#world-quest

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past shell
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Idk how my church perform

drowsy flame
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@crude gorge I'm working on a tool that'll help you automate changes between platforms within one project, if you're interested I could @ you whenever I release it

crude gorge
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@drowsy flame Please do.

drowsy flame
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๐Ÿ‘Œ

dusk cypress
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@drowsy flame i'd like to be updated as well for that owo

drowsy flame
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Noted ๐Ÿ˜„

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Basically you drag a component in and you can set some PC settings & Quest settings (left & right)

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Whenever you change platform, the script detects automatically and applies the settings on each object

dusk cypress
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thats epic

drowsy flame
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Here are the options so far:
-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
if you have another idea go ahead ^^

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Btw if you want to use one project, make sure to turn on the local cache server, it'll speed up the platform switching process (you need to have switched from each at least once for it to take full effect)

past shell
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vrpill oh that something I didnt know

nocturne hare
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Waaaiiit, you can enable the cache server locally without having to run it on another box?!?!? OH MAI GAAAWD

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this needs to be pasted to all quest channels and pinned and reposted by a bot every day

velvet dune
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So you can almost one click upload a crossplatform world or avatar with this script?

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I remember reading it automatically detects some changes for you.

drowsy flame
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The one I'm writing? That's the idea yes.

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It'll automatically detect if you switch platform and apply the PC (or Quest) settings

astral pewter
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Oh: protip

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if you decide to use two projects

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you can delete the projectsettings and assets folder on the second one

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and create a junction to the first one

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both will update, and it's instant switching

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why unity hasn't implemented this internally already is beyond me, but there could be reasons

cobalt void
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Anyone know any good worlds for the quest

crude gorge
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I've been told "Enverex's Avatar Bay" is where all the cool kids hang out.

dusk cypress
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you could also try "Guy Lounge" or "Presentation Room Minus"

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i heard seshing it up in those worlds gets you lots of good boy points

tall isle
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yo is there any way to rotate box colliders?

tall isle
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hmm

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Ohhhh I got an idea

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Iโ€™ll create a cube object, stretch it into the corner wall, and use it as a box collider

tall isle
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i think i figured something out

nocturne hare
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Delete this

harsh dagger
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Hey quick question some worlds on vrchat are not coming up at all. Is something enabled that is not allowing me to see different worlds.

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Very new just started today.

crude gorge
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What do you mean by "not coming up"? As in aren't listed, or it's not letting you go there, or...?

harsh dagger
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Itโ€™s not showing it just says no search results

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Is it because itโ€™s a community world

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?

crude gorge
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Everything's a community world, well, almost everything. What's the name of the world?

harsh dagger
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This is the one my friend recommended to go get lots of avatars from.

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@crude gorge AZULIE AVATAR ABOATINATIONS

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Everything there is spelled correctly but itโ€™s not coming up

crude gorge
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Are you getting a LOAD of results?

plain moth
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Community Labs worlds might not show up in search results hmm

crude gorge
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That world isn't Labs.

plain moth
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Note that if you type in multiple words it will pick any of the words and search for them. So you might be getting results for "avatar" which is basically every world

crude gorge
plain moth
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Try typing only one word like abominations

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Aha if you're on quest the pc worlds won't even show up

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You can open devtools network tab and refresh and look for the wrld_ thing 1-2 pages down , click open the preview tab and look for the platforms object in the json and see if it has an android one

harsh dagger
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Okay Iโ€™ll definitely try that thanks for the help

lapis salmon
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I'm so excited, I'm actually learning to model while building this world. It's starting to look like an actual train!

fiery karma
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๐Ÿ’ฏ

vital lance
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Anyone want to play or go on a date?

north marsh
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Woah

abstract pecan
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As a femoid myself I would be more than welcome to date

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I love to have the sex and converse about the vagina

north marsh
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Oh no

vital lance
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LMAO

slim ravine
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Im glad im not the only one who says femoid

vital lance
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Hey, does anyone know how to configure their home? I want to make a world for people to play in.

coarse grail
prime fiber
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When I try to upload

crude gorge
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Build failed, check the console log

prime fiber
crude gorge
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Broken image

vital lance
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so, im trying to understand how cross platform worlds work

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creators will upload a world as PC, then switch to android platform and optimize stuff. textures, models, audio files, etc. and then upload as android.

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then a pc player and a quest player can be in the same world, and the pc player sees it as full graphics, and the oculus player sees it as optimized?

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my confusion comes from visiting the japanese shrine world that's popular. the PC version i remember from long ago was beautiful and fully done. and the quest one that the creator uploaded looks like it's just "blocked out" with primitives lol

crude gorge
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They lok lke whatever you uploaded for each platform in Unity

coarse grail
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about the only requirements is it's probably a good idea for them to have the same Collision so avatars don't end up in walls

vital lance
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ahh gotcha. thats what i figured

coarse grail
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even though it might be easier if you're starting a new world to make for the quest first and then figure how to make it nicer on PC if you're trying to do cross-play

crude gorge
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and unfortunately sacrifice most creativity in the process

coarse grail
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yeah certainly not the place to be if you want to dream of big open-world Maps as you can to just have it run at 30 frames per seconds like breath of the Wild on switch

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but given that you're here on the first place you're probably not trying to plan San Andreas vrchat Edition

edgy pebble
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nvm i found it

spring snow
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How do i make a world cross platform

crude gorge
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@spring snow You build and upload it for both Windows and Android platforms

spring snow
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Ok ya i did that but it but nothing i uploaded is showing in game under mine. There is no "mine" in the world menu

spring snow
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@crude gorge

crude gorge
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Which version of Unity?

spring snow
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2018

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I heard im supposed to use 2017 but it uploaded fine i just cant find it.

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ok ya i see now that i have to use a certain version

crude gorge
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Yeah, you have to use the exact correct version else it won't appear.

spring snow
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ok thanks man ive been fighting with unity for hours now lol

spring snow
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so if i do two projects one for quest and one for pc itll let them play with eachother?

crude gorge
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yes

spring snow
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Thx

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I got it to work

frigid vigil
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Naruto skin worlds ? Anybody know some?

spring snow
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anyone know how to make a music button to start and stop a certain mp3 file. i found a youtube video but its not working

peak ocean
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Having Naruto's skin on you would be rather disturbing

north marsh
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True

frigid vigil
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Not Naruto Iโ€™m looking for a kakashi sensei avatar

north marsh
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make one

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or comission someone

frigid vigil
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Where do I go to commission someone

north marsh
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vrctraders

clever hamlet
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Anyone having issues with maps loading or glitching on the quest.

north marsh
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@clever hamlet rule 15 <3

clever hamlet
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@north marsh sorry

grim reef
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Help

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My world has no collisions

abstract pecan
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@grim reef add a mesh collider to each mesh

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make the collider the mesh of the mesh

grim reef
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... How

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@abstract pecan where can i find it

abstract pecan
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click on the mesh

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add property

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mesh collider

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there should be a little box where it specifies what mesh

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set it to the mesh you have selected

grim reef
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It says

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"Mesh"

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And then just Platformprototyp

abstract pecan
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screenshot

grim reef
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Dang

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Gotta tske a pic cuz i dont have disc on Laptop

abstract pecan
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win+shift+s

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copies to clipboard

grim reef
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Nvm, made a pic

abstract pecan
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there isn't a mesh collider option?

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in add property

grim reef
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Im new to it

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So idk where proterty is

grim reef
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Nvm

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My friend helped me!!

fleet condor
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Does the PlayHaptics RPC on a VRC_Pickup not work on Quest? I've used it before on a Vive, but I can't get it to work on either the native Quest client, Oculus PC client, or OpenVR PC client (both over Oculus Link).

vital lance
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Hi

fleet condor
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Come to think of it, does PlayHaptics work on Oculus at all? The documentation mentions that AutoHold has to be enabled on the pickup object for it to work. However, while I can turn AutoHold on, I can't get it to actually work (the object doesn't stick to my hand and still gets dropped when I let go of the grip). From what I see on the Canny, this is a known issue affecting Oculus headsets, but I can't find anything about that and whether or not PlayHaptics works.

plain moth
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@fleet condor i know oculus quest supports haptics because pickups do it

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Maybe enable and one frame later disable a very large pickup around the player's head with no mesh renderer inside. And make the name of the thing blank so it doesn't show any help text

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Might be a nice canny. Haptics are a pretty powerful tool. Actually... the climbing system uses haptics when your hand is touching something grabbable. Does it work there?

fleet condor
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@plain moth I just tried it on the Crafty Climbers world, but I didn't feel any haptics on the controllers when climbing/when my hand approached a climbable object. It looks like PlayHaptics just doesn't work on Quest, then. That said, I'm still not sure why it also doesn't work on Quest over Oculus Link, as Link definitely supports controller haptics. The Quest-native build still has haptics on pickups, but when running either the OpenVR or Oculus Runtime versions of VRChat over Oculus Link, haptics are totally absent. I'll look around to see if someone's already made a post on the canny about either of these.

