#udon-general
59 messages · Page 27 of 1
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
Is it safe to assume there's no way to use a targeted network event for a specific player?
Without creating a whole mess of synced variables*
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
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.
hmm, kinda like a psuedo player-ID?
I'll mess around with it, thanks for the advice
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! :<
not as easily, it's a workaround and from what I understand will be removed
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
Haha "the guy" is me, who suggested you watch the video 😆
You'll need the open beta to develop with these triggers, it will be a regular release soon.
@weak arch ^ 🙂
oh okay O: maybe i'll hold off on this until it's out then. ty so much for the answers <3!
How does the video player work behind the scenes to get the video? Does it look for the <video> element within the page?
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
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.
@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
Sweet, that is exactly what I was guessing. I have an experiment I want to try with that
it may help if i add missing part to udon. LOL o.O
What are the methods people use to sync active/unactive objects, states etc on player join ?
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.
hmm soo i would need to use like 100 synced variables god that would not be good i'd say
I mean you can use some Computer Science black-magic and put 64 booleans, into one Long
But then you need to know (or learn) how to do bitshifting
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..)🤔
From what i've seen i am guessing 1 object only
@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.
how can i jump to a specific frame in an animation clip in udon
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 ?
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
made an animation for it but am getting confused as there isnt really any documentation i can find on this specifically
the idea is to have a ball that changes room hue based on x position
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
FYI synced arrays are coming very soon, we're currently testing them in a Closed Alpha.
@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).
- Research on how to do that with Unity's API.
- If it's possible, search for the corresponding method in the Graph by using a Full Search (Tab)
yeah, done so. script for c# would be animation["MyAnimation"].time = 5.0;
trying to figure out udon equivalent or workaround as i cant find a variable that directly corresponds
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
@steel nova - is this the call you want to make?
https://docs.unity3d.com/ScriptReference/AnimationState-time.html
Is there a way to have two udon graphs up at the same time?
@bleak widget - no, the UdonGraphWindow is a singleton
Rip oh well
i believe so
ok - so then all you need is this node, right?
i think ill convert my object buttons to ui buttons
how do i plug the animationclip i need into instance, sorry for beginner questions just. couldn't find in documentation
i have it in a public var rn
@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
. 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
Interface The Udon Node Graph is the default interface for creation of Udon programs. This section goes over how to use it. If you want to dive right into examples, take a look at the Readme file in the VRChat Examples folder that comes with the SDK. You can open up the Udon G...
thank you for the help, this stuff is kinda daunting at first
You're welcome! There's a lot to learn, please read through the VRChat Udon docs at least if you haven't done so yet, and watch the 3 videos we have in the Learning Udon Series: https://www.youtube.com/playlist?list=PLe9XHNvXcouQjg5GULWGLj1tMzeythnQi
i read through, will need to do so again obviously 🥶
haha fair enough. The brain can only absorb so much at once 🤯
Any thing im doing wrong im trying to make it so i can click the button and it makes the mirror active
i remember playing with udon at alpha tho, props to how much cleaner and snappier everything is!! very satisfying stuff lol
@foggy fulcrum does your Canvas have a VRCUIShape component on it?
nope
only empty graphics device
im mainly work towards optimizing and clearning up my world before i put it in community labs
Do the Mirror Toggles work in the UdonExampleScene for you?
the block toggles work fine i just wanted to make them into ui toggles but even with ui shape script it still dont work
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
everything is default layer idk how to turn on graphic raycast
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.
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:
Otherwise, I'd say just check your setup very carefully against the UI Examples in the UdonExampleScene since those are working.
oh wait - @foggy fulcrum are you running on the Open Beta right now?
Ok - and what shows up when you inspect your EventSystem in Play Mode while you hover over your button?
may i ask how u actually use play mode never used it only ever local build for vrchat
literally started using unity a little over a week ago
Rum Ham has been my main help
press the Play button in the Unity Editor
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?
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
your main camera was falling?
Like rigidbody falling?
yea
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
Did you perhaps delete the EventSystem, or is it in your hierarchy somewhere?
