#udon-general

59 messages Β· Page 29 of 1

warm goblet
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We need to fix the redirect issue fast and get it back on the list!

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is there a canny for that I can upvote?

inner steeple
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So what was the reasoning behind removing cloudfront from the whitelist?

floral dove
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@warm goblet @inner steeple - we pared down the whitelist to remove services that could send user data to world creators via logs, redirects, etc. We're working on a system that will allow per-world, per-domain whitelisting. But yes - that's right, you'll need every person to allow their data to be sent to your server if you want them to connect to your server.

inner steeple
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Understood.. Any ETA on when such a system might be ready for us to use? Hosting over 750 separate video files on YouTube isn't exactly appealing and I'm sure a lot of users are worried about allowing untrusted URLs πŸ˜†

floral dove
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@pulsar cove - RTMP is not supported by either Unity Video Player or AVPro, so we don't have a path for adding support.

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@inner steeple - my hope is that we'll see it within one or two releases.

pulsar cove
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@floral dove it's an allowed URL and youtube-dl does support it and the announcement said it was supported....so how are we suppose to use it?

floral dove
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@pulsar cove We may have had some internal miscommunication over this protocol. We whitelisted the URL type as a response to a feature request but I don't believe it's possible for us to make use of the stream in the players.

pulsar cove
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Damn, RTMP is a much easier to work with in terms of self hosted servers instead of RTSP, I've had TONS of AAC decoding issues from opensource RTSP servers and was really looking forward to RTMP support.

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The decoding isuses only happen in AVPro's player, not in VLC or other external clients

floral dove
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Yeah, I have yet to have an RTSP stream that AVPro will consume successfully

pulsar cove
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I have two that works. Wowza's RTSP server works great.. but that server is expensive. There is also this opensource project that works great with VRC, but the code it's self isn't stable, link here: https://github.com/iizukanao/node-rtsp-rtmp-server @floral dove

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If you have trouble let me know, I've been looking into this for a while

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Oh and one more thing! use "RTSPT://" instead of "RTSP://" as that forces TCP which works for AVPro, UDP doesn't work @floral dove

floral dove
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ah! very helpful, thanks @pulsar cove!

pulsar cove
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No worries!

pulsar cove
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If you still can't get it working let me know and I'll help where I can, my dms are open

daring copper
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hm...so anyone know why colliders moving into the player sometimes push them, but their viewport stays still?

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like this

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they just have box colliders attached to them and only collide with the player

limber jackal
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When an udon script has the Start function, is this called locally for each player as they join the world? or is it called once when the world is initialized?

wise charm
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Can someone explain how to make some form of combat

floral dove
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@limber jackal Start is called locally on each UdonBehaviour for each Player, once the scene is ready and the network stuff is settled.

limber jackal
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Gotchya. so I've got a music player with an array of youtube links. And when the world begins I want it to call a shuffle function to change the order of the music. but does this mean it will shuffle differently for every person that enters and the songs won't sync up?

floral dove
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If you want to sync a shuffled array, use a synced VRCUrl. The owner sets the new value, everyone else can read that data and match it.

dark tiger
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Why the colliders for the OnPlayerTrigger Events are a capsule for the player, but a feet-level sphere for all other players? vrpill (from local perspective)

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I suppose it has to do with performance. But, isn't it possible to have the same colliders?

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I was going crazy getting into why something I was making didn't work as expected, until I found out that πŸ˜…

vagrant coral
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Hey! Im getting a lot of messages about the scoreboard in laserdome stopped working. Was there some changes in the latest patch that are not in the announcement? Particle collisions or network events?

pulsar cove
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Is live FLV over HTTP not supported? logs say it's playing but nothings happening in-game

chilly crown
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How do I update a world

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Do I have to press build and publish again

pulsar cove
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Actually, I can't even get HLS to play over the new Udon player examples

last briar
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@pulsar cove I tried to get RTSP urls working some days ago, but I wasn't successfull, how did you accomplish that?

pulsar cove
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Use rtspt:// instead of rtsp:// I'm at work at the moment but slide into my dms and I'll get back to you asap @last briar

vale current
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Is there a way to turn a player invisible ?

sage atlas
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I had a question for any map veterans who may know if this is possible. I would like to have cameras in the scene that output video, I am attempting to build a TV Recording Studio of sorts. Is there something in Udon that may enable me to do this?

severe tree
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Render Textures @sage atlas . Can't do Audio recording as far as I'm aware but give that a google search and that's your video output. If you're talking about actually overriding the user's monitor then it's doable but not sure how

sage atlas
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I guess I may have to override a monitor for the look I am going for

floral dove
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@dark tiger - they use the actual player collider, which takes the shape you describe. Best to resolve player collisions locally and propagate the results to the network.

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@vagrant coral - hm, is it just the scoreboard not updating, or is the data not updating as well?

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@sage atlas - as Auxiar said, using a camera that targets a RenderTexture will get the effect you want. Some worlds will then use a shader that projects that RenderTexture into screenspace, and encourage the users to put their Stream Camera into a mesh with that shader in order to render it to the desktop window.

vagrant coral
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@floral dove The scoreboard is, as i have been told, not counting anything. but the counter for doublekills and that works fine, both using the same ints. the scoreboard is just not pulling the data out from the guns it seems. I just came home to look into it further. but since both maps has the same issue it worries me πŸ˜„

floral dove
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I can't think of anything in the last patch that should have affected that

vagrant coral
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coolio! ill see what i can find here ^^

sage atlas
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Thanks Momo!~

dark tiger
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Thanks Momo

severe tree
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Does anyone know a better/more efficient way to get the local player when there could be more than one than to get all the players and then check if the player is local? Can't seem to find anything along the lines of GetLocalPlayer

floral dove
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Networking.GetLocalPlayer

severe tree
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Ah was looking in the wrong spot. Thanks Momo

steel nova
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Question; how does vket do the browser opening buttons? Is that a special thing they were allowed because its, well, vket? Have some advertisers looking into a project of mine and having links to their merchandise be one click away would be great.

floral dove
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@steel nova - that ability is reserved for partners that have a commercial agreement with VRChat.

steel nova
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Would love to arrange something, can I get an email to reach out to when vendors are lined up?

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We can move to DMs if need be

lapis ridge
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I've seen that Portal-style portals are possible, but is it possible to make a copy of a user's avatar to make a more convincing portal? (basically, so you can have part of the avatar sticking through each side of the portal)

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(would this be an Udon question or would it go in some other channel?)

floral dove
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@lapis ridge I've seen @fiery yoke pull this off. I think they use a bunch of camera shenanigans

grave jungle
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What is VRChat's desktop FOV?

lapis ridge
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@floral dove So can you copy the model? I don't know the limitations of the SDK as opposed to normal Unity

floral dove
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No, you don't have access to the models unless you have players put on Avatars for which you have the model in your world.

lapis ridge
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Oh ok

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Is there any way to make a portal seamless like that then?

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without copying a model?

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I don't think there would be

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I want to make a world that's like those "non-euclidian" games where they use portals to make it seem like the geometry doesn't work right, but I need to make the portals as seamless as I can for that to work

severe tree
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There's probably a way you could pull if taking advantage of the Camera's near plane and some weird positional calculations, but I dont' think you could get that looking at yourself from an angle look that way. Head on sure, but dunno about looking through a portal right beside you.

lapis ridge
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The main thing I'm worried about is how other players see it

obtuse agate
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@serene moat made a portal like this

agile oasis
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does anyone know of an easy way to trigger an animation for an object pick up? ive been trying for about 2 months already trying to find the best way that actually works, but i havent been able to get the item working at all

granite hatch
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How do i get an avatar creator status

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i just want custom avatars for myself

scarlet lake
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What's gonna change in the new sync system?

cunning mist
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There's a few things, but primarily it will be the inclusion of a new "manual sync." That essentially means you can determine when synced variables actually get synced across players, rather than however many times a frame it constantly happens right now.

hoary echo
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Could someone give me a nudge in the right direction on this graph? I'm trying to make it so a specific gameobject is needed to trigger this (Bringing the correct key to a door), just not 100% how to get it rigged up correctly. Without the branch, ANY gameobject will trigger it, and with the branch it doesn't work, but I know I'm missing something in there.

fiery yoke
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In VRChat there is protected GameObjects such as the player GameObject. When the Player now collides with that trigger OnTriggerEnter will return NULL as the Collider. It will then attempt to access the GameObject from NULL which will throw a NullReferenceException

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To avoid that you have to use the Object.ReferenceEquals(object) method (which in programming is symbolized by == ) and compare if the collider thats returned by OnTriggerEnter equals Null and only if it does not, then continue with the rest of your program.

hoary echo
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Perfect, thank you for the tip, I'll see what I can do

hoary echo
fiery yoke
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Ahh yeah for one specific object that works.

floral dove
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Also @fiery yoke @hoary echo now they we have OnPlayerTriggerEnter, OnTriggerEnter will not fire for Players so you don't have to worry about that any more.

fiery yoke
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Ohh thats great. But what about other protected objects

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Not sure if there even are other objects you would need to worry about

floral dove
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Yeah, what other objects?

fiery yoke
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So there is no other object that could collide with something that is protected?

floral dove
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Not that I can think of.

broken bear
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sounds like my dating life

hoary echo
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lol

stark adder
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No idea why..

agile oasis
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You might have to save the project , exit unity and open it up again. Something similar happened to me a while back where it just wasn’t letting me drag in a reference object at all and that seemed to fix it. If not idk what to do

stark adder
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ugh.. πŸ˜„ ok thanks gonna do that now

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Still not working

agile oasis
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Hm, try unchecking allow ownership, and then drag it in

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Idk why, but I’ve noticed sometimes it won’t do the thing when it’s checked off

stark adder
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nope

agile oasis
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Damn.