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Looks like there's an older open post on the canny about PlayHaptics not working on the PC Oculus Runtime client, although this was posted before the release of the Quest. Given the Quest build of the game has to be using the Oculus Runtime, I'd be willing to guess that this is the reason PlayHaptics doesn't work on the native Quest build: https://vrchat.canny.io/bug-reports/p/playhaptics-rpc-does-not-work-on-oculus-client

plain moth
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cool, would be good to fix

nimble fox
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is there any way to play a playlist from youtube in a world?

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like without having a video player screen because its to listen only

astral pewter
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yep, there are prefabs that do that and the stock video player can be setup with a playlist @nimble fox

nimble fox
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thanks. Do you also know how to make pickup able objects not local? So everyone sees when someone picks it up

astral pewter
plain moth
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@nimble fox add a VRC_ObjectSync to your pickup

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Object sync is how things get synced. If there's an animator it will sync that. If you have synchronize physics it will sync the position etc

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Basically anything without object sync is just loca

astral pewter
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^ sorry, I had to go afk there before I finished, lyuma is correct

nimble fox
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tyy

onyx sable
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What's a water shader for vrc quest worlds?

drowsy flame
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ๆณจ๏ผฮฒ็‰ˆใงใ™๏ผ Oculus Quest็”จใซไฝœใฃใŸใ‘ใฉQuestใŒใชใใฆๅ‹•ไฝœ็ขบ่ชใงใใชใ„ใฎใงๅ…ฌ้–‹ใ—ใพใ—ใŸใ€‚ Questใงใ†ใพใๅ‹•ใ„ใŸใ‚ˆ๏ฝžๅ‹•ใ‹ใชใ„ใ‚ˆ๏ฝž่ฒ ่ทใจใ‹ใ“ใฎใใ‚‰ใ„ใ ใ‚ˆ๏ฝžใจใ‹ๅ†™็œŸใจใ‹ๅ‹•็”ปใจใ‹ใ‚‚ใ‚‰ใˆใ‚‹ใจๅฌ‰ใ—ใ„ใงใ™ใ€‚๏ผˆQ...

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Here you go ๐Ÿ˜‰

crude gorge
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Looks rather... tinfoily... I guess what's possible on Quest is very limited though isn't it.

rain star
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Looks good enough, I'll take it

crude gorge
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Most water uses tesselation for effect, which I assume isn't actually available on the Quest?

coarse grail
slim ravine
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Place a mirror

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Done

bronze dagger
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Anyone know a good old jumpscare map that i can play

polar spade
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Read the channel topic.

bronze dagger
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I know that what im saying here

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Tried to see if anyone know that i can try but ignored

plain moth
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@bronze dagger check the Spotlight category and go about a page back. there are some maps made for halloween (Spookality), and some of them do work on quest, like the world by IgbarVonSquid. I think Demirk2 wants this to move to #quest-general since it's not about making worlds....

primal crest
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hi sisters

timber fern
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i have a world that has vrc_triggers along with animation, but when i put my hand close to it the tooltips doesnt show and clicking it wont do anything how can i fix this?

plain moth
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Do you have a collider like a box collider on the thing so you can click it?

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Mesh colliders often don't work brw

timber fern
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oh, you need mesh colliders to interact with objects?

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well thats helpful

plain moth
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@timber fern you need colliders but not mesh colliders. Box, capsule or sphere are common

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Because of performance efficiency

clear delta
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I got an issue with my avatar world where I can't reupload it to Quest version since it says it's too large of a file at 50.49 MB. I'm not sure how to lower it since it seems like resizing or deleting walls isn't doing much

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It's probably because I added more songs for people to select, but I don't want to delete them

plain moth
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objects isn't going to affect it much

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music can be huge. click the music file and adjust the compression settings

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if you're that close to 50MB that shouldn't take much adjusting to change it. unity will show the file size at the bottom dark area of the inspector

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textures, lightmaps can affect it some

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I mean lightmaps can affect it a lot, but that's only if you actually baked your lighting

clear delta
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Yeah, lighting is baked

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Would it be good to undo that? Or get rid of the lightprobe or reflection probe?

plain moth
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no definitely don't undo that

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you can adjust the lightmap resolution

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but honestly I'd start with the music

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you only need half a MB

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I

nocturne hare
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thats like undoing renovations to your house

plain moth
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I'm sure you can cut the quality a bit on the music and not really notice

nocturne hare
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take your file, pump it in audacity, and export it out as an OGG, if you werent already using OGG, its fancy high tech compression technology compared to archaic mp3 and literally uncompressed wav will get you the needed filesize reduction. bring down the quality slider in the save window from 10 to around 6-7 if you were already using OGG

clear delta
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So I guess trying to compress it in Unity wouldn't work as well?

nocturne hare
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Unity will basically LZMA compress it, as if it was in a zip file

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you wont lose quality, but the world will take 3 microseconds longer to load

plain moth
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and music doesn't compress too well that way

nocturne hare
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People should still use OGG because it's less costly on CPU for decoding and honestly on Quest, every bit of performance is important

clear delta
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So I guess just reimport some songs as OGG files instead until it lowers down enough?

nocturne hare
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ok so, breakdown

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what file format are you currently using

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and what bitrate is your music, and just how much do you have

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I would just host the music on dropbox as a video-less mp4 container and put the direct link URL on a unity video player component

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but thats just me, and my stupid ideas

clear delta
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As for the files, the songs are all mp3 I think. Bitrate, not sure how to check it

nocturne hare
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I assume you have vlc

clear delta
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Vlc? Sorry I feel kinda dumb rn

nocturne hare
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oh.... geez.... even boomer teachers use vlc

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do you perhaps listen to your MP3s using Windows Media Player?!?

clear delta
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Video player probably could work but I never used that before. All I did for now was add songs maybe 12 songs and tie them to objects. And yes, I do that

nocturne hare
clear delta
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Alright, what's it do?

nocturne hare
clear delta
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Ah, got it

nocturne hare
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protip: if you downloaded MP3s from YouTube video converters, they're always 128kbps

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you dont really wanna go lower in quality, (unless youre using opus but thats just a pain to use, or if you have voice recordings) because then music really breaks down

clear delta
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That may be how much they are then. I typically do that since it's easy

nocturne hare
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let me try something

clear delta
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I guess we just have to figure out how to decrease their file size in unity, since I added only 2 more songs and it goes over the limit. It does seem that making them OGG files drops it a bit, one song from 3mb to 1

nocturne hare
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for the record, there's more OGGs than MP3s on my PC

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if you wanna be the cool kid in class or whatever, you can just start using OGGs everywhere and push the format to your friends and family until you get kicked out or they surrender

clear delta
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So, would it be easiest just to convert all the songs into OGG files?

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Or, at least enough to get it below 50mb in total

nocturne hare
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you can use VLC again to do this

clear delta
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Yeah, got it installed and open now

nocturne hare
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under file, there's convert/save

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just drag all your music files in there

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then click the convert button at the bottom, select ogg in the profiles, you can click the wrench to change settings, but its already 128kbps by default, so just click and itll create files with the same name but with an OGG extension

clear delta
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This look right?

nocturne hare
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yep

clear delta
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So then just replace all the mp3s with ogg

nocturne hare
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yee

clear delta
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Any other big differences between mp3 and ogg, aside from file size?

nocturne hare
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Vorbis, the audio container for OGG is completely opensource unlike MP3

plain moth
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quality-wise I think ogg is the same or slightly better than mp3

nocturne hare
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definitely better

clear delta
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I wonder why mp3 is more popular and widespread then, at least it seems like that

nocturne hare
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also, mp3 needing a license really doesnt apply here seeing as Unity already pays the royalties to use the mp3 decoder

plain moth
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ah I think I'm used to comparing it against m4a lol. mp3 is super old

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it's popular because it's old

nocturne hare
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thats like asking why is windows more popular, when 99% of computer users just use chrome and firefox, and ubuntu could run it 20x faster

clear delta
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All the files are still converting so when they do I'll replace the mp3s in unity

nocturne hare
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ffmpeg would already be done

clear delta
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well now it is done

nocturne hare
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hmmm

clear delta
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I'm not that familiar with audio files so what do you really mean when you say ogg is open source?

nocturne hare
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mp3 was developed by a company

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ogg/vorbis was made by some dude, then further developed by other random people, and all those changes are available freely with the code

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like windows and linux

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one is governed by a single corporate entitiy, the other is more underground, but controlled by the people, and does the job better, and actually works on basically everything.

clear delta
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Ah, makes sense. I got the files to convert, now I'm trying to figure out where the hell vlc put them

nocturne hare
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when using the multiple files option

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thjey should be in the same folder

clear delta
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Alright, I'm importing them and I'll let you know if they work

nocturne hare
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they will. Unity uses FMOD for most audio decoding stuff

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and unless you play like old amiga sampler track files, it wont break

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but if you do play tracker files. youre basically garanteed a hard crash from both vrchat and the unity editor

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Im probably the only loser who tried putting XM files in a quest world tho, so its no big deal

clear delta
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Kind of a noob question but where does it show the world's file size in Unity?

plain moth
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It's not obvious

clear delta
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Got all the music tied back to the objects. So glad Unity lets you select multiple objects honestly

plain moth
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Open the tweet to see all the images

clear delta
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Well, I can upload the world to quest now and the music sounds fine in the unity preview, so I guess it works now. I'll let you know the file size when I load in

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It dropped the world from over 50MB to 29.30! That's amazing

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Thanks for helping me guys

plain moth
crude gorge
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One of the major benefits of OGG over MP3 is how it gracefully degreades. With MP3 you can hear these really specific artifacts at lower bitrates, where as with OGG it just gradually sounds worse/rougher in no particular fashion.