Unity creates one automatically when you make a Canvas
i found it does it need to be by the menu
Also i have no idea how to clear up miss behaviors XD i guess ill have to watch more youtube vids
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!
did the udon sdk update to allow video players? havent seen any news on it
@steel nova check pinned messages
is that compatible with the live vrc build?
your question is answered in the post, please read all of it 😄
heck im dumb
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.
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.
Not yet at least.
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.
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~
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 ?
anyone know any easy ways of making a local light dimming and reverting toggle or slider
Don't know why udon-general isn't a thing anymore, so yeah lets take it here @fiery yoke
Yeah was surprised to not see it there anymore. Maybe it was just an accident
anyway
Yeah you can theoretically send data symbol-by-symbol. But that is incredibly slow
There is still ways to send arbitrary data, in one request, but those shouldnt (and likely wont much longer) exist.
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
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
We removed udon-general to simplify the channels a little. Conversations and answers to things were unnecessarily split between the two.
You can try #world-lighting, that doesn't look like it's and Udon issue. Or https://lmgtfy.com/?q=unknown+reflection+probe+mode+1+unity
Can i import custom light bakes?
I'd like to avoid unity light baking...
i would like to use my own rendering engine (in my instance - blender cycles) to create lightbakes
But for that to work i'd need a second set of UVs
that way i avoid using 4k textures, but can utilize tiled 512x512 textures & a low res shadow map
Maybe try #world-lighting
ah, thx
fixed it
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?
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.
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).
Oh cool! Definitely sounds like a solid use-case for arrays.
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#?
Love to add a “please rate this” option
@broken bear - that's a question for the author of the prefab. It will not function in Udon.
Good to know, thanks, I assumed it was udon
It was, originally - the author was using Udon to send your information to their private server, and we blocked that.
For privacy/security reasons do mind
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
is there any video or anything that i can read that will help me on this quest
@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
Yeah that is more or less what my video yesterday was for ^
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.
where can you go to find info on how to use udon
without it
im lost i cant learn something if i have no idea what it is
@scarlet lake start here: https://docs.vrchat.com/docs/what-is-udon
What’s this Udon thing anyways? VRChat Udon is a programming language built completely in-house by the VRChat Development Team. It is designed to be secure, performant, and easy to use via the VRChat Udon Node Graph, a built-in visual programming interface that uses nodes and ...
@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.
Hey are all the sdks still gonna work with this new unity 2018 update?
2018.4.27f1 to be specific
@scarlet lake sure, you can follow the links at the bottom of each page to find suggested next readings. I'd recommend:
- Read https://docs.vrchat.com/docs/getting-started-with-udon
- Read https://docs.vrchat.com/docs/using-build-test
- Read https://docs.vrchat.com/docs/udon-node-graph-upgrade
- Read https://docs.vrchat.com/docs/graph-elements
- Read https://docs.vrchat.com/docs/searching-for-nodes
- Read https://docs.vrchat.com/docs/debugging-udon-projects
- Watch the videos in this series: https://www.youtube.com/playlist?list=PLe9XHNvXcouQjg5GULWGLj1tMzeythnQi
- Go through the UdonExampleScene and the accompanying readme and learn about each prefab and provided graph there.
perfect momo
just wanna know if i should update or skip it if its gonna break everything
@foggy fulcrum - we keep this page up to date with the supported Unity Version: https://docs.vrchat.com/docs/current-unity-version. Still 2018.4.20f1
just wanted to be sure also hi fish ol buddy
momo does the example scene contain a vrc teleport function
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
this is comming from somebody who is self taught and has no programing knoweldge at all
its pretty complicated fish ive been in here a lot for my world
hay timing yeah i wasted the whole day
trying to get an event trigger to teleport a player from one location to another
and i just cant get it
If the whitelist is being added will we be able to construct URL's at runtime @floral dove?
have u tried this https://youtu.be/vPPpFokmS-Y
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!...
that guy has helped me a lot
yeah but i cant understand how the graph is built
he dont show it
thats what ive been trying to understand
like where does he get those
tirgers from
@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.
