
#

New User is when you can upload

#

It'll tell you

slim ravine
#

There ya go, wasnt certain myself

harsh seal
#

User is for when you constant upload. Then trusted user is having alot of friends or being around public , then known user is for being around / playing for a long time.

slim ravine
#

Not quite

still turtle
#

Okay.

slim ravine
#

The rank just goes up the more time / trustable friends / content / some secret sauce, you have

harsh seal
#

well i aint got time for that lol

#

dun even have an vr

#

xd

still turtle
#

True

slim ravine
#

I got trusted with 0 uploaded content

#

just friends and play time

harsh seal
#

I spend my time making avatars more than actually being on the game haha

slim ravine
#

Me too

#

Nowadays anyway

still turtle
#

Okay. Well thank you guys again.

slim ravine
#

No prob, have fun with da game

#

you might find that come the time you get the rank you dont even want to play, which is likely why they have this system in place

harsh seal
#

No problem~

#

idc for ranks honest...

hoary vine
#

U watch outfoxedgaming

#

???

harsh seal
#

@hoary vine. Yesss

hoary vine
#

Yay a person who watches outfoxed

harsh seal
#

Haha 😄

hollow stag
#

❤ the sideloading feature to stream from the PC SteamVR ;o)

nocturne hare
#

From what I've understood, video players work on Quest, but changing URLs at runtime and YouTube don't

#

Is this right?

#

I just wanna setup a Twitch player with a fixed stream

timber plover
#

from my tests: videos on quest didn't work at all

sleek edge
#

Português?

slim ravine
sleek edge
#

Sim @slim ravine

brave river
#

alguem portugues

#

de portugal

slim ravine
vernal warren
#

hi

#

hey um blue ASIS

#

you smell weird

harsh seal
#

Im about to make an quest world, how to make it uploadable?

#

or what are requirements before i starttt

#

And gonna make it PC wise too

coarse grail
vital lance
#

👌

nocturne hare
#

My fav part has to be the mirror that reflects the UI layer.

#

thats sarcastic btw

harsh seal
#

omgg teach meee @vital lance

vital lance
#

$50/ hour for extensive 1 on 1 blender unity photoshop lessons for avatars and worlds.. other options available

#

😇

#

@harsh seal

harsh seal
#

Oh my gosh I might as well just learn on my own lol-

#

I am a poor person

vital lance
#

From basic stuff to extensive keyframing and State systems and everything in between

#

😂

harsh seal
#

Nevermind but that is an amazing world qwq

vital lance
#

The chair and rest of the pc is missing

#

😂

harsh seal
#

Ahh it still really cool

vital lance
#

Also the scaling/roomsize/shape is pretty close to my irl playspace/room

#

Feelsbad

#

My tripods and base stations are missing

#

😬

#

And the art supplies all over the place are also missing

#

😬

#

And random amazon boxes 😂

harsh seal
#

That is like not enough space at all lmao

dusk cypress
#

would someone on quest be able to take a look at my world and see if it loads properly for them? made it cross platform forever ago but never had quest users test it.

harsh seal
#

duunnnooo

umbral merlin
#

i know from where to get a maus

graceful canopy
#

hey queation, is there an open mic for the quest?

nocturne hare
#

@dusk cypress is that from mario kart double dash?

dusk cypress
#

pretty sure yeah lol

vocal plume
#

Bruh how y’all take photos like that

plucky turret
#

There’s a screenshot function on the Quest. It’s a little clunky, but if I remember correctly you hit the menu button, go to Sharing on the strip, and click Screenshot then go back in game and it’ll take a screenshot on a timer and save to the Quest.

turbid elbow
#

yup

harsh seal
#

how to add lighting for quest worlds please

vital lance
#

As far as i am aware - just working on my own first Quest world - you can't use any of unity's real time lights. So what i do is paint light information into vertex colors of my models. Not sure if that is an option for you, depends on your experience with 3d modelling i guess...

#

You can also use unity's lightmapping system to bake light, but frankly that is ass unless you use uncompressed lightmaps that eat up to much storage... i guess you can try and see how you like the results though

@harsh seal

harsh seal
#

Ohh alright, I just checked my world and it looks fine, hopefully theyll come up with something though, thanks you!

opal orchid
#

You can use real-time lights but like any platform, it will cost you.