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@nocturne hare btw, audio has to be MP3 for Quest and OGG for PC (when using lossy compression) so you're screwed either way, lol. That said, in general I'd recommend keeping your source files in WAV format and then selecting the format in Unity so you can change the format and quality without the further quality loss of double-lossy-encoding.

nocturne hare
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why would it have to be mp3 for quest

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that literally makes no sense

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even android itself has been using ogg files for its notification sounds for almost a decade

crude gorge
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No idea, something about hardware acceleration. That said, I can't find anything confirming this anymore. I remember it being mentioned when I was discussing audio sources ages ago.

nocturne hare
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then it dont mean shit

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all unity audio is handled by fmod

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and is handled the same on all platforms

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in fact, theres more chances ogg would be hardware decoded since theres no need for a paid license for the decoder

crude gorge
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The hardware designer will have been paying for licences in bulk for decades by this point anyway so that's not likely to be a factor. But yeah, I can't find confirmation of what I was told anymore so maybe it wasn't actually true.

vital lance
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you don't want mp3s to be decoded live on the quest, it's just lag for no reason, it has enough memory to unpack into memory on load

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it's fine to have it compressed in the bundle but decompressing it while playing is bad

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make all the audio on a quest map Decompress On Load

cinder isle
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has anyone had an issue where using bakery for a quest world everything just ends up black?

cinder isle
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looks like crunched textures were blacking everything

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works fine in my other map, but its still on editor 2017.4.13f1

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but on this one with 2017.4.28f1 everything gets blacked

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is this a known issue?

crude gorge
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Did you clear the baking and redo it for .28?

cinder isle
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yep, wasnt the light maps at all

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anything that was crunched ended up black in vrchat

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looks fine in the editor view

crude gorge
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That's odd. My textures are all crunched and display fine.

cinder isle
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i'll worry about it more when 2018 hits and i have to update my other maps. this was just for a simple joke map i'm not taking too seriously heh.

past zinc
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Hello, is it normal the standart lite doesn't have roughness/smoothness when lightmaps are baked ?
edit: nvm just changed something inside the shader

vital lance
crude gorge
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Quest = Android

vital lance
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@crude gorge so that means the world i'm uploading has quest support?

crude gorge
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I believe so. I mean, do you remember uploading it using the Android build of Unity at some point?

coarse grail
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there's some other caveats as well

silk hemlock
crude gorge
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lol, assuming that's not a bug, it may be a "at least you can get to your friends to say hi to them, rather than not being able to go there at all attempt"

slim ravine
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Its not a bug

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That world is lazily made on PC i doubt theyd put actual effort into it on quest

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Riding off the name of the original one - and somehow being rewarded for it, scum.

crude gorge
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What happened to the original one? And yeah, I did question a few things on the PC version...

naive pagoda
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It got taken down by the author because of some drama relating to a game on booth using a screenshot of it

crude gorge
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Ah, Deviant Art quality drama then...

cinder isle
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i'm pretty certain it used to be textured on quest though, no idea why its now like that

muted finch
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i dont know this game

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i am new when u play games u go to the app right

nocturne hare
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  1. why are you asking in the channel for development of worlds for Oculus Quest?
muted finch
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Who

nocturne hare
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  1. if on Quest, grab on Store, if on a WINDOWS PC go to Steam and get the game there
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  1. if on a Mac, stand there and cry, if on a Chromebook, do about the same
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  1. This Discord server is related to the videogame "VRChat" and is the official discussion hub for the game, it's developers and the community. VRChat is a social app for virtual reality devices.
muted finch
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okay i am just new sorry

nocturne hare
north marsh
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new and ignorant are different things

vital lance
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I have one question can you upload quest only worlds?

north marsh
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of course

vital lance
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Idk about that

north marsh
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there are a bunch of quest only worlds out there

vital lance
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You mean cross platform

north marsh
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no

#

I mean quest only

#

if its not uploaded for pc it wont be on pc

#

simple as that

slim ravine
#

Quest only worlds are a thing

plain moth
#

They're called Oculus exclusives

crude gorge
#

Even though they don't work on 2 of the 3 Oculus headsets?

coarse grail
#

and it literally takes no work to upload it to PC

rapid ledge
#

Yeah, Quest exclusive avatar and worlds are always questionable

dusk cypress
#

some quest users do it as some form of getting back at pc users

#

since so many pc avatars are non quest

olive adder
#

I dunno about no work to upload to PC, maintaining a project for both platforms is considerably more annoying than maintaining for one

coarse grail
#

you just switch the project over to PC and then hit upload

#

okay maybe not literally no work but considerably less work than taking a world designed for PC and making it work on the quest

plain moth
#

@olive adder @coarse grail ^ won't fix the time needed to switch the first time but will improve things for the next time

#

Personally, I just keep two projects and use rsync -a to clone files from one to the other, or use version control as appropriate, so they share the same Assets.

#

the annoying part though is stuff you need to change after switching platform. Fortunately, for me UI Button has access to most things I need to change. Go grab yourself a copy of Merlin's EasyEventEditor so you get the handy Invoke button and add an empty GameObject, tag EditorOnly with a Button component and add actions with Editor and Runtime.
https://github.com/Merlin-san/EasyEventEditor

#

when you open your project on Quest, simply click Invoke. If you're like me and use rsync, that's all. If you switch back and forth, you'll either want to save-as the scene to a temporary scene, or add a duplicate button and invert all the checkboxes so it switches back to PC.

olive adder
#

I feel like my approach of two separate projects with symlinks for common assets is less work, but itโ€™s still more work than I want to do

hasty snow
#

Can i pay someone to make quest compatible copy of a world?

rain star
hasty snow
#

what?

#

ahh

crude gorge
#

@hasty snow One of your own worlds?

hasty snow
#

no

#

but i've got permission from the author

#

he's just too lazy to do it himself

crude gorge
#

Haha. What's the world? I'm curious how difficult it'd be. Keep in mind making anything Quest compatible is often a massive amount of work unless it's an incredibly simple, basic thing to begin with.

hasty snow
#

sauerkraut

#

most-known german world

#

i am a bit pissed that there is not a single world for germans on the quest

#

and i couldn't pay enough to someone to make a new world from scratch

hasty snow
#

@crude gorge can i add you on the quest as friend?

crude gorge
#

Sure

hasty snow
#

same name?

crude gorge
#

Yup

hasty snow
#

added u

white parrot
#

Does somebody know Horror Maps on Oculus Quest?

lethal harness
#

Yes, its called the pug

nocturne hare
#

@white parrot scroll further back in the spotlight row, you'll find some worlds from the Spookality contest

white parrot
#

Okie thx

ocean bramble
nocturne hare
#

Apparently Sons of Anarchy according to Yandex. You got this from a Quest avatar?

vital lance
#

Hiiiii

proper cradle
#

dose anyone know where there is an astolfo avatar for quest

abstract pecan
#

i mean if the model exists i could port it

vital lance
#

Hiiiiiii people

velvet dune
#

What gotchas are there that I should keep in mind on my world? It's not going to be complicated, could probably make it from cubes. Too bad the script I found to combine meshes breaks the lightmap baking so maybe I'll try doing it with probuilder if it's possible. I remember hearing about some import settings I should change at least. I should be fine with using the vrchat's mobile lightmapped shader, right?

past shell
#

Someone have a simple scroling shader that work on android

vital lance
#

Hi I have a question for anyone who is making a world for avatars.
I have recently made an avatar and am looking to have it in an avatar world

nocturne hare
#

make world, put pedestal prefab, put avatar id into pedestal thingie, done

vital lance
#

In the future I may make one myself but for the time making it can someone just have it in there for now and put my username next to it just for a week or so?

nocturne hare
#

sure, just drop the ID here

vital lance
#

Ok give a sec

#

The id is in content manger right? (Vrcsdk

nocturne hare
vital lance
#

Canโ€™t see on web version so Iโ€™m checking on the ask

#

Sdk

#

Auto correct

#

Iโ€™m booting discord on my pc

#

avtr_05f4b695-6e22-4999-b05f-a1260cbe7b0d

nocturne hare
#

Do you even know who the character is?

vital lance
#

It forgot

nocturne hare
#

Lu Chiliarch from the game Elsword

vital lance
#

Yea that was not the files

nocturne hare
#

you just took it from REDACTED and reuploaded it

#

Is the Quest version even optimized?

vital lance
#

Yea

#

I have tried it with a lower decimation but it looked crap

#

So I went with 15000

nocturne hare
#

So it isn't

#

got it

#

I won't be publishing the world to Community Labs then

vital lance
#

Ok

#

Bye

nocturne hare
#

wdym bye?

