#udon-general

59 messages · Page 27 of 1

floral dove
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@cinder storm that's right, you'll need to find a way to get that message to the player and have them teleport themselves. If you can tell me more about the scenario you're trying to create, I may be able to help.

cinder storm
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I'm using it in a more complicated system where I get all current players into an array and shuffle the array, and teleporting the first few, basically a random player picker but the output is a playerapi variable

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Is it safe to assume there's no way to use a targeted network event for a specific player?

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Without creating a whole mess of synced variables*

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I could try to workaround by getting the displayname and creating a new variable, then syncing that, but i'd like to not introduce network lag

floral dove
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You can target an event at the Owner of an object, but you can't assign ownership remotely either. So you could assign an object to each player on join, then shuffle those objects on Master and send an event to the owner of a given object.

cinder storm
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hmm, kinda like a psuedo player-ID?

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I'll mess around with it, thanks for the advice

weak arch
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So, I've been watching some tutorials on collision events in udon, but the guy seems to be using a node that doesn't appear in my search. "On Player Trigger Enter". I've set up a system I think should be working? My collider is on trigger, and I've played around with the different collision layers, but no luck in triggering my event! :<

cinder storm
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@weak arch

weak arch
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oh O:! i assume there's still a way to do it with this version?

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@cinder storm

cinder storm
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not as easily, it's a workaround and from what I understand will be removed

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You also don't want to use collision events because that checks for objects touching each other basically, you'd want to set your collider to a trigger and use OnTriggerEnter

floral dove
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Haha "the guy" is me, who suggested you watch the video 😆

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You'll need the open beta to develop with these triggers, it will be a regular release soon.

cinder storm
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@weak arch ^ 🙂

weak arch
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oh okay O: maybe i'll hold off on this until it's out then. ty so much for the answers <3!

bleak widget
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How does the video player work behind the scenes to get the video? Does it look for the <video> element within the page?

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Oh nevermind. I dug into the old video player script and it is just using the unity video class. I will do my research there

fiery yoke
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Video Players just send a simple HTTP GET Request to the specified address. The server then usually replies with the mp4 or whatever format. Either as a stream, or as a file.

floral dove
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@bleak widget they use the Video Player or the AVPro player based on which components you add, and either downloads the video if its a direct link, or gets a direct link using youtube-dl to retrieve videos from supported sites.
https://docs.vrchat.com/v2020.3.3/docs/video-players

bleak widget
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Sweet, that is exactly what I was guessing. I have an experiment I want to try with that

rough beacon
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it may help if i add missing part to udon. LOL o.O

stark adder
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What are the methods people use to sync active/unactive objects, states etc on player join ?

fiery yoke
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None. You can either use a synced variable, which constantly sends data, or keep track of the state, and request it from the world master, using a complicated broadcasting system.

stark adder
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hmm soo i would need to use like 100 synced variables god that would not be good i'd say

fiery yoke
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I mean you can use some Computer Science black-magic and put 64 booleans, into one Long

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But then you need to know (or learn) how to do bitshifting

stark adder
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Hmm and one more question how exactly do UdonSynced vars work ? Are they synced on the one object only or are they synced globally and accesible from any object (without .GetComponent etc..)🤔

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From what i've seen i am guessing 1 object only

fiery yoke
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Everything in Udon is per UdonBehaviour

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there is no such thing as "global"

floral dove
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@stark adder - you can find some examples in the UdonExampleScene. Synced variables are accessible from other objects using GetProgramVariable. They are managed by the Owner of the object - when the owner updates the variable, that change is propagated to all of the other players on their copies of the object.

steel nova
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how can i jump to a specific frame in an animation clip in udon

stark adder
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Yes seen that already using it quite heavily but i was just wondering if there's any better way than i am using but seems like not really except bitshifting ?

steel nova
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this is my mess, managed to get a debug value between 0 and 1 for my use case, just need that float to control post process layer weight

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made an animation for it but am getting confused as there isnt really any documentation i can find on this specifically

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the idea is to have a ball that changes room hue based on x position

bleak widget
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I mean you can use some Computer Science black-magic and put 64 booleans, into one Long
Actually a neat trick for sending a lot of Boolean values or if you in a situation where a Boolean array isn't an option

floral dove
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FYI synced arrays are coming very soon, we're currently testing them in a Closed Alpha.

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@steel nova - I recommend this path for discovering the answer to your questions regarding jumping to a specific frame in an animation clip (and any other questions like this).

  1. Research on how to do that with Unity's API.
  2. If it's possible, search for the corresponding method in the Graph by using a Full Search (Tab)
steel nova
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yeah, done so. script for c# would be animation["MyAnimation"].time = 5.0;

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trying to figure out udon equivalent or workaround as i cant find a variable that directly corresponds

foggy fulcrum
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How do i make it so that when my high or low mirror are on that if someone hits the other the one that was on turns off

floral dove
bleak widget
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Is there a way to have two udon graphs up at the same time?

floral dove
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@bleak widget - no, the UdonGraphWindow is a singleton

bleak widget
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Rip oh well

steel nova
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i believe so

floral dove
foggy fulcrum
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i think ill convert my object buttons to ui buttons

steel nova
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how do i plug the animationclip i need into instance, sorry for beginner questions just. couldn't find in documentation

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i have it in a public var rn

floral dove
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@steel nova - no worries for the beginner questions, but you do need to take advantage of the resources available to you and learn to read and search the docs vrcHappy . I found the answer to your first question by searching the Unity API for "time" since I didn't know what sort of class your "animation" variable was. The answer to your second question is here:
https://docs.vrchat.com/docs/udon-node-graph-upgrade

steel nova
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thank you for the help, this stuff is kinda daunting at first

floral dove
steel nova
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i read through, will need to do so again obviously 🥶

floral dove
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haha fair enough. The brain can only absorb so much at once 🤯

foggy fulcrum
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Any thing im doing wrong im trying to make it so i can click the button and it makes the mirror active

steel nova
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i remember playing with udon at alpha tho, props to how much cleaner and snappier everything is!! very satisfying stuff lol

floral dove
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@foggy fulcrum does your Canvas have a VRCUIShape component on it?

foggy fulcrum
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no

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There's only vrcuishape is it the same thing?

floral dove
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ah yes, sorry that's what I meant

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Do you get any errors in your console?

foggy fulcrum
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nope

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only empty graphics device

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im mainly work towards optimizing and clearning up my world before i put it in community labs

floral dove
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Do the Mirror Toggles work in the UdonExampleScene for you?

foggy fulcrum
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the block toggles work fine i just wanted to make them into ui toggles but even with ui shape script it still dont work

floral dove
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Hm - double check that none of the objects in the Canvas hierarchy are set to the UI layer, and that you have Graphic Raycasting on

foggy fulcrum
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everything is default layer idk how to turn on graphic raycast

floral dove
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If everything is default then you should be good, basically you should have a Graphic Raycaster on your Canvas, and Raycast Target checked 'on' for the elements you want to be able to target.

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You can run the scene in the editor and mouse over the elements in the game view to inspect them a bit. Select your EventSystem in the hierarchy and you should be able to see some info about what unity sees underneath your pointer like this:

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Otherwise, I'd say just check your setup very carefully against the UI Examples in the UdonExampleScene since those are working.

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oh wait - @foggy fulcrum are you running on the Open Beta right now?

foggy fulcrum
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no

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normal sdk

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do i need to be in beta to do buttons?

floral dove
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Ok - and what shows up when you inspect your EventSystem in Play Mode while you hover over your button?

foggy fulcrum
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may i ask how u actually use play mode never used it only ever local build for vrchat

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literally started using unity a little over a week ago

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Rum Ham has been my main help

floral dove
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press the Play button in the Unity Editor

foggy fulcrum
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it says stuff is missing T_T

floral dove
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Wow, that's a lot of warnings. Do you have a bunch of missing scripts in your scene? Also looks like you have two audio listeners, are you using multiple cameras?

foggy fulcrum
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yea my main camera kept falling when i hit play so i was trying to mess around like i said only been using unity for a little over a week

floral dove
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your main camera was falling?

bleak widget
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Like rigidbody falling?

foggy fulcrum
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yea

floral dove
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Anyway, you should clean up all those missing behaviours, but it looks like you don't have any errors in your scene, so they shouldn't be causing an issue, you can still test out your UI EventSystem

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Did you perhaps delete the EventSystem, or is it in your hierarchy somewhere?

foggy fulcrum
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I dont remember ever having a event system

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no wait

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i have one

floral dove
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Unity creates one automatically when you make a Canvas

foggy fulcrum
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i found it does it need to be by the menu

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Also i have no idea how to clear up miss behaviors XD i guess ill have to watch more youtube vids

floral dove
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well, if they're missing and you want them to have scripts on them, you'll want to replace them or remove the missing scripts. Yeah, it sounds like some tutorials about how to work with Unity in general might help you get your world built!

steel nova
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did the udon sdk update to allow video players? havent seen any news on it

floral dove
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@steel nova check pinned messages

steel nova
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is that compatible with the live vrc build?

floral dove
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your question is answered in the post, please read all of it 😄

steel nova
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heck im dumb

floral dove
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just need to take the time to read the details. It can be tedious but it's such an important habit to build for learning to program.

carmine robin
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Is it possible with udon to create a working microphone? To elaborate I'm talking about like say a microphone you could talk into, and then the sound comes out somewhere else like maybe a speaker. Was thinking it could be neat to set up working phones for a house or something like that.

fiery yoke
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Not yet at least.

carmine robin
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That's unfortunate, could've also made for a fun two person maze experience where one person has a map and the other is in the maze with a video camera.

fiery yoke
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There are some plans for that

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But it there is other priorities right now

carmine robin
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It'd also be really nice for like a karaoke bar kind of thing, set reverb on the audio coming out of the speakers and stuff like that~

ancient spindle
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This idea has been in my head for a little while now, but i was wondering if it was possible to make world based override animations? Like if someone clicked a button, they would perform a humanoid animation. Like a dance or a pose ?

foggy fulcrum
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anyone know any easy ways of making a local light dimming and reverting toggle or slider

bleak widget
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Don't know why udon-general isn't a thing anymore, so yeah lets take it here @fiery yoke

fiery yoke
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Yeah was surprised to not see it there anymore. Maybe it was just an accident

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anyway

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Yeah you can theoretically send data symbol-by-symbol. But that is incredibly slow

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There is still ways to send arbitrary data, in one request, but those shouldnt (and likely wont much longer) exist.

bleak widget
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Yeah I was poking around was noticing that there might be a way to still send arbitrary data. I'm sure any methods like that will be patched soon

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But you are correct, the method I showed did use an event based system but that doesn't stop data (maybe not fully arbitrary) from being extracted from a world environment

floral dove
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We removed udon-general to simplify the channels a little. Conversations and answers to things were unnecessarily split between the two.

floral dove
void summit
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Can i import custom light bakes?