👍
I'm also struggling with the teleports so bad
There's no current build tutorial yet
Tried this one but doesn't work
now i'll give a try to Vowgan's
@deep hollow - I notice that your target is an 'Object' above, I think you want to hook up your Transform version instead
@floral dove Thanks! will try that i made the two of them to try them out
You're welcome. It sounds like it may be helpful to include a Teleport in the UdonExampleScene, that's a pretty common request here.
I'd personally would love to see it in the prefabs
I wasn't able to find set>variable is Udon behavior set progrma variable the same?
Just drag your variable from the variables window and hold Ctrl
https://docs.vrchat.com/docs/udon-node-graph-upgrade#drag-and-drop-for-variables
Interface The Udon Node Graph is the default interface for creation of Udon programs. This section goes over how to use it. If you want to dive right into examples, take a look at the Readme file in the VRChat Examples folder that comes with the SDK. You can open up the Udon G...
in u# how would i set it up to play audio one shot?
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?
Renderer.sharedMaterial will affect the material and apply across other object. Renderer.material will create a new instance of that material for that object.
Perfect, cheers.
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
so it would teleport but wont know where to teleport the player so
without the variable input
it wont work
how could i set the teleport to varaible
Create a public Transform variable on your Udon Behaviour. Create an Empty and place it where you want to teleport them to.
assign the empty to the transform variable
ok 😄 ill try that
desmarkie i could kiss you lol
getting somewhere but still wont teleport player hmm
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?
Ah I think I see now
Thanks man ^^
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
So uhm, would love some light on how to do that. Last time I've worked with C# has been well over 15 years
@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.
Soo the only way would be to use the inputfield?
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 🙂
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
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
@hushed shore - sounds like a good job for an editor script.
never dived inton editor scripts tbh xD so I feel like that might be outside my "expertise"
Why not just get a domain and cname it? No need to change the domain, even if you change host
As long as the path is the same
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
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.
i need to know. how do you make a floating marker over owner had in the world?
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
@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.
@floral dove Btw, now that Im thinking about it...I think the Graph is missing a relatively essential feature: break
if you've never used a "For" loop before, this might help you understand what's going on in the graph: https://www.w3schools.com/cs/cs_for_loop.asp
You cannot break out of a for loop. At least not easily
yeah, that's on my to-do list
Good 👍
so i use a start event so just lead that into a for?
it's your choice what event to use - Start will do it just once when the host GameObject is all set up and ready.
alright cool
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:
I am having that problem too and was about to ask. ^
I have tried a lot of things including making a new project. Just does not work.
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?
Did that. I got it to work in a brand new project after restarting Unity. All my stuff is in a different project though.
ugh same... just switched back had two open. but it was happening in the new one and then idk what fixed it...
@little wyvern you should be able to copy over your assets folder? might take a bit to import
Yeah, for another day. It's already late.
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
My next diagnosing step would be to assume that having the world and avatar SDK in the same project is causing the problem.
deng just made a new project and only installed worlds and it STILL is happening.. so weird
Can you Build and Test the UdonExampleScene?
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... 🤷♂️
Yeah, those warnings are expected and not causing any issues.
Should be fixed in the next SDK release
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 :/
I recommend a clean install - close Unity, delete the Udon, VRCSDK and VRChat Examples folders, then reopen your project and import the unity package.
Oh okay I'll try that, thank you!
Should I delete the UdonSharp folder too since I'm using that?
if you're updating from a version of U# below 0.18 yeah you'll also want to delete the folder for it
blue man avatar is gone in the newest SDK3 
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
im very close to giving up on doing this at all i think this actualy has me beat
i suppose my question is how can i set the door as the trigger to move the player to the game object
and i have a box colidor set as tirgger
oh wait i think i got it lol
so you have to set the target or it dont know what to teleport lol
doh
im so close so so so close ok it teleport but it dont teleport to the empty game object it teleports to spawn
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
lol
Hey All! I am looking for some help creating custom desktop/stream cameras in my world.
I am unsure of where to even start looking!
@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.
YES! Thanks so much, that really helps
Would this override what you would see on the desktop?
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.
!! 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.
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
Perfect!! I'm glad this is much simpler than I was imagining haha. Thanks for the assist!
No problem!
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?
Nope, if it's just a raw camera it should be working. You may want to try setting the camera depth to 0.