#

Turn off shadows and use only directional, one light at a time. Many overlapping lights in any map will kill performance.

#

I disagree on the lightmaps. Baking is absolutely necessary but you also have to merge and atlas to not take a draw call hit.

#

You can also compress lightmaps. Don’t use the default compression, use the...starts with A? Ends with 4x4 block

#

What I ended up doing in some maps is using a shared lightprobe for repeated elements to batch them. It’s not as nice looking as baked, but it reduces drawcalls. If you are good with Blender and Photoshop/gimp, you can bake AO into the textures to make them look more real.

wispy vortex
#

hello im trying to use avatar pedestal but cant get it to work is thare a tutorial that explanse it?

solid grove
#

What problems are you running into?

turbid elbow
#

good intel thankx

wispy vortex
solid grove
#

Very odd. Does the cylinder part appear like that in game?

#

Pink that is

wispy vortex
#

yes

solid grove
#

I’m very unsure what to do. But you should create a material, I recommend giving it the unity mobile or vrchat mobile diffuse shader and apply that material to that pink part

wispy vortex
#

ok i will try that tomorrow than

past shell
#

If it dont have an avatar id it wouls appear like that. For the cylender its a missig texture

solid grove
#

If it was missing a texture it would appear white (it would appear pink in blender though). The prefabs don’t have a material assigned to them so they are using the default material. Last project I set up unity was using the legacy diffuse shader and not standard like it normally does.

past shell
#

if you use a none supported shader it would appear purple on quest

wispy vortex
#

@past shell but it has a avatar id to it

wispy vortex
sacred grail
#

Do you have to switch the build to android to make a world compatible for quest? Also can I only use quest shaders in the world?

past shell
#

Yes

solid grove
#

For shaders you are allowed to use whatever you want, but it’s not a good idea too. I would recommended using unity mobile bumped diffuse in place of standard.

vital lance
#

quest can only use shaders that use shader model 3.5 and under

#

and grabpass doesn't work at all

lusty vault
#

Recommended amount of materials per world?

#

And if I put the same material on two different models is it still one material or do I need to fuse the models in blender

solid grove
#

Hard to say because it’s draw calls you need to be conscious of. As little as possible. I have a quest world with 16 materials and about 35 draw calls on average. Hope that helps.

lusty vault
#

Cool. I can atlas the world to use the same material for most everything, the hard part comes in that I tend block out rooms in unity cubes

#

Low poly but I worried about draw calls

past shell
#

You dont want to have one material and one texture if the world is large . I read that

vital lance
#

So I was told I had to fill out a form to be able to upload an avatar world I can't find it anywhere can somebody help me

lusty vault
#

I don’t believe that is the case anymore. It’s all done via labs now.

#

You do have to make note that it is an avatar world in the upload dialog

vital lance
#

ok ty

woven briar
#

I’ve been having a hard time finding quest only worlds

#

Anything I can do the filter out the worlds

slim ravine
#

99.99% of maps are made by creators on PC, so if they bother to do quest maps, they are usually cross compatible.

#

I dont know if there are many if any quest only worlds

humble cove
#

is the usage of custom shaders allowed for quest worlds or do the same rules apply as with avatars?

#

i need to do some texture tiling based on world scale and the mobile shaders provided by VRC can't do that

slim ravine
#

You can use any shader provided it compiles for mobile

#

Just be warned it can impact perf

maiden flower
#

As in it takes more work to optimize and crunch down a world to be compatible with quest. If a world has made a quest world, it is a few clicks away to publish it for PC

#

So it's unimaginable to have a quest only world unless the world creator wants exclusivity.

harsh mural
#

you would think a "quest only" world would be just fine to open on any PC same same just that it would be very low poly and all shaders would be in 3.0 or 3.5 .. i could not see a way to make it exclusive to quest users only

maiden flower
#

You have to upload a pc version and an android version. If you want it exclusive, just upload the android version only

#

Sometimes it would be nice to have a place where you know you would meet fellow quest users

harsh mural
#

well as blue indicated before 99.99% of creators are on PC so i would think it will be a long time for that .. unless quest users start building worlds themselves

before when i try to make some assets just for quest users i had no way to test them and when i did put a few items out i never got any feed back from the quest community.. i can not see myself making quest only assets any time soon and with the poor communication from quest users i would think other creators may feel the same way