#

you going to sleep?

#

I'm not asking about optimization to be petty, I'm asking because if it was, I could publish to Labs without it getting Unlabs'd for being unoptimized.

vital lance
#

Ok I got the model from scetchfab I saw on the files it said the characters name because before the message I sent was a typo

#

It is optimised because it works on quest

#

I own a quest and have tested it

#

It works

nocturne hare
#

Yes, just like Midoriya630 claims he can hangout with 10 users with 60k poly avatars without lagging

#

It may work

#

but that doesn't mean it's up to VRCHAT'S standards

vital lance
#

Itโ€™s only 15k

#

Not 60k

nocturne hare
#

In PC terms

vital lance
#

20k is quest limit

nocturne hare
#

that's like saying "It's only 120k, not 2M"

vital lance
#

5 is recommended

nocturne hare
#

There is no limit on Quest

vital lance
#

There is

#

20k and it wonโ€™t upload

nocturne hare
#

I literally uploaded a 26k poly model to Quest the other day

#

and had Quest users confirm they could see my avatar

vital lance
#

Ok?

#

Last I heard they raised it to 20k

#

Iโ€™m not sure now

nocturne hare
#

The hard limit for automatic showing has always been 10k

#

and will stay forever, the quest isn't going to magically get more powerful

#

There was a hard limit of 70k on the sdk for both pc and quest for some time

#

but that got removed when the SDK started counting the polygons of meshes that are disabled on avatars for animations

vital lance
#

Ok

nocturne hare
#

You can technically upload and display a 2 million poly avatar on quest

#

Now I wait for Unity to switch to Android so I can upload the world for Quest

vital lance
#

I literally got vrchat custom world and avatar a week ago which I only used for the last few days

nocturne hare
vital lance
#

Thanks

nocturne hare
vital lance
#

Lol

#

Sorry for the fuss

nocturne hare
#

Nah, I have fuckall to do

vital lance
#

Is there anything I can do

nocturne hare
#

Yeah, you should give "Trip's New EZ MODE Decimation Technique" a try

#

And it's now cross-platform

vital lance
#

Ok Iโ€™ll try I used catsbp before

#

Iโ€™m out right now but Iโ€™ll see soon

nocturne hare
vital lance
#

Thanks

crude gorge
#

@nocturne hare He's full of shit. I uploaded a bunch of avatars for Quest between 10 and 70K tris each.

#

All are single mesh, single material to keep the test clean. The 55k tris one dropped the testers framerate by about 5fps.

nocturne hare
#

Yes, I know.

vital lance
#

Who is

#

If it is me

#

I really have no idea now

#

Iโ€™m new to vrchat

#

And only recently got creative controls

#

I based it off this

nocturne hare
#

forget about it

vital lance
#

Ok

#

Ik Iโ€™m asking for a lot already but do you have any good bone structuring tutorial videos I can learn off for vrchat

nocturne hare
#

wdym by bone structuring?

#

If you have an unrigged mesh, throw it into Mixamo, then jam it back into Blender and spend 3 days in the Weight Paint mode

vital lance
#

I canโ€™t access the world

nocturne hare
#

You wont be able to find it from search

#

as I said, not in Labs, hence why I dropped the link

#

so you can launch into it on PC, add it to your favorites and then go from there

#

If the intent was to let anyone find the world from search, you're gonna need the avatar to be optimized, or find someone who doesn't mind risking the reports.

bronze dagger
#

Does anyone know jumpscare map for quest users?

grim reef
#

@ me if anyone awnsers thx

past shell
#

@grim reef press the pause icon

grim reef
#

Alright

#

@past shell then?

#

@past shell ?

#

Well sheb

grim reef
grim reef
naive pagoda
#

@grim reef if the upload form works you can ignore the errors

grim reef
#

well

#

i can press the upload button

#

but it still dosent rlly upload it

naive pagoda
#

@grim reef does it try to upload it like do you see the progress bar?

#

Feel free to ping me since I'm looking at a lot of channels

grim reef
#

@naive pagoda no, i just click it and nothing happens

naive pagoda
#

Did you check the checkbox at the bottom that you have the rights to upload the content?

grim reef
#

Yep

grim reef
#

@naive pagoda

naive pagoda
#

Make sure you have the newest sdk, setup your project for uploading quest content and describe the whole thing more I just don't have enough information to help more currently sending more pictures especially helps

grim reef
#

And yes i DO have the latest sdk

#

This happend a say ago

#

Day*

naive pagoda
#

Nothing there seems out of place for a world that hasn't been uploaded yet

grim reef
#

Thats what im wondering

#

I made a new project

#

Even there it happend

naive pagoda
#

What exactly happened?

grim reef
#

Well

naive pagoda
#

Explain the whole process you go trough and what the problem is

grim reef
#

Basiclly everything was fine

#

Untill i tryd to upload it

#

You see

#

The menu (window) when you try to upload an avatar/world

#

Isnt the same

#

The player cap. Was already set to 64

#

And pressing upload does nothing

naive pagoda
#

Yeah that shouldn't be set that high by default

grim reef
#

The default is 8 if im right

naive pagoda
#

Also that upload window doesn't look correct hmm

grim reef
#

Thats what im saying

#

Interacting works

#

But upload does nothing as i said

#

This window also appears when i make avatars now

#

:-:

#

Maybe deinstall unity?

naive pagoda
#

Shouldn't need to go that far

grim reef
#

Hmm

naive pagoda
grim reef
#

Would have been a tey

naive pagoda
#

This is how it should look like

grim reef
#

Yeah

#

Ik

naive pagoda
#

For some reason you are seeing the dev options

grim reef
#

But idk why my is like that

naive pagoda
#

Might wanna try reinstalling your sdk

grim reef
#

Wait.... Dev option?

#

Wiw

#

Mk

#

Wait

#

How do i reinstall them

#

I just know how to install

#

Lol

naive pagoda
#

I'll link you the guide

grim reef
#

Thx

naive pagoda
#

Follow the steps here

grim reef
#

Aight

grim reef
#

@naive pagoda 2019.09.18.12.05_ for the sdk right?

naive pagoda
#

Yeah that should be the right one

grim reef
#

Alright

whole mango
#

ur making spiral mountain for quest?

grim reef
#

Not exacly

#

Its also gonna be private

#

And as i excpected, it didnt work @naive pagoda

naive pagoda
#

Hmm your problem is a bit hard to solve

grim reef
#

Ikr

#

Its weired

#

It says nothing with what device its gonna support

naive pagoda
#

That's normal before you have uploaded the world once

grim reef
#

Well

#

It actually says for me that it has unsupported shader and stuff

#

Thats not normal in my sight

naive pagoda
#

Unsupported shader shouldn't stop it from uploading but if you don't know what you are doing unsupported shaders on quest can be a bad thing

grim reef
#

Ik

#

Ir worked!!!!

#

But now i stuck on VRC_trigger

#

Lol

grim reef
#

If someone can help me

If i choose VRC_Trigger for a object, it uses VRC_EVENT_HANDLER instead

bronze dagger
#

Please tell me the name of jumpscare map (beaide loat teddies got bored of it as i played fourth time ) please dont ignore my question

#

DM me the info please

nocturne hare
#

@vital lance please switch your unity platform to pc and upload the avatar to be crossplatform. vrpill

surreal thunder
#

Hello everyone!

I'm having some issues with porting my Quest world to PC -
When I try to open the world's duplicated project file with the platform set to pc, I get the error "Target not supported, switching to one that is."

...any ideas?

nocturne hare
#

switch it back to android then back to PC

surreal thunder
#

๐Ÿ‘ I'll give that a try, thanks! :)

fluid isle
#

the world does not load the load is frozen at 0% Help!!!!

surreal thunder
#

Hello everyone! :)
Quick question:
Does anyone have experience implementing FMOD in worlds? I have the packages and scripts ready to go, but I don't hear anything in the actual build

coarse grail
#

you cannot use it as no scripts unless it's whitelisted

solid grove
#

yes you can't use fmod

surreal thunder
#

Ah, crud... ๐Ÿ˜ญ

I appreciate your help, thanks! :)

solid grove
#

What are you trying to do that requires fmod?

surreal thunder
#

I was planning on using FMOD to be the audio handling solution

#

some of the functions found within FMOD (including randomized sounds, looping options, etc.) would be fantastic for certain VRChat applications

solid grove
#

yeah I agree. I have been able to do some FMOD like functions in vrchat. Dynamic changing music, and random sounds. Randomized sounds something you can do with audio bank, I did it with random triggers.

surreal thunder
#

Wait -
I thought we wouldn't be able to use FMOD ๐Ÿ˜‚

#

You did it with triggers?