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Idk then sadly, I do hope you can get some help with it though

stark adder
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Weird

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its not workin only on this specific object

agile oasis
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So it works on others?

stark adder
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Managed to fix it by putting it on different object and then copy component

agile oasis
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Oh damn yeah that is really weird af

stark adder
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ye

agile oasis
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im trying to get my object toggle working properly on a specific buytton cube, but no matter what i try its not working. im using the basic udon toggle script, and have a toggle on the button, but im not sure whats going wrong

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anyone have advice?

agile oasis
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nvm, i got it done

valid oar
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Is there any way to have a trigger effect the whole instance? I have a trigger that adjust the lights in my scene but apparently only the people that pass through it can see it and then I have a button to reset them back at the end of the show which works in returning the lights to normal but when I pass over the trigger to change the lights back, nothing happens.

steel nova
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how does get spectrum data work exactly? IE How do i get it to print data to a canvas?

steel nova
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is this glaringly stupid?

lapis ridge
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Is there any limit to the size of a world?

fiery yoke
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Yesnt. You should keep it under 500mb

oak trail
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I thought 200MB was the recommended limit?

fiery yoke
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Well yeah 200 MB is a more appropiate limit. But 500 is more like the "actual" limit

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If your world is any bigger than 200MB you should probably reconsider your optimization tho...and maybe not use those 8K Textures and 1h Audio Clips

lapis ridge
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So it's a file size limit?

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So maybe if you went super low poly you could recreate a whole city ^-^

fiery yoke
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File size is usually dominated by textures and models yes. But there is already big worlds that arent super big in file size.

bleak widget
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Technically you could go "infinite" size if you created a procedural generation system in your world I beleive

pulsar cove
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Looking more into AVPro they have said many times that they do not officially support RTSP streaming and any issues with it they won't look into......is there plans to move to something that has better livestream support (RTMP, RTSP, etc)

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There's currently no UDP support for RTSP, weird AAC support that barely works and the whole thing is rarely stable with livestreams

stark adder
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Hmm are Udon Behaviors active when object is disabled ? They are not right ?

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Active as if stuff like OnPlayerCollisionStay are triggered

fiery yoke
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Well disabling a GameObject basically disables all of its components. And disabling a Component just removes it from the Game-Loop logic. So things like Start, Update, FixedUpdate etc wont fire. It will still receive and process events (like OnTriggerEnter)

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I think at least

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Maybe OnTriggerEnter wont be received

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Not too sure on how Physics events work in Unity. Afaik the Collider component will talk to the Physics Engine and if something has entered it send a message to all other MonoBehaviours on the GameObject.

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But disabling a component definitely doesnt mean that it is suddenly completely unresponsive. Its just wont be updated by Unity.

spring brook
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How do I setup one shot audio on player enter trigger?

steel nova
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@spring brook not the best solution im sure but i have a game object that plays on awake get disabled and re enabled

fiery yoke
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AudioSource.PlayOneShot(AudioClip)

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There is literally a thing just for that

steel nova
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would you look at that

spring brook
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should the object be off with the audio source on?

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or just play on wake off?

steel nova
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how would you average a float array?

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for( var i = 0; i < arr.length; i++) {
sum += arr[i];
}
average = sum / arr.length;

unique hawk
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Hello, I'm an architecture school student. I'm trying to find a deformable Voxel based world, like the one John Lin is developing, but much more primitive. is that even possible with Udon? The only thing I found was a Minecraft clone.

hazy thorn
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s/o John Lin's demo πŸ‘ good luck with ur project

obtuse agate
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@unique hawk is there a link? i'm not familiar with john lin

hazy thorn
obtuse agate
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Wow it looks amazing. I have no idea on how to do it (efficiently) in VRC.
I'm one of the creator of the minecraft clone world (fully editable), which is already difficult enough for me.

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I checked their codes in github. It's a custom voxel engine written in C.
I think porting to VRChat is impossible

unique hawk
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Thanks for the confirmation! πŸ‘

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Even a Sims like building platform would be welcome. Because of COVID arch school is being all digital, they are exploring new ways of teaching architecture. My team is betting on VR gaming as the next step to this.

rough beacon
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and is there obj teleport?

floral dove
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@rough beacon there is no node to get the Master, you can only check if the Local Player is Master. What are you trying to do with the master? Also, you don't need to teleport objects, just move their Rigidbody if they have one or their Transform if they don't.

rough beacon
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well. i try to teleport obj to master or owner head so this way. player have easier time finding out who have power in the world.

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i seen udon world that have done that

floral dove
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'Master' will only tell you who created the instance or inherited it when the original Master left. If you want to know who is the Owner of a particular object, you can use Networking.GetOwner.

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if you really want to know who the 'Master' of a world is, you can have each player check if they are Master, and then for the one who is, have them take ownership of the 'indicator' object and move it to their own head position. But Master is not a great way to control a world.

sick dawn
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i need help in making one object turn on local to player and another that when that player turns on object it is global to all and can see what it turns on.

rough beacon
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caps.

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but video player is only work with master. so that why. but i see wwhat i can do with info you give me

floral dove
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no, Video Player works with Owner

rough beacon
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oh

floral dove
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example says 'Master' where it should say 'Owner', sorry

rough beacon
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so url thing that say master. should that say owner?

floral dove
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yes!

rough beacon
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neat. found a typo with in example

rough beacon
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well, i know how trap owner now o.O LOL!

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oh well, i try later

fiery yoke
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@floral dove You can also check remote PlayerAPIs iirc with the VRCPlayApi.isMaster property

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So its even simpler, get all players, iterate through the array and check them for isMaster and break out when found.

floral dove
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Ok - but why iterate through the player array locally on every machine when you can just have the Master claim a given object and update it themselves?

fiery yoke
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Well in this specific case it doesnt make much sense

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But there is an even easier conventional method

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just get the owner of an object that does not change owner by other means

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That will always be the master

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Also I disagree that the Master isnt a great way to control a world.
The master is the closest entity to a central authority you have in a world

floral dove
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you can't transfer or change Master, though.

fiery yoke
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Usually you dont need to.

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Its just that the master is by default the owner. So if you just need to keep track of some value then its usually the masters responsibility to do so. Because its just easier.
Besides that a lot of people use the master as a sort of "Admin".
And to know who is control some people use a "Master Plumbob" and for that it would be quite useful to know who is master from just a simple Network call.

dark tiger
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Hi, I've been trying to find out why I can't change Ownership of an object using this node. But doesn't seem to work, even if manually triggered

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My only conclusion is that maybe that node doesn't work while testing in Build & Test clients

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Is that correct?

floral dove
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@dark tiger - it should work, with two caveats:

  1. You need at least two clients open for ownership changes to fire (sounds like you're doing this)
  2. In the current Udon Sync system, this does not happen immediately, but shouldn't take more than a few frames under normal circumstances.
dark tiger
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Well, it still doesn't work, even if I wait for some time

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(This is what I used to check if the ownership changed)

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It didn't change for almost a minute (The "Current Owner: {0}" checks were done manually from a key down. So I tried 70 times :p)

floral dove
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FYI - if you're checking with two clients logged in on the same machine, network transmission seems to happen much slower as one app is always 'in the background' and seems to respond to updates with low priority. When testing network stuff like this, I typically bounce between the two windows and move the avatars around a little to prompt for updates.

dark tiger
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Well, even now it doesn't update, I haven't closed the clients...

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I'll try to publish the world and try there

dark blade
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is video player working to where i can start using udon

dark tiger
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Still doesn't work πŸ₯Ί

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I tried with my account and with my brother's. From his computer and from mine

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Let me try with a blank project. If that doesn't solve it, I really don't know what happens xp

dark tiger
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And.... Still doesn't change πŸ˜…

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So... I'll make my first canny :3

rough beacon
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so is set variable and get variable been remove?

fiery yoke
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No? They just changed the way you access the nodes...however that was like weeks ago

rough beacon
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you know where i can find it now?

fiery yoke
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if its not...too bad

rough beacon
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lol. ya, well, i can temp open up old project and try copy and paste πŸ˜› thank

floral dove
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@rough beacon just drag and drop them from your Variables window

fiery yoke
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You just drag'n'drop the variable into the graph from the variable window

floral dove
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jinx!

fiery yoke
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Holding ctrl will give you the setter

rough beacon
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lol πŸ™‚ someone got buy other soda nowπŸ™‚

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thank

floral dove
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@rough beacon - I do highly recommend you read through the docs and watching the getting started video tutorials, though. It sounds like you may be missing out on some key ideas that would help you as you build out your world.

rough beacon
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well, before update. i use to find it. with this new udon. thing got move around

lapis ridge
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can the VRC_Station component be programmed to move along a specific path?

fiery yoke
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You can just translate the Transform of the GameObject the station is on.