Ah, it's the component that gets toggled by VRChat, not the gameobject. @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.
Does it overwrite the Game window in the Unity editor?
hmmm, no it's not!
If you have it writing to a render texture than it wont render to the screen
Has Udon a video player I can add in-world for quest users? Curious.
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
Using the Prefabs The easiest way to put a Video Player in your Udon world is by using one of the Prefabs, which you can find in Assets/VRChat Examples/Prefabs/VideoPlayers.Both of these prefabs will play a video of your choosing, synchronized for everyone in your world. They ...
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
Ahh, makes sense. So either Vimeo Pro or store videos on your own server I guess

It's working now! Thanks for your patience @cunning mist . Looks like the camera I had been using was broken in some way.
👍
So as long as it direct links it's good. No drive though? It's listed as a trusted site.
The following services are on the video player whitelist. If a service is not on this list, it will not play unless "Allow Untrusted URLs" is checked in Settings. Whitelisted Services The services listed below are inherently trusted and are permitted with our default URL white...
Don't have to stream, I can use a drive and load a vid there.
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
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?
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
I don't know how to add jumping in Udon, I need help.
What layer is teh player capsule collider on?
@toxic tusk Triggers have been replaced by Udon programs. You can learn how to get started with Udon here: https://docs.vrchat.com/docs/getting-started-with-udon
The example scene that comes with Udon has a working Mirror Toggle you can use.
@sudden pike - the default VRC World Prefab has jumping turned on. This doc & video shows how to build a world with jumping enabled: https://docs.vrchat.com/docs/using-build-test
Ty ty I finally found stuff after googlign
thanks, I'll try it out!
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
Are you trying to update to SDK3 from SDK2?
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
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
remove all the SDK2 files, close the project, delete your 'Library' folder (just cached data), then open Unity and install the Udon SDK
remove it all to make sure you start fresh
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
The library only holds cached data - maybe you saved your scene in one of the SDK folders?
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
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
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
- Are you using Unity 2018.4.20.41?
- Try this in a brand-new project.
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
glad to hear it!
Is the video player implemented in udon yet?
It's definitely in the Open Beta. Not sure about the non-beta.
Open beta atm
how would i setup a randomized timer in u#?
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
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
@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?
@hard wraith sure
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
Click the plus mark, and search for Animator there
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
Vroomba Has U# Errors, gotta love fixing them
something wasnt exported right with the prefabs so im fixing it
missing the assembly, etc
i fixed it already though
so im good
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?
Did you switch branch to Open Beta?
I'm not sure what you mean by that so probably not I deleted the old sdk and imported the beta version
@tender temple you also need to switch your Steam Install to Open Beta
See #open-beta-info for instructions
thanks for the help
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?
How do I teleport players to a destination>
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
@stark wren
Ah neat thanks
On interact of a button yes?
@rocky scarab Correct
Thank yooou
I needed it for my world because im making a little separate area for a Memorial for a friend's friend
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
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.
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?
Video players have a small chance of being in SDK3 - there's tons of exploits they have to iron out
they made it into the beta build tho, should i not have hope??
Video Players will be in the next SDK release, scheduled for tomorrow.
!!!!!
Big question for the next SDK release; Does debug.log default to an inbuilt text window rather than just a slot for a string?
Video Players will be in the next SDK release, scheduled for tomorrow.
Cool. i world is ready for it 🙂
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
@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.
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?
since it's the only one listed in the docs https://docs.vrchat.com/docs/vrc_syncvideostream#section-starter-guide
The following services are on the video player whitelist. If a service is not on this list, it will not play unless "Allow Untrusted URLs" is checked in Settings. Whitelisted Services The services listed below are inherently trusted and are permitted with our default URL white...
thanks for everything
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..
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.
It was amazingly easy in sdk2, there has to be a way.
Networking.SetOwner, then you give it a gameobject to own and the playerapi you want to assign
(was literally watching your youtube videos just now)
Giving that another try, i'll update if it works
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
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
If you'd be happier with raw programming, UdonSharp is always an option ;)
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
?
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
Right, all scripts like that are disallowed, you can remake them yourself in Udon.
👍
If there was a vrc world 4.0, is it possible that a saving mechanic could be introduced?