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I'd like to avoid unity light baking...

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i would like to use my own rendering engine (in my instance - blender cycles) to create lightbakes

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But for that to work i'd need a second set of UVs

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that way i avoid using 4k textures, but can utilize tiled 512x512 textures & a low res shadow map

floral dove
void summit
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ah, thx

foggy fulcrum
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fixed it

hushed gazelle
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Quick optimization question; I've heard it's best to avoid arrays, is that just in general or more like to avoid iterating through them repeatedly?

floral dove
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Arrays can be very useful. They have gotten some optimizations recently so you can try using them and see how it feels. Don't worry too much about optimization when you're first building something IMO. Get it working, and then you can tweak your methods.

hushed gazelle
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Cool. I know what I'm doing with it already, just wanted to make sure I hadn't gone too far off in the weeds. What I'm using them for is to make a workaround for prefabs being kinda buggy to get my avatar gachapon machine working properly. It takes one array for referencing a set of "blank" gacha balls, and "loads" the referenced ball with a randomized array-stored avatar ID, color, and interaction text (for the avatar name).

floral dove
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Oh cool! Definitely sounds like a solid use-case for arrays.

broken bear
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For those familiar with the discord prefab, is it practicable to replace the keyboard element with just a call to a player pressing a thumbs up or thumbs down object, basically is it straight forward to set up from triggers without u#?

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Love to add a “please rate this” option

floral dove
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@broken bear - that's a question for the author of the prefab. It will not function in Udon.

broken bear
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Good to know, thanks, I assumed it was udon

floral dove
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It was, originally - the author was using Udon to send your information to their private server, and we blocked that.

flint urchin
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For privacy/security reasons do mind

scarlet lake
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i would like help on making an event trigger that teleports the player please as i wish to have a main room and then have other avatar rooms i did this on 2.0 very simply but i cannot for the life of me work out what i have to do on 3.0

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is there any video or anything that i can read that will help me on this quest

fiery yoke
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@floral dove The VideoPlayer can still send a request to any Host tho right? Since the Video Player page on the SDK documentation says that you can.
So then you can still send a request with a parameter attached like ?rating=good or ?rating=bad and process a rating for something that way on the backend right?
I dont see anything that wouldnt allow for that

bleak widget
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Yeah that is more or less what my video yesterday was for ^

broken bear
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If I can convert that somehow that would be good, even if it’s a dummy unlisted YouTube video to execute the rating tracking. I’d just like to be able to track a thumbs up or thumbs down with an external record to rate like a world or avatar, etc.

scarlet lake
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where can you go to find info on how to use udon

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without it

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im lost i cant learn something if i have no idea what it is

floral dove
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scarlet lake
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i have read tht

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got anything more adavanced

floral dove
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@fiery yoke - for the initial release, we will only allow videos to be loaded from whitelisted domains (ie places where you can't collect user data). Users can opt-in to all domains through Settings. Next release, we'll add a proper per-domain opt-in.

foggy fulcrum
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Hey are all the sdks still gonna work with this new unity 2018 update?

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2018.4.27f1 to be specific

floral dove
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@scarlet lake sure, you can follow the links at the bottom of each page to find suggested next readings. I'd recommend:

scarlet lake
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perfect momo

foggy fulcrum
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just wanna know if i should update or skip it if its gonna break everything

floral dove
foggy fulcrum
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just wanted to be sure also hi fish ol buddy

scarlet lake
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momo does the example scene contain a vrc teleport function

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i have actualy read most of that but ill read it again but it didnt really tell me how to write my triggers so they work

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this is comming from somebody who is self taught and has no programing knoweldge at all

foggy fulcrum
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its pretty complicated fish ive been in here a lot for my world

scarlet lake
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hay timing yeah i wasted the whole day

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trying to get an event trigger to teleport a player from one location to another

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and i just cant get it

serene moat
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If the whitelist is being added will we be able to construct URL's at runtime @floral dove?

foggy fulcrum
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that guy has helped me a lot

scarlet lake
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yeah but i cant understand how the graph is built

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he dont show it

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thats what ive been trying to understand

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like where does he get those

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tirgers from

floral dove
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@serene moat not in this release, no. But we'll discuss internally whether we can lift those restrictions once we have our proper per-domain opt-in system.

serene moat
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👍

deep hollow
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I'm also struggling with the teleports so bad

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There's no current build tutorial yet

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now i'll give a try to Vowgan's

floral dove
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@deep hollow - I notice that your target is an 'Object' above, I think you want to hook up your Transform version instead

deep hollow
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@floral dove Thanks! will try that i made the two of them to try them out

floral dove
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You're welcome. It sounds like it may be helpful to include a Teleport in the UdonExampleScene, that's a pretty common request here.

deep hollow
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I'd personally would love to see it in the prefabs

deep hollow
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I wasn't able to find set>variable is Udon behavior set progrma variable the same?

floral dove
deep hollow
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niice

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got it

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will give that one a read

hard wraith
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in u# how would i set it up to play audio one shot?

clever trout
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AudioSource.PlayOneShot(audioClip), same as the Unity Docs

hushed gazelle
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If I customize and apply a material to a mesh (eg; I set material A's RGB colour as green, then apply it to Model B), will changing the colour again afterwards change the colour on the applied model as well or does it instantiate a new instance of that material on the model?

clever trout
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Renderer.sharedMaterial will affect the material and apply across other object. Renderer.material will create a new instance of that material for that object.

hushed gazelle
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Perfect, cheers.

scarlet lake
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i tried out the udon teleport thing up top yeah i can see there is no way to set the spawn point after the click

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so it would teleport but wont know where to teleport the player so

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without the variable input

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it wont work

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how could i set the teleport to varaible

clever trout
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Create a public Transform variable on your Udon Behaviour. Create an Empty and place it where you want to teleport them to.

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assign the empty to the transform variable

scarlet lake
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ok 😄 ill try that

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desmarkie i could kiss you lol

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getting somewhere but still wont teleport player hmm

untold merlin
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So, I'm not trying to delve into the too complex side of things, but I've got pickup objects in a world and given them the VRC Pickup Component. But there doesn't seem to be a component to sync these objects with other players. How do I do this in SDK 3?

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Ah I think I see now

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Thanks man ^^

hushed shore
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So I've been trying to figure out how to convert a string into a vrcurl for the new video player. Tried doing it simply through C#(/U#) but it complains that it is not exposed to Udon.
I simply tried to do
foo = new VRCUrl(bar);
But no avail. I'm trying to set the _syncedURL within the prefab

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So uhm, would love some light on how to do that. Last time I've worked with C# has been well over 15 years

flint urchin
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@hushed shore we can’t (and aren’t supposed to be able to) construct a VRCUrl at runtime at the moment.
It may or may not be possible in a feature update.

hushed shore
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Soo the only way would be to use the inputfield?

flint urchin
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Yes

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But as I said, that might change in a update

hushed shore
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Would love to see that in the update, cus to use an inputfield, just to somewhat statically push URLs to the videoplayers through buttons is a bit unellegant. Thank you though 🙂

serene moat
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You can have VRCUrl fields on UdonBehaviours that store a url which is initialized in the editor if you want to have a playlist of videos in the world

hushed shore
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the issue of that is when i change the subdomain/host of the videos i would have to change all the invidual buttons. Which, while very easy to do so, is also very tedious when you've got over 400 buttons. Being able to set a base url, or even change the GET parameters would be so much easier

floral dove
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@hushed shore - sounds like a good job for an editor script.

hushed shore
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never dived inton editor scripts tbh xD so I feel like that might be outside my "expertise"

flint urchin
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Why not just get a domain and cname it? No need to change the domain, even if you change host

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As long as the path is the same

hushed shore
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mostly to keep "old" versions still working if people happen to be in an instance already and CNAME dns changes can take up to 48 hours to take effect worldwide

agile oasis
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does anyone know how to implement an animation on a pick up object that already has animation script attached? its not showing up in Vrchat, but it runs smoothly in unity. i mainly just want the animation/ effects to show up in VRchat as well.

rough beacon
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i need to know. how do you make a floating marker over owner had in the world?

hard wraith
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how would i set up a string array to check if any of the strings match a word it would set an object on, ik how to do it with a string but not sure how to check any string in an array to check if any match it sets it active, can be in u# or graph

floral dove
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@hard wraith - here's a basic pattern you can follow
On "YourEvent", use a For Loop to cycle through each string in your array and compare it to "thingToMatch". If it matches, you can branch from the 'True' output.

fiery yoke
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@floral dove Btw, now that Im thinking about it...I think the Graph is missing a relatively essential feature: break

floral dove
fiery yoke
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You cannot break out of a for loop. At least not easily

floral dove
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yeah, that's on my to-do list

fiery yoke
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Good 👍

hard wraith
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so i use a start event so just lead that into a for?

floral dove
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it's your choice what event to use - Start will do it just once when the host GameObject is all set up and ready.

hard wraith
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alright cool

scarlet lake
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hi i just got started with this stuff so sorry if this is a common/known thing but i couldn't find much through google. got this warning and am unable to build and test, but can build and publish, made sure my path was to the right vrchat.exe too:

little wyvern
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I am having that problem too and was about to ask. ^

little wyvern
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I have tried a lot of things including making a new project. Just does not work.

scarlet lake
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it just magically stopped doing that... no idea what i did... maybe closing reopening unity? i believe the core of the issue is not having the right path to vrchat.exe so maybe set that and close/reopen?

little wyvern
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Did that. I got it to work in a brand new project after restarting Unity. All my stuff is in a different project though.

scarlet lake
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ugh same... just switched back had two open. but it was happening in the new one and then idk what fixed it...

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@little wyvern you should be able to copy over your assets folder? might take a bit to import

little wyvern
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Yeah, for another day. It's already late.

scarlet lake
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ahh nvm it was only working for avatars... really wanna know what is causing this.. when i check for updates it links to an access denied page.. maybe there's some current update causing it if you're having the issue too

little wyvern
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My next diagnosing step would be to assume that having the world and avatar SDK in the same project is causing the problem.

scarlet lake
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deng just made a new project and only installed worlds and it STILL is happening.. so weird

floral dove
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Can you Build and Test the UdonExampleScene?

scarlet lake
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No, i tried that too to eliminate all variables of stuff i added. i solved the issue by making a new project, in which i still get the same set of warnings on clicking the button, but it builds and plays anyway... 🤷‍♂️

floral dove
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Yeah, those warnings are expected and not causing any issues.

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Should be fixed in the next SDK release

fathom oak
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So I've updated my Udon to the latest version I simply clicked and dragged the newest unitypackage into my Unity and waited for everything to import, then I got these errors and unable to Play my project :/

floral dove
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I recommend a clean install - close Unity, delete the Udon, VRCSDK and VRChat Examples folders, then reopen your project and import the unity package.

fathom oak
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Oh okay I'll try that, thank you!