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So you can program it yourself in Udon.

rough beacon
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i think i found it

lapis ridge
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Can you use it to make a rollercoaster then? @fiery yoke

fiery yoke
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Yes

lapis ridge
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cool :D

fiery yoke
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However that would usually be done in an animation, and not in Udon

lapis ridge
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I'm not sure how to animate things :/

fiery yoke
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Someone has already made a Rollcoaster Creation World I recommend checking out

lapis ridge
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nice

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can you make Go-Carts?

rough beacon
fiery yoke
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@lapis ridge You can make just about anything with some creative thinking and good programming skills :P

lapis ridge
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nice :D

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Although apparently you can't duplicate a person's avatar, so you can't make seamless portals

fiery yoke
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Thats why I said creative thinking

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You cant copy the avatar. But you can "copy" what you would see of the avatar.

lapis ridge
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"The media could not be played"

fiery yoke
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Just click on the twitter link then

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Discord Embeds are sometimes a little finicky

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And yes I do realize I shouldnt have used a bright Avatar on a bright background :P But oh well

lapis ridge
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But neat :D

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The world I eventually want to make would be themed as a "world between worlds" and would hopefully use a lot of the stuff you see in "non-euclidean" games to make it seem a lot more alien, and for that you need seamless portals

fiery yoke
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Well you remember how I said "just about anything"...yeah thats one of those things that isnt very well suited to make in VRChat

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VRChat pretty heavily limits you in what you can do with rendering

lapis ridge
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Eh it's just portals

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Can you change the direction gravity comes from?

fiery yoke
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"just" portals.
You have absolutely no idea how complicated Portals are...especially in VR :P

lapis ridge
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well yea

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but clearly they can be done

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Can you change the direction gravity comes from tho?

fiery yoke
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you cant. And even if you could it wouldnt behave like Mario Galaxy where it just rotates you according to the direction of gravity.
You would just be pressed against the object upright.

lapis ridge
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ok

fiery yoke
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With the exception of being in a Station you cant rotate the player (on the X or Z axis), because of how the VR SDK doesnt expect you to ever get rotated like that.

rough beacon
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is this it for set variable

lapis ridge
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Can you have a variable set to the direction a player is walking, so walking down a hallway one direction and going through a portal takes you one place, but walking down it the other way and going through that same portal takes you somewhere else? @fiery yoke

floral dove
fiery yoke
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You can get the players velocity of the player and deduce in which direction theyre heading from that.
But usually that would be done with using Triggers.

lapis ridge
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Can a trigger tell the direction though?

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Well, I guess you could have the portal ask what the last trigger the player touched would be

fiery yoke
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From what I can tell youre asking for mechanics similar to those in the game Antichamber.
But those mechanics are usually a lot more complicated than they might sound on paper. And as soon as it comes to non-euclidean geometry/mechanics VRChat is way out that zone. You cant do custom locomotion (easily) and you cant define your own rendering process (easily). So I would advise against trying that without extensive knowledge on the VRChat SDK and Rendering in Unity. Which both you can definitely learn in the process of trying it. But Im just saying that it might be a lot more complicated and learn intensive than anticipated.

lapis ridge
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Well, I'm sure it can be done. What are some simpler ways to make a place feel slightly alien though, without being obvious?

rough beacon
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thank you. that video help. like i say before. it not like old udon but this will do πŸ™‚

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hmm. something have happen. i seem to be floating. o.O i think that obj is pushing me. lol

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i think it working with 1 little error πŸ™‚ it pushing me. LOL! easy fix

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Thank you TheHelpfulHelper and Momo the Monster. it is working! box is not following owner.

rough beacon
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i see i got some work still need to be done. like if host(owner) of world quit. should go to next new host(owner)

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how can i make this go to neww owner if owner of world quit?

floral dove
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In Update, you could check if the LocalPlayer is the Owner of the object and only update it if they are, then it will always follow the owner.

rough beacon
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i replace start with update but that limited to 1 update.

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i think i add block for update to link to set player. will that work?

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nope. 😦

floral dove
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sure thing - here's the method I was talking about, where you check on update. But I think yours will work just as well!

rough beacon
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ya πŸ™‚ thank for your help

floral dove
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btw - you can simplify your graph if you make your 'OBJ' variable a Transform instead of a GameObject, then you don't have to get its transform each time

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you'll probably want to get the actual tracking data of the target player as well if you want to target their head.

rough beacon
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oh

floral dove
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TrackingData will be more consistent between Avatars than Bone Positions

rough beacon
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i look that up see feet to obj may be a problem see how all avatar is not the same high

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oh

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that can work too

dark tiger
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In your use case, it would be better to use Late Update, instead of Update. (I think...)

rough beacon
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lot good idea. that 1 thing that bug me. what is difference from Update and Late Update?

fiery yoke
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LateUpdate happens after Update. Important for certain things that need to happen in a specific order.

rough beacon
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oh, i see

obtuse agate
#

@unique hawk It depends on what you need. It's not possible to replicate exactly what john lin did, but it's possible to make something simpler. There is a voxel drawing world in VRC but I forget what it's calledπŸ˜… .

dark blade
#

Whats the website to get notified about the video player

floral dove
#

@dark blade - no need to track the Canny anymore, Video Players are supported in SDK3 as of our last major release.

willow dove
#

Anyone know how can I make a pickup stay in place before getting picked up?

dawn gull
#

Anyone know why when one person moves an object it doesn't move for anyone else?

dark tiger
#

@dawn gull , just add a Udon Behaviour component to your object and check the "Synchronize Position" box

dawn gull
#

Thank you :)

dark tiger
#

@willow dove, could you elaborate on that? I don't understand what you want to do

dawn gull
#

@dark tiger Thank you for the sync advice. One more thing with that. How do I get a freshly instantiated object to show up for all players rather than just the on triggering the instantiation?

willow dove
#

@dark tiger So I have a world where there's are random pickups but when I load in the world they just start moving on their own

#

I want them to stay in place untill someone decided to pick them up

#

Also another question, I'm using gameobject.SetActive() in Udon and it cause some performance issue in VRC but not editor, is that normal?

dark tiger
#

@dawn gull, for that you have to call the event on everyone. You could do that with this: (you can choose the name of the event as you see fit)

dawn gull
#

I'll try that. Thank you

dark tiger
#

@willow dove, it may be what Azii said. Just disable the gravity on the Rigid Body component

willow dove
#

I do wanna keep gravity on after interact. is it doable?

dark tiger
#

And the other question, I don't know what to say :p

willow dove
#

I guess with udon prob yes but I think I have experience issue with too much amount of udon scripts

dark tiger
willow dove
#

OK Thank you

#

I guess I will turn on use Gravity after interact

dark raft
#

https://docs.vrchat.com/docs/vrchat-202033p1

Added RTSP, RTMP, RTSPT to the allowed schemes for video player URLs
Are these protocols meant to actually work? I tried out all 3 on the AVPro video player, but I get [Video Playback] ERROR: Unable to download webpage: <urlopen error unknown url type: rtsp> (caused by URLError('unknown url type: rtsp')) for rtsp and rtspt, and Error: Loading failed. File not found, codec not supported, video resolution too high or insufficient system resources. from an h264 rtmp stream that otherwise works fine in vlc

#

Oh, searching for 'rtsp', it looks like it's a known issue that neither works right now. bummer, would have been nice for low latency streaming

grave jungle
#

Are you allowed to use royalty free grass textures and speed trees in spookality?

#

I feel like you should be allowed to.

floral dove
#

@dark raft - RTSP and RTSPT are currently caught by Youtube-DL. The fix for that is in an upcoming patch, though AVPro only seems to play nice with RTSPT, fwiw.

willow dove
#

You can reactivate the Use Gravity anytime with Udon:
@dark tiger I tried it but the object got shoot up to the sky upon launchingπŸ˜…

#

OK Ik how to solve it now

trail hazel
#

what video services for the udon video players work on quest without enabling external/unsafe sources

floral dove
#

@trail hazel Google Drive may work, and Vimeo Pro if you pay for access to direct mp4 links.

trail hazel
#

does 'may work' mean 'will work' or is there some point of uncertainty with google drive

stark adder
#

Is there a way with google drive to have the same link somehow when you change the file ? Like I would like to use the video player for some kind of leaderboard and it would be good only if I wouldn't have to change the link every time I change the video on gdrive .. or any other service that is whitelisted without needing of untrusted sources

grand temple
#

As long as you keep the same file name, dropping the updated file in Google drive should keep the same link. You'll know it worked if it gives you a dialog about it on the bottom right

south compass
#

Question iv place a chair from the pack down with the old sdk I could hide it over my model and the seat would work but seem with this one when I hide the chair it does not work as be for wont let me sit down.

pulsar cove
#

@dark raft You can direct load the AVPro trial package into a VRC project and play RTSPT streams that way. I still havn't got one stable though. @floral dove have you managed to get a stable RTSP stream yet?

#

Video works fine but decoding AAC seems to be super broken (AVPro issue)

scarlet lake
#

can somebody help me with 3.0 worlds? how do i sync items
@ me

#

nvm i think i got it

pulsar cove
floral dove
#

@pulsar cove yes, I found an rtspt stream that works. Will be bypassing youtube-dl for RTSP and RTSPT in a patch.

pulsar cove
#

Which stream have you found that works? I'm still struggling to get it working

floral dove
#

rtspt://freja.hiof.no:1935/rtplive/definst/hessdalen03.stream

pulsar cove
#

Not a bad view, thanks!

willow dove
#

Is this normal or is it a bug of udon

willow dove
willow dove
#

Just start learning udon graph

fiery yoke
#

Well you have to give it a reference to a Rigidbody.
And there is a problem with setting isKinematic and UseGravity on (synced) pickups.

willow dove
#

I thought instance should refence self component

fiery yoke
#

Only variables of type GameObject, UdonBehaviour and Transform

willow dove
#

OK thanks

fiery yoke
#

since a GameObject is required to have all of those (in this case)

willow dove
#

But this won't work because the synced picked up issue?

fiery yoke
#

I mean you can try, but Im 99% sure that it wont work

willow dove
#

It works local but not synced?

fiery yoke
#

Havent quite investigated this issue, but last time I tried it it didnt work local either

#

Pickups do something weird to the Rigidbody

#

Just my guess

willow dove
fiery yoke
#

Now youre asking a Rigidbody component to get a component :P

willow dove
#

rip

fiery yoke
#

GameObject.GetComponent

#

And put the Rigidbody Type node into that type input port

willow dove
#

This I guess?

fiery yoke
#

Yes

willow dove
#

Thank you XD

#

Doesn't seems to be working

fiery yoke
#

Try it on a non-pickup rigidbody

willow dove
#

Do I have to feed the bool too?