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.
Currently only in the open-beta until it hits live
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
@steel chasm - just have your button fire SendCustomNetworkEvent with target set to All and the event will fire for everyone.
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
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?
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
@mortal maple - make sure you've set the path to VRChat.exe in your settings: https://docs.vrchat.com/docs/using-build-test
@ivory shoal your logic looks good, I recommend you add some Debugging so you can see what's going on, which events are firing, etc.
https://docs.vrchat.com/docs/debugging-udon-projects
Odd. It still brings me into my VRC Home and not the world im testing.
Null spawn points in your scene descriptor?
They should really fix that
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 😄
@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.
@floral dove No, UdonExampleScene doesn't launch correctly either. It must be the settings. What could be wrong in the settings?
what is listed for your Installed Client path?
@floral dove C:\Program Files (x86)\Steam\steamapps\common\VRChat\VRChat.exe, or the default pathway.
which is the correct pathway.
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
@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?
it is on by default - I am just flipping useGravity
it's in udonsharp, lemme convert to noodles real quick
ok - so it starts on and you can't turn it off?
yes
Greetings! I was wondering, is it possible to make a mirror out of a custom shaped object, say, like this:
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.
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
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
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
Ahh yes
That would need a network event
but Gravity and Kinematic on Pickup doesnt work correctly
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
@limber garnet - yes, that's a reasonable way to turn gravity on/off. I'm not sure why it's not working, I see this bug filed, may be related:https://feedback.vrchat.com/udon-bugs/p/cannot-change-the-iskinematic-property-of-a-pickup-object
I'll take a look this week.
"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
oh, that ticket needed to be moved to a different board, should be available now: https://feedback.vrchat.com/vrchat-udon-closed-alpha-bugs/p/cannot-change-the-iskinematic-property-of-a-pickup-object
But no, I've got the info I need to follow-up, thanks @limber garnet
@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.
@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.
@mortal maple - no errors in your Unity Console?
@floral dove No, didn't see any. It was all clear.
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.
@floral dove Strange indeed. I can't build and publish my world as it requires me to test the world first.
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?
@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
Udon has three ways to detect when a Player and an Object Collide - Triggers, Physics, and Particles. Triggers If you want to detect when a player has entered or exited an area, your best bet will be to use the OnPlayerTrigger events. There are three of these: OnPlayerTrigger...
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.
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.
That works, thanks for the heads up.
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!...
half of the functions have most likely been renamed from what I can see
ooooh I see, thank you very much!
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...
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
@modest matrix that’s because it’s part of the new release coming this week. Use the open beta SDK
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
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?
Thank you, Phaxe, I will try that or just wait for the release 
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 - just have your button fire
SendCustomNetworkEventwith target set toAlland the event will fire for everyone.
thanks, i couldnt see he forest through the trees, got it all working now
👍
I tried making the Udon Graph in the beta SDK with OnPlayerTriggerEnter as you suggested, but still can't get it to teleport me.
I did also try this to see if it did anything - it did not.
is there any way to set global shader parameters (like https://docs.unity3d.com/ScriptReference/Shader.SetGlobalVectorArray.html ) with udon? i need a bunch of my materials to be able to access an array of vectors (containing the positions of the hands) for some special effects
@modest matrix - did you switch your VRChat install to open-beta?
Does that mean my client?
yes
In that case, no
When you Build & Test your world, we launch the installed client that your Settings point to, so you'll need to update that.
I'll have to look into that later/tomorrow - thank you for informing me 
you're welcome 😄
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?
@frail haven - if you're just getting started, I recommend going through the official docs and tutorials, which are always up-to-date: https://docs.vrchat.com/docs/what-is-udon
VRC Object Sync is part of the old SDK2, not Udon
And nothing replaces it? As in just the VRC pickup script is all I need on an object?
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 😉
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).
That's right! Object sync is now handled on the UdonBehaviour itself.
Using the beta client made the OnPlayerTrigger teleport graph work

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
Reference Camera.
