#world-quest

1 messages · Page 9 of 1

silk hemlock
#

@past shell this format gives much better and accurate colors on Quest (especially for lightmaps) and also recommended by Oculus to use with Quest projects.
https://developer.oculus.com/documentation/unity/latest/concepts/unity-mobile-performance-intro/
https://developer.oculus.com/documentation/quest/latest/concepts/unity-build-android/

past shell
#

I saw some youtube video of my stuff didtn notice a difference mmh

silk hemlock
#

Difference usually very noticeable in dark environments with lightmaps.

urban idol
#

@silk hemlock k will do later

silk hemlock
#

@past shell uploaded version of my world with default texture compression settings (ETC) and took few comparison screenshots with live version (ASTC)
https://imgur.com/a/Jr6OH4T

past shell
#

my world are pretty bright in general probably why I didn't see issue

silk hemlock
#

Anyways good idea to do this for all Quest content by default. Astc more advanced that both etc and etc2.

past shell
#

what about no compression

timber plover
#

@cyan mauve please read messages above. you definitely have these problems on your maps

silk hemlock
#

It will take a lot of vram without compression, also compressed textures faster according to Oculus guidelines

past shell
#

i compress the image manually with in the project 💁

cyan mauve
#

the compression thing?

timber plover
#

yes

cyan mauve
#

alright cool will keep this in mind.

silk hemlock
past shell
#

omg

#

wonder how mine look like now if some one can take some screen shot.

silk hemlock
#

I can check. World name?

past shell
#

kings raid quest avatar

#

mob psycho 100 : office

silk hemlock
past shell
#

so ASTC magically fix all that ?

silk hemlock
#

Yep, most of these artifacts. Not ideal but much better. I setting it project wide because lightmaps also must be rebaked and recompressed to ASTC.

#

Important part, textures must be reimported manually after changing compression format. Unity not always doing this automatically. Just click at free space in Project tab and select Reimport menu entry. Operation can take a lot of time depending on number of textures in the project. Block size can be different depending on texture size and alpha channel, Unity selects best automatically. Textures in proper format should look like this:

past shell
#

mine are in DXT1

queen pike
#

i've tried dxt1 textures for the quest, it didn't display them at all

#

it was sad

cyan mauve
#

@silk hemlock Thank you. I do have someone check some of my worlds but most of my worlds are pushing quest to the limits and beyond. I'll looking into this compression method though if it's apparently better 😀

vital lance
#

@past shell So you're the one that made that avatar room?

#

I was just in there an hour or two ago and mentioned to my buddies that I wanted to congratulate whoever made the room.

#

Looks like a lot of effort was put into both the avatars and room.

past shell
wheat granite
#

@opal orchid late respond but hay thanks i try contakt vrchat on it ! 👍

abstract pecan
#

hi, i'm trying to make the wind waker water animate

#

i have this texture

#

does anybody know how i could make it loop infinitely left to right on a plane?

slim ravine
#

A shader.

abstract pecan
#

are there any quest shaders that do that?

slim ravine
#

You dont need to stick to quest shaders for worlds

abstract pecan
#

that helps immensely

#

what shader should i use then?

slim ravine
#

Im not sure, i have one lying around somewhere but it also has waves, like it bobs up and down

abstract pecan
#

if you could find that it is perfect

slim ravine
#

Its one a friend made for me, ill see if i can find it.

abstract pecan
#

otherwise, i'll look around

#

awesome! Thank you

slim ravine
#

depending on the scale of the mesh the waves can be crazy high, and because the shader was never released properly the settings/sliders for wave height dont work so if its too tall youll have to let me know and i can modify it myself to make the waves shorter.

#

I dm'd you it.

ruby jacinth
#

Is the author of the Phoenix Wright avatar world going to make it Quest compatible

slim ravine
#

noble cape
#

does anybody know where can i find a quest horror map?

vital lance
#

Theres like only one I know of and it's the teddy bear one

slim ravine
#

Should be some this coming halloween

#

If they do their competition

#

Would be cool if they incentivised Quest content

coarse grail
low cosmos
#

neat

coarse grail
#

there's a download in the video link so you should be able to just use that

astral pewter
#

@noble cape teddy bear, and Jar's temple map, you can find it off the side of murder 2

noble cape
#

that teddy bear map always crashes on my quest

#

kinda heavy i think

#

i cant play more than 5 mins without it exploding

abstract pecan
#

alright i swear this has to do with a vrchat world

#

i have a very odd and specific question

#

i have a midi file i wanna play

#

is there a program where i can take a .wav file and make it the midi instrument?

timber fern
#

i cant see my world when i upload it

#

how do i get it to show up on the menu??

cyan mauve
#

That texture compression method people were talking about is very bad for large maps. Very slow, very crash.

vital lance
#

there's nothing wrong with the compression method, large maps is a problem on quest

#

it should only be used for textures that need it (not for 'gradient' textures like lightmaps)

cyan mauve
#

Well the way they've told people isn't the way you should do it then

#

for me personally

#

it yeets unity

#

and the world

vital lance
#

I've used it on quest worlds and avatars without problems, it's definitely the best format for android devices

#

but it's necessary to fine tune the quality (block size) settings carefully

slim ravine
#

If I dont use it on lightmaps they look bad though

#

What else should I use

vital lance
#

how can i publish my world? where is the form to fill out

coarse grail
#

have you ever uploaded any avatars before just asking so I need to know how many steps I need to convey

turbid elbow
#

i just posted a video for someone on #avatar-quest about world building that has all the steps in detail

slim ravine
#

@vital lance there is no form, just make a world and upload it

cyan mauve
#

what is happening

#

in here

#

Avatar questions in worlds, world help in avatars

inland dust
#

lol

uncut summit
#

Damn i dont have my reverse card emote here

slim ravine
#

#

Close enough?

vital lance
#

If anything, that's the opposite.

slim ravine
#

Darn you right

waxen onyx
#

Hey there, are there any Star Wars worlds on the quest?

slim ravine
#

Have you tried searching for star wars worlds on the quest? @waxen onyx

waxen onyx
#

@slim ravine yes

#

No Luck, :/

slim ravine
#

There's your answer

uncut summit
#

@vital lance do i know you from somewhere? Your name is familiar

vital lance
#

I don't think so.

#

Oh, you're in Cubez server.

uncut summit
#

Oh

#

Were you in the yo mama/animeme server then?

waxen onyx
#

If I make a star wars map in Unity can someone make it into a world?

slim ravine
#

If you make the map why don't you make it into the world!

uncut summit
#

If you have the map and you dont have the trust rank for it its not too much work to rank up to new user

vital lance
#

No @uncut summit

#

I just knew cubez.

uncut summit
#

I see

waxen onyx
#

@slim ravine Im new to VRChat and would need approval to publish anything. Iv been using unity for 3+ years and can use it confidently

#

by approval I mean I need to be a certain rank/level?

slim ravine
#

Yea just play the game

#

If you can use unity, the map part is easy

#

Just understand the limitations of vrchat

#

Game level optimisation etc

uncut summit
#

@waxen onyx you only need a few hours and friends in game to get the rank, you will get a notification when you get it

#

There is no known actual number you need to get the rank but got it after like several hours of playing and 10 friends i think

waxen onyx
#

what are limitations of making a map on quest?

slim ravine
#

I don't have the link handy but of the top of my head

#

50 draw calls
One real-time light
5 audio sources
200k tris

#

Ofc you can go over on some things but this is optimal

#

Numbers are probably innacurate.

waxen onyx
#

thanks

#

what is a draw call?

uncut summit
#

You cant go over 50mb in size im pretty sure

nocturne hare
#

a draw call is an instruction from the cpu to the gpu asking to draw something. a 3d model, a pass on the entire screen for bloom, shadows cast onto an object...

#

quest worlds ARE limited to 50mb

#

not only is quest limited to 64/128gb of internal storage for everything, but you're playing over wifi.

#

and anything larger would just overload ram anyway

slim ravine
#

Didn't you say you had 3+ years in unity?

waxen onyx
#

@slim ravine yup and I have not heard of draw call

slim ravine
#

Darn

#

It's pretty important

nocturne hare
#

some people don't optimize

noble hawk
#

Hello

timber fern
#

why do i get instantly kicked out of my world when i test it?

slim ravine
#

It probably failed to upload

timber fern
#

i was testing it

#

not uploading it

#

i was using the offline testing

sharp sphinx
#

Is it possible to have vertex colours in world materials? I read you should use the lightmap material but it doesn't display them.