#

How can I interact with a non-pickup?

fiery yoke
#

No thats taken from the node inspector

#

A rigidbody is just a rigidbody. It makes things move.

#

Pickups use Rigidbodys, but you can just have a GameObject with a Rigidbody that isnt a pickup.

willow dove
#

If I understand this correctly, my node graph only run when it got interacted

fiery yoke
#

Yeah.

willow dove
#

Btw is videoplayer currently working in SDK3?

fiery yoke
#

Yes

willow dove
#

For some reason I was not able to get it to work

#

If I use on start my node graph works

#

I guess just pickup doesn't trigger interact?

fiery yoke
#

No it doesnt

willow dove
#

Oh

fiery yoke
#

You would use OnPickup for that

willow dove
#

That's prob y

#

haha

#

Thx

#

But not in game for some reason

rough beacon
#

how do i make a button or toggle that work local and only owner can click on it?

rough beacon
#

i think i may have idea but if it don't work. i am open to idea...

rough beacon
rough beacon
#

1 month ago. i was not getting any where. now i starting get idea how udon work πŸ™‚

willow dove
#

That udon script for Rigidbody toggle works like a glove but it

Havent quite investigated this issue, but last time I tried it it didnt work local either
@fiery yoke It works if sync position is off in Udon behavior

#

Is there's any other way that make the pickup static before getting picked up?

fiery yoke
#

There is janky workarounds, but I would just wait till that bug gets fixed

willow dove
#

I see

#

Can't wait till Udon leave alpha

jaunty schooner
#

How come when people sit in my chair, their hips aren't on the seat as expected but are instead halfway down inside of it?

#

The chair in this case is embedded in the ground because the chair in game is a bit short, but if VRChat is doing what I think they're doing, the reason for this behavior is that they're simply enabling a sit animation and pegging the feet to the base of the chair instead of trying to align the hips with the seat of the chair, which would work better for short avatars, and I'd argue having the feet on taller avatars sticking into the floor would look better than having their hips float a foot above the seat. Also aligning the feet instead of the hips to the seat is unintuitive, and generally from a visual standpoint you care more about where the hips end up than where the feet do.

willow dove
#

I have some issue with sitting too

#

IDK how the sit height is determined

willow dove
#

Is there's a reason that VRCSDK3 all ship with the incorrect version string file?

#

This is confusing af

#

Idk if I have the up to date SDK and I upgrade all the time then realize oh it was just bugged

native estuary
#

It hasn't been updated in ages now for sdk2 as well

willow dove
#

F

#

Why not update it then, makes no sense

floral dove
#

patching that in next release πŸ™‚

willow dove
#

Also I was not able to get video player to work with raw mp4 link

cunning mist
#

Have you gotten the video player to work with base Youtube links already?

floral dove
#

@willow dove - check the UdonExampleScene, it's got an example of a working direct link. What service are you using?

willow dove
#

Yea youtube works with unity one, not the AVPro one

#

I used discord CDN for testing

floral dove
#

@willow dove - are you testing in-client, and have you turned on "Untrusted URLs"?

glad hare
#

anyone know if midi / osc input is working in SDK3 at all? we’ve been using just fine in 2. been trying but can’t see any udon nodes that look likely..

willow dove
#

I'm testing in client, idk if there's an option of "Untrusted URLs"

#

But if it's defaultly off then I would rather use Youtube instead

#

Yea I don't have that turned on, that's prob y

floral dove
#

@glad hare not yet - MIDI is coming in the next few months, OSC a little later

glad hare
#

ah good to know.. thanks

willow dove
#

@floral dove I remember seeing udon having performance issue iterate long list, is that fixed now?

#

I'm currently having performance issue with gameObject.SetActive()

glad hare
#

was also wondering if udon was extensible at all? for creating custom nodes etc

willow dove
#

if I tried to disable a gameobject with a lot of children it freeze for up to few seconds

glad hare
#

not that I’m suggesting it’s a good idea.. just curious as to whether it’s a fixed node set or not

#

or perhaps there’s another way to get signals into sdk3 from the outside world apart from midi / osc?

floral dove
#

@glad hare not yet. We'll release a system for making nodes from other systems like UdonSharp, but you still have to work within the Udon whitelist and Sandbox. OSC will be the best way to get external signals into the world. That will be integrated after we introduce Custom Event Parameters, which are needed for all sorts of systems that want to send a variety of data within Udon.

#

@willow dove - we did introduce some improvements to Udon's array handling some months ago, yes. I haven't seen an issue with GameObject.SetActive - you could try triggering it from a UI event to compare performance if you'd like.

willow dove
#

I did some digging with it

#

It works fine enough in Editor

glad hare
#

cool thanks for the info @floral dove

jaunty schooner
#

I added some vrc_pickup scripts to objects in my world, but they're all local for some reason and others can't see the objects move when you grab them. What do I have to change to fix this? I don't see a global option on the script.

willow dove
#

Also for some reason the onCollision throws an error of " Object reference not set to an instance of an object" idk if that is caused because I left the output "other" empty in the node

#

@jaunty schooner Udon behavior - Sync position

#

I was looking for it like a hr ago too

#

This

floral dove
#

@willow dove are you sure your Rigidbody is a valid object? You can create a public variable and set it in the inspector to make sure, instead of using GetComponent.

willow dove
#

Yea, on Pickup works

#

just on Collision Enter throws an error, really weird

serene moat
#

are you iterating gameobjects to disable them or are you just disabling the parent object?

willow dove
#

Rn I'm disabling the parent object

#

I actually used your U# for that

serene moat
#

and just disabling the parent object takes 300ms for 9000 objects?

willow dove
#

But I don't think this is the issue with U# but rather udon

#

That was average

#

Sometimes it can get up to 5000ms

serene moat
#

and it doesn't happen if you disable it through a normal C# script?

willow dove
#

Nope

#

it even works fine as udon in Unity editor

#

In editor play mode usually max out at 15ms

#

in the worst case

serene moat
#

what are on the child objects, are they just mesh renderers?

willow dove
#

Mesh renderers

#

There's point lights but they are disabled defaultly already

#

and some with lod group components but that's about it

serene moat
#

weird yeah as momo said you could try using a UI button event to toggle the object instead and see if it still happens

#

I don't think Udon does anything that'd cause that poor performance

willow dove
#

The code is for a HLOD implentmentation so idk if using a button would work

serene moat
#

I mean you don't need to port your entire code base to use UI buttons, it's just to verify if it's Udon or something else

#

you just need to add a button for one of the toggles and see if it lags

willow dove
#

I see. I will give it a try

#

This works

#

but if I connect both it break when pickup is called

serene moat
#

you can try just copying the 3 nodes for the set constraints and calling them separately for OnPickup. If that works fine it's probably just an issue with the graph not sharing nodes across events correctly which you would report on the canny

willow dove
serene moat
#

that's probably a bug with the graph then, make a canny with your examples of it working and breaking

willow dove
#

Yep

floral dove
#

@willow dove does it break if you use a public variable of the Rigidbody?

willow dove
#

idk, let me test it I guess

#

I don't want use the public variable is because this udon behavior is on all pickup in my world and manually assign them in prefab is kind time consuming

#

But let me try if it works first

#

I think setting it as public variable works

floral dove
#

if it's in a prefab, can't you just update there and save the change?

willow dove
#

Yea but I have like 80+ pickup prefabs πŸ˜…

#

I'm use this then

floral dove
#

oh, I see - they're all different prefabs?

willow dove
#

Yep

floral dove
#

ah, that makes sense then

willow dove
#

So is that a bug or intentional?

floral dove
#

it looks like a bug - the one where you call GetComponent twice in the graph should produce the effect you're looking for

willow dove
#

If I remember correctly GetComponent is kind expansive so I'm just gonna stick with this solution then

#

Thanks

floral dove
#

it is, but it's also not a huge deal if it's just when something happens. Mostly it's recommended not to do it every frame, is all.

willow dove
#

I tried to turn off 8096 cubes and it seems to be fine

#

idk what's wrong with my HLOD

serene moat
#

are there UdonBehaviours on any of the children?

willow dove
#

There used to be

#

for the PointLightLOD we had

#

but we disabled them

#

Also my teammate sent me this. I'm just gonna forward it

#

@serene moat I think he says there's 4096 cubes but the compiled code stops at 970

#

Not sure if this is with U# or Udon

serene moat
#

Wait so you are iterating the renderers?

willow dove
#

This is another version he attemped

#

I will let him join the server in a sec.

serene moat
#

Yeah if you can avoid any iteration at all

#

It's going to start taking more than a frame worth of time at a few hundred iterations

#

If you're iterating a large array of anything that inherits from UnityEngine.Object, Udon will scan the entire array on any access of the array

willow dove
#

The version we have rn use gameObject.setActive

serene moat
#

Do the child objects have UdonBehaviours on them?

willow dove
#

No rn

#

Btw the udon script works great in Unity Player

#

Performance are decent

#

but it cause time out in VRC

serene moat
#

The editor is not a good metric for Udon or unity performance

willow dove
#

ik but it's the same udon script so i think something is wrong with VRC client

serene moat
#

The game runs in il2cpp which completely changes the performance characteristics of Udon and other things

willow dove
#

@green loom was the one who wrote all the test etc

serene moat
#

Do you have anything other than meah renderers on the child objects?