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Should I delete the UdonSharp folder too since I'm using that?

serene moat
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if you're updating from a version of U# below 0.18 yeah you'll also want to delete the folder for it

fathom oak
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blue man avatar is gone in the newest SDK3 vrcAngry

scarlet lake
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ok so i set up my teleport trigger and i have it set to an empty game object but i cant click on the door to activate the teleport trigger all i see is a white box this stuff is tough and i thought i was intelligent but udon really makes me feel stupid

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im very close to giving up on doing this at all i think this actualy has me beat

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i suppose my question is how can i set the door as the trigger to move the player to the game object

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and i have a box colidor set as tirgger

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oh wait i think i got it lol

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so you have to set the target or it dont know what to teleport lol

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doh

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im so close so so so close ok it teleport but it dont teleport to the empty game object it teleports to spawn

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yes who is the man sorry had to cry tears of joy in the chat thanks to everyone who helped me my teleport door works

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lol

tacit folio
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Hey All! I am looking for some help creating custom desktop/stream cameras in my world.

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I am unsure of where to even start looking!

floral dove
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@tacit folio one approach is to write a shader that takes a RenderTexture and draws it in screenspace. Apply that to a mesh and give it some sort of visible outline.

tacit folio
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YES! Thanks so much, that really helps

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Would this override what you would see on the desktop?

cunning mist
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Or, if you're in VR, just have a camera that renders to the Monitor and that gets the same result. That's the system I'm using for my Third Person Camera.

tacit folio
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!! I was looking at your setup! Very cool! I am just struggling with knowing the location of these objects inside of Unity, and how to connect them. Specifically, how to tell the camera to render to the monitor.

cunning mist
#

The camera component has a drop-down called "Target Display" and you'll want to set this to Monitor 1 or whatever the actual wording is, I can't check right now. As a note, cameras in the scene as a component are automatically disabled by VRChat when you enter a world, so you need to have ways to enable those components in the world via buttons or the likes.

#

Wait sorry Target Eye

#

That gets put to "None (Main Display)"
Just managed to check haha

tacit folio
#

Perfect!! I'm glad this is much simpler than I was imagining haha. Thanks for the assist!

cunning mist
#

No problem!

tacit folio
#

So I now have the camera enabling itself and assigning the display/eye. However, it is still not updating on my desktop. My goal is to be in VR while moving the desktop camera around for recording.

#

@cunning mist Is there some render texture I should be overriding?

cunning mist
#

Nope, if it's just a raw camera it should be working. You may want to try setting the camera depth to 0.

tacit folio
#

This is my current setup on the camera

cunning mist
#

Ah, it's the component that gets toggled by VRChat, not the gameobject. @tacit folio

tacit folio
#

@cunning mist Both component and game object are enabled and working. Verified by setting up a render texture target in world. Still no changes to the stream/desktop view.

cunning mist
#

Does it overwrite the Game window in the Unity editor?

tacit folio
#

hmmm, no it's not!

cunning mist
#

If you have it writing to a render texture than it wont render to the screen

sinful bluff
#

Has Udon a video player I can add in-world for quest users? Curious.

cunning mist
#

Sounds like they will as long as the link is for Vimeo Pro, I'm uncertain as to why but that's how I interpret the docs.
https://docs.vrchat.com/v2020.3.3/docs/video-players

native estuary
#

It's just because vimeo pro allows for a direct video link otherwise it has to go trough youtube-dl which quest does not support

cunning mist
#

Ahh, makes sense. So either Vimeo Pro or store videos on your own server I guess

tacit folio
#

It's working now! Thanks for your patience @cunning mist . Looks like the camera I had been using was broken in some way.

cunning mist
#

👍

sinful bluff
#

So as long as it direct links it's good. No drive though? It's listed as a trusted site.

#

Don't have to stream, I can use a drive and load a vid there.

toxic tusk
#

I've been trying to find google results with no luck

What in the VRC SDK3 replaced VRC_Triggers? When I tried to make mirrors using them it told me I wasn't allowed to have 2.0 and 3.0 SDK elements in the same build

echo hazel
#

Hey- I'm completely new to this- I want to use blender and unity to make worlds * I'm usually an architect irl but I wanted to try this out- the only difference is that I rarely work in meshes and wanted to know- does anyone have a tutorial for organizing assets and developing spaces? - I'm assuming I make the greybox in unity and build out custom assets to swap in using blender?

raven rapids
#

You can also do blocking out in Blender, that avoid having an odd workflow across softwares

#

Making a world entirely in Unity isn't great because it creates more issues down the line, importing the final result in Unity is better unless you're working with premade assets

#

Feel free to ask questions in #world-development if you have non udon specific questions @echo hazel

sudden pike
#

I don't know how to add jumping in Udon, I need help.

echo coral
#

What layer is teh player capsule collider on?

fiery yoke
#

PlayerLocal

#

all others is Player

echo coral
#

Thanks ^_^

#

That's what I thought ^_^

floral dove
toxic tusk
#

Ty ty I finally found stuff after googlign

sudden pike
#

thanks, I'll try it out!

toxic tusk
#

Every time i try to reimport the VRCSDK3 it gives me a shit ton of errors revolving around the SDK2 and ive got no idea how to fix it

echo coral
#

Are you trying to update to SDK3 from SDK2?

toxic tusk
#

No, i had built a world in SDK3, tried to use the SDK2 so I could get access to triggers

#

Then learned the builds arent compatible together

#

So i removed the SDKS and tried to bring just SDK3 back

echo coral
#

Can you rollback teh project to a previous revision?

#

From before the SDK2 import?

toxic tusk
#

I'm googling how to rollback, gonna see if I can

#

Yeah im looking through the Unity manual and not finding what i need. It's telling me Window > Asset Management > Collab History
But i don't see Asset management

floral dove
#

remove all the SDK2 files, close the project, delete your 'Library' folder (just cached data), then open Unity and install the Udon SDK

toxic tusk
#

I'll give that a try

#

Should I also remove the SDK3 stuff, or is that fine to stay in

floral dove
#

remove it all to make sure you start fresh

toxic tusk
#

All that did was delete my entire scene

#

That certainly fixed the SDK2 issue, but now literally all of the stuff I was working on it gone lmao

#

I'm just gonna rebuild it from scratch I guess. Thanks for the attempt though

floral dove
#

The library only holds cached data - maybe you saved your scene in one of the SDK folders?

toxic tusk
#

How would that even be possible?

#

I had no problem removing the SDKs

#

It was only after I deleted the library that it removed my entire scene

echo coral
#

You should check into using a Git repo to track revisions and then making sure everything is commited before trying to import anything SDK related for updates or for experimenting.

#

And it doubles for getting free off-system backups if you push to a private github or gitlab repo.

#

Than it keeps a copy of every single thing you commit at each stage, and you can rollback to any previous commit.

#

Also keeps nice history with notes along the way

toxic tusk
#

AYY

#

I FOUND IT

#

Ok

#

So to go back to stage one

#

This is the errors i have popping up

#

Theres like 32 of them

#

And trying the reinstallation of the SDKs hasn't helped

floral dove
#
  1. Are you using Unity 2018.4.20.41?
  2. Try this in a brand-new project.
toxic tusk
#

Yeah so what I did

#

Was I took the old version of the scene I had saved and exported everything, made a new unity project, imported the SDK3, then imported the old version of the project

#

So im back to a stable build again

floral dove
#

glad to hear it!

flat musk
#

Is the video player implemented in udon yet?

echo coral
#

It's definitely in the Open Beta. Not sure about the non-beta.

flint urchin
#

Open beta atm

hard wraith
#

how would i setup a randomized timer in u#?

flint urchin
#
float randomTime = 0f;
bool timerRunning = false;
float timer = 0f;

public void startTimer() {
  randomTime = UnityEngine.Random.Range(5f, 10f)
  timer = 0f;
  timerRunning = true;
}

void Update() {
  if(!timerRunning) return;
  
  timer += Time.DeltaTime;
  
  if(timer >= randomTime) {
    timerRunning = false;
    // Code
  }
}

Basically

#

But since it's U#, I do recommend you go over to the UdonSharp discord and ask there

#

Much easier to get a answer for U# and we can keep this to Graph

hard wraith
#

ahhh okay thanks ill go find that

#

theres alot going on there but i think i understand some of it was also looking at some videos and trying to apply it to what i want to do but idk if i was on the right path lol

#

just want to setup a random timer to disable the rotation of an object

hard wraith
#

@flint urchin do u mind if i dm u a screenshot of my code to look over to see if im going in the right direction with it?

flint urchin
#

@hard wraith sure

flint urchin
#

Some of Vowgans tutorials is a bit out of date atm

#

But in the updated graph, in order to Get variables, you just drag it from the variable from the variables window

#

The Animator in your picture is just a variable

#

And for the Op Unary Negation, you need to search for Boolean first, then Unary and you'll find it

#

They kind of are, but if you're not familiar with C# then it get's a bit toucher

#

Yeah, you're not alone with that

#

It's not going to look the same as the picture you posted earlier. That's from a older graph version

#

But that is correct

mild path
#

Vroomba Has U# Errors, gotta love fixing them

#

something wasnt exported right with the prefabs so im fixing it

#

i fixed it already though

#

so im good

tender temple
#

onplayertrigger/collision events are not working for me even in the Example scene is there a setting I am not seeing that i need to change in unity?

flint urchin
#

Did you switch branch to Open Beta?

tender temple
#

I'm not sure what you mean by that so probably not I deleted the old sdk and imported the beta version

floral dove
#

@tender temple you also need to switch your Steam Install to Open Beta

tender temple
#

thanks for the help

valid oar
#

So why even have the non-open beta sdk3 download if triggers don't even work? Do I want the most recent version of Unity for this? The patch notes don't seem to say anything about this. Do I need to worry about my Steam install if I'm building just for Android at the moment?

#

Also does this require removing the official SDK? Can I just delete the VRChat folder from my assets or does it require some sort of deep purge?

scarlet lake
#

How do I teleport players to a destination>

stark wren
#

Guessing here is where I post a question

Hello I am new to map making and bassicly unity, so yesterday I was feeling bored so I decided to make a map but today I read an error message saying "assembly has reference to non-existent assembly ´VRC.Udon.Tests` (Assets/Udon/Editor/UnityEditorTests/UnityEditorTests.asmdef"

Seeing I have no expirence I have no idea what to do, I got sdk3 and running unity 2017.3.0F3

fiery yoke
stark wren
#

Ah neat thanks

scarlet lake
#

On interact of a button yes?
@rocky scarab Correct

scarlet lake
#

Thank yooou

I needed it for my world because im making a little separate area for a Memorial for a friend's friend

stark wren
#

Sorry about this again but I have downloaded the unity that was pinged to me but I cant access the "VRChat SDK" since it only gives me "Clear Cache and PlayerPrefs"

#

Reinstalling

#

Nope still gives me the same issue

#

Made sure to empty recycling bin as well

crisp oak
#

I posted this question in the SDK2 channel.
"Slightly odd question, but does anyone know a method to check the exact number of trees/detail objects on a Unity terrain?
Not the number rendered as mesh or anything, just how many there are in total."
Failing an answer for that, I was wondering if UDON might offer a solution for this. Any idea whether it might be possible to script something that counts trees/objects?