#

Or are the defuse/normal materials okay so long as it lightmapped?

coarse grail
#

what would you be using the vertex colors for

sharp sphinx
#

colour tints and maybe some shading

#

I want to keep the texture count low with grey textures

#

Like the homekit does

coarse grail
#

just be aware your color information is going to be very low resolution

#

if you were to do that

sharp sphinx
#

Oh yeah, it's just stuff like making a wall red and the other blue, etc

#

I've done vertex colour for avatars

coarse grail
#

then that should work okay

sharp sphinx
#

cool cool

coarse grail
#

but I would definitely suggest playing around with the idea and I smell test map or something before committing to it

#

and also potentially look into doing texture atlases

#

as that would cut down on the draw count even more

#

if I remember correctly pro builders materials also include vertex colors so you might want to download it to get the shaders and it's also a handy tool

sharp sphinx
#

Yeah, I been wonder about atlas textures since some would tile.

coarse grail
#

yeah you could definitely do that but make the tile pieces bigger

#

what kind of map are you trying to make anyway

sharp sphinx
#

Yeah, they're pretty big there

#

Scenes like that one really. I had an old model of the shop from Dofus

coarse grail
#

that should work totally fine

sharp sphinx
#

I'm not sure if I could optimise it to Quest levels but I want to aim low since so many maps are laggy as is

coarse grail
#

mind if I see some screenshots

#

as depending on how big the textures are you could just Atlas everything and not have to worry about the vertex color stuff

sharp sphinx
#

having a look for the updated file

#

Planned to segment a lot

coarse grail
#

so it's just solid colors at this point

#

and mine showing the render stats

sharp sphinx
#

Not sure where to find that

coarse grail
#

just take a screenshot that's not cropped

sharp sphinx
#

oh wait, I see it.

#

10,555 faces

coarse grail
#

you're well within the budget so you can leave it intact

sharp sphinx
#

The green and purple buildings are the detail ones

#

And I can have culling remove those that aren't view

#

(hopefully)

coarse grail
#

you should be able to do that even though you're 40.000 faces away from your maximum rendering that one's budget so you're fine

sharp sphinx
#

Sweet!

coarse grail
#

entire scene at the moment cost about as much as the polygon limit for one avatar on Quest

sharp sphinx
#

My only other worry is materials

#

Each object or mesh renderer as a separate material?

#

It sounded like I need to combine a lot of stuff but then the homekit is segmented as hell

coarse grail
#

basically everything that would be the same color would be the same material before you get to texture Atlas

sharp sphinx
#

Ah cool

coarse grail
#

and basically it looks like it's made out of three main textures the reference picture wood roof and Stone/plaster and then posters

#

an example of how the atlas might look when it's done

sharp sphinx
#

I'll start putting one together

coarse grail
#

figuring out what you're going to use as your grayscale textures before you start worrying about the atlas

#

as they can be separate textures the start you just need to make sure everything fits in the zero to one of the texture

sharp sphinx
#

good idea

coarse grail
#

so for example I might have one texture square 2m x 2m so you're not having to make a huge amount of cuts into the walls

#

or 4x4

#

or considering the small amount of materials you might not need to worry about cramming everything together as it's not the end of the world if it's like 4 draw calls

sharp sphinx
#

One last thing. Are decals okay?

#

There's a room with a rose stencil pattern in places

#

Debating if to make those a transparent or just make the whole wall a texture

coarse grail
#

you don't necessarily need to do the whole wall you could just duplicate like the corner of the wall that's used and leave the rest of the wall the main texture

sharp sphinx
#

ok

coarse grail
#

apparently transparencies aren't good on mobile Hardware

#

which is why there's no transparency options for the avatars

#

so yeah I would start UV unwrapping stuff

sharp sphinx
#

okay

coarse grail
#

since they need to have textures

sharp sphinx
#

Thanks for the advice. Clears up a lot

coarse grail
#

glad to be of help

nocturne hare
#

btw, you can join all objects, uv unwrap, then bake vertex color into the uv map.

tender fractal
#

Bakery Standard shader works on Quest right?

astral pewter
#

all shaders can be used in vrchat worlds, just be careful with ones that have alpha blending

#

and realtime lights. Baked lights are fantasic, for quest I reccomend using Subtractive, then you can get away with some realtime lights

#

well, not realtime, but mixed

#

the best possible lighting performance for quest is subtractive with realtime gi turned off, and only using a few mixed lights at most

#

otherwise follow xiexe's tutorial for probes and whatnot

#

then bakery it out

silk ledge
#

Are there any prettier world's that run on quest that someone might know about ?

tender fractal
#

Alrighty.

#

Cuz I'm kinda using Bakery - GPU Lightmapper

coarse grail
#

I got a question what would be the most Quest friendly way to rain to make a Rainy World

astral pewter
#

proper ogg audio loops, the prefab for the rain shader and lowpoly archvis assets

#

baked lighting, subtractive shadows

coarse grail
#

where would I acquire the rain prefab

#

or I guess some more proper way to phrase my question is which prefab do folks like to use on rain

earnest crane
#

can anyone help me? a friend wanted me to make him a quest world but since i dont have a quest i cant go in and check, and when i uploaded to my account and gave him the VRChat world link he cant go into the world either, even though he has a quest. is there any possible solution to this?

slim ravine
#

Is it quest optimised

astral pewter
#

@earnest crane I've seen some shaders and things cause issues for people going into quest worlds, they get booted back to home. Usually you should check the console log, things can get funky.

#

Try uploading it again, and check for errors. I've had an addon I was using not compile properly and the builder thought the process was finished because the break happened after the pause but before the upload took place

earnest crane
#

ah, thank you, that seemed to do the trick 🙂

vital lance
#

shaders should be shader model 3.0 or 3.5 so they compile for quest

vital lance
#

why do ppl make quest karaoke worlds knowing damn well we cant use the songs at least

ruby jacinth
#

Lol

past shell
astral pewter
#

@vital lance they make them so that at least quest people can listen to the signing. There are ways that could work, though. A custom render texture and ogg music synced to the lyrics. Go look at the bedroom atari 2600, if that works, making working karaoke would work too.

coarse wren
#

I need a name of a body pillow avatar world plz

silk ledge
#

call it "2.5D girls"

vital lance
#

What are some really fun wolrds to visit?

ruby jacinth
#

I like to do the Black cat, I meet a lot of fun people there, and I also like the murder games

slim linden
ruby jacinth
#

YES

#

now I just need a Phoenix Wright avatar

vital lance
#

OMG UYESSS

#

Is there a world for like rollercoasters?

ruby jacinth
#

Atm I don’t think so

vital lance
#

Any for cars?

slim ravine
#

Yeah "Not Bad Cars v1.0" by Fionna!

slim ravine
#

this is actually ancient

#

this shitty gif needs to be put in a museum because of how old it is

ruby jacinth
#

Dude I just opened this channel @lethal harness and your freaking gif gave me a heart attack

lethal harness
#

@slim ravine atill works @ruby jacinth np dude

ruby jacinth
#

E

warm estuary
#

That made me feel sick

wintry marten
#

yo tango

vital lance
#

hey guys

#

which shader will not throw the error in the buidl controls

#

standard is a no go?

#

unlit textured no go?

#

even the mobile ones throw an error

#

is there a shader that has been optimize? can someone share

slim ravine
#

Standard lite should work

#

Even regular unity standard will work, its just recommended that you dont

nocturne hare
#

if you dont need pbr stuff, use lightmapped

#

tbh, if you know what youre doing, you can make beautiful lightweight worlds with lightmapped shaders and efficient use of light probes

coarse grail
#

yup

vital lance
#

cool thanks for the tip

coarse grail
#

yeah you don't need specular reflections to make things pretty

light egret
coarse grail
#

whatever you set as your home got corrupted or removed perhaps

light egret
#

Oww

#

i need to set it home again?

coarse grail
#

potentially to see if that's the issue

light egret
#

i cant go to my anothe created worlds! WTF! Vrchat Deleted my worlds?

#

Why?

coarse grail
#

no clue

#

can you go to a world that's not one of your creations

#

just to make sure your vrchat install isn't doing something weird

light egret
#

Yes

#

But i cant go to my worlds!