#

VRC Triggers?

solid grove
#

yeah no fmod

surreal thunder
#

Ah, I see

#

I'm tracking now ๐Ÿ˜‚

solid grove
#

triggers and animators

#

I've also made a working drum sequencer and marimba using triggers and animators.

surreal thunder
#

:o yeah? That's super cool!!

solid grove
#

Its defiantly not as easy as using fmod ๐Ÿคฃ

surreal thunder
#

๐Ÿคฃ I'd imagine not

flat goblet
#

Hi, Iโ€™m having a little trouble reporting worlds; just yesterday I had a little incident with a community lab world

#

The world is kinda broken is the xylophone one, itโ€™s broken in a I think texture or position aspect as I turned right or left my left eye (the image being projected) started glitching out in a โ€œeyerapeโ€ manner and I wanted to report that to see if it could be fixed but there is always an error while filing it

#

I had a hard time later irl and I wouldnโ€™t want other people to experience the same problem

#

Since it the problem was on the quest

solid grove
flat goblet
#

Yes

#

That same one

solid grove
#

Iโ€™ll test on quest, see what is going on

flat goblet
#

Ok thx idk if it was just client side or itโ€™s a general error hoping itโ€™s just a Client side error

solid grove
#

Thx for posting about it though ๐Ÿ‘

flat goblet
#

No, thank you I just want the best for the community

solid grove
#

@flat goblet not sure what happened, but everything seems fine. ๐Ÿ‘

flat goblet
#

Ok, thx for checking it โ˜บ๏ธ

olive adder
#

is it the case that quest can't geometry shader

#

I did a quick convert of a very simple world this morning across to quest to see what would happen and there is a lot of pink

plain moth
#

yes @olive adder no support for shitty shader pipelines on mobile :-p

#

pre-allocate the geometry by duplicating faces and then do everything in the vertex shader

#

what "very simple" world needs a geometry shader

olive adder
#

hehe

#

it was being used for drawing lines instead of tris

#

of course the right thing to do is have a mesh which is already lines, but it was 10 minutes before I had to go to work and I didn't think I was going to be able to make that happen in time

plain moth
#

Hehe I see

plain moth
#

http://volgogradetzzz.blogspot.com/2012/06/wireframe-shader.html?m=1
Explains how to without a geometry shader:

The main problem that we can't calculate this distances in geometry shader as nvidia's paper do (simply because we DON'T HAVE geometry shader). We must calculate them beforehand and supply as vertex attribute (see formula on picture above). This means that we need to duplicate a lot of data - each vertex must be unique - i.e. it must not be shared between several triangles.

olive adder
#

this is a lot more work than I was planning to do noodle arms

#

I might just make the wireframe out of very thin quads

chilly forge
#

Hi

carmine girder
#

hiya, could any quest user in here go to my world and test listen to the chill music? see if its working properly.
World is Magic Paper Land. I heard that audios doesn't sound that well for quest vr, but never seen anyone complain either.

#

thanks

short sorrel
#

Quick question: How does "allow manipulation" of pickups work when it is also using an exact grip?

teal rain
#

@carmine girder Sound quality was perfectly fine when I tried it. I guess it could stand to be slightly louder.

carmine girder
#

thank you!

gilded furnace
#

Why doesnโ€™t the Disney dream world ever load on quest even though itโ€™s a quest compatible world?

nocturne hare
#

maybe the quest asset bundle got corrupted in a world upload

gilded furnace
#

Is there anyway of fixing it?

dusk cypress
#

it'd be on the creator of the world

timber fern
#

so how do i make a world public?

solid grove
#

submit it to community labs

#

note you have to be at least the rank of user to submit to labs

timber fern
#

oh im a trusted so that isnt a problem

solid grove
#

but yeah, it will go through labs then eventually move to public.

timber fern
#

so i put a song in my world and what im trying to make it so that a filtered version would play when you step into something, and if you step into it again it turns back to normal. how do i do that without disabling the original or filtered? i want the filtered muted but still active and have the original muted and the filtered heard when i step into it. how do i achieve that?

surreal thunder
#

Good morning, everyone! ^-^
I'm aware that dynamic bones cannot be used for avatars, but does that hard limit also apply to worlds?
(I'm attempting to create a fishing rod where the line has some form of dynamic movement)

dusk cypress
#

i got dynamic bones on a body pillow in my quest world, so yeah you should be fine

primal bobcat
#

does fog apply in quest?

primal bobcat
#

or projectors? like caustic projectors

plain moth
#

I can't say for projectors... but unity fog is done in a very lightweight way and should be easily doable on quest. Whether unity fog works in practice is a different question

#

Every shader actually has code to adjust for fog, so it can be done in the same pass as drawing the scene. That's why it should be ok performance wise

#

Projectors on the other hand render everything they see again so they can be as expensive as a camera or mirror... plus they often use alpha blending which is expensive on mobile

primal bobcat
#

what about animators? and animated things

plain moth
#

Animators are ๐Ÿ‘Œ

primal bobcat
#

surprising lol

plain moth
#

Custom shaders are a better way to do things for world objects

#

I mean don't make a 1.4GB animator controller with thousands of states like I did

primal bobcat
#

oh, I like this custom shader my friend made that enabled caustics

#

but it didn't support lightbaking

#

idk how to write code or do that kind of shader work

plain moth
#

You or your friend could probably be able to add lightmap support to it but yea that's kind of a deal breaker for quest

primal bobcat
#

big thinking here

plain moth
#

Caustics are probably too complicated for quest anyway... would maybe need to be baked or faked

primal bobcat
#

even if it was written into code?

#

or shader i mean

#

for example this, would be expensive even if lightabke support was there?

plain moth
#

If it's just two textures added together

#

Wait the issue is light baking itself? Or using generated lightmaps ingame

#

Light baking is controlled by a "Meta" pass. If this isn't a surface shader, just copy the Pass with "LightMode"="ForwardBase" and paste it as "LightMode"="Meta" and things will mostly work.

Or add a Fallback "Diffuse" to the bottom of your shader before the }

primal bobcat
#

ahhh, thanks lyuma~

vital lance
#

My world is all black how do i fix this

plain moth
#

@vital lance real time lighting is not allowed on quest. Please set your lights to baked and bake your lighting. This will drastically improve framerate on PC too. I also recommend checking that your skybox lighting is properly baked

hybrid pumice
#

Does the Green hill Zone world still exist?

hazy rock
#

Is there a list of all non supported quest worlds

wintry cloud
#

Does anyone know of any underrated avatar worlds? I'm on a quest for an avatar to casually use.

sour solar
#

I found this cool one that is a version of this retro racing game

slim ravine
#

my avatar world :-)

prime fiber
#

Hello
I want to know how to make a button turn on and off sounds

vital lance
#

Hiii

crude eagle
#

Hi

pliant mauve
#

I got my world working on Quest!

#

Everything becomes super crusty but I love it. Getting 40fps in a couple places, but all the places people tend to spend time in are at max

coarse grail
#

nice Mirror's Edge inspired world

pliant mauve
#

Thanks! Exactly, I love Mirror's Edge <3

#

One thing to note, to get it to look like the PC version I had to adjust the sun, ambient & emissive lighting values a lot. Quest has no post-processing - so no HDR, no tonemapping or exposure control, and no contrast adjustment, so to get the right contrast I had to mess with the light and shadow values. The sun had to be way brighter, the shadows much darker and more blue, and the emissive materials had to be brightened quite a bit.

#

I already had LODs for the PC version, so for the Quest version I went through and disabled all the LOD0 models and LOD Group components to show the lower level of detail meshes only. Unity's LOD management is painful jeez, UE4 is way nicer ;~;

coarse grail
#

glad you're able to get it to work okay

velvet dune
#

It definitely paid off

nocturne hare
pliant mauve
#

@nocturne hare uhhhhhhh

#

I have a big texture atlas for all utilities/air conditioning units/vents, and I think I messed up the material assignments on some backdrop buildings haha

nocturne hare
#

leave it like that

#

we laughed for a good 5 minutes

peak ocean
thick vale
#

I have to check that world out

nocturne hare
#

do it, its fuckin sick

thick vale
#

Ok ๐Ÿ‘๐Ÿป

thick vale
#

@pliant mauve what is the name of your world

nocturne hare
#

City of Glass

#

you can just type in his name in the world search and it shows up

thick vale
#

Ok thanks

cunning quarry
#

vrcSnowFlake Warp snow ๐Ÿฅณ ๐Ÿฅณ ๐Ÿฅณ

#

vrcSnowFlake Unlocked new kanal <<<Warp snow>>>, and kategorry <<<Warp snow>>> ๐Ÿฅณ ๐Ÿฅณ ๐Ÿฅณ

past zinc
#

Been working on that level for weeks (months) and finaly seeing some light on the quest, trying to get a lighting that get close to the pc build (I tweaked the lightmap with photoshop to match postprocess) but damn it's not easy D:
It's one material
Performances are fixed to 72fps, didn't made proper quest mirror yet
edit: sorry for my english ^^'

hoary zinc
#

What

rapid ledge
#

Looks awesome

lone dune
#

Anyone down for some spy fall

mild oriole
#

how Do I remove the quest version of my world?

past shell
#

You cant

sharp raptor
#

Is there role play rooms

red flame
#

Anyone one know any Star Wars rooms for us questers?