In the World Descriptor
uhh, how do i access that? (sorry, i am noob ^^;)
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
massive facepalm
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
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
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)
planning to ^^
thank you for the help! ❤️
i do try to keep my creations as optimized as i can
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
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?
ok everything udon or vrc related broke so this'll take a while to put everything back on
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
why is Shader.PropertyToID not exposed
If you believe it should be exposed, make a canny and say why.
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)
Here's how I did it
quick question - is it possible to make a triangle mirror? Flat surface, plane, just a triangle, not a quad
As long as you can apply the Mirror Shader to your mesh somehow you can put it on any planar mesh I think
tried, it just becomes white
Then maybe not. Not so much an Udon question but more a general worlds question
yeah, white in game as well, sadly
do u also have the mirror script on it?
oh, oops, let me try that
@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
@hard wraith nope, utterly broken 😔
Oh, ok, I'll take a look, thank you! 😄
@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.
interesting, ill give it a try and will let you know
thanks!
does it need to have UV's?
i would assume so
its been a long time since ive heard someone trying to mess with this stuff.
"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"
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
As long as you follow the above instructions in blender it's gonna work
will try now, thanks!
👍
Is there a public prefab for the swimming mechanic i've been seeing in a lot of worlds?
@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
@dark tiger I wouldn't count on it, sorry
Oh, ok
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
@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
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.
Are there any tutorials on push in buttons?
umm how do
@sour wind I plan on releasing this on my GitHub at some point. Its mostly a few in-built math functions to make those buttons function.
@fiery yoke How are you tracking the hand?
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
@rocky scarab - you could always make a tutorial with screen captures and text. Or use a free video editor like https://www.openshot.org/
Is there a way to put colliders into the hands?
you can use VRCPlayerApi.GetTrackingData to get the world position of the hands
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
I could use magnitude
@rocky scarab davinci resolve is also pretty good for free options
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?
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?
@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.
oh im really sorry, you're just the main one i know that hangs in here often
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?
we always recommend a clean install - remove all the old folders and then import the new SDK, it's always the safest bet.
So remove the vrchatsdk 3.0 and udon folder and import the new one?
yes
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?
@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!
ahh sweet deal. thanks
What about the graph nodes I created? Delete those as well?
@compact bane you can keep those
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?
Thx
is there a way to place a portal to world that can only exclusively be accessed by that portal and not searched?
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
@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...
thankies Momo
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
@old scroll you want #avatar-help or #avatars-2-general
dang wrong channel. mainlyVRCSDK3
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.
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
Is there a working/possible jetpack system for udon? much like some 2.0 worlds had?
@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.
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! 😄
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.
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?
@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.
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"?
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.
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.
@thick sable - yes, AVPro should be able to autoplay videos now, though they still don't currently work in-editor.
Version date doesnt get much love :(
lol
were the referencedocs not updated with the new video players? i have no idea how to use them :(
I just updated and....
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?
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.
Does videos for the new video player have to be hosted online? or can they be within the project itself as a file?
What exactly is the new unity timeline stuff that is now supported in worlds? Animation related or what?
You have GameObject variables. Youre accessing a Transform as a GameObject. But you cant do that. You have to do GameObject get transform frist
If anyone gets the SDK3 video player working, please let me know. I keep getting a "VideoPlayer cannot play url:" error
@copper ocean - what URL are you trying to play?
Just any random youtube video. eg: https://www.youtube.com/watch?v=BrnDlRmW5hs
Old songs but it's lofi/chillhop remix pt.1. Hope you like it ♡
♫ Please consider subscribing for more ♫
🎼 Listen to more - Lo-fi Music's Playlist:
→ https://www.youtube.com/watch?v=BrnDl...
🎼 Follow us on Spotify:
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...
@ivory shoal the new Udon Video Player info is here: https://docs.vrchat.com/docs/video-players
Using the Prefabs The easiest way to put a Video Player in your Udon world is by using one of the Prefabs, which you can find in Assets/VRChat Examples/Prefabs/VideoPlayers.Both of these prefabs will play a video of your choosing, synchronized for everyone in your world. They ...
yea but it doesn't contain all of the methods and everything i need to write code for it
@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.
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.
ahh gotcha, thanks a lot!
@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.
Perfect! Thank you
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
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?
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.
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)
Can we use Networking.GetOwner and Networking.Localplayer in update?