#

community based quest asset testing is a issue .. most people buy quest for the budget reason and not many budget buyers have systems strong enough to render lighting and build maps that are optimized for quest

#

so you could have a lag machine marked by VRchat as good performance.. nice

nocturne hare
#

If you wanna meet quest users just go to designated worlds such as Pug West or Black Cat. As a PC user, I still WANT to meet Quest users. because it's a surefire way of finding NEW, VR, users, and getting their first impressions is great.

slim ravine
#

I'm with triping, I was in the fortunate position to have one of my worlds visited alot by quest users and I would always ask about performance etc

#

So when you can get feedback that's good

#

Otherwise I see where you're coming from

velvet dune
#

Well, I can definitelly help with quest world testing sometime if someone happens to need help with that.

past shell
#

I put 12 slots but we get like 14 people in an instance

maiden flower
#

Friends and invites can join. The number you set is the soft cap. The hard cap is twice that amount.

quasi holly
#

Ok I'm new to this server and vrchat in general but can someone tell the dev team to make open mic night available for quest?

#

Just cuzz all the good stuff happens there lol

raven dagger
#

Sadly, I think a 20 person cap is too high for Quest.

quasi holly
#

Aww crap

hexed jewel
#

Any news on Open Mic Night for Quest?

clever hamlet
#

Any news on the akiharbara and shibuya maps for the quest

brave abyss
#

So ya the new update.... I updated the SDK and uploaded the world after changing all the audio sources to the new Spatial source. Now it just kicks me back to homeworld on load. Also reuploaded on new ID still does it. This map is really important should I just try to go back to the other SDK 😦

solid grove
#

It seems a lot of people have been having that issue

brave abyss
#

That's.... not good

#

i kinda wanna die

solid grove
#

No it is not good

brave abyss
#

cause this is the Ascension RP map.... which now is fucked

solid grove
#

This has been before the update too

past shell
#

I update the sdk but did not change a thing with the sound. So i dont have that problem i guess

vital lance
#

Hi

warm estuary
#

@hexed jewel there is an open mic night that quest can go on. It’s called ‘open mic night hd ‘ I think.

pallid flicker
#

Pardon me asking, but does anyone know of a quest world that has splatoon avatars?

ruby jacinth
#

Unfortunately no,

coarse grail
#

probably going to be a bit as someone will need to optimize the Splatoon characters down to 7500 triangles or lower

wispy vortex
#

hey i got a problem whit uploading my new world the vrchat cam does not capture my world any one a idea?

shut prism
#

Mine whites out like that too, but also make sure the far clip plane on the vrc cam is bigger

teal valley
#

Syncing between pc and quest is not working at all with my world. I have animation objects syncing to wrong animation objects and pickups between pc and quest seems to just not work at all. does anyone know how to fix this or know a resource to help me learn? Do both versions of the world need to be in the same unity project?

slim ravine
#

Them being the same project would probably help, but should work without it

wispy vortex
#

@shut prism did you fix it?

astral pewter
#

@teal valley that seems to be really common in a lot of worlds. I spend the majority of my time with a quest user and we notice it often. Did you try uploading an updated version to android first, immediately change build targets, and without touching anything upload to pc again?

#

because that has worked for me, and it seems to make sense

teal valley
#

with my bigger projects ive been using two different unity projects

#

so no

astral pewter
#

that'll change the indexing order of things

#

and that makes a lot of sense

#

I had wondered how that was happening to people. It's not like pickups didn't work, they were just... different pickups. The waterslide world that got updated recently was funny that way, what was a drink to me was a flagpole with fish to her

#

and I think that happens with your goose often in the black cat

#

that's mostly speculation but I surmise it could be simply the order in which the assets get in the scene bundle starting to differ between projects.

#

different .meta files, you know?

teal valley
#

i always thought it was based on naming, but your saying its order? LIke non static items are just linking to where ever non static item is next in line?

#

or everything is linking to whatever is in order but static objects are always going to stay where they were placed

astral pewter
#

that's the only thing that makes sense to me, it has to index them somehow when unity bundles the scene's prefabs and that's getting thrown off.