past shell
#

I dont think theres one yet but you can find avatars in random world

steel fern
#

I uploaded Mos Eisley cantina to labs and there's also the TIE hangar, trooper and bounty hunter RP groups would probably be able to point you to more

forest fjord
#

Does anyone know if there is a karaoke world that actually works for quest?

nocturne hare
#

Actually, now that I know how video players work with Quest, I could actually host one, but it wouldn't be perfectly synced, and would expect everyone in the room to have a decent net, not that it really matters since it'll get hidden by everyone's pings.

so, short answer, no

long answer, may happen someday but will be slightly more jank than the PC ones.

thorn lodge
vital lance
#

is the ui above self-made?

thorn lodge
#

it is not mine

past zinc
#

Still trying the best to match the pc version without postprocess, I guess I have a good start :D

naive pagoda
#

Looks great ๐Ÿ‘Œ

past zinc
#

Thanks <3 Trying my best ^^'
Found in internet a cool trick, inclucing LUT inside texture, I applied it to the lightmap too lol

nocturne hare
#

mfw I started building worlds the same way

#

bake lighting in Blender, and just tell Unity to put some texture polygons everywhere

#

"you're too stupid kid, I can't trust you with this job, so I already asked the pro over there to do it instead, you just have to put the pieces together, you can do that, right?"

past zinc
#

@nocturne hare I use it only for terrain as it use a different custom shader only for him. I just hate how unity break normal mapping when you bake normal map, light direction image exist but it do not use it properly. I'm looking on a way to bring back normal map on baked lighting as source engine would to properly

tidal brook
#

and then I exported the whole world on meters to unity

#

well, it would be if I hadn't put all the chais and lights

tidal brook
#

spoiler: the problem is more complex than that

velvet dune
#

Is there a reasonable shader for having moving clouds? Would a scrolling version of mobile/particles/additive shader on a huge plane be okay? It would be under the map and only few background meshes would pass through it.

glad horizon
#

idk y i can't make my world in public

desert panther
#

?

#

@glad horizon what errors pop up

#

in the console?

urban socket
#

Thatโ€™s wat happened to me one time on an avatar but I think I deleted it

lone dune
#

Iโ€™m back at it again looking for Star Wars avatars specifically Jedi if you know where I can get some please @ me

past shell
#

Quest church

nimble fox
#

anyone can tell me what the quests limits are? Like i know you cant upload worlds over 50mb but which mirrors/shaders/scripts will work?

#

didnt find much details on the site

torpid skiff
#

Hi

nimble fox
#

is there any quest compatible shader that supports cutout?

naive zenith
#

@pliant mauve is that world public?

quartz scaffold
#

@nimble fox I don't think so. The standard Unity shader is probably the most light-weight one out there with cut-out and it doesn't work on VRChat Quest.

nimble fox
#

that sucks.

#

wanted to make my world compatible but with no shader supporting cutout im not gonna get there

plain moth
#

@nimble fox worlds can use any custom shaders. Even if standard is a bit heavy you can add it to any other shader

#

My understanding with mobile platforms is cutout should be treated as expensive as blending transparency

#

Particles and UI stuff including the vrchat menu are transparent so it clearly works... but likely at some perf cost

#

The limited shader selection is for avatars. I think vrchat thought avatars could not be trusted not to just run cutout or transparent on the whole thing like they do on PC

grim reef
#

Can anyone help me, i need to remove this "Legacy Shaders/Diffuse"

silent light
#

Alright, how do I upload a world for Quest users? Where is the option for it?

quartz scaffold
#

You need to change the target platform under 'build settings' in the 'file' tab up the top to android.

silent light
#

Thanks. I looked it up and gave up on the project completely ;w;

glad horizon
#

anyone can help me on privete to upload my world i made
plzz

untold kindle
#

If anyone could make a sign language world, quest compat, that would be amazing!
This one I think is only pc

timber fern
#

so how do i make it so that you can eat something like a cookie for example?

fringe palm
#

This is where I test new concepts for sign language learning in VRChatโ€ค

Helping Hands Headquarters is a world used to teach ASL and KSLโ€ค It is Quest compatible and optimized for itโ€ค

untold kindle
#

Omg thank you!!

tall dove
#

how many of y'all know sign language

#

?

vital lance
#

I am trying to learn, now that I have found the VR sign language learning site and found the 2 worlds mentioned above.

#

I don't know ASL, but I am hoping to learn that too. My controller isn't the right one though to use ASL in VRChat, so I am learning VR sign language too.

quartz scaffold
#

@vital lance it's 50MB

nocturne hare
#

there's many ways to reduce your world's filesize

solid grove
#

just fyi you only have 2.74 gb of ram to work with.

whole narwhal
#

Someone is looking to be beaned or something

#

I would screenshot just in case he starts deleting

modest rose
#

they have logs

whole narwhal
#

Eh good point

blazing grail
grim reef
#

?

#

Wut

vital lance
#

Currently working on making my world quest compatible, wish me luck :)

rapid ledge
#

Good luck!

vital lance
#

It worked :) it is live ๐Ÿ˜

vital lance
#

There is a dynamic world if you want to check out

lavish dagger
#

What's up everyone!, can anyone direct me to some documentation on vrc_npc? I can't find anything on it.

tame heron
#

Looking for a world that there is avatars with animation please

hushed rapids
#

Ooh thereโ€™s a vr sign language

#

Definitely learning that

#

Iโ€™d probably use the standard one but Iโ€™ve never been able to learn it, and I doubt my controlers would handle it

abstract pecan
#

See this is why I want hand tracking

hushed rapids
#

Anyone know a quest compatible sign language world, the main one is pc only

hollow spade
#

There's several sign language worlds under development are quest compatible. I'm currently re-writing the menu system for my experimental asl world, after that I'll export a quest version for mine.

#

Devon and I are sorta collaborating together to improve asl learning in general, so don't be too surprised if you see similar stuff in both of ours, although I have to admit Devon is more polished but a bit more buggier then mine. I'm focused on optimization/proof of concept for 3d motion capture asl + other ways to learn asl, so mine is less polished... but I do hope it'll be innovative enough to integrate the ideas into the main asl world (Mr Dummy's).

hushed rapids
#

Ooo thanks

#

I did stumble upon the test world, although it seemed empty. Mr dummyโ€™s was pc only when I checked ๐Ÿ˜ฆ

umbral stone
#

Ive been making a map for the last 4 months and its finally ready to be ported to quest but i cannot seem to find a Quest compatible water shader, would anyone know where i could possibly get one?

steel fern
#

Look for noriben's water shader, should be available on noriben.booth.pm, there is few other but this one performs best

hollow spade
#

Yeah, I don't expect Mr Dummy's world to be ported to quest anytime soon, it's just way too big at almost 150mb. Quest has a max size of 50mb.

hushed rapids
#

yeah, imma try the others posted above

past shell
#

try this maybe. @umbral stone https://noriben.booth.pm/items/1671087

VRChat็”จใซOculus Questใงๅ‹•ใใ“ใจใ‚’็›ฎๆŒ‡ใ—ใŸๆฐดใ‚ทใ‚งใƒผใƒ€ใƒผใงใ™ใ€‚ Unity 2017.4.28f1ใงๅ‹•ไฝœ็ขบ่ชใ—ใฆใพใ™ใ€‚unitypackageๅฝขๅผใ€‚ Skyboxใ‚„ReflectionProbeใŒ่จญๅฎšใ•ใ‚ŒใŸใ‚ทใƒผใƒณใงไฝฟใฃใฆใใ ใ•ใ„ใ€‚ Directional Lightใซๅฐ‘ใ—ใ ใ‘ๅๅฟœใ—ใพใ™ใŒใ€ๅŸบๆœฌ็š„ใซMainColorใจTransparencyใจReflectionใฎๅผทใ•ใงๆ˜Žใ‚‹ใ•่ชฟๆ•ดใ—ใฆใใ ใ•ใ„ใ€‚ โ– ๅนฒใ—่Š‹่ฒฐใˆใ‚‹ใจๅŠฑใฟใซใชใ‚Šใพ~ใ™ใ€‚ https://www.amazon.co.jp/registry/wishlist/20ZZUF58J...

plain moth
#

1001's water shader is in the prefabs database @past shell @umbral stone

#

I'm not attaching here because he has instructions in the spreadsheet next to the download link so best to open the prefabs db yourself

past shell
#

If I want a light source to be only render in a camรฉra what the better way to acheve that

plain moth
#

On quest??? You really ought to be baking lighting.

If realtime and not for Quest, Putting a light on the MirrorReflection layer ought to work

past shell
#

Yes

shut plinth
#

when making a world cross compatible, do i have to make sure all materials and textures have shaders from the mobile package or is it fine just using unity default, and if i do have to change them in the quest world, do i have to go back and change them for the pc version if im not moving the objects?

#

i assume i should just set everything to standard lite and it should be good?

#

oh standard lite breaks cutout effect. uh..