willow dove
#

LOD Group

serene moat
#

Is that all that makes your HLOD different from the 4000 cubes?

willow dove
#

Basiclly yea

#

But Cubes are flat hierarchy, the HLOD is more complex

serene moat
#

So you have anything in that hierarchy marked as static? Does anything have colliders in it?

willow dove
#

Everything are static batched

#

I don't think there's are collider because we use LOD3 as scene collider

serene moat
#

You're static batching objects that get toggled?

willow dove
#

Yea

serene moat
#

That doesn't sound like a good idea tbh

#

Unity wouldn't have any context on what meshes to merge

willow dove
#

Does Unity merge meshes in runtime or in build time?

serene moat
#

Build time

green loom
#

hi

willow dove
#

Hey

serene moat
#

Hi

green loom
#

the batching works fine with the unity player

willow dove
#

He had 10min cooldown before able to talk

serene moat
#

The performance works fine with the unity player

green loom
#

yes

serene moat
#

Yes

#

Because it works fine in the player doesn't immediately mean it works fine in game

#

Try disabling the static flags on anything you're toggling

green loom
#

"Because it works fine in the player doesn't immediately mean it works fine in game"
what do you mean by that, should I expect a worse performance of VRC compared to when I let unity build and run the scene?

serene moat
#

Yes you should expect worse performance in game, but I mean that saying "batching works fine in the editor" doesn't mean anything when you're only having issues in game

green loom
#

sorry, I think you misunderstood. I let unity build the project and run it without the editor

#

and the performance was way better then with VRC

#

no lags with static batching and SetActive()

willow dove
#

Are you refencing with 4096 cube build?

serene moat
#

I'm just trying to remove suspect differences

#

If toggling 4000 cubes works fine it's not likely to be udon

green loom
#

I can provide you the cube scene

serene moat
#

So strip away things until it works okay

#

A game build is also not exactly the same as a VRC world load

willow dove
#

Do you think something might cause the time out?

#

Since from my data, more object != longer time out

#

I wonder if some component/prefab is causing issues

serene moat
#

Yeah iterating 8000 unity engine objects means Udon is doing 8000x8000=64,000,000 iterations to scan the array internally

#

Because it will scan the entire array for every single element access

#

There is a fixed 10 second timeout in Udon

#

It doesn't matter what you're doing, if it takes more than 10 seconds it will stop there

brittle python
#

is there any... particular reason for it doing all that on each access? it sounds pretty terrible

#

is it something that's there deliberately or something yet to be addressed?

serene moat
#

It's deliberate because they're worried about methods that take arrays potentially modifying a protected object

#

They could just add the scanning on those few specific methods but they haven't gotten around to it

brittle python
#

ouch, that's going to murder anything with significant complexity

#

sounds like they need some kind of read-only array view to pass or something

willow dove
#

Rip that sucks

serene moat
#

You can work around it by treating the array as a System.Object array and casting each element to the correct type. Since System.Object arrays are exempt from the scanning. But I wouldn't reccomend it for an 8000 element array in this case since it'd still cause a very noticeable hitch

willow dove
#

That sounds promising

green loom
#

we could build some workarounds with LODGroups but they are not exposed to udon

rough beacon
willow dove
#

What if I breakdown the array, make a recursive function

#

That might be better in performance?

serene moat
#

Recursion is not supported and recursion usually has worse performance than iterative solutions anyways

lilac hatch
#

Is there anywhere I could... do a commision on a udon script ? I got a spare $20 on paypal and cba to learn myself :( Farming on BDO is addicting

willow dove
#

But 80 * 100^2 would prob do better than 8000^2

brittle python
#

so are you splitting the array into 80 smaller slices?

#

because otherwise it'd be 80 * 100 * 8000

#

which... is the same

#

it's only squaring because to iterate you're accessing n things n times

serene moat
#

That's not really recursion, if you want to iterate the array just iterate it as a System.Object array to avoid the scanning overhead as I said. It won't time out but it's going to still hitch like mad so I don't reccomend it

brittle python
#

it's a shame that it's that slow, because that many array accesses should be lightning fast in most situations

#

I guess it depends what's happening during the iteration

willow dove
#

I see

brittle python
#

(by "in most situations" here I mean like, in other languages and such)

willow dove
#

For resursion I mean get all level 1 child of givin gameobject

#

and disable all their child

#

Not breaking down the long array

#

But I guess System.Object is more elegent so I will give that a try first

#

We are actually using gameObject.SetActive()

#

Is that affected by the array scaning?

serene moat
#

No

rough beacon
#

any help?

serene moat
#

Only array accesses are scanned

willow dove
#

Then we are having performance issue gameObject.SetActive() in current build for some reason

serene moat
#

That's why I was saying to try turning off static batching since it's not intended to be used for hlod and might be causing your issues

willow dove
#

I see. I will try make a build with static off

rough beacon
lilac hatch
#

gj

willow dove
#

Do anyone know where Unity's last build is stored in?

rough beacon
#

thank

willow dove
#

@serene moat If udonBehaviour is under the HLOD does it cause performence issue?

#

I do have few station Udon behavior under them

serene moat
#

UdonBehaviours have a ton of events that they need to register and unregister so if you have any of them under something that's getting toggled there's probably a decent overhead for that

#

try removing them from the hierarchy and see if you get your performance back

willow dove
#

I see

#

I will add them to dynamic layer

willow dove
#

I think the gameObject.SetActive is fine

#

but when I move my view to fast it freeze up

#

Could this has something to do with VRC's backend can't handle such high mesh loading io?

serene moat
#

the meshes are already in memory the moment you're in the world, moving the resources to the GPU can cause hitches if they haven't been seen before and that's just Unity being Unity

lilac hatch
#

Yo if anyone good with udon wanna trade a simple script for some $ hit my dms pls, ima head to bed but i'll answer when waking up tororo can't archieve what I want and cba to use my brain anymore

willow dove
#

@lilac hatch What do you want?

valid oar
#

Would it be possible to get a pickup to cycle through textures/materials on use?

willow dove
#

Yes > Would it be possible to get a pickup to cycle through textures/materials on use?
@valid oar

glad hare
#

hi guys another quick question about osc in sdk2. am I right in thinking that any osc signals from my machine will only propagate to users in the same world instance?

#

or to put it another way is it at all possible to propagate my osc signals to all instances of my world? for example say putting on a little vj act to hundreds of users simultaneously

#

sorry just realised that this isn’t exactly udon related πŸ™„

floral dove
#

@glad hare sorry, neither SDK2 nor 3 provide cross-instance data. The only way I know of to broadcast in this way is via video streaming.

#

@valid oar the UdonExampleScene provides a demo for swapping through an array of Materials on Interact, probably a good starting point.

glad hare
#

ok good to know thanks again

willow dove
#

@floral dove Is it possible to debug performance using built in VRC debug tool?

#

Also I'm having issue with my build. It opens in VRC like this then it start to reload the world. This happens if I build another scene for VRC under the same project before building this I think

floral dove
willow dove
#

I'm mainly want to see performance within VRC Client since that's kind giving me issue rn

#

Wonder if I can connect a profiler to VRC Client

valid oar
#

@floral dove Excellent, thank you

dark blade
#

Video player is still not working

floral dove
dark blade
#

Oh ok thx

#

Also i saw your door animation video. I managed to do two separate doors going to the left and the right. That video helped me so much. Thx @floral dove

lapis ridge
#

So I saw a world with a ferris wheel, but unless you sit in the seat, you clip through it- is it possible to make a ferris wheel where you don't clip through?

#

Because that makes getting off awfully inconvenient

dark tiger
#

Do synchronized variables refresh on every Update event? Or only when there is a change? (or is it a very different system?)

floral dove
#

@dark tiger - refreshes are controlled by Photon - you can use the OnDeserialization event to fire logic when variables are refreshed, check the Sync examples in the UdonExampleScene for some references. You'll need to check for changes if you want to react to them.

dark tiger
#

Yeah, those are really helpful examples. Thank you. I'm just trying to understand better how synchronization uses the network.

#

If OnDeserialization doesn't fire, does it mean that there is no information being transferred through the network? (concerning the object)

#

In example: If I change the position of a position-synchronized object, I can see that OnDeserialization fires 2 times and no more. But does it mean that the object owner sends no more updates about the position?

fiery yoke
#

Position Sync is a little special because I think it uses the ReliableDeltaCompressed mode. Synced Variables are different, they constantly send data.
Not too sure on that tho

floral dove
#

hm - TBH, I'm not sure if position variables cause OnDeserialization to fire regularly if you're using the checkbox since they're handled internally and prioritized.

fiery yoke
#

My guess would be that the OnDeserialization event is just triggered by the PhotonView which will treat any data the same, no matter if its a synced var, or a position sync.

dark tiger
#

Ok, thanks

grand temple
#

If the rigidbody is sleeping and position sync is used, then the photonview wont send any data, yes. It's a bit annoying when you have synced variables that can update while it is sleeping because they won't be sent until it moves

dark tiger
#

And what happens if the object doesn't have a Rigidbody component?

brave fulcrum
#

every time i join the avatar world i made i can't move, i can only move the camera up and down, How do i fix it?

dawn gull
#

Anyone know how to make it so only the world's master is able to pick up a particular object?

brave fulcrum
#

no answers?

dawn gull
#

Does Debug Log post messages to the Unity project Console?

floral dove
dawn gull
#

I hadn't spotted that. Thank you for the link

brave fulcrum
#

every time i join the avatar world i made i can't move, i can only move the camera up and down, How do i fix it?
@brave fulcrum

rough beacon
brave fulcrum
#

Somebody please help

rough beacon
#

do this happen in your world? is it udon world?