#

i can visit anothers

#

but not my created! WTF

coarse grail
#

check your email as I got sent an email for oops one of my worlds went poof

#

do you still have your Unity project files

light egret
#

Yes

#

i dont have any email

coarse grail
#

then I would suggest reuploading your project to see if it makes the world reappear and if not just disconnect the ID so it looks like it's uploading a brand new world

light egret
#

Hmm

coarse grail
#

I need to go to bed so can't offer more help myself sorry

light egret
#

Yes

cloud path
#

is there a way to get noe's pens to work on quest? they show up pink like the shader's missing

ruby spoke
#

@cloud path pink means shaders problem, change shaders for noe materials to vrchat mobile shaders

cloud path
#

will the pens still work if i change the shader?

ruby spoke
#

@cloud path i don't know, but at least they'll not be pink)

cloud path
#

thanks, i'll try that

plain moth
#

@cloud path the usual pen shaders use a geometry stage with a trail renderer to remove long polygons while the pen is disabled. Mobile gpus do not support Geometry shaders... if you switch shaders, the pens may connect lines between pen strokes

#

Particle pens (ones without eraser colliders) may therefore be more compatible

cloud path
#

could you point me in the direction of a particle pen prefab?

#

thanks for the information

#

also noe's pens appear to work with the shader set to standard lite

plain moth
#

Yeah I was just checking and noenoe pens actually use particles

#

So thats actually the right option. No idea why the original shader was bad

cloud path
#

ah thanks anyway :)

astral pewter
#

I really hope the delay draw follow pens become the norm

#

they look really good

velvet dune
#

There is this one drawing avatar

#

And a tutorial on setting up drawing.

#

Search for Maebbie on youtube to find it.

astral pewter
#

haha yeah, maebbie and I are friends

#

it's really nice, and draws very cleanly

velvet dune
#

This is some sorcery. Really cool

ruby jacinth
#

What magic is this

astral pewter
#

super magic

plain moth
#

@astral pewter The QvPen prefab need a few changes to work properly on quest. First, the included shader uses geometry which is not compatible. I added a SubShader which doesn't do a nice shape but this way it uses just a vertex stage.

#

The other change necessary is to search for all objects named "Ink" as shown and set the width from 0 to 0.01 or something (0.1 was too large when I tried it). Because of the shader change, width can no longer be 0. This only should to be done in the quest version of the world.

slate tiger
slim ravine
#

Great use of materials, maybe someone can spare one of the 60 on their avatar to make something look as nice as this

crude gorge
#

They had much lower level access to hardware though. With this Quest setup in Unity, you only have higher level tools and very restrictive limits, no?

coarse grail
#

you can write custom shaders that work with Quest for worlds so it shouldn't be too hard to replicate the Shader

#

as it's mostly just multiplying scrolling textures on top of each other

crude gorge
#

Ah, are there no restrictions on world shaders on Quest then? I thought they'd be as limited as the avatar shaders.

coarse grail
#

no they're just restricted to an older version of the Shader code so you can't do super fancy new effects but the effects shown in the video should be doable

crude gorge
#

My comment about lower level access wasn't referring to that video specifically btw as that's clearly just a second texture being scrolled over the first (kinda like how cheap water effects used to work). I was talking in a more general sense when people refer to elaborate things on older systems.

coarse grail
#

okay so more closer how the Rogue Squadron games are an absolute Beast to emulate as heavily relies on every last quark and eccentricity of the GameCube at a low level

crude gorge
#

Exactly. Or the old Amiga demo disks that seemed to do things that people didn't know it was even physically capable of.

astral pewter
#

that's wonderfuyl @plain moth , you're a hero

slim ravine
#

<@&397642795457970181> This guy is spamming this message across all channels

glacial wolf
slim ravine
#

He was just incompatible 🤷

tropic barn
#

So I just finished a world on VR CHAT but I am new to it. What are the requirements to to upload a world?

vital lance
#

Might wanna wait till tomorrow mate

crude gorge
#

@tropic barn Need to be above visitor level, other than that, you just need a proper VRChat account (not a Steam account, if you're using a Steam account, make a VRC account and join them).

slim ravine
#

stop posting 2011 memes

turbid elbow
#

they weren't born then 😄

slim ravine
#

ruby jacinth
#

Remember Why U no, challenge accepted, troll face and all the other Rage Comic memes

urban idol
#

Hello! Any way to reduce light map data? Its eating up my MB limit

crude gorge
#

Switch everything to realtime lighting, problem solved! But in all seriousness, I assume further dropping the lightmap texture resolution isn't an option at this point?

urban idol
#

🤔 I shall try tinkering with size. Baking takes an awful amount of time atm.

#

I have to cram 3 rooms in this world for it to work. Each room is budget 20,20, and 10 MB thats my challenge

crude gorge
#

Which renderer are you using? They can be vastly different depending on the environment (and Bakery looks great, but is paid for)

astral pewter
#

@urban idol crunch compress it

#

go find the images and click on them

#

go to import settings

crude gorge
#

I assume lowering the (compression) quality may help too, but you'd have to make sure the resulting texture is still of acceptable quality.

astral pewter
#

you should generally do that for all images. Hihg quality compression just takes longer to do, once, result looks good

#

no reason not to set compresson to "high quality" and "compressor quality" to 100%

#

but you can crunch lightmaps in the same way

crude gorge
#

Is High/Medium/Low just a time based thing then, and not actually a filesize thing?

astral pewter
#

yes

#

High makes it high quality compressed, better filesize

#

takes longer

#

cutting audio sources down to mono and setting up directional sources for sound at no more than 16bit 41khz helps too

crude gorge
#

Hmm, really should be named Fast, Medium, Slow or something then as it implies it affects the quality, rather than it just being a time/size tradeoff.

#

(I always went with High, just in case)

astral pewter
#

crunch is lossy no matter what

#

but, it's very hard to tell at 100% quality

crude gorge
#

I mean the drop-down part of it referred to before

astral pewter
#

Oh, that's more the compressor format

#

low quality is a high performance to unpack, high level of compression, but the quality suffers a little

#

normal is just normal, basically zipped

#

High quality retains everything and requires an unpack. Worlds that take a long time from 100% to load into memory with gigantic textures are probably using that

#

but once the scene is loaded the result is good. Simply because of the way vrchat is, no reason not to use high and 100% with crunch

crude gorge
#

Hmm, fair enough. That's already what I use for avatars and worlds anyway to try and keep it as small, but as good looking as possible.

astral pewter
#

android has it's own compressor formats, I haven't dug down into what they are exactly but let me just say one of my worlds that uses insanely high quality non-realtime reflection mapping ends up 33mb on quest and 65+ on pc, and they have the same compression settings

#

so it's that final bundle pass that changes something

#

might be audio, android uses mp3, pc converts to ogg theora but if you already have ogg they don't get modified

#

same in reverse for android

#

so if you don't want unity to mess with your audio quality, that's something to consider

#

using crunch on avatars might increase their load time actually

crude gorge
#

Why would Android use MP3 over OGG? That seems like a weird choice.

#

I use WAV for audio so that Unity can compress it to whichever format it wants, to avoid lossy transcoding.

astral pewter
#

it'll still hit lossy transcoding unless you change the import settings

#

by default it's lossy, you need to tell it not to be lossy.

#

The reason makes sense, there is a mp3 decoder chip on most android hardware SOC

crude gorge
#

I know it'll be lossy, the point is that you don't double transcode. It just does it the once, from WAV to whichever format Unity wants to use.

astral pewter
#

yeah, absolutely. But, if you provide the format the platform uses it doesn't do any of that

#

I prefer reaper's encoding to whatever the black box of unity is doing 😛

crude gorge
#

But if you use WAV you don't need to worry about which format it uses (and you can edit it later if you need without having to worry about saving lossy over lossy). As in your example you said PC uses OGG, but Android uses MP3.

astral pewter
#

your method is good, no worries: I agree with that

crude gorge
#

Unity should be using libvorbis for encoding anyway on the OGG side of things so it should technically sound the same as any other encoder. No idea what it uses for MP3.

astral pewter
#

but I want to have control over the encoder and apply personal touches if I'm bringing it music I've paid for, etc

#

so that's something you can do if you know about it. 🙂

#

I'm a bit of a video/audio encoding nerd. It's a big part of my job too. Av1 decoder hardware is going to be awesome

crude gorge
#

True

#

I mean I run a video game music website so I'm well aware of all fun of encoders and different formats.

astral pewter
#

very cool

#

picky is an understatement for me

#

so I've been spending a lot of time on getting audio just right in a quest world I'm working on

#

trying to squeeze as much as I can out of the dac on there lol

#

it's limited, but the 835 is no slouch

crude gorge
#

I was running an Audio-gd NC10 and AKG Q701 phones for a few years before dropping down to more simple stuff. Switched back to Sennheiser as it agrees more with my tastes (replaced my long abused HD580s with HD598s).