You can. But you (probably) shouldnt.
Why not is it going to waste data or is it just cached somewhere
I guess getowner is actually networked
@fierce parrot - if you Build & Test the UdonExampleScene into 2 clients, are those players synced for you?
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
Is there a way to make 4:3 videos not stretch on avpro?
@scarlet lake - try this with the latest client and SDK just released today, we have some fixes for Ownership.
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
@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.
Is there any tutorials for URL playing with the new SDK3 video players yet, or better yet any packages already made?
@trail shard check the UdonExampleScene that comes with the SDK.
Alright I'll check
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
@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
Using the Prefabs The easiest way to put a Video Player in your Udon world is by using one of the Prefabs, which you can find in Assets/VRChat Examples/Prefabs/VideoPlayers.Both of these prefabs will play a video of your choosing, synchronized for everyone in your world. They ...
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!
@thick sable you've got to connect up those flow nodes!
world was already udon
Highly recommend you read through the docs to learn how Udon works @thick sable: https://docs.vrchat.com/docs/what-is-udon
What’s this Udon thing anyways? VRChat Udon is a programming language built completely in-house by the VRChat Development Team. It is designed to be secure, performant, and easy to use via the VRChat Udon Node Graph, a built-in visual programming interface that uses nodes and ...
Thanks momo, ill do that. you're very helpful!
What's the difference between the Unity Video Player and the AVPro video player?
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.
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.
@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.
Log file says... it is getting through. Odd.
I'll have to go poke at it a bit more then.
Make sure you dont have linebreak at the end of that string. Thats a common problem.
@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.
Rebuilding the udon script seemed to take care of my mirror woes.
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?
@hushed gazelle you can get the video duration, get and set time. They are floats measured in seconds.
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.
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.
@floral dove About new node (method) PlayHapticEventInHand. There seems to be no documentation of arguments.
I heard before: duration is in seconds. amplitude and frequency value are from 0 to 1 and actual effect is depending on platform. Is this still right? (Related Canny https://vrchat.canny.io/vrchat-udon-closed-alpha-feedback/p/expose-vrcplayerapiplayhapticeventinhand-for-udon )
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!
@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.
I don't hear sound from the AVPro video player, is there a way to fix this?
@verbal oasis Just saw your comment. Are you using the AVPro Video Speaker component and have it selected to the Player?
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
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.
i'll try
still weird, i tried the prefab on it's own and I don't hear sound either
welp
Well, unfortunately I don't have any idea there, outside of the classic "works on my machine."
Sound works on mine as well, even with its udon script fighting me over added functionality working as I want it to.
I'll try the prefab on another project later
Sound work perfectly fine here
thats so weird.
i created another world, spent a hour creating it, and it still just loads me into my actual vrc home.
I created a fresh project, dragged in the prefab, still no sound
@mortal maple Your project isn't compiling, go look at your error log.
i'm guessing it's my machine or something like that, although that's still weird since the unity player works
@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
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!
is there an easy way to do a WaitForSeconds in udon?
No.
perfect
But there is an example of a timer
do you mind sharing an example or tutorial? ive been stuck
fun right? :^)
So how do i input URL to AV Pro video player? Is udon required or can it be done only using Inputfield?
Udon is required
buddy told me lots of UI elements were blacklisted in this most recent udon release, is there a list of that?
Here are the methods and properties allowed from UI Elements:
https://docs.vrchat.com/docs/ui-events
You can use Unity UI events to directly call methods for simple interactions, rather than building an UdonBehaviour.However, we've limited what can be called to this list: Animator PlayPlayInFixedTimeRebindSetBoolSetFloatSetIntegerSetTriggerResetTriggerspeed AudioSource Paus...
@steel nova I just pinned it for easy reference^
cheers!
how do you attach an object to the player's head?
@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)
Transform -> SetParent will also work, I believe (I haven't had a chance to try it yet)
Set parent to what exactly? :P
@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?
@vivid prism it can do any of the three! You choose in a drop-down.
oh, I see it thanks!
nevermind that was something else... oh well I'll probably figure it out eventually
Is there a way to disable auto-compiling?