#

im just gonna change the majority to standard lite and hope its fine if the flowers are just standard and ill invite a quest user into it and hope for the best

naive pagoda
#

Yeah you should only stick to the mobile shaders

#

Lightmapped would be the best one

#

Baked lighting is pretty much a must for quest

#

And cutout/transparency is bad for mobile graphics

plain moth
#

@shut plinth no, there is no requirement for worlds on quest to use the mobile shaders, and in fact there are cases where it may be beneficial to use your own

#

However, Mobile Lightmapped is a good option if you don't have a reason to use something else

#

using a full standard shader or something else will come at a cost, and some shaders might not even work on quest at all.

#

and yeah don't do cutout or transparency for the world itself

shut plinth
#

ah.. ill check out lightmaped then. is it better for performance than standard lite?and is it fine if the objects that use the standard shaders for cutout are kept minimal? theres flowers on the ground and if i dont do cutout they just become squares

plain moth
#

flowers are one of the worst offenders for cutout -- basically you will pay for drawing every pixel as if it was transparent, and flowers tend to be bunched up, so you will get what is essentially overdraw as each flower renders each pixel

#

go in blender, load up your flower texture and a quad, and use a edge cut / knife tool to cut polygons around the texture, then delete all the outside polygons

#

though if you have a small number of flowers and use it sparingly, or it's really important and you don't have time to optimize them it could be ok if you don't have too many

#

performance is all about tradeoffs. aside from avatars where you're required to use mobile shaders, you as a world author are allowed to make your own decisions.

shut plinth
#

oh, they arent very complicated flowers at all theyre all just one flat polygon i should hope thats fine

plain moth
#

doesn't matter how complicated it is... it's just the fact that you are using cutout at all

#

one polygon is worse because that's more pixels it needs to try to draw

shut plinth
#

ah..

quartz scaffold
#

Yep

vital lance
#

Just a small world Iโ€™ve been working on for the past month or two

#

Wouldnโ€™t mind some suggestions if any

#

Same for this one

vital lance
#

Anyone know any good scary avatar worlds

vital lance
#

@vital lance The only thing I can recommend at this point is to add a music toggle if possible. It's not necessary though, because I have noticed that most worlds don't have one.
I like the different backdrops you have been trying out so far for your avatar world.

#

Thanks @vital lance

vital lance
#

You're welcome, Sugarcube. I appreciate you taking the time to ask for feedback.

vital lance
#

how do u sleep in vr, donโ€™t you have light on your eyes

torpid wind
#

@vital lance Hi! I got a chance to Visit your world. I really loved it. thank you for creating such great content for the quest ๐Ÿ˜„

vital lance
#

Thanks guys!!!

#

I had also just started using blender just yesterday so itโ€™ll be fun to make more models

pallid tulip
#

@shut plinth it isnโ€™t totally straightforward but Iโ€™ve use SpriteUV2 to chop up sprite assets in volume. They can then be ported in to Blender and tweaked if needed. Manual cutting is ok if you only need to do a few but in my project it was hundreds - https://www.spriteuv.com

north marsh
#

@vital lance how do you sleep irl? dont you have light on your eyes?

#

think about what you said

vital lance
#

@north marsh thatโ€™s not the same concept

#

You have a light beaming on u while your sleeping

north marsh
#

the screen cant be much lighter than normal sunlight. otherwise it would hurt your eyes just from looking at it. Your eyelids can block most of the light just like if you would block sunlight

#
  • theres night modes in a lot of worlds that are meant for sleeping where the light is very dim
#

thats not to say vr sleep is comfortable

#

my neck feels like concrete every time I sleep for longer than 1 hour in vr

shut plinth
#

There are people sleeping in vr?

hollow ruin
#

yep

shut plinth
#

But why

hollow ruin
#

some people like the comfort of having those they trust by them, even if it is vr. outside of that, im not sure

#

i havent gotten it to work myself bc i have really bad insomnia and my vr headset doesnt help with that lmao

shut plinth
#

I mean I guess if you have a quest that could possibly be somewhat comfortable

slim ravine
#

alot of them actually just take the headset off

#

so they basically just burn energy for no reason :-)

shut plinth
#

bruh

lusty vault
#

So what are the chances of getting the VRC client able to connect a Quest user to a PC-only world to just be able to look around and talk with other people, even if they only see the world in a very basic/textureless/model-less/rudimentary way? Not even being able to join and speak is my biggest issue with the whole situation.

#

@vital lance The Quest is a OLED screen headset -that means it has no backlight. Each pixel is basically a lightsource - so when everything is black, there's no light at all. This means light levels in dark VR rooms are just as dark as their real life couterparts.

That's not the case for LED headsets, but for Quest/Rift/Vive Pro, dark in VR is pretty dang dark.

rapid ledge
#

@lusty vault It's only possible for a Quest user to see a PC world if they're streaming or using the Quest link to play in PC mode. Otherwise it's impossible because PC only worlds are built for PC and not Android meaning that world doesn't even exist in any form for the Quest version of the game.

steel fern
#

You can't join PC only world at all with Quest client

#

Only way is to use Oculus or Steam client through VD/Link/something like that

lusty vault
#

Yeah I was mostly talking from the dev point of view. I know it's not currently possible now, but I feel it could be with some creative work arounds on the part of the devs

#

Even if they can't see the world for beans just being able to connect and see the other players as robots and see their IK is enough to not feel walled out

plain moth
#

like basically if you could be a ghost in an empty world and noclip around to players in the world and chat with them

#

that would be pretty nice to let quest players at least hang out with friends on PC

past shell
#

Android and pc are 2 different engine. So not possible

shut plinth
#

The only way I could possibly imagine that being implemented is if the unity project was uploaded in its entirety and it pulled minimal info from that before the world was built. But that's highly farfetched and I'd assume harder than just making a world cross platform

abstract hornet
#

So is anyone on to help or explain a strange problem..... I am working on a world in Unity. BUT when i test it, its the old save point.

past shell
#

It take a minute to upload something on the quest.

solid grove
#

be sure to check the unity console for errors.

abstract hornet
#

i did but still nothing. I even reinstalled the SDK

steel fern
#

Delete it from content manager and detach the blueprint ID, reupload

blissful furnace
#

I am creating a map, and every time I try to enter the map to prove that everything is looking good, it throws me out and sends me to the spawn, what can happen?

solid grove
#

check your unity console for errors.

torpid oracle
#

i keep getting this for some reason and it's not allowing me to publish my world

#

can anyone help me figure out whats going on?

naive pagoda
#

Do you have auto generate in your light baking on?

torpid oracle
#

not sure- how do i check that?

naive pagoda
#

Check your lighting window and see whether the auto generate is on

torpid oracle
#

looks like i do

naive pagoda
#

Turn it off

torpid oracle
#

omg, it worked! :D

#

thanks dude

torpid oracle
#

everytime i click publish it loads for a bit saying "future proofing your content"

#

and then it goes down and nothing else happens

plain moth
#

@torpid oracle disable Future Proofing in Settings tab of vrchat control panel

#

Can you also just make sure you're using the latest SDK?

#

It shouldn't be on by default I thought

#

Future proofing does nothing good and crashes unity

#

Yet the devs still leave it in to weed out the weak and those unwilling to ask for help. Think of it like a trial of your patience.

torpid oracle
#

ohh, i see :P

#

also- how do i check my vrchat build version?

plain moth
#

in the settings page of the VRChat SDK, it should say SDK Version.. anyway just disable future proofing. that's going to fix this issu

torpid oracle
#

kk

torpid oracle
#

ok

#

so i was able to upload it

#

but when i try to join on my quest it dowloaded started and then sent me back to my home world

#

i looked up anything i could about it online but im not finding much

coarse jay
#

are there any quest worlds with video players?

plain moth
#

@coarse jay Sorry, vrc video player components are non functional on quest.

I heard a theory that running an audio only stream through a VRC_SyncVideoStream component may be possible. I don't know if that has been fully disproven. may need to use AVPro directly? Expensive theory to test. No idea

Other thing that should work is using Unity's built-in VideoPlayer component with a unity compatible format (in other words, android-compatible on quest) and a file included in the world. A direct http link should also work.

#

Because of the nature of these methods, no method may exist for allowing users to type in URLs. You would likely have to upload a world with the url hardcoded. And it can't be on youtube for example because it needs a direct mp4 link

coarse jay
#

Ah

opal trail
#

Hey

vital lance
#

Hello, I'm trying to learn how to make a world, sorry for the super newbie question. I'm trying to use a shader that is supported by Quest, that will allow cutout on the alpha channel. It's used for static items. As far as I can see the standard shaders for Quest does not support it. Is there a workaround or an option I'm missing?

plain moth
#

@vital lance Worlds on quest are allowed to use custom shaders. That said, while you do not need to restrict yourself to VRChat shaders, you should still aim to use simple, mobile-optimized shaders in your worlds.