#

My target number is 20'000, so it can't be anything that requires individual hand placing, hence why I'm thinking painting onto a Unity Terrain so far.

stark wren
#

It worked now

#

I made a new project and imported my model into it

steel nova
#

hey vrc devs, just curious have a project that could seriously benefit from udon but requires video players, should i stick to sdk 2 for now or will udon release video players into the stable branch within this month?

scarlet lake
#

Video players have a small chance of being in SDK3 - there's tons of exploits they have to iron out

steel nova
#

they made it into the beta build tho, should i not have hope??

floral dove
#

Video Players will be in the next SDK release, scheduled for tomorrow.

steel nova
#

!!!!!

hushed gazelle
#

Big question for the next SDK release; Does debug.log default to an inbuilt text window rather than just a slot for a string?

rough beacon
#

Video Players will be in the next SDK release, scheduled for tomorrow.
Cool. i world is ready for it 🙂

muted glacier
#

Can I make a HUD with Udon? or without Udon?

#

and would it have to be on an avatar, or on a world, or is it possible/equally easy with both?

#

trying to make something like ironman HUD but in vrchat

#

but simpler

#

i mean i want it to perceive the world around it

#

does vrchat have an anti-AI policy?

#

or anti-bot

#

i mean like literally any program/code is a bot in some sense, so anything made with Udon is a bot and therefore against vrchat rules?

#

i don't see any defining line

#

can i send data to and from an internet server?

#

like use APIs

#

or does everything have to be 100% local

#

i mean a third party server not vrchat server

floral dove
#

@muted glacier you can make a HUD by building a World-Space canvas and having it follow the Local Player's head tracking data.

#

General web access is not available. You can retrieve videos from remote servers that are on a whitelist for use in video players. Users can also allow videos from arbitrary servers.

muted glacier
#

can i run python script on the user's computer?

#

i'm trying to make an AI HUD lol

#

if i can't contact a third party server i'd have to use the user's computer

#

ok i get it

#

I can't find a list of vrchat whitelisted video servers. does this mean youtube.com is the only allowed video server?

floral dove
muted glacier
#

thanks for everything

stark adder
#

can i send data to and from an internet server?
neko#5937 I wish that would be available lol 😄 Could be used for kind of authentication and leaderboard service in game worlds..

ivory panther
#

How does one set an objects ownership and take it away from a certain player in udon?

#

I've been stuck on this for several hours.

ivory panther
#

It was amazingly easy in sdk2, there has to be a way.

cunning mist
#

Networking.SetOwner, then you give it a gameobject to own and the playerapi you want to assign

ivory panther
#

(was literally watching your youtube videos just now)

#

Giving that another try, i'll update if it works

cunning mist
#

Glad to help, I've been holding off on videos about networking as I slowly figure it out myself and wait for the anticipated Udon networking update

ivory panther
#

I had a huge mech based pvp arena built and working in sdk2, i'm trying to get up to date, and it's giving me a harder time than i assumed.

#

noodles just don't get along with my brain XD

cunning mist
#

If you'd be happier with raw programming, UdonSharp is always an option ;)

ivory panther
#

i might at this point

#

i saw that you mentioned it in a video

#

testing again

#

i found my problem

#

Ownership is and was working correctly

#

My favourite assets just aren't supported by sdk3

#

Lame

cunning mist
#

?

ivory panther
#

a few of the scripts i was using are from unity standard assets. It was a way to get more functionality in than the sdk was allowing.

#

But they aren't supported in sdk3

cunning mist
#

Right, all scripts like that are disallowed, you can remake them yourself in Udon.

ivory panther
#

well, i now have a lot of work to do.

#

Thanks for the help

#

❤️

cunning mist
#

👍

scarlet lake
#

If there was a vrc world 4.0, is it possible that a saving mechanic could be introduced?

fiery yoke
#

Saving something, means writing data to your hard drive. And thats always a risky thing. Without proper protections it may be abused and exploited very badly.
So unlikely any time soon.

scarlet lake
#

Could be cool though.

#

Wait, video players have been added?

fiery yoke
#

Currently only in the open-beta until it hits live

steel nova
steel chasm
#

is there plans to make having a button "global" be much easier to do in the future?

i am what you would call and idiot and i cant figure out any of the examples about sync'd stuff

so i guess the world im working on is just gonna all be local and everyone is just gonna have to press the "go" button all at once to get things rolling xD

ebon escarp
#

more slots for fave avatars! thansk

#

thanks*

floral dove
#

@steel chasm - just have your button fire SendCustomNetworkEvent with target set to All and the event will fire for everyone.

scenic sphinx
#

does anyone know about pencils made for udon worlds? :< i can't find them if there is any, im even whiling to pay for them

mortal maple
#

Is there a reason why when I test my unity world, it brings me into my vrchat home and not the world I'm testing?

ivory shoal
#

i have this graph setup for a spin the bottle game, im having a problem where the owner can spin it by interacting but whenever anyone else interacts with it, it does nothing and doesn't spin. did i do something wrong here?

#

on interaction it's meant to check if the player is owner, if so then proceed in the spinning process, but if not then send an event to the owner to start the spinning process

#

but it ends up working only for owner and not anyone else

floral dove
mortal maple
#

Odd. It still brings me into my VRC Home and not the world im testing.

native estuary
#

Null spawn points in your scene descriptor?

fiery yoke
#

They should really fix that

native estuary
#

Bunch of other things as well that have been a problem for ever since the sdk was created pretty much

#

My world tools fixes all though 😄

floral dove
#

@mortal maple - does the UdonExampleScene launch correctly, or does that go to your home, too? If that launches, then the issue is in your scene. If not, then it's in your Settings.

mortal maple
#

@floral dove No, UdonExampleScene doesn't launch correctly either. It must be the settings. What could be wrong in the settings?

floral dove
mortal maple
#

@floral dove C:\Program Files (x86)\Steam\steamapps\common\VRChat\VRChat.exe, or the default pathway.

#

which is the correct pathway.

limber garnet
#

is there a special way to toggle gravity on objects with udon? I am trying to toggle it on an object's rigidbody but it ain't working

#

I'm spitting out log messages and stuff seems to be going thru

floral dove
#

@mortal maple - ok good, next step is to make sure that your worlds are building. Do you get any errors when running Build & Test?

#

@limber garnet - how are you toggling? Does it work if you leave it on when the scene starts instead of toggling it on?

limber garnet
#

it is on by default - I am just flipping useGravity

#

it's in udonsharp, lemme convert to noodles real quick

floral dove
#

ok - so it starts on and you can't turn it off?

limber garnet
#

yes

indigo cloak
#

Greetings! I was wondering, is it possible to make a mirror out of a custom shaped object, say, like this:

fiery yoke
#

Not really. The maths behind that are pretty complicated and the VRChat mirror component doesnt allow for that. You could theoretically make your own Mirror Script now, but again its pretty complicated.

indigo cloak
#

okay... T_T

#

i tried putting the MirrorReflection matterial on it, and using the script exactly like on the mirror prefab

#

but its just black and does not reflect anything

bleak widget
#

Mirror math is very complicated and would be different for an object that isn't a flat plane because it would need to reflect completely differently

limber garnet
#

so, basically this

#

I'm not sure if the network event is needed either - it's kinda unclear from the docs which cases require an event and which can be run locally

fiery yoke
#

Ahh yes

#

That would need a network event

#

but Gravity and Kinematic on Pickup doesnt work correctly

limber garnet
#

oh, I chose a bad event to test with then

#

lol

#

so, modifying the rigidbody directly is the correct way to toggle gravity though? 🤔

#

like, the VRC_Pickup doesn't seem to have any abstraction for that

floral dove
limber garnet
#

"Log in with your G Suite account (@vrchat.com) to access this page."

#

if you need anything else from me, let me know

#

trying to develop an awful hacky workaround right now

floral dove
#

But no, I've got the info I need to follow-up, thanks @limber garnet

limber garnet
#

my awful hacky workaround did not work lol

floral dove
#

@hushed gazelle - no changes to the Debug.Log node in this upcoming SDK release, but I agree that an inline string version would be much better.

mortal maple
#

@floral dove No, I don't see any errors when testing a world. It just starts loading, but it logs into my account and goes to the world set as my VRC home.

floral dove
#

@mortal maple - no errors in your Unity Console?

mortal maple
#

@floral dove No, didn't see any. It was all clear.

floral dove
#

Very strange! Can you Build and Publish your world?

#

At this point, I'd recommend you try importing the SDK in a new project and building the example scene. Make sure you're on Unity 2018.4.20f1 as well.

mortal maple
#

@floral dove Strange indeed. I can't build and publish my world as it requires me to test the world first.

valid oar
#

So I'm a bit lost on the trigger situation. Does using them require the open beta or can it be done with the official SDK? How does playertrigger differ from OnCollisionEnter?

floral dove
#

@valid oar check out the docs here for a little more info. You need the beta SDK and client to use them until this release comes out.
https://docs.vrchat.com/v2020.3.3/docs/player-collisions

valid oar
#

Okay, thanks. Is the version of Unity the same? Can I just delete the VRChat folder from my assets and add the new SDK? My world isn't that far along but I'm trying to be cautious so I don't break something and have to start over.

floral dove
#

Same version of Unity. Sure, you can delete the VRChat SDK folders and then import the Open Beta.

#

FYI we'll be releasing the new version this week so you may want to wait a day or two unless you really want to work on it right now.

valid oar
#

That works, thanks for the heads up.

limber salmon
#

https://youtu.be/vPPpFokmS-Y i know this tutorial is way out of date, does anyone have any other tutorials or ways you can make a teleport command?

Here I've done a tutorial on creating a simple teleportation system for VRChat using both Udon and UdonSharp. This video was recorded and edited in a different manner, so if you have any thoughts, recommendations, or requests, I'm game to listen! Hope you can find this useful!...

▶ Play video
#

half of the functions have most likely been renamed from what I can see

limber salmon
#

ooooh I see, thank you very much!

modest matrix
#

I'm trying to have the player teleport when entering a collider and can't find the "OnPlayerTriggerEnter" event shown here https://youtu.be/95jRByYHE4Y?t=242 when I search on the graph exactly as is done in the video.

These features are currently available only on our Open Beta version - check our Discord for more information.