astral pewter
#

audio decoder is ok. I have the same chip on my cell phone so it's a good way to test fidelity ahead of time

#

this are my work phones, I have a pair of monolith 1060 at home

#

once I heard them I couldn't go back

#

I'm a fan of neutral though, I have pretty fast tone perception so I notice things around 4-8ms

crude gorge
#

Ditto.

astral pewter
#

I like the q701, they're pretty similar to the k240

crude gorge
#

I have to admit I didn't like them, they felt like they were always strained and required stupid hardware to drive them well.

astral pewter
#

that's true of anything over 32ohms

crude gorge
#

They were way worse than my original HD580s which were apparently 300ohms

astral pewter
#

that's one thing about the valve index that always gets me, i wish oculus spent more time on audio

#

so many people "omg! the sound!" and i'm all like... "yep. welcome to getting spoiled by premium audio"

#

so I try to get the best experence possible out of it by tuning the audio to the profile of the headphones in the thing

#

people will like it on quest, and not understand WHY they like it so much. subtle flex I guess

crude gorge
#

The Quest officially has the worst audio I've ever heard on anything ever

#

What's worse is the audio seems to pipe more to the outside world than it does into my ears

#

So literally everyone else hears it louder than I do

ruby jacinth
#

That’s why I bought the earbuds

crude gorge
#

But I mean... why? Why did they make it so bad? lol

silk ledge
#

because it has two headphone jacks...turtle Beach recon works great

astral pewter
#

you may be wearing it wrong if the audio is not going into your ears, it's supposed to be directional @crude gorge

crude gorge
#

I'm not sure how else I can wear it, but yeah, it's so bad that something must be wrong.

#

Lol, Turtle Beach. I have considerably more expensive headphones if I was going to use them, but I'd rather not have to...

#

@astral pewter Where are the headphones on it? Annoyingly I can't find anything that says where they are or how they're supposed to direct sound into my ear(s).

astral pewter
#

they're inside the straps, these little flat grill areas

#

they use a pretty decently advanced directional speaker, but they are what they are. Most people don't wear the back strap low enough on their head

#

they're not going to be "valve index" good as those are easily 1/10th or quite likely more the cost of the headset - they use Balance Mode Radiator type speaker drivers, which are super unique

#

but they are better than your average headphones all things considered for an off ear speaker.

#

fun fact: you can plug standard ear buds into the left plug on the quest, I believe.

#

you don't need the split exclusive stereo setup, I don't think, but I could be wrong on that

crude gorge
#

Hmm, I can't pull the strap any lower on the back of my head, but the strap still doesn't go over my ear...

astral pewter
#

did you undo the top strap?

crude gorge
#

You can plug standard ear buds into either left or right, they're actually both stereo connectors.

#

And yes

astral pewter
#

well they are designed to go a little above your ears so they don't rub, but it could also be the placement on your face

crude gorge
#

I also find it pretty uncomfortable like it's trying to cut into my forehead and top of my cheek bones, no amount of fiddling with the headset or straps helps that.

astral pewter
#

it could also just be your sensitivity to sound. You may have a thinner face and the default face mask isn't good for you. if you're getting that it might be on a bit tight. Usually you want to adjust the top strap last so that it "pulls up" the headset to relieve pressure. They don't have a ton of bass, either, but you could try hopping in the pool in my world after starting the music to see if you can adjust them

#

there's a lot of bass on the new twrp album so it's a good test

crude gorge
#

Hmm, I'll try that, thanks.

astral pewter
#

controls are to your left (the grey boxes) as you spawn in

uncut summit
#

So yeah ill take any feedback anyone has about it

earnest crane
#

I have a question, so im trying to make a 2D mirror, I have the Camera projecting on a quad, however im having an issue where if you get to close to the quad the image skews if your not dead center of the quad. is there anyway to fix this issue? ive seen the mirriors they use on the hub and they dont have this issue so im at a total loss on how to fix this.

plain moth
#

@earnest crane usually, 2D camera mirrors use "Orthographic" mode. that should make it exactly parallel to the plane instead of coming out from a single point which is what "Perspective" does

urban idol
#

I need some quest testers. Currently my world is crashing them. Dunno how though.

plain moth
#

@urban idol

09-28 14:01:35.404 I/Unity   ( 4839): [<color=orange>VRCFlowManagerVRC</color>] Waiting for world metadata load to finish.. 
09-28 14:01:35.404 I/Unity   ( 4839): Loading asset bundle: vactest
09-28 14:03:23.364 I/Unity   ( 4839): [<color=orange>VRCFlowManagerVRC</color>] Switching active scene:  => vactest
...
09-28 14:03:23.659 I/Unity   ( 4839): [<color=lightblue>NetworkManager</color>] OnDisconnected: DisconnectByServer
#

basically it took 1 minutes and 48 seconds just to load the asset bundle

#

so I don't know what all is in there but there's way too much of something

#

not download time mind you...loading itself ("Initializing world..." screen)

#

and of course when you're frozen for too long you get timed out from the server

#

so black screen etc and then vrchat crashed

urban idol
#

@plain moth i have no idea how to address that... what could it be?

#

where would i look in unity to adress this?

plain moth
#

what all do you have in your world

#

textures, sounds, shaders that aren't mobile or standard?

crude gorge
#

@urban idol Do you have a Quest?

plain moth
#

I would maybe make a copy of your scene and remove everything except say like the skybox and spawn point.

#

no, so that's why he asked someone to help test

urban idol
#

darn, cause i've yet to add all the other things for the level

crude gorge
#

Ahh. I've got one too so I'll jump on as well to see if the behaviour is any different for me.

urban idol
#

could it be the lightmapper?

plain moth
#

it could be if your lightmaps are huge

crude gorge
#

I'll just be 15 mins first as I need to jump in the shower then I can join in.

urban idol
#

they are 4mb

plain moth
#

it's going to be the same for everyone methinks

crude gorge
#

I'd imagine so

urban idol
#

yeah it crashes for every quest user. My plan is to have simple greyscale textures, then paint color with lightmapper

plain moth
#

that's a bit weird way to use lightmaps

#

is that not what you do on PC?

urban idol
#

therefor i can utilize the same texture for everything and repeat it over and over again

plain moth
#

though that sounds like you want a detail texture

#

anyway you can try uploading a version without lightmaps

urban idol
#

I've been doing that. but it crashes quest users i guess.. this was my othe rsolution

plain moth
#

what is your current world doing? can you try without a lightmap? and look at the breakdown of sizes like ruuubick's tweet shows

#

might give some hints what is too big or too complex

urban idol
#

k hang tight let me boot up unity

urban idol
#

@plain moth @crude gorge can you check again? vrchat://launch?ref=vrchat.com&id=wrld_deb15a6e-7571-4ff4-b16f-d67afdb0d1cc:26329

#

I believe it was my skybox trying to load an HDRI image at 512 MB. I replaced it with mobile skybox

crude gorge
#

Ok, just updating now and will jump in

urban idol
#

@crude gorge dose it work?

crude gorge
#

Loaded quickly for me, no issues.

#

(sorry, rubbish internet, took ages to get stuff updated)

#

@urban idol /\

urban idol
#

@crude gorge that is not the right world. lol

crude gorge
#

Doh. Didn't realise you had more than one

#

1 sec then

urban idol
#

@crude gorge vrchat://launch?ref=vrchat.com&id=wrld_deb15a6e-7571-4ff4-b16f-d67afdb0d1cc:67259 please launch this one

#

vrchat://launch?ref=vrchat.com&id=wrld_deb15a6e-7571-4ff4-b16f-d67afdb0d1cc:67259

crude gorge
#

Yeah, I saw that before. It didn't come up when I searched for Shiba though

#

Discord's no use because I can't click a link on my PC to open it on VRChat on the Quest 😉

#

I'll see if I can get to it from your profile

urban idol
#

its not public yeet

#

lemme hop on and i'll take you there.

#

@crude gorge k im on know join me in a public instance of "shiba paradise"

silk ledge
#

are these quest screenshots ??

#

BLESS

crude gorge
#

Yes,

#

Note the "low quality JPG" and "pixelated edges" look, lol.

urban idol
#

@crude gorge awesome thank you!

tall isle
#

yo, i have a question

#

are there any tutorials on uploading gmod maps into vrchat?