On quest, alpha cutout is roughly the same performance cost as alpha blending (transparent). Therefore, please be considerate how many pixels are hidden because that all counts toward overdraw.

vital lance
#

@plain moth Ah, thanks for the information. Do you have any suggestion on a "performance friendly" shader that support cutout? (or any form of alpha transparency). Sadly I don't own a Quest that I can use to test it, nor I have a friend with one, so any advice will save me many hours of weird scouting for quest users lol

plain moth
#

Legacy Shaders->Transparent->Cutout-> VertexLit or Diffuse

#

probably Diffuse is good enough. VertexLit looks kind of meh

#

you can easily add cutout to any shader by editing the source and adding a single line:
clip(col.a - 0.5);

But you need to know the name of the color variable. And changing unity builtin shaders is a bit tedious: you need to find it in the zip file on unity's download page and change the name and modify it

vital lance
#

@plain moth Thank you very much, you have been super-helpful!

vital lance
#

Sorry for the barrage of question, but is it recommended, for Quest usage, to have a "Realtime" light source? It's only a singular Directional type light source (it's an exterior map).

steel fern
#

Try to avoid realtime lighting if at all possible unless you really need realtime shadows

#

They'll look bad on quest anyway

vital lance
#

So Light Probes would be better, right?

steel fern
#

Yes, generally just bake anything you can

vital lance
#

Thanks! So Light Probe it is!

coarse grail
vital lance
#

@coarse grail Thanks, great tutorial!

#

On a side note, does anyone knows if and how Pickups can be taxing on Quest (compared to regular PC)? I'm referring to simple objects with no gravity, much like the leeks in Japan Shrine, for reference.
I don't plan to place 100 of them, but if they are somehow more taxing on Quest, I'll keep it down to 5 or 6.

quartz scaffold
#

I clicked the image before it loaded.

steel fern
#

Rigidbodies with physics can be taxing but if you keep them at reasonable number and don't go overboard with mesh colliders it's no problem @vital lance

vital lance
#

@steel fern ah so the hit on the performance is prominent only when colliders collide, right? Then since my props have no gravity (they stick in the air) they shouldn't trigger that much. I'll try to test with 10, if ยงI ever find a Quest tester XD

steel fern
#

If they're not handled by physics engine they don't have much bigger impact than any other mesh, if there isn't 100 pickups around it shouldn't cause issues

modest eagle
#

do u like scary stories im inviting anyone to my chat

past shell
modest eagle
#

what are these on my chest

opal trail
#

Hi

vital lance
#

I would like to thanks all the people who gave me advice. I've completed my first world, had a "party" in it and it was a success. The performance of the world was a rock solid 80fps on my Rift S, and I've just finished downsizing the textures for the Quest version and I'm baking the lighting rn. I'm going to upload it ASAP, and I hope some Quest user will pop by to test it because I have no means to do it. (I only have a friend with Quest and he can't play that often).
I truly hope it will be acceptable also on Quest. I'd hate to make yet another "PC exclusive" map, but sadly, not having a Quest, it's kinda complicated to see how it turns out and do adjustments accordingly.
Can I trust Unity preview to be faithful to the final Quest experience, or is there some issue where something appear one way on Quest and another in Unity?

rain star
#

I had a friend with Quest stream the quest version of my world and it looked the same as in Unity preview*. Everything worked for them except spinning bottle that didn't seem to sync between PC and Quest user. I could only see myself spin it but they couldn't and the other way around I could not see them spin so anything you can interact with is worth testing @vital lance

vital lance
#

@rain star great, thanks for the info. As of now my world is super bare, but I'm still concerned about the visual output. I'm afraid that something that looks ok in Unity Preview will look awful on Quest due to some shader issue or something of the sort lol.
I just hope my friend with Quest can play my world soon lol

steel fern
#

If you're using mostly mobile shaders or standard unity shaders there should be no disparity in look

past shell
#

I consider to have a more atmospheric light in the church. but I fear it be too dark and the avatar to bright in contrast. here an example

craggy fulcrum
#

would anyone be willing to talk to my about the issues im having publishing my world

#

i tried asking for advise yesterday and i didnt understand it

#

would anyone be willing to talk me though it

past shell
#

if its not in game you have use the wrong unity version

fierce cave
#

how do i get the mirrors to work, and how do i get my world quest compatible? thanks!

vital lance
#

Does anyone knows how much the number of Light Probes affect performance? I don't know if I should have the same amount, or a different amount, for quest. I'm talking about the raw number in the same area, not the extensions of that area.

steel fern
#

Unless you have dozens it shouldn't cause problems

rain star
#

@vital lance I had over 700 light probes in quite a small area and I still had 90fps at all times on PC and my friend on Quest had 72fps, I got rid of most of them though as they didn't really made light more accurate but made avatars go from lit to dark quickly as I walked by lit to dark areas. Light is being sampled from 3 closest light probes anyway so the rest shouldn't affect your world performance, they didn't seem to add much to download size either. Don't bother to place another set of probes just for Quest

vital lance
#

@rain star thanks for the insight, Kohi! Great to know. I don't have that many light probes already, so I guess i'll leave the same amount on both platforms which is something less to care about when making the Quest update lol.

#

Thanks!

timber oak
#

Anyone know a world where I can find modles from Wall-E such as mo?

lusty vault
#

As an experiment I made a world with only quest support so no Pc users could get in; just to see what would happen. I expected it to remain empty.

#

The answer is kids. Only kids. Really annoying kids. Donโ€™t do it.

rapid ledge
#

A lot more kids on Quest than adults based on my own experience. That, or the kids are just much louder.

past shell
#

A lots of them got it on christmas

#

There s often in my map. Yes thet can get loud

tropic shard
#

Almost had my ears burst from them

solar kelp
#

On one hand, I wish you could set worlds to be 18+ only, preventing annoying kids from joining at all, but on the other hand, I feel like people would... misuse a feature like that to do... things...

past shell
tardy osprey
#

what is the player limit of a auest world

#

*ideal limit

quartz scaffold
#

around 10 if you want above 50fps

craggy fulcrum
#

i cant seem to upload

#

everytime i click upload nothing happens

quartz scaffold
#

What version are you using?

craggy fulcrum
#

i think i got it wokring

#

i had 2 scripts in

quartz scaffold
#

ok

autumn pendant
#

@craggy fulcrum You might need to optimize your world a bit if it's for quest

craggy fulcrum
#

thanks lol

#

@autumn pendant u right

autumn pendant
#

that's a ton of objects in your hierarchy

craggy fulcrum
#

but ive been trying to get it to publish for 3 days

#

so im happy with this victory

autumn pendant
#

fair enough, but publishing should be the last thing to worry about Giggle

past shell
#

So I was putting wall to have the best coverage possible so occlusion will hide more stuff. but I realize why not use my collider instead with the particle shader on it so it turn invisible. Yes it will render that one all the time but its 2k tris but nothing else could be better

past shell
#

I would need a quest user to take some screen shot of the. Quest church + avatar. So I will know if there any issue

steel fern
#

No real issues but the jumpscare appears to be offcentre

lavish dagger
#

Whats up guys. For some reason im having troubles uploading my quest world because i have one shader that is set to standard but I can't find it anywhere in my map now. And the vrc wont autofix or let me select it like usual. Anyone know whats going on with it. Thanks for all the help

steel fern
#

You can use normal standard in worlds, it's likely some basic 3D shape you made with unity, those always use plain standard

lavish dagger
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Thanks man for the reply. Im having trouble tracking down the material that has the standard shader on it ๐Ÿ˜‹. I went through and fixed all of the other ones but i just cant track this one down for some reason i was curious if it could bea bug or something

steel fern
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I would look at chairs or some other things that might use basic 3D shapes, those won't have external material by default, you can just manually apply material to the object

lavish dagger
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Ill check that out when I wake up. Thanks for the help ๐Ÿ˜Š

lavish dagger
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I just went back through everything and all my 3d objects are set to the vrchat standard for mobile. Ill brainstorm some more when i wake up

vital lance
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Maybe the Skybox? In any case, if you simply want to "catch" the object, make a copy of that material and then change the original copy with a super strong color, like pink. It should help you catch it.

#

I have a question for the more knowledgeable. Does VRChat support culling, right? It helps if I bake the occlusion, right?

steel fern
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Culling is supported

past shell
hollow spade
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Anyone know what shader to use to make qvpens quest compatible?

plain moth
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@hollow spade here is ureishi's tweet in japanese explaining (ureishi the creator of QvPen) https://twitter.com/aivrc/status/1239081155896340481

Basically: Select all Ink objects using the search bar, and change the Width in TrailRenderer component to 0.005
Then, for all the pen color materials, change shader to Unlit/Color

The last step is easier if you click the material slot so it highlights the ink material and shift click all the ink materials and change the shader to Unlit/Color in bulk

ใƒกใƒข
https://t.co/EjriSGYSVA

hollow spade
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Ahhh that worked. Is there any downsides to keeping it on the unlit color shader for the PC version of the world?

steel fern
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Not really, it just looks bland but it works

vale trench
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i put a cube into my quest world and only quest users can see it apparently and i cant

past shell
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You have to update the pc vers with the cube

vale trench
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s m h

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so how do i do that when my world is only quest

steel fern
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Then PC users can't join at all

vale trench
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my first was pc now its quest so i have to literally update it back to pc