Learn how to make doors that automatically open and close to let players through. This tutorial will use the Udon Graph to work with Player Triggers, Haptics (a...

▶ Play video
limber salmon
#

alright i ran into another problem

#

had to restart unity and all of a sudden my vrchat sdk window is gone and I don't know where I have to go to bring it back

#

not sure if it's udon related but I'm just curious if anyone else had this problem before, do I need to reinstall the SDK?

#

nevermind, had to just reload the sdk

flint urchin
#

@modest matrix that’s because it’s part of the new release coming this week. Use the open beta SDK

timid reef
#

Im currently following the Automatic Door tutorial as well. Im using the open beta SDK and have set up everything correctly according to the video, but the trigger does not change the doors position at all. It feels like its just not detecting the player.

Common problems that i already checked:

  • I have a collider on the trigger object and it is set to isTrigger = true
  • I made sure that the door transform is set as the variable in the inspector
clever trout
#

Hi all, I'm trying to use the sequential spawn points to spread users evenly around a bunch of paths. Grab of my scene descriptor setup attached. When multiple users spawn in they all start at the first spawn point. If a user hits respawn in the menu then they are moved to the next spawn point. Is that the intended behaviour for Sequential?

modest matrix
#

Thank you, Phaxe, I will try that or just wait for the release vrcHappy

long sentinel
#

hoi

#

why is udon not synced my random number hmmm

#

how exactly does the syncing process work

#

i create a new gameobject for everyone, generate a random number and assign it to the int, which is UdonSynced but everyone gets a different number

steel chasm
#

@steel chasm - just have your button fire SendCustomNetworkEvent with target set to All and the event will fire for everyone.

thanks, i couldnt see he forest through the trees, got it all working now

👍

modest matrix
#

I tried making the Udon Graph in the beta SDK with OnPlayerTriggerEnter as you suggested, but still can't get it to teleport me.

ivory shoal
floral dove
#

@modest matrix - did you switch your VRChat install to open-beta?

modest matrix
#

Does that mean my client?

floral dove
#

yes

modest matrix
#

In that case, no

floral dove
#

When you Build & Test your world, we launch the installed client that your Settings point to, so you'll need to update that.

modest matrix
#

I'll have to look into that later/tomorrow - thank you for informing me vrcLike

floral dove
#

you're welcome 😄

frail haven
#

Hey guys, I am working on my first world. In all the tutorials I watch for making objects they say to add VRC Object Sync, however I do not seem to have this script, has it been removed or renamed?

floral dove
#

VRC Object Sync is part of the old SDK2, not Udon

frail haven
#

And nothing replaces it? As in just the VRC pickup script is all I need on an object?

floral dove
#

Read through the docs and go through the UdonExampleScene where you can learn all about the new system, then come back if your question still isn't answered 😉

frail haven
#

Okay, well to anyone else that has the same question in the future, VRC object sync has seemingly been moved to Udon Behaviour (British spelling).

floral dove
#

That's right! Object sync is now handled on the UdonBehaviour itself.

modest matrix
#

Using the beta client made the OnPlayerTrigger teleport graph work vrcHappy vrcLike

indigo cloak
#

Greetings! I seem to run into an interesting problem....

#

could there be any reason why in unity i see post processing working, and my camera clipping planes are set to 10000 and working exactly like that, both in game and scene view

#

but when i join VRchat, theres no post processing and clipping plane is way smaller than i set it to

fiery yoke
#

Reference Camera.
In the World Descriptor

indigo cloak
#

uhh, how do i access that? (sorry, i am noob ^^;)

fiery yoke
#

Find your World Descriptor Component. Then put your Camera into the Reference Camera slot.

#

If you used the prefab then the World Descriptor is on the VRCWorld Object

#

Btw I would never recommend setting the clipping plane to be that big

indigo cloak
#

massive facepalm

fiery yoke
#

there is a reason its not just "Infinite"

#

The bigger the difference between near and far clip plane, the less accurate the maths become, which can become a serious issue at some point

indigo cloak
#

oh, i see, thank you

#

i did make a pretty large world, so i do need atleast 5k, but thanks, ill keep it in mind

fiery yoke
#

Also the bigger your clip plane, the more it has to render potentially so thats another concern (Unless you use LODs and other techniques to minimize far away rendering)

indigo cloak
#

planning to ^^

#

thank you for the help! ❤️

#

i do try to keep my creations as optimized as i can

frank lily
#

so i'm not sure what i did wrong but i havent updated my world in a while, i decided to go back in and update it, giving it a new song, making the mirror off to begin with, throwing in a sticky note crediting the song artist, and making a light in my world brighter than before. As far as i remember that's all i did. but the world is now not uploadable anymore

#

trying to play test it causes vrchat to open and look like it's going to load the world but only load my homeworld instead

#

the play button in unity still works and the world seems to run fine in unity

#

i'm afraid to try and hit the upload world button in case it kills my world permanently or something, any ideas what to do?

#

please @ me if you might be able to help

frank lily
#

i am big confuse

frank lily
#

this is what they say by the way in case that helps

#

how do i make sure udon compiled properly? i'm not sure where i would look for something like that

#

and i'll see if i can figure out how to update the sdk?

frank lily
#

ok everything udon or vrc related broke so this'll take a while to put everything back on

frank lily
#

well alot of those are gone but now this

#

i'm quitting for the night my head doesnt want to think udon anymore i should have just done sdk2 like all my friends said XD

ivory shoal
#

why is Shader.PropertyToID not exposed

flint urchin
#

If you believe it should be exposed, make a canny and say why.

dawn plover
#

Hello! I'm trying to understand how the sync works in Udon, but I have some problems. So, right now I'm trying to make a door open and close (with an animator) and I want that to sync with all the players and late joiners, and so far I found only one solution that works, but it's not the best solution because for the master of the instance the door opens and close immediately, but for others it will take a while before the animation play (and I guess because before opening/closing the door they send to the master the change of the synced boolean, the master receive it and then the master send to everyone that the door is open/close). So, is there some tutorial that explains a bit how sync works or someone can help me understand it? (I'll post a screenshot soon of my nodes, I changed it and now it's not working properly as before and I don't remember how I did it lol)

indigo cloak
#

quick question - is it possible to make a triangle mirror? Flat surface, plane, just a triangle, not a quad

fiery yoke
#

As long as you can apply the Mirror Shader to your mesh somehow you can put it on any planar mesh I think

indigo cloak
#

tried, it just becomes white

fiery yoke
#

Then maybe not. Not so much an Udon question but more a general worlds question

hard wraith
#

is it white in game?

#

sometimes will show white in unity but work ingame

indigo cloak
#

yeah, white in game as well, sadly

hard wraith
#

do u also have the mirror script on it?

indigo cloak
#

oh, oops, let me try that

floral dove
#

@dawn plover - a couple of things here:

  • Master is not necessarily the owner of the object, you want Networking.IsOwner
  • OnDeserialization is called when sync variables update - it may be called multiple times. You can use it as an event to check your variables, not to toggle them.
#

take a look at the UIButtonOwner example in UdonExampleScene

indigo cloak
#

@hard wraith nope, utterly broken 😔

dawn plover
#

Oh, ok, I'll take a look, thank you! 😄

raven peak
#

@indigo cloak from what i remember the mesh needs to be facing a certain direction in local space. make sure its facing +z in blender then export and try. it it still doesn't work try flipping it in blender.

fiery yoke
#

Kinda weird how that whole mirror thing works

#

But VR Rendering is hard

indigo cloak
#

interesting, ill give it a try and will let you know

#

thanks!

#

does it need to have UV's?

raven peak
#

i would assume so

#

its been a long time since ive heard someone trying to mess with this stuff.

native estuary
#

"Make sure the mirror mesh lies on XY plane in the mesh renderer's local coordinate system, and its facing direction is negative Z axis in local coordinate system"

indigo cloak
#

and then i can rotate it in unity the way i need, i presume

#

what im trying to do, is make a plane in blender, and join two vertices into one, so its a triangle

#

and use that as a mirror

native estuary
#

As long as you follow the above instructions in blender it's gonna work

indigo cloak
#

will try now, thanks!

indigo cloak
#

aaaand thats actually worked!

#

@native estuary @raven peak thank you very much! ❤️

raven peak
#

👍

pale notch
#

Is there a public prefab for the swimming mechanic i've been seeing in a lot of worlds?

native estuary
#

Udonで作られたVRChatワールドギミックです。 プール、深海、温泉などで泳げるや潜れるようになります。 本パッケージは自作ワールド「Let's Udon Swimming!」で使用しています。 ※内容に差異が発生した場合、英語の説明欄を適応致します。 *In case of any differences in the description, English version will be applied. This swimming system made for VRChat using Udon (VRCSDK3) allows wo...

dark tiger
#

@floral dove , is there any chance that we will have an audio system override before the Spookality's deadline?👀

#

I have some ideas where it could be useful. But if not, I guess I'll have to make some changes haha

floral dove
#

@dark tiger I wouldn't count on it, sorry

dark tiger
#

Oh, ok

edgy ingot
#

trying to get an animator's parameter to be true when I enable an object, but I can't get it to work, what nodes should I be using

#

currently what im working with

floral dove
#

@edgy ingot that looks ok, assuming your Animator has a boolean parameter called 'Enabled'. You could simplify your logic by just setting your Animator's 'Enabled' param to your GameObject's .activeInHierarchy value instead of using the branch.

#

this will only work when your world first loads, though

edgy ingot
#

ah, ok what would I use to have it always checking?

#

nvm, i found it
thank you :D

floral dove
#

Looks like you found a solution - you can check on Update. However, it will be much more efficient to check whenever the user triggers whatever event lets you turn the object on and off.

sour wind
#

Are there any tutorials on push in buttons?

hazy cedar
#

umm how do

fiery yoke
sour wind
#

@fiery yoke How are you tracking the hand?

fiery yoke
#

I get the positions for Right and Left IndexDistal bones

#

Ofcourse that only works with fully humanoid rigs

#

Ultimately there is no "one-fits-all" solution unfortunately

floral dove
#

@rocky scarab - you could always make a tutorial with screen captures and text. Or use a free video editor like https://www.openshot.org/

sour wind
#

Is there a way to put colliders into the hands?

floral dove
#

you can use VRCPlayerApi.GetTrackingData to get the world position of the hands

fiery yoke
#

Well you could do a manual setup (which is a little complex) or try to do it automatically. But then you end up with the same problem.

#

Ohh yeah true

#

But I dont know where those positions are relative to the controller

#

would be neat if we could actually get a diagram for that at some point

sour wind
#

I could use magnitude

native estuary
#

@rocky scarab davinci resolve is also pretty good for free options

scarlet lake
#

When I teleport someone somewhere in my world, unload the area they came from, how do I change the spawn point or detect when someone falls out of the world/clicks respawn to re-enable that area's gameobject?

scarlet lake
#

how to I make a "On Trigger Enter" event not global?