#

Or do we gotta make maps from scratch in unity

#

I'm hoping to also make the world quest compatible, which is why i'm asking in here lol

slim ravine
#

You just need to get a BSP to model converter

low cosmos
#

Hope it helps

#

You can also use Wallworm if you have 3dsmax

#

But it's more advanced

#

I think there is also some tools for unity/unreal to import bsp/vmfs, but I have not tried them yet.

tall isle
#

Thank you so much!!!!

low cosmos
vital lance
#

Would I use unity or blender to create a quest avatar?

crude gorge
#

You'd use Blender then Unity.

lapis salmon
#

If I notice something wrong with a room (like it freezing on the "initializing" stage), should I send a report for that? I think a room's owner doesn't realize its quest side is broken.

crude gorge
#

No, because VRC staff won't forward that to the maker. You'd need to try and contact the maker directly somehow.

rustic ivy
#

Reporting a world will not send any email or anything to the creator of the map, it will instead just add the tag of what ever you reported it to be in that worlds tag never contacting the creator, you would have to Contact the creator yourself and report the issue to them, becuse the reports only add a tag of the report you made to the world there is no email or ping or anything sent to the creator and you can only veiw the tags on the website but it only shows the tag nothing more, so its better to try to contact the world creator and tell them whats up.

urban idol
#

yeah it sucks

#

and I don't have a quest, so i have to find quest users in the wild, and convince them to check out my work in progress of my world. ask them what they see and stuff

rustic ivy
#

NOTE: Quest has a 50Mb file limit so it can only download and load files under 50Mbs so if your world is under 50 Mbs it can be crossplayable

urban idol
#

its REALLLLLY hard to get all the stuff down to 50 mb is if anything larger than a single room. Trying to make an interesting game level for quest is like 90% of my time building better UV's for optimization

rustic ivy
#

@urban idol Have you clicked on a image/texture and looked at the inspector? you can lower and change the resolution and quality settings of the image so you can lower the size of the world by changing the textures res and quality settings
ALSO i have a discord called VRChat Quest Hub i been getting my quest friends in their to help me and connect to each other better,

urban idol
#

@rustic ivy yes i've been doing that, it's also the fact im building almost everything from scratch in 3dsmax. porting it over. this is only my second world so organizing 4 different environments into one world that is interesting and detailed enough for quest and PC users is quite a balancing act. I want this world to have a lot of character, heavily influenced by 90's games like Banjo-Kazzooie.
The theme is basically halloween from a Dog's perspective. so you'll encounter scary NPC like....Gasp! VACUUM CLEANERS!!! and Bath Time! oh no!
And im trying to fit several environments like a Gothic Cathedral/Mad Science Lab/ VETERINARIAN CLINIC!

#

this is the grumpy vacuum cleaner that chases you down if players hang out too long infront of the mirror

vital lance
#

You gonna add the squirrels eventually to the first map?

rustic ivy
#

@urban idol
i mean like its good and nice your doing this but take it form someone like me whos made over 50+ public worlds, just don't go overboard.
if your doing this for a contest or something that's ok, but if you want the world to be made and people look and hang out in it like how people do for the pub or black cat or rooftop then your have trouble, a friend of mine spent 200$ on software and assists to make his map it was really cool and awesome amazing even but it did not get anyone in it and forgotten like every world ends up, he spent 4 months and over $200 to get the world to what it is and no one went there, so don't over do worlds unless your doing them for a contest, or for place maps for people to use for rp or fallout times, because people will not go to "new worlds" and even less go to "Lab worlds" due to its so easy to release a labs world you just click a box and boom its in labs and the people need to review the world, but unless you time it on the right time and or day or you have a X amount of streamers join the world for a X amount of time, or you have a lot of your friends in the world so it shows up in the active tab long enoth for a X amount of people to keep it up, if not your world will be forgotten like 90+% of vrchat worlds so don't over do it friend ❤ ❤ ❤ ❤ ❤
ALSO optimize your mesh and skin meshes that will help on the worlds demand and size but mostly demand

urban idol
#

@rustic ivy thats what my major complaint is about vrchat. There is NOTHING to cycle out worlds and it has a positive feedback loop in the world menus. People open the world menu, world menu puts active places near the top, people join cause it's the first thing they see, those worlds get more active.

I'm mostly doing this to learn how to efficiantly make a map. and I have an entire Shiba-Inu communty here on vrchat. most of the assets i've purchase are from my money they've donated.

#

@rustic ivy but at least it's better than fully publishing a game. Paying to uploading it on steam. Then begging people to play it

#

I just find it ironic.... you can be anywhere you want to be... you can be anything you want to be. "wanna go skip and hop from galaxy to galaxy while in space?! and the sky sparkels with icecream?" "nah.. i want to go to a realistic rending of a bar. just like one I can go to in real life."

ruby jacinth
#

Vacuum

slim ravine
#

its difficult to promote content and socialisation at the same time

#

but it sucks that the social aspect comes first, getting everyone in the same place.

shut prism
#

Just put ur name on it 🤙

#

Looks great pikapetey. Keep doing what you’re doing

slim ravine
#

I meant for the team, not for a user

rancid dove
#

@urban idol been there yesterday, was a cool tour and had a hell of an exit with your avatar

crude gorge
#

Why are labs disabled by default now anyway? How is anyone supposed to find them for them to then "unlabs"?

#

Seems like a vicious circle

rancid dove
#

get friends lol. but yeah it always resets when you clear cache. if you dont have or cant ask people to help you out then you will be in labs for months. really unfortunate

past shell
#

I get a world public within a day. Idk how💁

slim ravine
#

Quest

crude gorge
#

Yeah, you're not exactly competing against many others if you make a world Quest compatible, lol. There's apparently half a million PC worlds, for comparison.

urban idol
#

yeah but @rancid dove is a big meany doo-doo head for deaming my avatar "automatic -5 points cause it's furry "

#

@slim ravine if they wanted to just focus on social interaction then they would do more like Altspace.

slim ravine
#

I mostly meant that i wish original content was more of a focus, and alot of it goes under the radar

#

Like you said, the maps that are up there in a feedback loop.

velvet dune
#

What are the best looking quest worlds btw?

slim ravine
#

Mine 😏

#

Depends what you mean by best looking

rancid dove
#

no mine

#

@urban idol well its universal really, but you still got a 5 so thats the best to hope for!

slim ravine
#

whats mine then @maybe

rancid dove
#

trash

slim ravine
#

yeah its a cardboard box, but what do you think of it

rancid dove
#

well i like the junkyard except for the smell and that the crates arent stacked in a logical way

slim ravine
#

held together with slime

velvet dune
#

Oh the junkyard maps with thick blacks? Best way I can explain it lol. That's pretty cool looking map.

slim ravine
#

Cheers 💖

placid crest
maiden shadow
#

are there any zombie shooter worlds?

vital lance
#

Am I right in thinking that 50k tris is the limit on quest or is that the recomended budget?

#

5k is recommended target

#

For worlds?

#

I thought that was for avatars

#

oh my bad 😄

#

yeah that's for avatars, for worlds it's less set in stone but keep your drawcalls around 20

#

ideally

crude gorge
#

50k for worlds isn't it?

vital lance
#

for more detailed info open unity's profiler

#

Yes

#

So mine is at 80

#

that could be fine, best way is to test on quest

#

not all drawcalls are equal and take the same amount of time to draw

#

Yea sadly I don't have one, but I got a few friends whom do so I get them to test it later.

#

under 100 is probably fine if the world is nicely optimised meshes

#

I trying to ensure it is 🙂

#

yeah if your friends get 72 fps with a couple of people in it it's good

#

Yea, I also just realised that I was using realtime lighting, so that won't help.

#

try to bake those, maybe one realtime directional light

#

no shadows

#

Yea I am doing, I thought I already did, and yea got rid of shadows ages ago.

#

So I done some quick optimisation and here is what it looks like from above, on the ground you get around 30k - 50k tris on screen, and about 20 to 40 batches.

urban idol
#

@placid crest thanks

zealous dagger
#

okey i dont understand anything anymore i have a World all setupd for quest and its a size of 5 mb but it doesnt show when its uploadet it says its not for quest HELP

urban idol
#

I'M GONNA PUNCH SOMETHING

#

im just gonna start chopping stuff now

#

or wall off the quest users to certain sections

#

it costed me a lot.

slim ravine
#

3 whole mb

urban idol
maiden flower
#

Go to build settings, change the texture compression to ASTC, it should look better. The default settings is one reason why its ugly.

urban idol
maiden flower
#

Did you crunch compress the textures yet?

urban idol
#

yes thats why it looks bad! 32 pixels per textures

#

urgh!

maiden flower
#

How big/complicated is your world?