#

I could be wrong but I don't think it happens if you publish from the same project right away without making any other changes

#

and I believe you have to do it android->pc

#

I've made it a habit to build for android first since it's the lowest common denominator. Anything there will be extremely great on pc to the point of negligible load, and it inspired my current discord icon, too, lol.

astral pewter
#

I figured this out @teal valley

#

does anyone know who in the vrchat team is responsible for cross platform stuff, or some of it?

#

I have a recommendation

teal valley
#

Omg really

astral pewter
#

yep

#

So the problem is the Unity GUID

teal valley
#

If you’ve got a recommendation, maybe posting a canny would be useful

astral pewter
#

The GUID is Globally Unique Identifier for an asset. So, Scenes, Prefabs, and other Unity files reference to Asset GUIDs to uniquely identify files within a single project and between different projects. you can also use it to have things across scenes

#

yeah, I'm gonna do that too

teal valley
#

How does one access the guid

astral pewter
#

the reason i'm putting it here is because I have a workaround right now

#

get notepad++, and open the .meta file

#

(sorry i'm half on a call, sec)

#

almost done

#

okay

#

sorry about htat, so with notepad++ you can edit the .meta guid tag, (guid: 8c9c1e4a88e724a60a9ac0b0bb6a52c3) for example

#

Normally conditions, you do not need to change Unity GUID. This is necessary when you are working with several projects and the files in these projects are being overlapped, which is extremely relivent for VRChat cross platform.
For some reason, the same file in different projects can have different GUIDs. In this situation, these are considered different files for Unity. When these same files (along with related files) with different GUIDs occur in the same (or new) project, there may be problems. In this case, you need to bring the same files to a single GUID. This is of course relevant when you are dealing with quest worlds

#

I did find an app to do this on github

#

so I think what is happening is that the VRC_Pickup is seeing different guids for the project. There's some EXTREMELY weird behavior in avatar testing for example

#

standing next to a quest user and picking up the doll with the "I love you" heart causing a stick and other objects to switch out and float around randomly.

#

visually for them

astral pewter
#

please toss any other information you find relevant in there, I'm making some assumptions not knowing exactly how vrc bundles those things

#

this might be a big issue for udon in the future

raven dagger
#

I did not duplicate my project. And AFAIK The Great Pug - West has no such sync issues between objects.

#

I'm not sure if that makes sense though. 🤔 I also may not have added any new pickups after duplicating the scene.

#

As far as I was told, it was all done via GameObject paths. That is part of why the SDK checks for duplicate paths now.

astral pewter
#

see you didn't duplicate your project, you uploaded from the same project after changing platforms right?

#

(which is what I do)

raven dagger
#

How does the GUID propagate to a point of the client using it for sync logic?

astral pewter
#

so that falls into my suspicion that duplicated projects can have multiple GUIDs which is how unity references game objects

raven dagger
#

🤔

astral pewter
#

GUID is generated by Unity app automatically when you:
import a new file into Unity Project with or without the help of Unity app;
duplicate the file (new GUID for the duplicated file).

raven dagger
#

If that is true then it is terrible advise to duplicate your project. But also, if you wanna make two separate things that are build from scratch to be the same thing in one project. (One is for PC one is for Quest) then you can never sync them

astral pewter
#

ahh! but here is where unity cache server comes in!

#

it can make switching platforms faster

raven dagger
#

that is a totally separate topic.

astral pewter
#

not always, but sometimes

#

you're correct there though

#

I think some objects do work just fine, as long as the pickup guids remain the same for things that exist in both versions

raven dagger
#

I mean this I want a pickup that has the following properties:

  • PC - SHOW MY CUBE MODEL
  • QUEST - SHOW MY SPHERE MODEL
astral pewter
#

right

#

I think if you used the same guid, or, used an empty

#

to "host" the differing file it might be fine

raven dagger
#

I make the Cube Pickup from scratch and the Sphere from scratch. They never matched.