#

they in avatar world may have a udon that broke their world.

gloomy sluice
#

I'm just starting with Udon here, and I had a question. I basically want to import a FBX with an animation I made in Blender, but I'm unsure about how things work in terms of making the animation play. Are there any tutorials on something like this this?

rough beacon
#

i never learn that part. but i am sure someone know.

gloomy sluice
#

I hope so πŸ™‚ Thank you

gloomy sluice
#

Oh, I figured it out. LOL. I didn't have it looping.

patent lynx
#

how to use same VRC_panorama and VRC_data storage to udon?

light fjord
#

does anyone know if its possible to attach scripts to the player when they join? or is that not possible due to the fact that the returned object is null?

fiery yoke
#

You cant "attach" a script to a player. What do you intend to do?

spring brook
#

Is there controller input in the documents?

dry tulip
#

question, is there anyone who could assist me in figuring out how to do my own portal gun mechanic for a world? (i know theres already a portal gun world, but like, i wanna make it more more portal.)

fiery yoke
#

Very difficult since VRChat strips away most of the control you have over certain stuff thats required to really make good portals which includes mostly the Rendering process and the Physics aspect.

dry tulip
#

but ive seen it done

fiery yoke
#

Yeah. But poorly.

dry tulip
#

uh, no, the world is absolutely amazing

dry tulip
#

yeah,

fiery yoke
#

If I remember correctly then those are simply Render Textures and do not actually show objects that pass through them let alone avatars

dry tulip
#

im pretty sure they show avatars, hold on, lemme try and slap something together that might be exactly how they work.

fiery yoke
#

Another thing is that portals would actually rotate your body in the process of transferring through them, which is bad for VR
Thats why you do some really weird twisty maneuvers in the original Portal games. It would be very disorienting

#

And making Portals that work with Avatars is hella tricky. I only just barely managed to jank it together myself. The reason is that in normal games you just have some player model that you can replicate and cut at a plane with a shader. But in VRChat you cant do that.

#

@dry tulip
And to be clear: I dont mean that you see the avatar in the other portal. I meant that if you stick your arm through the portal, it comes out of the other one.

dry tulip
#

right, but none of this had to do with my question, i asked how to do it, not if i should do it.

fiery yoke
#

You said you want to make it "make it more more portal".
And I said that its really difficult to make it any more portal than in that world, because VRChat doesnt give you enough control over things like Rendering and Physics.

#

Unless you meant on an aesthetic aspect

dry tulip
#

yeah, like actual turrets.

#

like, its portal gun, but not portal in its entirety.

#

i wanna make portal

fiery yoke
#

If you want to learn how to do Portal mechanics in general in Unity then this is a pretty good video on it:
https://www.youtube.com/watch?v=cWpFZbjtSQg

Experimenting with portals, for science.

The project is available here: https://github.com/SebLague/Portals/tree/master
If you'd like to get early access to new projects, or simply want to support me in creating more videos, please visit https://www.patreon.com/SebastianLague...

β–Ά Play video
dry tulip
#

thank you,

fiery yoke
#

But again portals are quite an advanced subject. Especially in VR since rendering is a little more complicated there. So consider yourself warned.
I still encourage you to try it however.

cunning mist
#

I recommend not trying to make portals. At least, don't try to make portals if you want to keep your sanity.

dark blade
#

do i have to have the networking node for the door animation to work. i added the animation clip and followed the instructions correctly step by step

#

also how do i make an fbx avatar be the thing people click on for people to change into that avatar

cunning mist
#

@dark blade You're basically wanting to tell every person in the scene to play the animation of the door opening. The way you set this up is by calling a networked event that you made. So instead of doing everything after Interact, you make a custom event like "PlayAnim" and put everything after that. Then on Interact, you do SendCustomNetworkEvent to All players.

#

Note, this does not sync for late joiners.

terse palm
#

How do I make a 2D mirror?

dark blade
#

go to the mirror prefab. just type mirror and it will be right there

#

so just make it look like the picture then

terse palm
#

Ah okay thankyou

cunning mist
#

Yeah

dark blade
#

np and thx vow

terse palm
#

:O vowgan

cunning mist
#

@dark blade For having an actual avatar as your pedestal, you'll need a graph that looks like this, with a public Vrcavatar Pedestal variable. Put this script onto an object as well as a collider (box, capsule, whatever) and make your avatar a child of it. Have an empty object childed to the object that has the graph on it and put a VRC Avatar Pedestal script on it, then scale it to 0 on x,y, and z. Select this child object as the target for the Public Pedestal variable on your graph and it should be good to go.

#

Note your avatar will not have correct outlines with the highlight, as the highlight will only work on Mesh Renderers and not Skinned Mesh Renderers. You'll want another version of your model file where the Import settings for Rig are set to None. You wont be able to pose them in this matter, so you'll probably want to pose a custom version of the model and export that from blender before hand.

terse palm
#

Randon question for a chair can u change the siting pose for another pose file?

cunning mist
#

Not in Udon at the moment. Chairs can override the player's animations which is how it is typically done, but animation overrides have not been added to Udon yet, presumably in wait for Udon and AV3 to be the same unity package.

terse palm
#

Awee :( I wanted to make it so desktop players can lay down on the couch and stuff :(

cunning mist
#

A future feature, but not one we have at the moment unfortunately.

terse palm
#

That sucks, awe well, just gotta wait till they add it :(.

pulsar cove
#

Is it possible to have a text input send a web request with the input as a variable?

#

I want to do a sort of player feedback thing

fiery yoke
#

There was a way to do it with Video Players, but that has been explicitly removed with the new Video Players, due to the risk of exploitation.

#

Or at least it was made harder

pulsar cove
#

Ah fair enough

dark blade
#

can i just change it through the pedestal prefab itself

rough beacon
#

@dark blade You're basically wanting to tell every person in the scene to play the animation of the door opening. The way you set this up is by calling a networked event that you made. So instead of doing everything after Interact, you make a custom event like "PlayAnim" and put everything after that. Then on Interact, you do SendCustomNetworkEvent to All players.
@cunning mist cool trick. i didnt think you can do that.

cunning mist
#

I'm trying to hold off on doing any proper networking tutorials at the moment until the networking update comes out, but that's dependent on when Dan thinks it's ready.

rough beacon
dark blade
#

vow can i do the avatar through the prefab itself

cunning mist
#

What do you mean?

rough beacon
#

@cunning mist you seem to be very good at this. how do you transfer owner

cunning mist
rough beacon
#

lol. i almost had it right. thank

cunning mist
#

Quick thing on that though, this happens late in the frame, meaning that anything that requires you being the owner of something has to be buffered to the next frame.

dark blade
#

there is an avatar pedestal already. cant i just use the avatar and put it through the prefab itself

cunning mist
#

The problem with that is you can't hide the visual of the avatar pedestal screen thing without scaling it to 0, and then you're unable to click on it.

rough beacon
#

ya. i just want make a system for my theater so people dont have to reload world to move owner from 1 play to other

#

if this work. i going have to tweak 1 udon so it update who new owner

dark blade
#

how do i add a pause button for the video player

cunning mist
#

Working on that tutorial right now lol

fiery yoke
#

The VideoPlayer has a Pause function. The rest is up to you.

dark blade
#

i dont see the button though

#

all it has is a stop

cunning mist
#

That's because you haven't made a button

dark blade
#

oh ok then

#

well hopefully you cvan get it becasue i need a pause button and a resync button

floral dove
#

@dark blade they're telling you that YOU can add the pause button and make it fire the function

rough beacon
#

Working on that tutorial right now lol
@cunning mist i keep eye for your video. not sure if i am sub to you

#

found you on youtube

cunning mist
#

πŸ‘

dark blade
#

is there any pens that work out there with the latest udon

floral dove
#

You could use Udon to call SetPosition on points in a LineRenderer to make your own pens

dark blade
#

that might be a little tricky for me

cunning mist
#

I have some pens but they're basically unusable until the networking update

dark blade
#

do you have a github on it so i can get updates on it

#

or something that they are on

dark blade
#

how do i do the line renderer to get cleared

hoary echo
#

Tried my google fu, can't find much info. World size isn't too crazy, about 340Mb in local test

hoary echo
#

What is the world size limit based on? When I test my world locally, in-client it loads about 340Mb. Looking in the file path that the error shows I see a .vrcw file that is 450Mb, but then the .unitypackage is a chonky 2.5 Gb

floral dove
#

oof - I don't have exact details on the file size limits but that's got to be beyond it. I generally recommend people try to keep their worlds under 200MB

hoary echo
#

F

#

Time to chop this up

floral dove
#

what's in your world that's so big?

hoary echo
#

It's a big world, it's my test bed to learn unity and udon, so it's just a mishmash of stuff. There's a cabin, a maze, a haunted house (as haunted as you can get with 100% free assets)