#

Do you have a screenshot of the whole thing?

urban idol
#

yes hang on

maiden flower
#

Textures and audio are the biggest size eaters.

urban idol
#

im trying to do something cool for quest and it's killlllllinggg meeee

maiden flower
#

But I dont have too much issue with file size.

urban idol
#

what was default?! I need to change that back

maiden flower
#

How many materials do you have in your world? Just asking for a rough estimate of the number of textures.

#

"Don't override"

#

Or ETC

urban idol
#

im gonna get rid of the chipmunk laugh on that damn thermometer

maiden flower
#

You can find the number of materials used in the world spawn prefab.

#

Have you looked into your audio files?

urban idol
#

yes, compressed .oog files down to single mono channel

#

its a big world for the quest

#

its more than a single room, a mini adventure

maiden flower
#

Well, all I can say is look at your textures, before and after compress, and look at the audio files. Those are the biggest space fillers to look at.

#

Oh, and lightmaps, maybe

urban idol
#

HA!!

#

i got it yeah!

#

im never touching the quest version again. im at max

past shell
#

When you put sound it goes up rapidly yeah

urban idol
lapis salmon
#

@urban idol be my friend so I can learn your optimized ways

urban idol
#

@lapis salmon it involves killing your babies. While spending 80% of your time optimizing.

coarse grail
#

and learning your budget so that you don't waste time doing stuff you can't afford

lapis salmon
#

oh it's all good, I'm optimizing already. but it's still cool learning from you! you do great level design.

urban idol
#

@lapis salmon oh thanks... I uh... this is my second world and game level ive ever made.

lapis salmon
#

Is there any kind of youtube alternative to streaming music on a quest map?

zenith frost
#

maybe soundcloud or something like that? No video to eat up that precious performance

#

no idea if there are ways to play it tho

#

if opening through a web browser works that could be an option

crude gorge
#

Not sure the Quest actually supports multitasking except for system services.

nocturne hare
#

it doesnt, in fact Im pretty sure it aggressively kills background apps

plain moth
#

True for apps but I wonder if you would be able to run a command line audio player from adb shell

astral pewter
#

@lapis salmon you can't stream music - but you CAN load the map with music

#

ogg for pc and mp3 for android

#

or whatever format you put in, it'll get converted anyway

#

you can adjust the import settings to save on file size. It will be a sizable chunk of your map size of course depending on how much you put in (and how compressed it is) but you don't need to be much above 16bit 41khz anyway

#

make sure to set background music to "streaming" mode in the import settings as to not eat ram on the quest

#

the quest's harddrive is solid state so it's basically free

#

and will run well

#

I have some open licence music on one map that runs well over 30 minutes an the map is still only 33mb

lapis salmon
#

nice.

nocturne hare
#

modarchive has a motherload of tracker music, and it's MUCH smaller in size, you could have multiple days of music in a map

ruby tendon
#

woah, that's actually a really cool feature

crude gorge
#

Gotta love some tracker music

plain moth
#

Actually probably a pretty nice trick to get hours of music into a tiny world

#

Do those formats work on quest too

velvet dune
#

From what I remember, it wasn't that good so it has never been used a lot. Maybe it is better in this scenario even if it has some problems vs the reduction in file size.

#

And format compability needs to be tested for sure.

nocturne hare
#

oh jesus, Unity is the worst mod player ever

#

or Im just used to xmplay's quality

#

nah its just crap

gentle cloud
#

I fuck with that

nocturne hare
#

the thing is, Unity uses FMOD for module rendering

#

and FMOD is known to suck with just about any effects

lapis salmon
#

@nocturne hare Thank you for that link!

nocturne hare
#

which one?

lapis salmon
#

the music link.

nocturne hare
#

6.4MB for 1:17:26 of music

#

Now, how do I make it play as a playlist in Unity?

plain moth
#

AudioBank if you want something simple to set up. But it won't loop.

I have a synced audio player prefab that also generates an animator and loops but its probably over complicated for what you need

maiden shadow
#

Anyone ever tried making a zombie shooter world?

slim ravine
#

Yeah a couple of people have

rustic ivy
#

oh yeah, ah i made and published a new world called
~ A Simple Bar ~
its ah crossplat so pc and quest can go there

past shell
past shell
slim ravine
#

Just appeared in labs

round bone
#

cool

past shell
#

I would like to have an quest player taking screenshot to see if there issue in my quest church . Tanks in advanced

crude gorge
#

@past shell Remind me in... 5 hours time and I can check it out for you.

grim reef
#

Wait, i was in that world yesterday

#

Lol

slate beacon
#

Is it possible to blend textures in Unity?

coarse grail
#

yes using shaders designed to do that

slate beacon
#

👌 thanks

slate beacon
#

Is it possible to do in unity?

crude gorge
#

That video is Unity

#

That said, are those shaders supported on Quest?

vital lance
#

that shader should work fine on quest

coarse grail
#

yes there's only harsh restrictions on avatars world's you can pretty much put on whatever Shader you like if it compiles on Android

vital lance
#

anything shader model 3.5 or lower

past shell
#

What draw call/batch max we should aim?

vital lance
#

I think the vrc docs say 20, but not all drawcalls are the same load for the gpu, something like 20-40 or lower would be optimal

past shell
#

For my church the only way to know would be a ssemble 12 people in it 💁

velvet dune
#

So you'd have to have a balance between having enough batched but not too much to avoid keeping everything loaded all the time?

#

I've been wondering this for a while, anyone know any worlds that aim for max graphical quality with loser player capacity?

olive adder
#

does Standard Lite shader not receive lighting? 😦

#

I had hoped I could swap Standard out for it but everything becomes dark

nocturne hare
#

you need to bake your lighting

#

It will either take 3 days and render your PC unusable and hot af during the whole operation, or it'll take 30 mins while watching stuff on youtube/netflix

crude gorge
#

Or it'll take 3 minutes on a decent PC if you don't have a billion lights 😛

nocturne hare
#

^

olive adder
#

I do already bake my lighting

#

I mean, I'm not a fucking savage

#

it's dark in the baked lighting though

#

Standard looks fine

#

even VRChat/Mobile/Toon Lit looks fine

#

is Standard Lite just broken?

past shell
#

I prefer the mobile standard in term of looking. The pc one is too aggressive of how light react

olive adder
#

it at least looks decent though

#

and not like what I'm seeing from the mobile one

olive adder
#

wait, I was doing this because it was telling me that Standard wasn't supported, but after tinkering with it for a while, the warning isn't coming up anymore anyway, so I guess Standard is supported? 🤔

#

like, there is a glitch going on here, but I can't tell which direction is the correct one

#

was it lying before or is it lying now?

plain moth
#

For worlds, any (gles3 compatible) shader should work. The sdk has been known to popup the same warning as quest avatars but it is safe to ignore for worlds. @olive adder

#

So it was always lying I guess. Weird that it went away-only thing would be if an sdk update improved it

timber gate
#

Im upset.. Murder doesnt work

timber lion
#

Hmmm, it DID work... bad update?

slim ravine
#

There hasnt been an update.

#

Atleast not one to vrchat

#

Jar might have broken the map, if they did it will be fixed shortly - i imagine.

plain moth
#

maybe worth a quick ping to @low abyss in case they don't read this channel regularly. I haven't used my quest for a while but it was definitely working last month

low abyss
#

yeet

#

also its she

#

hi hello

plain moth
#

sorry I changed to gender neutral just for my own practice

low abyss
#

How recently has murder been broken. None of my contacts have reported anything to me

plain moth
#

@timber gate maybe provide more detail what's up

low abyss
#

Yes absolutely @timber gate

#

Oh also if you're on Holoport locomotion, that's a known bug

#

I think new/quest accounts have holoport as default so it's likely

#

also just dm me cuz I will certainly forget to read this channel

winged spoke
#

Hey everyone AiSeko is a heart break she broke my friends heart thru text and they been together for like four weeks and she said I never loved you from the beginning(For fuck sakes, I never loved you to begin with to be honest with you because you kept forcing it on me, so I had no choice BUT TO SAY I LOVE YOU. You kept rushing things and I can't do it anymore okay! I am not dealing with this same situation again, I can't..) so to everyone be careful

vital lance
#

Wowza

north marsh
#

Yikes

abstract pecan
#

Why... Are you posting this in every chat?

#

Not to be rude but like....

#

Nobody cares

timber gate
#

Anyone want to play Cards Against Humanity?

fringe palm
#

How I turn pc/quest world to only pc world?

hoary axle
#

@fringe palm f u

nocturne hare
#

@fringe palm there's currently no way of only deleting a single platform for content, you have to delete and reupload under a new ID.