#

If what you are saying is true then the documentation would teach us how to assign GUIDs

astral pewter
#

well, a good way to test would be to run two projects (one as a copy) and manually change the guid of something completely different to match

#

I think the guids can get changed when you duplicate the project. I can see why, on the surface, it makes sense to suggest it because the time it takes to migrate platforms is PAINFUL

#

but for example, JAR's Egypt maze map syncs just fine.

raven dagger
#

I think the GUID stuff is a wild goose chase.

astral pewter
#

just one cursory link

#

even prefabs you make yourself get a guid

raven dagger
#

You don't need to make prefabs to make an ObjectSynced object.

astral pewter
#

yes, but what happens cross platform? it may be unrelated but my gut says it's not- it's reproducible on avatar testing right now

pale wyvern
#

Anyone know why my world was set back to community lab after being published for 2 months?

slim ravine
#

Bug

fossil temple
#

Known bug. You make change, it goes back to the Labs again yo, this whole rhapsody

past shell
#

I just realize that I should use the same trigger object that teleport the player to disable and enable stuff instead of using another trigger by interring the room... oh boy

#

but if people respawn that cause a problem

astral pewter
#

make multiple spawn points

#

the first spawn on load, then a few others for when people reload

#

@past shell

#

solves that issue unless they reload more than x times

past shell
#

So if I put true its only going to enable compair to toggle that turn on and off?

plucky tartan
#

Does anyone know how to make worlds on VR Chat or is good at it?

slim ravine
#

What do you need to know ?

plucky tartan
#

First I want to learn how to make the world

#

And second, possibly avatars

#

@slim ravine DM me

coarse grail
#

just to warn you that's a lot of skills you're going to have to learn to make good worlds @plucky tartan even if you do glue everything together from premade assets

plucky tartan
#

That’s why we’re here to learn, right?

#

And learn from the people who know best.

#

So anyone who is willing to take time to help with me to make a world, that would be great! If not, I completely understand.

coarse grail
#

start with getting Unity installed and all that

#

also have a look around the pins messages of Worlds and World optimization

plucky tartan
#

Ok thanks

#

I’ll start from there

#

Can you also make avatars on unity as well?

mint egret
#

If you get the SDK

coarse grail
#

you can upload avatars with unity you can't actually model them with it

#

you would need blender to do the actual model-making / manipulation

light egret
#

So i have a problem with world upload! can someone can help?

plucky tartan
#

@coarse grail what program do I use to make the avatars?

coarse grail
#

blender

plucky tartan
#

Ok thanks 👍🏻

astral pewter
#

@glossy agatelesss#3562 sure, what's up

urban idol
solid grove
#

Congrats

urban idol
#

k now i tweaked it, should be more optimized

daring loom
#

Oooh very nice!

urban idol
#

any quest users here. I would love if you post some screenshots of how it looks on the quest side. I do not have quest myself Im only guessing.

verbal field
#

so I'm really confused on how to make my world Cross Compatible with Quest

#

I already have my world loaded in regularly

#

I know you gotta copy the project, and I have. Just don't know where to go from here lol

warm estuary
#

Oh wow @urban idol will test the world with the gang tonight 😃

slim ravine
#

You dont have to copy the project, you can just hide stuff that you dont want/need on quest, and (preferably) switch the shaders to mobile ones @verbal field

covert bear
#

hi

astral pewter
#

@verbal field in unity, click on file, build settings, click on "android" and click switch platform. Wait

#

optional: Select all your materials in the materials folder and change the shader in one shot to vrchat mobile standard

#

but I recommend it. Standard shader works fine too.

#

unlike avartars you can have pretty much everything except streaming panels in a quest compatable world

slim ravine
#

But y'know

#

Don't 😉

astral pewter
#

( but you shouldn't! )

#

yep!

#

New workflow, build for quest. Then upload to pc heh

#

I just stick myself in that cage for now, it's fine. You can always go upwards, going back is much harder.

slim ravine
#

My stuff is usually simple enough that it's identical on both

verbal field
#

@astral pewter do I need to it in the same project that I uploaded onto the PC build? or the copied one?

astral pewter
#

either works

#

however i believe there is a bbug with guid

verbal field
#

so it won't override my current PC build?

astral pewter
#

no

#

only shad

verbal field
#

I also need some sort of Android SDK I read somewhere?

astral pewter
#

even then not really

#

no

#

just build support

verbal field
#

gotcha, awesome!

#

if I push the Quest Cross-Compatible update, and I go back and change my world, will it update for the Quest and PC/VR user? or will I have to upload twice for both builds?