If we're in Area A used a button to teleport to Area B

And have the "On Trigger Enter" box at spawn so when people respawns, it disables Area B

Anyone who respawns, triggers it globally

#

How do I not make it global

#

I turned off "Allow ownership transfer on collision" on the Udon Behavior but that didn't fix it

#

@floral dove any ideas?

floral dove
#

@scarlet lake - please don't ping me if we're not having an active conversation. I pop in here to help when I can, this is not one of those times.

scarlet lake
#

oh im really sorry, you're just the main one i know that hangs in here often

compact bane
#

I’m still on the version of udon from around late March I think (this is when I first started with udon). Is it considered pre or post version of the SDK3?

#

I know that, do I just import the new udon SDK over the old one?

floral dove
#

we always recommend a clean install - remove all the old folders and then import the new SDK, it's always the safest bet.

compact bane
#

So remove the vrchatsdk 3.0 and udon folder and import the new one?

floral dove
#

yep!

#

maybe we didn't have a 'VRChat Examples' folder back then?

compact bane
#

"VRChat Examples" folder appears

#

I delete that folder too?

floral dove
#

yes

hushed marsh
#

Trying to use a box collider trigger to enable and disable things based on where the local player is standing, does OnTriggerEnter work for that?

floral dove
#

@hushed marsh - you'll want to use the open beta sdk + client to detect players for now - check the Automatic Doors tutorial in pinned items for more details. Fingers crossed for this beta going live tomorrow!

hushed marsh
#

ahh sweet deal. thanks

compact bane
#

What about the graph nodes I created? Delete those as well?

floral dove
#

@compact bane you can keep those

compact bane
#

Just these 3 to delete then: “VRChat Examples” “Udon” “VRCSDK3” ?

#

I’m curious about the VRCworld and the VRCmirrors I have in my world. Do I have to do anything to those?

compact bane
#

Thx

scarlet lake
#

is there a way to place a portal to world that can only exclusively be accessed by that portal and not searched?

scarlet lake
#

what

#

how do I make a "On Trigger Enter" event not global?

If we're in Area A used a button to teleport to Area B

And have the "On Trigger Enter" box at spawn so when people respawns, it disables Area B

Anyone who respawns, triggers it globally

floral dove
#

@scarlet lake this will likely be much easier with the beta SDK, using OnPlayerTriggerEnter, and only firing the event if the player is Local. Check this video for a similar example: https://www.youtube.com/watch?v=95jRByYHE4Y&list=PLe9XHNvXcouQjg5GULWGLj1tMzeythnQi&index=4
and grab the latest beta build and SDK from #open-beta-announcements

These features are currently available only on our Open Beta version - check our Discord for more information.

Learn how to make doors that automatically open and close to let players through. This tutorial will use the Udon Graph to work with Player Triggers, Haptics (a...

▶ Play video
scarlet lake
#

thankies Momo

old scroll
#

avatar uploaded propertly but some shaders are broken they appear on my end as standard unity shader and on my friend's end they see it as the purple pink error shader

#

no matter what shader i put it still uploads as standard

floral dove
old scroll
#

dang wrong channel. mainlyVRCSDK3

dull pendant
#

Hi guys,

How I can check whether GameObject has Component or not?
In case of GameObject doesn't have component, normally I can get null at UnityC#, but UdonSharp shows error.
(BTW Udon also shows the error)

There is no 'Rigidbody' attached to the "Cube" game object, but a script is trying to access it.
You probably need to add a Rigidbody to the game object "Cube". Or your script needs to check if the component is attached before using it.

I just want to blow up everyone nearby (want call Rigidbody.AddExplosionForce), much appreciate if any suggestion.

dawn plover
#

Hello! Is there some problem with the While loop or I'm doing something wrong? I'm trying to make a random sequence of objects at start, so I'm taking the number of child from an object, store it in _childCount and then in the while loop I'm subtracting by 1 the _childCount, but for some reason apparently the variable doesn't update, so it always return True even if the variable reach 0. Other than this, I've tried to use the child count directly without the variable and using GreaterThan/LessThan instead of != and it gives me the same result

indigo cloak
#

Is there a working/possible jetpack system for udon? much like some 2.0 worlds had?

floral dove
#

@dawn plover I can't see what you're doing in the While loop to help with that, but it sounds like a For loop might be a better fit. There's one in the UdonExampleScene you can check out for reference.

dawn plover
#

Oh, I was just using the While loop because I thought it was better for this situation, because the child count changes, inside the while I took randomly the child and put it in another gameObject, so I just want to know if the parent is empty and stop the script, but now that you said it I can probably use the For loop instead, so I'll try and hope it works 😛 in the meantime thank you! 😄

floral dove
#

oh, @dawn plover - now that you've explained what you're trying to do, a While loop may be your best bet. Can you share what you're actually doing inside your loop?

#

@indigo cloak - sure, a jetpack system is possible, there are quite a few of them out there. You can use a pickup or a station that changes that changes the Player Velocity.

ivory shoal
#

how does ownership work? if some different random players own the PressableButtonHoloLens2... gameobjects here, and i call SetOwner on GameSelection, will the new owner also own the pressablebutton objects, or will the other random players remain the owners of those?

floral dove
#

@ivory shoal I'd highly recommend a flat hierarchy for synced objects. Ownership propagates through the hierarchy but stops when it reaches an object with its own Sync on it. In this case, the other players will remain owners of the objects - but if those objects don't have RigidBodies on them, they will fight the parent object trying to update their positions.

ivory shoal
#

im not really worried about positions, im mainly worried about synced variables and who controls them. also what exactly do you mean by "an object with its own Sync on it"?

floral dove
#

Ok - then I believe your setup will work as you expect - the variables on the 'Pressable' objects will still be owned by the players. An object has its own Sync if it's got an UdonBehaviour on it.

thick sable
#

I'm at work and can't check, but can someone tell if they enabled auto playing videos for the new AVPro? I know it was not working during beta, not sure if it was fixed or enabled.

floral dove
#

@thick sable - yes, AVPro should be able to autoplay videos now, though they still don't currently work in-editor.

limber garnet
#

is this... right?

fiery yoke
#

Version date doesnt get much love :(

limber garnet
#

lol

ivory shoal
#

were the referencedocs not updated with the new video players? i have no idea how to use them :(

maiden sundial
misty berry
#

how would i make a graph to respawn 3 objects at their original locations when interacting with an object? like a reset button

#

would event-start be a way of getting the starting positions of the objects?

fiery yoke
#

Start runs the first frame the UdonBehaviour is enabled and then never again. So yes that would work.

If the object has a Rigidbody (which it should if you want to move it) then you have to remember that Momentum/Velocity is a thing. Just because you reset the position doesnt reset its velocity. That goes for both Linear and Angular Velocity.

#

And if those objects are Position Synced Pickups, then only the current owner can successfully set those things.

vagrant coral
#

Does videos for the new video player have to be hosted online? or can they be within the project itself as a file?

thick sable
#

What exactly is the new unity timeline stuff that is now supported in worlds? Animation related or what?

misty berry
#

cant seem to change the position of my object on interact?

fiery yoke
#

You have GameObject variables. Youre accessing a Transform as a GameObject. But you cant do that. You have to do GameObject get transform frist

misty berry
#

oh yeah, makes sense, whoops

#

ty

copper ocean
#

If anyone gets the SDK3 video player working, please let me know. I keep getting a "VideoPlayer cannot play url:" error

floral dove
#

@copper ocean - what URL are you trying to play?

copper ocean
floral dove
#

@ivory shoal the new Udon Video Player info is here: https://docs.vrchat.com/docs/video-players

ivory shoal
#

yea but it doesn't contain all of the methods and everything i need to write code for it

floral dove
#

@copper ocean - are you testing in the Editor or using Build & Test? YouTube videos only work in Build & Test. If you play the UdonExampleScene, does the default video play for you?

#

@ivory shoal check out the UdonSyncPlayer graph for a pretty good dive into the methods and properties of the VrcVideoPlayer

#

@maiden sundial - I recommend a clean install. Close your project, delete the Udon, VRCSDK and VRChat Examples folders, clear out your Library folder, then reopen your project and import the SDK unitypackage.

#

@misty berry, it looks like you're on a very old version of the graph as well. Highly recommend you update your SDK to the latest. There's a working example of a reset on the 'PlayerCollision' object under 'PlayerDetection'

#

@vagrant coral - sorry, embedded videos are not supported yet.

#

AVPro in particular doesn't have a way to read from Assetbundles, which complicates our ability to have a common interface for both players.

copper ocean
#

I got it to work 🙂 The documentation makes it sound like you can test YouTube videos in the Unity Player if using the Unity version of the player.

maiden sundial
#

ahh gotcha, thanks a lot!

floral dove
#

@copper ocean - thanks for the feedback, I agree that was unclear. I've updated the docs to clarify!

#

Unity Video works in Play Mode in the Editor when using links that point directly to supported video file types like 'mp4' and 'webm'. Hosted services like YouTube and Vimeo will only work in the client.

copper ocean
#

Perfect! Thank you

dawn plover
#

oh, @dawn plover - now that you've explained what you're trying to do, a While loop may be your best bet. Can you share what you're actually doing inside your loop?
@floral dove sure, here you go 😄
the random generator is working fine, but at the end of the loop instead of stopping it's still going and give me an error because there's no child inside ParentButtons

fierce parrot
#

I thought the video player was supposed to sync between players?

#

it's not for me

floral dove
#

Hmn @dawn plover - is that the only issue? You could put a null check after Transform.GetChild if so. Maybe debug _childCount and see if it's properly decrementing each loop?
You could also use a For Loop so you don't have to manage the index yourself if you shuffle the 'Sorted' array and then just iterate through the children of ParentButtons and set each one to the next item in the array.