#

Assuming it's okay if a Quest user suddenly joins the instance. the best you can do if the world's been favorited a lot/has portals in places. is to

  1. announce it's not available for Quest anymore
  2. make the Quest version an empty black void with a basic text explaining the situation and a portal to the player's currently set home.
fringe palm
#

I see, because "exmenu" assets prefab don't have quest shader or other.

plain moth
#

What happens if you just dont use that on quest

#

I've been meaning to look at the menu on quest

#

The QvPen is easy to enable for quest: search for Ink, select everything exactly named Ink, in trail renderer set width to 0.01 and change shader to Unlit -> Color

tall isle
#

If I download a world from Gmod that is 60 MB, how would I reduce the size to 40+ MB

#

Is it just as easy as removing some objects or nah

nocturne hare
#

removing stuff, reducing texture resolution

tall isle
#

Ah okay

#

How do I do the texture resolution thing

nocturne hare
#

yknow, open the files in an image editor

#

make the image smaller

#

save

upbeat canyon
#

you can also get unity to downsample the texture size so you dont compromise the authored texture size

nocturne hare
#

yeah

#

select the texture files in the project view, and in the inspector, you can set the max size

dusk cypress
velvet dune
#

Yup. Every button works as expected, too. There's a jiggly pillow and it works fine as well. I've seen some bad sky textures on some worlds so that is always a nice thing to see being good looking.

dusk cypress
#

so good to see it, thank you for testing it for me

timber plover
#

old hub skybox 😭

crude gorge
#

Actually looks nicer, the shelf behind the mirror in the current world is kinda annoying when you have a tail...

uneven gust
#

Hey guys! Are there any worlds that are usually high in Quest user traffic?

rapid ledge
#

Pug West is easily the most Quest users. It's almost only Quest users, but 8 players max (unless it glitches).

past shell
#

its not glitches. you can always join a friend even if the room is full

velvet dune
#

Ye friends can join as long as there is less than double the max capacity of players in room.

nocturne hare
#

VRChat worlds have a softcap and a hardcap. The displayed value and the one you set when uploading the world is the softcap. The hardcap is always twice that.

The softcap refers to the amount of players that can join an instance through world discovery or a portal dropped by a player.

The hardcap refers to the amount of players that can be invited or join from other friends in the social tab.

uneven gust
#

Thanks!

slim ravine
#

So the highest cap is 80 + the amount of VRChat moderator accounts

#

which is unspecified

coarse grail
#

even though probably having that many folks on the quest would probably melt it

rapid ledge
#

@past shell I've actually heard about that, I wasn't aware it was intentional though. Sometimes these 8/8 servers fill so much my Quest friends just start crashing.

vital lance
nocturne hare
#

open the vrchat local files folder from it's steam properties in the library

#

C:\Program Files (x86)\Steam\steamapps\common\VRChat\install.exe

#

and click Proceed

#

And you most likely dismissed it

#

For the record: It seems your Unity is currently set to build for Android. You can't test an Android world on PC. To test on Quest, you must build and publish first and then visit the world manually on Quest through the "Mine" row in the worlds tab.

vital lance
#

Alright ill try that

dusk cypress
#

im specifically concerned about the pens, im not entirely sure if theyre working in the quest version of the world

maiden flower
#

They don't work unless you modify in the ink material

#

Qv pens right?

#

You change the material from the custom shader to colors/unlit

plain moth
#

@dusk cypress set material shader to unlit color AND search for Ink, select all objects named exactly Ink and change their width to 0.01

#

Confirmed, your world as it is currently does not work on quest. But if using qv pen it's an easy fix ^ follow the steps

dusk cypress
#

what material am i changing to unlit color? @plain moth

plain moth
#

The Ink objects

#

same one you set the width to 0.01

#

you can select any of them and change the material

#

I mean change the shader dropdown in the material

dusk cypress
#

these?

plain moth
#

sure for changing the material, that should work

#

select all of those and change the dropdown to Unlit/Color

#

had some discord connectivity issue @dusk cypress get my messages?

#

I'm free to test again if you have an update

#

@dusk cypress but won't be around too much longer

dusk cypress
#

im working on it

plain moth
#

k

dusk cypress
#

is 0.005 the best to use or shouldni put something else

plain moth
#

0.01 is what the author recommended. that was an old screenshot

#

it's in meters I think

#

so 1 would be pretty thicc

#

you probably want your pencil line to be closer to a centimeter (0.01)

#

but you can make them as thin or as thick as you like

#

the value for PC was in the material, so it needs width 0 and the shader adds its own thickness to the pen

#

but that shader is too complicated for quest

dusk cypress
#

reuploading now, hopefully it should be fine

#

reuploaded on quest @plain moth

plain moth
#

it's working beautifully

dusk cypress
#

wonderful!

#

could you show me some screenshots or footage if possible?

plain moth
#

it's really hard to take a screenshot on quest :-p

#

I literally have no idea how to find this menu button everyone else seems to find, so I plug it into my computer and take one with ddms

#

another time

dusk cypress
#

sall good, thanks for the help mate

vital lance
#

go back to vrchat after you pressed it and it will take a screenshot of the left eye after a 5 second countdown

#

the screenshot will be in your gallery after and in the oculus folder after connecting to a pc through usb and mounting the quest

plain moth
#

oh nice

#

oh dear so I still have to connect with usb? may as well use ddms then

vital lance
#

I think you can get them from the gallery in your phone app too

rustic ivy
#

Quest being able to take videos and stuff in VRChat is really helfull for Content creators to Fix issues ❤
my Quest pal had shown me a bug that he could only see and i could not see in unity and we fixed (after a few videos shared)

plain moth
#

What's the best way to record videos of what you see on quest

#

that record video button records the screen?

nocturne hare
#

yeah. casting has a really low bitrate, and scrpy just records the raw image from the screen with the lens distortion

drowsy flame
#

Hey, I have a question for anyone developing cross compatible worlds, I'm making a tool that automate scene changes on platform switch. So for example my world has a plane w/ a shader to simulate depth on PC, but knowing transparency is taxing on Quest I deactivate it whenever I platform switch... What actions do you take with your components that are similar? (It'll look something like this, if it can give you inspiration https://cdn.discordapp.com/attachments/580855445103837248/639437623307272205/unknown.png)

#

Basically, you put whatever you want in there and it'll offer options that can trigger on a platform switch, in this case it's an animator, letting you switch the controller or the animator culling

#

I'm looking to create options for it, so the more the merrier, anything you think is vital and you do all the time.
Right now I have:
-Animator: Animator Controller & Animator Culling Mode
-Components & GameObject: Active/Enabled
-Material: Shader
-MeshFilter: Mesh
-MeshRenderer: Lightprobe blending, Reflection probes blending, Cast shadows, Receive shadows, Dynamic occluded, Materials list

drowsy flame
#

Might add Anchor override to Mesh renderer now that I think about it

maiden flower
#

I wouldn't take out transparency, sometimes you just have to have it, it will be a design choice I think

drowsy flame
#

🤷

#

It's a really minor element

#

It's just a plus for PC players

maiden flower
#

In that context, it is really weird having non transparent windows on cars lol

crude gorge
#

If the Quest can't do transparency, what does it do for transparent things? Or rather how do they expect you to do it?

coarse grail
#

I'm not an Oculus developer so I'm not quite sure so either use it very sparingly for like clouds in the background or just no transparency at all and just use more geometry instead of cutouts

#

and it makes sense for game modeling to not have transparent windows in the car if you have no reason to go inside it

maiden flower
#

It's not like the quest can't do transparency, I just hear that it does process it well

#

The smaller the window the better so to speak

#

And my car is drivable lol

#

Only making that joke because my bus windows whited out when i switched to quest

#

When I made all the materials standard and opaque

coarse grail
#

this is what a car would probably look like if it's a non-player character car

kindred flax
#

i have question, what would happen if i made a upload of the same map BUT the PC version would have the transparent elements while Quest version would have transparent elements removed?

maiden flower
#

Nothing bad would happen.