Hello guys. Is there an event like onkeydown in udon? Thank you. Edit: Found it in the ask forums xd
@frank vale https://ask.vrchat.com/t/vrc-triggers-udon/196
Thank youu xd
Np, nice stream btw
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
You'd really only have the interact and on use pickup nodes to work with.
^ 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
Sure, but I meant more for reasonable usability's sake.
Yeah if you wanted quick and easy that's the only way to do it
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.
Those are not methods but type names. And they both point to the same type eventually. So it shouldnt matter.
Oh, okok, thank you
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.
It's normalized to 0-1 and those values are applied differently per-platform. I believe they could use some tweaking.
It is not. But if you'd like us to consider a global 'disable haptics' option, you can file a Canny for it.
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
@grizzled trout maybe you have an older version of the VRChat SDK? We just added Videos in this last release.
VRCSDK3-WORLD-2020.08.07.18.18_Public this one?
Freck i dint relize they updated it
Nope! Grab the newest one from the VRChat downloads page.
Cool
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.
to remove the old stuff do you just remove the files or is there a thing to do it?
Delete the VRCSDK Udon and VRChat Examples folder
np
How do I convert the player to not master-only? So that anyone can use it?
my friend wants to play vrchat but the create account is saying every username and his email is taken what do we do?
Is it true that the variable Udon Sync sends synchronization events once per tick?
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
@twin pollen It's a Udon question, what are you talking about?
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
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?
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
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
@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...
@grizzled trout you'll want to contact the creator of that Prefab for further support.
ok i think it could be cause i'm using OnTriggerEnter and not OnPlayerTriggerEnter maybe
Is this how i make a trigger, only be triggered locally?
@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
@scarlet lake feed that IsLocal bool into a Branch
And that's it? 🙂
Yep!
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?
@scarlet lake you need to use the 'true' output from the Branch to trigger whatever you want to happen
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.
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
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
@floral dove changing the OnTriggerEnter to OnPlayerTriggerEnter fixed my problem, thank you so much for the help!
@fierce parrot it could be codec issues?
Wonder if there's any good custom Udon video players yet xD
What exactly makes a "good" player?
I mean, SDK 2 has several custom video players
some better than others in terms of functionality
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
true
Whats the difference between UdonSyncPlayer (AVPro).prefab and UdonSyncPlayer (Unity).prefab
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.
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
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
Fair enough xD
Did they add players to Udon or are they working on it
players?
Video players
Yes they were added it in the last update
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?
just say what emissions are and how they are used it easier for everyone
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
what is a good way to get the room master's name so I can display it on a board
Get the owner of a GameObject that doesnt change ownership normally
then GetDisplayName
ah ok, cool wasn't sure how reliable that was. thanks
Yeah for some reason Networking.GetMaster isnt a thing
@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.
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.
is there still currently no way to mess with voices yet?
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.
@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.
Thanks @floral dove. Appreciated the video tutorials btw.
Anyone have any idea why this works.....
But this does not work at all?
I tried to use blocks, but that didn't work either.
@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
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!
-_-
@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)
hecc ;-;
Does anyone know how to fix a world when you load in it kicks you back home in the sdk3? -3-
@rocky scarab Forgive my ignorance, but is there a specific reason why feeding from left branch into right cannot work?
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
I think it might be a bug.
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
@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?
I thought it might be due to script errors, but I fixed them and it still just sends me straight to home world.
Yo, quick question, can we use the Tag system of unity in Udon ?
@chrome oracle have you set the path to the VRChat executable in your settings?
@lilac hatch no, CompareTag is blacklisted
@floral dove Yes, it launches, but attempts to load the world for not even a second, then sends me straight to my home world.
How do I update my Udon SDK to latest Udon SDK?
@chrome oracle can you Build & Test the UdonExampleScene?
I'll give it a try
sec
nope
same problem
Running the current version of unity and the latest udon sdk
@neat flicker, see this page: https://docs.vrchat.com/docs/updating-the-sdk
If you need to update your SDK, it is important that you follow these steps to ensure the update proceeds properly and you don't have any old/conflicting files. SDK3 For SDK3, you should be able to update in-place. This is especially important for SDK3-Avatars, as you may lose...
Thank you!