#

@fierce parrot - are you using the example UdonSyncPlayer Udon Program?

spring brook
#

Quick question, do you need anything else when you make automatic doors? I did everything in the video but doesn't seem to work on Build & Test.

fierce parrot
#

yes I am, the pro one

#

and using the playUrl graph command

dawn plover
#

Yeah, I was thinking both of the solutions, and I've already tried to debug _childCount in the While loop, it's decrementing correctly, but if I try to debug the one outside the While loop it remains always the same number (I guess because the start event it happens only one time and it doesn't update the variable anymore), anyway I was more concerned that this was a bug, for what I know the While loop should check changes on the variable (at least, I have a basic experience with programming, so I could be wrong lol), so I didn't know if I should post a Canny about this or I'm doing something wrong (and just to make sure, I've even tried the new SDK right now, nothing changes)

scarlet lake
#

Can we use Networking.GetOwner and Networking.Localplayer in update?

fiery yoke
#

You can. But you (probably) shouldnt.

scarlet lake
#

Why not is it going to waste data or is it just cached somewhere

#

I guess getowner is actually networked

floral dove
#

@fierce parrot - if you Build & Test the UdonExampleScene into 2 clients, are those players synced for you?

scarlet lake
#

I used GetOwner in an update function and now I cant send any more network events. I dont know if its a bug in my script or I'm blocked. Likely blocked ;p

zinc frigate
#

Is there a way to make 4:3 videos not stretch on avpro?

floral dove
#

@scarlet lake - try this with the latest client and SDK just released today, we have some fixes for Ownership.

fierce parrot
#

I have a room with the pro player with a bunch of people, but the playUrl command only plays locally. I’m not using the input field, I have buttons that people press where the playUrl api is called

#

Is the syncing done with the input stuff rather than the player itself? That would explain it

floral dove
#

@fierce parrot - Syncing is done with Udon. That's why I asked if you were using the UdonSyncPlayer Udon Program, maybe you thought I meant the Prefab. You can either use that example program to sync, or you can make your own program.

trail shard
#

Is there any tutorials for URL playing with the new SDK3 video players yet, or better yet any packages already made?

floral dove
#

@trail shard check the UdonExampleScene that comes with the SDK.

trail shard
#

Alright I'll check

foggy fulcrum
#

i have question is the udon player the only one that works or can i use the old one also?

#

also which one whould i use if i have to use udon one

floral dove
#

@foggy fulcrum in Udon, you can only use the Udon Video Players. You can still use SDK2 if you want to for some reason. You can find info on the Udon Players here: https://docs.vrchat.com/docs/video-players

thick sable
#

Heya fokls, I dont really know what im doing with udon graph, so pls ELI5. I'm trying to make it so controllers vibrate when you touch (not grab) something and stop when you get away from it. Ive tried to use player collision enter and exit, player triggers, nothing seems to do it. Im not surprised its not working cause I'm just swinging in the dark. Can someone give me detailed instructions? Thanks!

floral dove
#

@thick sable you've got to connect up those flow nodes!

foggy fulcrum
#

world was already udon

floral dove
#

Highly recommend you read through the docs to learn how Udon works @thick sable: https://docs.vrchat.com/docs/what-is-udon

thick sable
#

Thanks momo, ill do that. you're very helpful!

hushed gazelle
#

What's the difference between the Unity Video Player and the AVPro video player?

fiery yoke
#

Unity Video player is the inbuilt player. AVPro is a paid third-party product that has a lot more features and support (have a look on their website).
You basically get the dlls to run it with the vrchat client, because they have the license to use it like that. If you want to also have it run in the editor you need to pay for it yourself (or use the demo version).
Other than that they are both just Video Players.

hushed gazelle
#

Having a bit of trouble getting the new Player Trigger nodes to work. In theory this should turn off a mirror when the player walks away from it by leaving the collider surrounding the mirror, but it's not working. I've already confirmed it's not the animator, as the value it's sending is done so manually by buttons as well.

floral dove
#

@hushed gazelle does the event fire if you put a Debug.Log in there before the Animator node?

#

Make sure you're on the latest client build, too.

hushed gazelle
#

Log file says... it is getting through. Odd.

#

I'll have to go poke at it a bit more then.

fiery yoke
#

Make sure you dont have linebreak at the end of that string. Thats a common problem.

floral dove
#

@rocky scarab yes, it should. It's just changing a single int to fire two animations.

#

If you only want it to happen once, you can make a Boolean variable, called something like 'hasTriggered', starting false. Before you fire the animation, check 'hasTriggered'. If false, set it true and trigger the animation. If true, do nothing.

hushed gazelle
#

Rebuilding the udon script seemed to take care of my mirror woes.

hushed gazelle
#

So with the new video player, do I need to do anything to translate from a slider to set the time position in a video, or is that 0-1 natively?

#

eg; if I drag the slider halfway across and tell it to set the video position to the slider's value, will it natively go halfway through the video, or am I going to have to calculate the video length and solve for the timestamp?

raven peak
#

@hushed gazelle you can get the video duration, get and set time. They are floats measured in seconds.

hushed gazelle
#

Is there a way to change the image for a UI-Image variable? I'm looking through the available nodes, but I can't see anything referring to the source image.

hushed gazelle
#

Also is there a way to toggle udon scripts to only compile manually? It's a real pain having larger scripts sloooowly try to recompile themselves with every minor tweak.

severe dirge
urban pivot
#

Similar question has been asked prior, but uses the Scene Descriptor. Spawn Order : Sequential
I'm looking for a direct way on button press to call method/function whatever to Teleport ALL Players into a set # of Slots.
Player (1) goes to Slot (1), etc.
Would this be achieved through onPlayerJoin assigning a number to each, or by simply getting GetPlayerById(int id) etc?
& Possibility to disable this for certain players!

hushed gazelle
#

@floral dove Question about the Udon video player sample script; There's something going on here to retain what it believes the "correct" timestamp in the video should be for syncing purposes, but I can't quite crack how it's saving and calling it. Can you shed some light on which value I need to update (and what it needs to look like calculation-wise) to make it accept the new timestamp as valid and not a desync?

What I'm trying to do is add pause functionality and a playback slider that jumps to the set point in the video, but when I use either they're getting caught by what looks like the sync commands after the five-second wait and being reset to the original timestamp.

lilac vale
#

wait what?

#

@rocky scarab avatar creation?

#

😕

verbal oasis
#

I don't hear sound from the AVPro video player, is there a way to fix this?

cunning mist
#

@verbal oasis Just saw your comment. Are you using the AVPro Video Speaker component and have it selected to the Player?

verbal oasis
#

i used the prefab provided within the sdk

#

I did howewer duplicate them and parent them to pickups, but the first one doesn't play sound either

cunning mist
#

I guess you should make sure that the audiosource you're using is still connected to the AVPro player. As well, if you're having troubles with the included prefabs, you may want to just make one yourself from scratch to best fit your needs.

verbal oasis
#

i'll try

#

still weird, i tried the prefab on it's own and I don't hear sound either

#

welp

cunning mist
#

Well, unfortunately I don't have any idea there, outside of the classic "works on my machine."

hushed gazelle
#

Sound works on mine as well, even with its udon script fighting me over added functionality working as I want it to.

verbal oasis
#

I'll try the prefab on another project later

lilac hatch
#

Sound work perfectly fine here

mortal maple
#

thats so weird.

#

i created another world, spent a hour creating it, and it still just loads me into my actual vrc home.

verbal oasis
#

I created a fresh project, dragged in the prefab, still no sound

hushed gazelle
#

@mortal maple Your project isn't compiling, go look at your error log.

verbal oasis
#

i'm guessing it's my machine or something like that, although that's still weird since the unity player works

fierce parrot
#

@fierce parrot - Syncing is done with Udon. That's why I asked if you were using the UdonSyncPlayer Udon Program, maybe you thought I meant the Prefab. You can either use that example program to sync, or you can make your own program.
@floral dove I'm aware of that, the video player has the UdonSyncPlayer behavior attached to it. I'll try to figure out why it isn't working

fierce parrot
#

yeah looks like it's tied to the input field, so I'll have to find a different way to get the URL to the UdonSyncPlayer behavior

#

got it working. I just programmatically set the input field's URL then send the URLChanged event the SyncPlayer behavior. Works super well, thanks VRC team!

steel nova
#

is there an easy way to do a WaitForSeconds in udon?

fiery yoke
#

No.

steel nova
#

perfect

fiery yoke
#

But there is an example of a timer

steel nova
#

do you mind sharing an example or tutorial? ive been stuck

fiery yoke
steel nova
#

oh boy

#

here we go lmao

#

thank you

fiery yoke
#

fun right? :^)

cedar cairn
#

So how do i input URL to AV Pro video player? Is udon required or can it be done only using Inputfield?

flint urchin
#

Udon is required

steel nova
#

buddy told me lots of UI elements were blacklisted in this most recent udon release, is there a list of that?

floral dove
#

Here are the methods and properties allowed from UI Elements:
https://docs.vrchat.com/docs/ui-events

floral dove
#

@steel nova I just pinned it for easy reference^

steel nova
#

cheers!

vivid prism
#

how do you attach an object to the player's head?

floral dove
#

@vivid prism you can update its position and rotation on each Update event to the data from VRCPlayerApi.GetTrackindData (may not be called exactly that, I'm on mobile right now)

hushed gazelle
#

Transform -> SetParent will also work, I believe (I haven't had a chance to try it yet)

fiery yoke
#

Set parent to what exactly? :P

vivid prism
#

@floral dove I got busy, s sorry for the delayed ping, but: what does the tracking data give? does that give the head or the hands data?

floral dove
#

@vivid prism it can do any of the three! You choose in a drop-down.

vivid prism
#

oh, I see it thanks!

#

nevermind that was something else... oh well I'll probably figure it out eventually

hushed gazelle
#

Is there a way to disable auto-compiling?

frank vale
#

Hello guys. Is there an event like onkeydown in udon? Thank you. Edit: Found it in the ask forums xd

lament mortar
#
frank vale
#

Thank youu xd

lament mortar
#

Np, nice stream btw

severe tree
#

Basically, if user presses Key (on keyboard) and if user presses and then releases the Key (on keyboard)

#

So like, Space being the key, on key down -> add updwards velocity, on key up -> stop adding velocity = flying when holding space

hushed gazelle
#

You'd really only have the interact and on use pickup nodes to work with.

severe tree
#

^ I do believe that the key events still register despite the game being launched in VR mode (so lets say you have players press K in order to open a door or whatever) I'm sure that if a VR User were to go to their keyboard and press K then the event would still register. Quest users on the other hand unless they are using link I don't think it would work

hushed gazelle
#

Sure, but I meant more for reasonable usability's sake.

severe tree
#

Yeah if you wanted quick and easy that's the only way to do it

weak tide
#

Hi everyone, I'm trying to enable/disable the pickupable option from an object. Is the method VRC_Pickup the right one to use?
I used VRCPickup in the past, but seems to be gone.

fiery yoke
#

Those are not methods but type names. And they both point to the same type eventually. So it shouldnt matter.

weak tide
#

Oh, okok, thank you

thick sable
#

What are the min-max values for the new haptics node? I'm curious what I can throw into Frequency and Amplitude.

#

0 is off, 1 is on but its barely noticeable. Ive tried 10, 100 and 1000. All are very weak. So I'm just wondering what the magic numbers are.

floral dove
#

It's normalized to 0-1 and those values are applied differently per-platform. I believe they could use some tweaking.

floral dove
#

It is not. But if you'd like us to consider a global 'disable haptics' option, you can file a Canny for it.

grizzled trout
#

so i guess this is the best place to ask, i am trying to get the QvPen_u_2020-06-29 to work in the sdk and i imported UdonSharp_v0.18.2 befor that and now i am getting this masage . what am i missing?