#

More triggers than you can shake a stick at

severe tree
#

You can get a good idea of what's taking up the most space if you use 1's world debugger, it shows a build report with what is taking up the biggest percentage of the build and such. Not sure if it's pinned anywhere but if you can't find it I can send you the one I downloaded pretty recently

hoary echo
#

Thanks, I'll google around and see if I can find it

serene moat
#

the unitypackage would contain the source assets for everything so it'll usually be much larger than the actual thing you upload to the game. 450MB is large but I don't think it's large enough for VRC to block you from uploading it

hoary echo
#

I've heard that 500Mb was the hard limit

serene moat
#

it's where VRC will yell at you if it goes public, but unless it has changed recently you can still upload it as a private world

hoary echo
#

Jesus

#

I just used the build size viewer

#

Textures account for 83.2%

terse palm
#

Woh

#

That’s some un optimised textures

hoary echo
#

All I've done is run an automatic crunch compression on all of them, but now that I'm looking into them, there's some that didn't actually shrink in size

terse palm
#

Ah yeah so your going to have to manually compress them

hoary echo
#

The downside of free assets, haha, luckily there's only a handful that are really bad

sudden saffron
#

i've got a world where there's a bunch of rigid body objects to toss around but the locations don't sync between players. each rigidbody object has an Udon behaviour on it that returns the object to its starting position if it gets too far from 0,0,0

#

any help for how to get the object locations/velocities to sync between players so they can play catch with rigid body objects in this instance would be appreciated, including whether that's even feasible with VRC in its current state

mighty fjord
#

There should be a toggle on the Udon Behaviour component which syncs the position and rotation of the object it's on, have you tried that?

sudden saffron
#

can see Synchronize Position and that's ticked for all the throwable objects

#

would it have something to do with them being pickup objects?

dark tiger
#

How many synchronized objects do you have?

dark tiger
#

If there are too many, you may be oversaturating the network. If that's the case, try with a lot less, maybe a couple.

sudden saffron
#

sounds reasonable, will try! any tips on profiling?

prisma abyss
#

I have strange problem with Udon Mirror. When i setup like this at max x1024, i still get blurry image, like it's stuck in auto resolution mode. In VR it's blurry, but in Desktop it's sharp. What is going on here, did i miss something?

#

I checked other udon worlds, but they're sharp. How do they make it sharp?

#

Looks some mirror prefabs have it on Auto. I go check it now.

prisma abyss
#

Yes, Auto is higher. But why is x1024 very blurry? In SDK2, you can also set x1024, which will give sharp image. Have we here some bug?

dark tiger
#

What do these nodes do? Or what does it mean that the object is "ready", and the network "settled"?

fiery yoke
#

Those things should always happen, before any Udon code runs, so they are inherently pointless from what I know

dark tiger
#

Oh, ok

glossy hornet
#

i wonder if there is a way to call the VRCSDK3VideoComponentsBaseBaseVRCVideoPlayer component inside udonsharp? i can control that component from the graph editor / udonsharp says BaseVRCVideoPlayer should be exposed, but i cant figure out how to access the variables. is there something im missing?

fiery yoke
#

using VRC.SDK3.Video.Components.Base;
You need to tell it where to look for the type.

glossy hornet
#

ew thank you πŸ˜„

#

does that url had to be inserted within a input field or is there a way to convert it manually to vrcurl?

fiery yoke
#

The whole point of VRCUrl is so you cant generate them at runtime

#

So no, a User HAS to input them. You can however have as many pre-set URLs in your UdonBehaviour as you want

glossy hornet
#

how to pre set more than one url? i cant see any option to use more than one / have a playlist(index)

fiery yoke
#

You just have an array of them

#

you can edit them in the inspector

#

and then just access them from the array

glossy hornet
#

but that array has to be on the editor, i cannot feed it through the script, right?

fiery yoke
#

What?

glossy hornet
#

i would like to make that array inside udonsharp so its easier to edit it later

fiery yoke
#

No you cant construct VRCUrls. Thats the point.

glossy hornet
#

oh ok got it thank you

rough beacon
stark adder
#

youll need to get the position and rotation from it somehow i think.. Idk never worked with the Graph editor πŸ˜„

rough beacon
#

ya. i got way around it. but, my work around put me in spot where i got to clone udon and set number by hand

severe tree
#

From the object you use Get Transform and from there you have to get both World Position and World Rotation

#

If you don't need them to face a particular way you can just leave out the world rotation bit

rough beacon
#

k. i try that

#

not working. it will not link

stark adder
#

Can you SS what you got now

rough beacon
#

SS?

stark adder
#

Screenshot

rough beacon
stark adder
#

You still didnt get Transform from the Object

rough beacon
#

i did but that got delete. it will not link

severe tree
#

you have to make sure you type GameObject, select that in the node list and then use the Get Transform from there. You then use that Get Transform to get the world location (which is your vector 3), and then the world rotation which is your Quaternion

fiery yoke
#

GameObject.Get Transform > Transform.Get Position > Teleport.teleportPos

stark adder
rough beacon
#

ok. i got it

stark adder
#

Same for rotation

rough beacon
#

now i got test

#

i made this work with UI. custom event is great πŸ™‚

#

it work great.

hazy canopy
#

Would love to see any working udon pens, is the networking update out now?

fiery yoke
#
  1. There are. QvPens for example has been ported to Udon. Not sure if theyre free tho.
  2. No not yet.
    The problem with pens is that there is no "ultimate" solution. There is different solutions that all have pros and cons
#

The easiest way is to just sent bulks of position data, but that would be a hell of a lot of bandwidth under VRChat conditions.

rough beacon
#

thank you for your help. i made 4 set warp. 2 is ui. 2 is block. set only owner can use. other 2 is for anyone.

stable bridge
#
  1. There are. QvPens for example has been ported to Udon. Not sure if theyre free tho.
  2. No not yet.
    The problem with pens is that there is no "ultimate" solution. There is different solutions that all have pros and cons
    @fiery yoke Do you know where to find the udon ported qv pens?
#

nvm I found it, just didnt see the button for UDON on their booth page

floral dove
#

fyi @stable bridge - I've seen a few people coming here for support for pens they purchased online that aren't functioning as expected.

stable bridge
#

:c yea I just tried it out - there seems to be a missing assembly reference for UdonSharp when I import the qvPen unityPackage to my project

#

which is strange..

hoary echo
#

Always fails on creating file version record, loops every second and generates a new, identical, error message

gloomy sluice
#

Does anyone know of a good current video for teleportation via interact?

floral dove
#

I haven't seen one, but you just need three nodes:

  1. Interact
  2. Networking.GetLocalPlayer
    3.TeleportPlayer
    Just hook them up!
    Also, people have definitely posted their graphs to do that in this channel if you search.
#

I'm on mobile so node names might not be 100%

gloomy sluice
#

tysm! I'll check!

steel nova
#

i have a retrofitted shader that works off getSpectrumData that works in the editor but not in game

#

does gain change when in game? i cant find why it stopped working

#

does vrchat change audio sample rates in game?

onyx chasm
#

I'm making a button that'll interact with a hand press but at the moment it only interacts with the whole player walking into the collider

hollow juniper
#

what's this node called and how do i find it?

#

doc says special nodes but cant find it in that and everything i have tried so far when searching has come back with nothing x.x

#

worked it out but its not intuitive at all and docs did not help

#

you need to hold ctrl while you drag it out instead of making a node

steel nova
#

okay this is a dev level question i think; i'm seeing getSpectrumData is controlled by player audio levels, not the source of the audio itself? is there any way to do the latter?

hollow juniper
#

could someone explain why this does not sync up between players please, Little lost

steel nova
#

does getSpectrumData not work with AVPro player?

steel nova
#

my visualizer works with audio clips in the AudioSource but not when AVP speaker script is pumping audio

#

is there a way to have AudioListener.GetSpectrumData type functionality with udon?

hollow juniper
#

Guessing my thing is not working because its making the owner trigger it but they are not the one changing the value, but unsure atm how to get the value to transfer

rough beacon
#

could someone explain why this does not sync up between players please, Little lost
@hollow juniper you have network custom on on false but true is not set up to network. so it only local.

hollow juniper
#

Will give it a shot

rough beacon
hollow juniper
rough beacon
hollow juniper
#

if i make my world single player life would become more simple xD

rough beacon
#

caps -.- ya, i feel you. i miss the old system

hollow juniper
#

for what ever reason it's the same, only host can update it

#

well guess that kinds makes sence

#

other way was making it trigger for host, but just missed a value to update with

rough beacon
#

if you do find away. let me know

hollow juniper
#

the button just has a value++ so it does not care what the other user did

#

Ty for trying tho ^^

#

and will do

rough beacon
#

my goal is make useful pack for user who don't know how build thing. that what udon pack lack of. vrchat team cant stop me. they may as well take it πŸ™‚

#

i will call it Tiger Udon starter pack πŸ™‚

hollow juniper
#

i have kinda the same idea :p

#

fed up not being able to find super basic things that should not be complicated

rough beacon
#

agree

inner tundra
#

I have trouble with an interact trigger that works for everyone, when I need it local. I have it doing some instancing, so players are getting wildly different results when interacting with it. Any pointers as to how I can make it function only for the player that triggers it?

#

I can't really find any pointers or documentations anywhere vrcSad

#

I'm doing a "Networking Get Local Player" which could be the culprit, I could separate the scripts potentially, so the instancing is done by a separate script.

steel nova
#

just have it send custom event; that for sure only fires locally

hoary echo
#

Any tips and tricks for using a held item? I've got a flashlight that I'd like the player to be able to turn on/off while holding it. I've got it set up with on interact, which works, but replacing On Interact with On Pickup Use Up or Down doesn't do anything

inner tundra
#

@steel nova How do I use a custom event to create a "interact" like on a button?

dark tiger
#

@hoary echo, can you show the graph?
@inner tundra, if you mean a UI button, you can look in the Udon example prefabs

inner tundra
#

Nah, it's a Game Object being used as a button, but I'll look into that, thanks.

dark tiger
hoary echo
dark tiger
#

I suppose the object already has a PickUp script added

hoary echo
#

Yup

dark tiger
#

Also note that there is currently a bug with two flow connectors being connected to the same node

#

Try connecting only the On Pickup Use Down

hoary echo
#

I'm like 99% sure I already did, but, I will 100% give it a go just in case

dark tiger
hoary echo
#

Ohh, fantastic, good to know

steel nova
#

are sliders synced?