#

once for Mobile once for PC/Mac/Lin

#

or just once for both mobile and pc?

astral pewter
#

you have to publish to the same blueprint ID in build target pc and android

verbal field
#

thank you

urban idol
#

@slim ravine im learning a lot about geo culling

slim ravine
#

Very nice

floral locust
#

@urban idol I'd love to try your world I have a quest I'd love to point out any bugs or issues for you if you'd like

urban idol
#

@floral locust yes please do! im already aware of the collider on the house issue. I do want to see pictures to see what it looks like via the quest.

floral locust
#

@urban idol please DM me I have screenshots for you

urban idol
#

I can't get my avatar pedestal to work with quest users....

astral pewter
#

did you upload it with the same blueprint id?

#

I would go back to it on the android build version, remove the id, and just pop it back in.

urban idol
#

k will do it

#

i did upload it with the blueprint id.

#

its a cross compatible one

astral pewter
#

humm. are you using two seperate project files? sometimes it helps to just build it on one and switch platforms in unity

#

if that would take too long, you can try re-adding the script to the gameobject

#

sometimes running two sets of files seems to scramble the interact ids.

urban idol
#

k

vital lance
#

Had fun playing on your world! Got to make new friends and all that

vital lance
#

hey all, I have swapped my project to android and my baked lighting has turned to poo poo. Anyone know why this might be?

slim ravine
#

On android build change all of your textures and lightmaps to the compression setting that ends in 4x4 @vital lance

past shell
#

@urban idol i f you have an enter trigger that enveloppe the pedestal trigger you might have issue to click on it in vr

vital lance
#

@slim ravine thank you!!!

#

I hope someone pins that, it is very hard to find information about it quickly online

slim ravine
#

Im not sure if someone has made a comprehensive Quest guide yet

nocturne hare
#

How many particle emitters can I put in a Quest world?

urban idol
#

@past shell found the issue. The colder waa not set to "trigger"

opal orchid
#

@nocturne hare depends on the particle. If you visit Sky Islands Fireworks there are tons of particles and emitters, at times thousands of particles. But those are all billboard particles with small textures. Mesh particles and large overlapping transparent ones will kill performance quick.

worn turtle
#

I uploaded a world just now but it did not show in VRChat... Anyone have the same issue as i do?

slim ravine
#

Are you using the right SDK version

worn turtle
slim ravine
#

That does not answer my question.

worn turtle
opal orchid
#

@worn turtle if you uploaded just Quest and not PC, it won’t show if you look on PC version I believe. Does it show on the website?

wheat granite
#

Hey i have a quest world that i is also a pc world .
can i remove the quest world from it whitout removing the pc veriton ??

silk hemlock
#

No, not possible atm

wheat granite
#

that is bad my unity wont let me go back to io and update it and it is atm broken.

urban idol
#

question

#

is the Unity window representative how your scene will look on the quest if my scene is set to Android? i don't have a quest to test it. I do hit play and things look vastly different.

slim ravine
#

Its pretty close to how it will look

#

use vrchat shaders to be super sure though

warm estuary
#

I had a quick look at your world on quest last night. Tomorrow I’ll record a video for you to show you how it looks if you would like?

urban idol
#

yes please

#

@warm estuary

warm estuary
#

Awesome! Is there any particular spot you want me to look at for you?

opal orchid
#

@wheat granite email vrchat about it and they may be able to help. Try hello@

urban idol
#

@warm estuary im looking for pictures of the place. I want to see if the lighting and everything match. Trying to balance between a PC render and features and quest render and features is very difficult.

#

for example: PC users can make the dog bed inside the house fluffly with a fur shader. A feature that is not allowed on quest. So i don't have those buttons in the quest upload.

silk hemlock
#

@urban idol I recorded video from your world on my Quest but can't sent you direct message. You have DM disabled.

#

Also noticed some color banding in the house, make sure that you set texture compression to ASTC in File/Build Settings... window.

urban idol
#

@silk hemlock friend request sent

past shell
#

I dont know if you are aware of this @urban idol You dogo in your map have some disconnected vertex when you do gesture around the ears.

urban idol
#

@past shell quest side or PC side. on the Quest the ears verts arn't actually welded to the head verts. I did this to keep poly count under 5,000

past shell
#

On pc

#

I never use ASTC compression . what it does ? Never got complain ether

#

@silk hemlock