#

i have the world sdk i have the standard assets i dont know what i am missing

floral dove
#

@grizzled trout maybe you have an older version of the VRChat SDK? We just added Videos in this last release.

grizzled trout
#

VRCSDK3-WORLD-2020.08.07.18.18_Public this one?

#

Freck i dint relize they updated it

floral dove
#

Nope! Grab the newest one from the VRChat downloads page.

grizzled trout
#

i feel dumb now

#

can i install it over the old one or do i need a new project?

twin pollen
#

Install it over the older one

#

This is only an update

grizzled trout
#

Cool

floral dove
#

It's always best to remove the old SDK before you import a new one. It may work to just import the new paxkagey, but if you have errors after that, do a clean install into your project.

grizzled trout
#

to remove the old stuff do you just remove the files or is there a thing to do it?

twin pollen
#

Delete the VRCSDK Udon and VRChat Examples folder

grizzled trout
#

Ok

#

thanks

twin pollen
#

np

scarlet lake
#

How do I convert the player to not master-only? So that anyone can use it?

royal sentinel
#

my friend wants to play vrchat but the create account is saying every username and his email is taken what do we do?

twin pollen
#

I suppose you take out the check?

#

@scarlet lake

lapis sable
#

Is it true that the variable Udon Sync sends synchronization events once per tick?

grizzled trout
#

so . new problem , when i go to use the QvPen_u_2020-06-29 in my world i can grab it bu8t the moment i try to draw everthing...gets wired wroping strching black

scarlet lake
#

@twin pollen It's a Udon question, what are you talking about?

twin pollen
#

my friend wants to play vrchat but the create account is saying every username and his email is taken what do we do?
His friend wanting to set up an account, is an Udon problem?

#

I was saying for you, you want to take out the check

#

And I was telling nep to refer to user support

lapis sable
#

I have 130 object locations.
be synchronizing with a variable

#

Instead of synchronizing 130 variables,
Is it more efficient to serialize 130 data and synchronize it as a single variable?

idle kite
#

so the recent update made the doors in my world stop working for everyone but myself, they're suppose to teleport you when you walk into it by collision and vice versa, does anyone know why this is the case cause i'm not sure if there's something i need to change in the udon graphs

severe tree
#

use a check for local player off of the event that fires that's supposed to do the teleport. So,

Event(makeTeleport) -> Branch(isLocalPlayer) True -> Teleport function

#

and then the actual teleport function just pass that local player in as well

floral dove
#

@idle kite you probably want to update your logic to use OnPlayerTriggerEnter, you may have been using a workaround which has been removed. Tutorial here: https://youtu.be/95jRByYHE4Y

These features are currently available only on our Open Beta version - check our Discord for more information.

Learn how to make doors that automatically open and close to let players through. This tutorial will use the Udon Graph to work with Player Triggers, Haptics (a...

▶ Play video
#

@grizzled trout you'll want to contact the creator of that Prefab for further support.

idle kite
#

ok i think it could be cause i'm using OnTriggerEnter and not OnPlayerTriggerEnter maybe

scarlet lake
grizzled trout
#

@grizzled trout you'll want to contact the creator of that Prefab for further support.
@floral dove na i got it i forgot to change the shader to be quest saported

floral dove
#

@scarlet lake feed that IsLocal bool into a Branch

scarlet lake
#

And that's it? 🙂

floral dove
#

Yep!

scarlet lake
#

Thank you very much ❤️ hope upgrading my sdk didn't break anything xD bunch of things I unchecked that I personally modified

#

Does shinking the size of the object you have a portal on, actually make the portal smaller?

#

Imagine how cute tiny portals would be

#

I want to double check, this is how to make the trigger only local right?

floral dove
#

@scarlet lake you need to use the 'true' output from the Branch to trigger whatever you want to happen

scarlet lake
#

ooooooooh

floral dove
#

Yeah, that looks right. Now I understand that you want to set the Skybox to SkyDay and turn off the Memorial GameObject when the local player enters the area.

scarlet lake
#

Yeah! It does everything that I wanted it too do, just was struggling to make it only local xD so when someone respawned, it didnt trigger it for everyone

#

Because it's my respawn trigger to reset things

fierce parrot
#

So the video is working well for the most part, but I’ve had two people who can see the video but get no audio

#

It’s not a world sound issue or anything like that

#

And I’ve had issues with certain people not being able to load the video at all because of their country, which makes sense, but this other issue is odd

idle kite
#

@floral dove changing the OnTriggerEnter to OnPlayerTriggerEnter fixed my problem, thank you so much for the help!

floral dove
#

@fierce parrot it could be codec issues?

scarlet lake
#

Wonder if there's any good custom Udon video players yet xD

fiery yoke
#

What exactly makes a "good" player?

scarlet lake
#

I mean, SDK 2 has several custom video players

#

some better than others in terms of functionality

fiery yoke
#

Not really I think. They havent been around very long.

#

Plus networking is constantly being worked on, broken and fixed again

#

its hard to design anything for that, since the rules keep changing

scarlet lake
#

true

#

Whats the difference between UdonSyncPlayer (AVPro).prefab and UdonSyncPlayer (Unity).prefab

fiery yoke
#

One is the in-built Unity Video Player the other is a third-party licensed Video Player.

#

AVPro has more features and support. But you cant use it in the editor since the libraries only exist within the VRChat client.

scarlet lake
#

I see that putting urls into the player is master only, how do change?

#

Sorry x3 never used these before, never made an sdk2 world

fiery yoke
#

Pretty much everything about the video players logic is handled in Udon now. So you need to know how that works.
If you dont then you either need to learn it, or wait until someone makes one that you can use :P

scarlet lake
#

Fair enough xD

neat flicker
#

Did they add players to Udon or are they working on it

fiery yoke
#

players?

neat flicker
#

Video players

fiery yoke
#

Yes they were added it in the last update

scarlet lake
#

I will ask again since I was massively ignored. How do I convert the AVPro player to not master-only? So that anyone can use it?

#

I already asked that

#

And another question that may or may not be related to Udon, I don't know. How do I make the AVPro player illuminate my world in real time?

#

You mean emissions?

midnight anchor
#

just say what emissions are and how they are used it easier for everyone

scarlet lake
#

Added a material to the video player's screen and it doesn't show the video 🤔 I remove the material (where it shows pink) and it shows the video

hushed marsh
#

what is a good way to get the room master's name so I can display it on a board

fiery yoke
#

Get the owner of a GameObject that doesnt change ownership normally

#

then GetDisplayName

hushed marsh
#

ah ok, cool wasn't sure how reliable that was. thanks

fiery yoke
#

Yeah for some reason Networking.GetMaster isnt a thing

floral dove
#

@scarlet lake you could add a button or interactible object that lets someone take ownership of the player, then that person can update the URL.

chrome oracle
#

Why can't I load into my world? Using SDK3 (Udon) and trying to build and test, when it tries to load the world it just insta kicks me out and sends me to my home world.

ripe frost
#

do i need to delete serializedudonprograms when reimporting a new version

#

?

scarlet lake
#

is there still currently no way to mess with voices yet?

bronze cloak
#

Hi all. New user of Udon as of today. I've been trying to read the documentation/tutorials but haven't found any luck.

Is there a way to directly reference a handmade script function or such? I'd like to run some logic that I can write much easier than use visual scripting on.

floral dove
#

@bronze cloak you can use UdonSharp if you want to write your scripts instead of constructing them with the graph. Check pins on this channel.

#

But you'll need to port / rewrite anything custom, you've got a sandbox within which to work.

bronze cloak
#

Thanks @floral dove. Appreciated the video tutorials btw.

thick sable
#

I tried to use blocks, but that didn't work either.

scarlet lake
#

@scarlet lake you could add a button or interactible object that lets someone take ownership of the player, then that person can update the URL.
@floral dove but how i do this?

#

Why can't I load into my world? Using SDK3 (Udon) and trying to build and test, when it tries to load the world it just insta kicks me out and sends me to my home world.
@chrome oracle When this happened with me, it was because i deleted my vrc scene descriptor by mistake

frank lily
#

So i dont know if this is an udon problem or a vrchat problem but I'm trying to put a prefab from the unity store called "EscalatorPro". it essentially is supposed to be moving platforms in the shape of an escalator that players should be able to stand on and get around. Pressing play in unity it works fine, but uploading the map, the platforms dont even move. Are they not supported or am i doing something wrong?

#

thanks for the explaination!

#

-_-

frank lily
#

well rip

#

probably not gonna work on sdk 2 then?

floral dove
#

@scarlet lake you can use Networking.SetOwner to change the owner of an object, by creating a graph like this on an object with a collider:

#

@frank lily - if you want to learn about world creation for VRChat and how to make things that will work, I recommend you start here: https://docs.vrchat.com/docs/what-is-udon. Regular C# scripts will not work (in SDK 3 or 2, though 3 enables creation much more similar to regular C# scripts)

frank lily
#

hecc ;-;

sleek falcon
#

Does anyone know how to fix a world when you load in it kicks you back home in the sdk3? -3-

thick sable
#

@rocky scarab Forgive my ignorance, but is there a specific reason why feeding from left branch into right cannot work?

teal shale
#

i have a question about the animated doors video you guys made.

doesn't that code close the door when 2 players enter the trigger area. and one leaves?

#

it was the video from @floral dove

thick sable
#

I think it might be a bug.

lilac hatch
#

yo, anyone know if there's any prefabs out there I could get a look at for chairs that change Y axis depending of avatar height ? (Just want to adapt chairs for loli avatars pepehands)

#

I saw someone talking about that some days ago but can't find anything with ctrl f :T

chrome oracle
#

@scarlet lake I have a VRC scene descriptor in the world, its part of the VRCWorld prefab, even still, I try to load in and get insta booted to home world.

#

Any ideas why I can't load in?

chrome oracle
#

I thought it might be due to script errors, but I fixed them and it still just sends me straight to home world.

lilac hatch
#

Yo, quick question, can we use the Tag system of unity in Udon ?

floral dove
#

@chrome oracle have you set the path to the VRChat executable in your settings?

#

@lilac hatch no, CompareTag is blacklisted

lilac hatch
#

D:

#

Thanks you

chrome oracle
#

@floral dove Yes, it launches, but attempts to load the world for not even a second, then sends me straight to my home world.

neat flicker
#

How do I update my Udon SDK to latest Udon SDK?

floral dove
#

@chrome oracle can you Build & Test the UdonExampleScene?

chrome oracle
#

I'll give it a try

#

sec

#

nope

#

same problem

#

Running the current version of unity and the latest udon sdk

dark tiger
#

@neat flicker, see this page: https://docs.vrchat.com/docs/updating-the-sdk

neat flicker
#

Thank you!