#

Each version is ran separately, you only run into trouble if you want things synchronized but have different versions in terms of triggers or placement

#

PC will see the PC version and quest will see the quest version

kindred flax
#

oh ok than, i thought the vrc will throw an error at me "no, both maps must be the same", so as long as i don't add any different walkable geometry both PC and quest players should not have trouble interactive with each other on same map?

maiden flower
#

Pretty much. Not so much walkable geometry (you may just have people floating, haven't tried it), but I think its more to do with the vrc triggers/scripts. We are "advised" to keep both versions the same.

crude gorge
#

Stupid question, how do you do windows? I legitimately cannot find a shader that works for it.

slim ravine
#

Delete the window mesh so its perfectly clear :-)

crude gorge
#

Haha, that was my last resort. I was hoping to have a warped normal over it still, but I'm wondering if that may be too costly anyway.

maiden flower
#

I would say just test it. If whatever is behind the window is small, you might get away with it. Things don't break if you don't use mobile shaders, it is just the standard stuff has a higher cost. Like calculating reflections on a standard shader.

#

I have been getting away with a lot on quest so just push the limits.

#

I find the main bottleneck as having 7+ people

crude gorge
#

Anyone tried Bakery lighting when building a Quest world? It seems to "work" but it looks completely wrong, most of the scene doesn't appear to be illuminated. It looks fine with Progressive.

maiden flower
#

I have tried it. Do you have a screenshot?

#

The only tips I know is to use ASTC compression when switching in "Build settings"

#

And the progressive and bakery may hate each other

crude gorge
maiden flower
#

Or once you use bakery it is hard to switch back

#

Have you used bakery often?

#

Or first time?

crude gorge
#

I used it a bunch a while ago, and then only recently on the PC version of this world. Never tried using it on Quest before. What it generates on the PC version of this world looks fine

maiden flower
#

This happens after you switch builds?

#

Did you use ASTC compression?

#

That is all I got, It feels like something is going on with the lightmaps

crude gorge
#

I've not changed the compression type from whatever it picks as the default.

#

I remember someone mentioning that it's worth changing it but not why or what the caveats are.

maiden flower
#

The default compress things really ugly. ES-something

#

ASTC was what I was told to use, and it looked better

crude gorge
#

Ah, I'll check that then. Not sure that's what's likely to be responsible here though.

#

btw here's what it looks like using Progressive rather than Bakery....

#

So Bakery is rendering the emission lights, but not the main actual lights. Progressive renders the main lights, but not the emissives, lol.

#

Hmm, apparently lack of emissives on GI is an old bug. Sigh face.

lapis salmon
#

Anyone know of a good pen system that works with Quest? I tried using the Qv pen set on my map, but they won't work for Quest headsets.

maiden flower
#

@lapis salmon scroll up to sippbox, the qv pens can work

#

You change the ink material to unlit and change the width of the trail to .01

#

Scroll up for the exact details

lapis salmon
#

@maiden flower Thanks muchly!

#

@maiden flower Also I love your maps! I got inspired by you using the climbing prefab in water to try and make Cyan's climbing package for swimming. It didn't exactly work but I bet someone will eventually expand on that idea.

maiden flower
#

Thanks!

hearty niche
#

hello everyone

#

ugh this chat is dead -->-- bye everyone

agile ferry
#

oof

rustic ivy
abstract pecan
#

Hey, so uh, mesh colliders are what add collision to your world right?

#

because i've added a mesh collider to every separate mesh and i keep falling through

plain moth
#

@abstract pecan be careful with mesh colliders on objects not marked as static. Generally it is good to use box colliders, capsules etc as those are easy to compute

#

Mesh colliders are generally ok too as long as they are on objects that are static (see the static dropdown on the top right)

#

I've definitely seen a case where a mesh collider was too complex for the quest to load, but as long as you are considerate about polycount or have it sufficiently simplified it should be ok

#

If you're adding them to objects one by one anyway, you could just make them box colldiers for platforms and things

abstract pecan
#

I checked the static checkbox for every mesh, the falling through issue still persists

#

and this is on desktop mode as well, since that's where i'm testing it

#

This level has quite a bit of contours that would be hard to accomplish with box colliders, but a low enough poly count as they won't be too complex

#

it's only 15k polys altogether

#

@plain moth

plain moth
#

Hmm static box should fix it. What layer are your meshes on

#

Go to play mode, add a sphere or whatever, change its layer to PlayerLocal and then add a Rigidbody component with the default gravity turned on. Does it also fall through?

crude gorge
#

Hmm, is there an easy way to swap all "Standard" shader objects for Standard Lite? Finding then doing every one individually is painful.

crude gorge
#

@maiden flower Does ATSC take a long time to generate? It's taking forever to do the "Hold on" stage.

maiden flower
#

takes about 3-4 times longer compared to the default

#

but it shouldn't take that long

crude gorge
#

It's taking forever while also using all cores of my CPU.

maiden flower
#

the only thing that would make it longer is if your project has a lot of textures in the asset folder

#

How long did it take to switch to android with the default?

crude gorge
#

It did some recompilation and such, but only a minute or so.

maiden flower
#

Regardless, I use ATSC because the default make my world very lousy. Like pixel stained textures everywhere. I also optimize my project by deleting textures I don't use, to make the switch faster.

#

That's all I know and normally go by.

crude gorge
#

Oh god, I just realised, the cancel button is greyed out too. Ack.

#

What's the quickest way to upload a world for Quest after having done the PC version anyway? Copying and converting the entire project every time can't be right.

abstract pecan
#

@plain moth it indeed falls through

#

sorry i was eatin

#

i think the collision are just like messed or the wrong size or just somewhere else altogether

plain moth
#

unity might have tried to simplify the collision mesh and failed

#

the most common reason is you have something on the wrong layer, or something not marked static

abstract pecan
#

They're all on default

plain moth
#

at least now you have a way to test it in unity

abstract pecan
#

that's useful

plain moth
#

maybe try a box collider just to verify that it is indeed something with the mesh collider

#

or leave mesh collider and swap out the mesh filter to something else. you can do this in play mode

#

and that will make sure the layers and everything work but something's wrong with the mesh

abstract pecan
#

a box collider does work, i've tried

#

and swap out the mesh filter?

plain moth
#

is the mesh double sided / solid? or very thin

#

I mean keep mesh collider but change which mesh you are using (the Mesh Filter slot)

abstract pecan
#

it's very thin

#

but like, it hits a few on the way down

plain moth
#

like pick literally any other mesh: tutorial avatar, ethan, some dog mesh or something

#

and see if those work

#

that mesh looks pretty complicated with lots of bits. I think there's a way to view the collision mesh unity generates but I forget

#

collision meshes often like to be "convex" and that map has a lot of jutting parts and doesn't look very convex

#

so untiy might have completely botched the mesh simplification for you

abstract pecan
#

passes right on through

#

with a mesh collider

#

it also should hit the houses on the way down, which are much more pronounced and also have a mesh collider

plain moth
#

wait tutorial avatar shouldn't have become blue

#

I didn't mean put in a tutorial avata

#

I meant swap out the mesh filter with the mesh from tutoral or anything

#

like click the selector box to the right of Mesh and pick anything simple from the list

abstract pecan
#

alright

#

i made it a super stretched out cube

#

it had collision

plain moth
abstract pecan
#

same happens when setting it to the tutorial avatar

plain moth
#

your mesh is complicated and you are probably hitting some case where unity simplifies your mesh and does it wrong

abstract pecan
#

hrm

#

so this is interesting

#

that mesh i made it

#

does that show up in game?

#

because setting the mesh collider to the mesh of the actual object it works

#

usually that's just automatic

#

wait ofc it doesnt show up

#

i think that fixes it?

plain moth
#

Huh, how was that not set in the first place

abstract pecan
#

usually it's set to "none" and it just works

#

out of curiosity, can i set a death plane?

#

because most of the wall meshes are also the floor meshes

#

so you can't die

plain moth
#

You mean something other than respawn height?

abstract pecan
#

yes

#

also one last tiny thing, how do i toggle music off?

#

mirror toggle works fine

#

but the second i set it to toggle a sound effect it just stops existing

#

both toggles do in fact

#

nvm did something stupid, death plane is the only issue now

#

nvm found it, thanks for all the other help though!

crude gorge
#

So, for people working on a PC and Quest world, how do you "sync" your changes between the two? I cannot think of a good way of doing it, other than starting the project from scratch again each time and that then requires you to manually change every shader over each time as well, which isn't fun.

maiden flower
#

I either use all quest shaders for both, or leave them all standard.

#

It is a design decision in the end

crude gorge
#

How much difference is there between Standard and Standard Lite in reality then?

maiden flower
#

I think unity reads through less code on the standard lite. Also it may remove reflection calculations.

#

This really goes into pinching pennies, in my experience so far light baking is the most important.

stoic sky
#

i need help with a avatar world