#

IE if i run this, will late joiners/ anyone who hasnt tweaked the slider be kinda screwed? needs to be a master control

#

_intensityclamp is a synced variable

hoary echo
hoary echo
#

Nvm, got it

sleek jacinth
#

Does someone know what this error means?

#

FileNotFoundException: C:/Users/Name/AppData/Local/Temp/DefaultCompany/New Unity Project (7)/prefab-id-v1_avtr_f85bf661-beb3-411c-9f19-fff0fe9a681d_8346635578.prefab.unity3d does not exist
System.IO.File.Move (System.String sourceFileName, System.String destFileName) (at <e1319b7195c343e79b385cd3aa43f5dc>:0)

dark tiger
#

@steel nova, the variable will be synchronized, yes, and only the owner will be able to change it

#

However, the slider may or may not be synced for everyone, depending on how you are managing it.

maiden pond
#

Hey guys how do i make it so everyone can jump i have sdk3 and unity 2018

rough beacon
#

it should be build in if you got spawn. look at spawn obj

hollow juniper
#

Does anyone know how to make a slider update globally for anyone that uses it.
so far only worked out how to make it
host only and local only

sudden saffron
#

There should be a toggle on the Udon Behaviour component which syncs the position and rotation of the object it's on, have you tried that?
following up on this - turns out having the Udon Behaviour was enough, leaving the script blank worked to sync the objects

hollow juniper
#

Anyway at all to send data todo something like this? x,,,,,,x
only way i see is using an extra physical object and recording it's position and sending it back as some kind of slider data.
but thats silly.

another way is to code in a custom event system but that's really intensive

#

If anyone can help me unlock this simple slider thing or tell me how to send sync information to everyone or send data back to host for syncing.
would be massive help

sudden saffron
#

sorry i am only starting out with udon myself so i don't have much more to offer :/

hollow juniper
#

Toggles are not to hard they work kind of the same as the example button.
where it gets the world owner to trigger a ping rather then a value, and that toggles a synced value on or off

#

T-T

#

will have a look in the pack tho ty

golden pawn
#

how would i go about animating post processing with a slider thru udon? ive been fiddling with stuff for the past few hours and i just cant figure out what to do

hollow juniper
#

Can a synced value only originate from the worlds owner?

#

And can you transfer that power to another user in the world

dawn storm
#

I have a question.
I want to teleport all players in a specific space to a specific location at the same time.

1.It seems to be using the Vrcplayer Api Teleport To node, but it seems that only one player can move at a time.
2. I don't know how to get instances of all players in one collider.

Any ideas?

hollow juniper
hollow juniper
#

seems to sometimes work but super rare in game

#

does picking it but change the parent

#

going to test if thats why now

#

rip thats not the reason

#

Using custom event to run on drop instead is no good to

steel nova
#

is there any way to use 2 audio sources for the unity video player? also idk if u know this devs but AVPro player doesn't work with GetSpectrumData; is there any way to change that? ;_;

#

its making my stream setup a bit of a nightmare

cunning mist
#

@steel nova No, the only way to have multiple outputs is to use the AV Pro player, which I highly recommend.

pulsar cove
#

Is there an ETA for when the RTSP fix will be released?

steel nova
#

@cunning mist AVPro player speakers don't output GetSpectrumData ;_;

cunning mist
#

The speakers are just components for an audio source. You get the spectrum data from the audio source instead of the AVPro Video Speaker component.

hollow juniper
#

o god x,,,,,x seem to have done something to make it not even work in unity let alone in game and running the same code

#

Going to rewrite it in U# and hope i get a better outcome

cunning mist
#

πŸ‘

hollow juniper
#

Tested this also in a normal c# just to make sure and that works fine

cunning mist
#

@hollow juniper
pos = new Vector3(0.3f, 0, 0);

hollow juniper
#

will give it a go

cunning mist
#
{
    private Vector3 pos;
    public Transform handle;
    
    private void FixedUpdate()
    {
        pos = handle.localPosition;

        if (pos.x > 0.3f)
        {
            pos = new Vector3(0.3f, 0, 0);
        }
        else if (pos.x < -0.3f)
        {
            pos = new Vector3(-0.3f, 0, 0);
        }
        else
        {
            pos = new Vector3(pos.x, 0, 0);
        }

        handle.localPosition = pos;
    }
}
hollow juniper
#

works in unity again, now fingers crossed it now works ingame

#

<3<3<3<3<3 that worked ty @cunning mist
on my way to beating the shitting thing of no global slider :p

steel nova
#

@cunning mist I know, if you can pull spectrumData off them let me know; i spent all day on it today before giving up and using unity player

#

its like it bypasses the audio source itself idk

cunning mist
#

Worked on my side when I tested it here

#
{

    public AudioSource target;
    private float[] spectrumData = new float[64];

    private void Update()
    {
        target.GetSpectrumData(spectrumData, 0, FFTWindow.Rectangular);

        transform.localScale = new Vector3(1, 50 * spectrumData[2], 1);
    }
}
#

As a note though, GetSpectrumData only works if the player's view can actually hear the audio. The quieter it gets (like if the player walks further away), the smaller the values will be.

steel nova
#

interesting, AVP must be register quieter to getspectrum? i was going insane trying to make it work today

cunning mist
#

shrug

steel nova
#

cheers though, used your tutorials when learning about the players initally lol

cunning mist
#

Glad you enjoyed haha

sinful slate
#

I have a vrc pickup script with orientation set to grip, and the object itself assigned to exact grip. but no matter how i change the rotation of that object, the orientation in the hand does not change, any ideas?

#

(also, AutoHold = yes is apparently not workign on Index controllers?)

hollow juniper
#
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
using UnityEngine.UI;

public class SlideConstraint : UdonSharpBehaviour
{
    public Transform Handle;
    private Vector3 pos;

    public float min = -0.3f;
    public float max = 0.3f;

    private float scaledValue =0;
    public Text Value;
    private void FixedUpdate()
    {
        pos = Handle.localPosition;
        if (pos.x > max)
        {
            pos = new Vector3(max, 0, 0);
        }
        else if (pos.x < min)
        {
            pos = new Vector3(min, 0, 0);
        }
        else
        {
            pos = new Vector3(pos.x, 0, 0);
        }
        Handle.localPosition = pos;
        scaledValue = (pos.x - min) / (max - min);
        Value.text = scaledValue.ToString();
    }
}```
@cunning mist  can have this ❀️ ty for helping
player synced slider that anyone allowed to pick object up can use.
can replace ui slider if cleaned up
cunning mist
#

Nice πŸ‘

hollow juniper
#

now to make it overly complicated T-T since 1 axis works they all should.

should be able to build my control panel now \o/

latent swallow
#

simple question, how do i add more audio tracks to vrcvideoplayer? adding them below target audio sources has no effect. (not added to the actual video player)

hasty iris
#

Newbie question here! There is an embedded browser in Unity which I once used to build an experience. I'll like to recreate that sort of experience in VR Chat, such that you can load urls on surfaces, navigate through webpages, etc. Any pointers on this please?

latent swallow
#

not possible, use unity ui

fiery yoke
#

@hasty iris You cant access the web. Other wise that would be a security nightmare.

hasty iris
#

@hasty iris You cant access the web. Other wise that would be a security nightmare.
@fiery yoke This asset manages that in Unity, I think by wrapping Chromium, though only for PC builds.

fiery yoke
#

@hasty iris Custom assets are not allowed. Only certain whitelisted ones. You cant access the web. If you can than thats a huge security hole that would be closed immediately.

hasty iris
#

Okay.

hasty iris
#

Can PDFs be viewed in VRChat?

golden pawn
#

so currently im trying to get the weight of a post processing stack animated through udon by slider, theres absolutely no documentation on how to do this specifically, and i assume its hard to do in general, this is the script i have right now that to the best of my knowledge, should at least just be starting the animation halfway through, but it's not even doing that, any idea where i went wrong?

#

it starts the anim and sets it to a speed of 0, but it doesnt change other than that

#

welp, nevermind

#

it works

golden pawn
#

so ive got all my sliders controlling the weights of my post processing through volumes, but if lets say, the tint, is changed at all, and you change another slider, it resets the animation of the first one changed, any way to fix that?

#

ahha figured it out again nvm im actually dumb

rough beacon
#

i dont think i call you dumb. if you can do udon. that is very skillful. πŸ™‚

#

Can PDFs be viewed in VRChat?
@DADA_universe#9406 maybe not as PDF but you can upload photo as a page or input as text. you can make button to change pages. i hope that help you...

golden pawn
#

so i just cannot get my slider to control the volume of my video source, seems like i cant adjust the volume at all, not even if i just change the volume from the source itself?

golden pawn
#

do i have to use a script to control volume? or can i just set the onvaluechanged to control the volume?

frank lily
#

just built this world today and pretty sure it's all done properly but trying to publish i get this

#

clicking ok lags my computer so i think it's trying to do something but i'm not sure what since it doesnt work later

#

play mode works fine though, nothing weird there

#

build and test doesnt work it sends me to home ;-;

#

i havw a bunch of script errors from an asset package from the store i think it might be those, but its for things im not using

#

it looks like getting rid of the package fixed it

hasty iris
#

i dont think i call you dumb. if you can do udon. that is very skillful. πŸ™‚
@rough beacon

steel nova
#

The AVP player still isnt outputting anything to GetSpectrumData. is there any debugging steps i should try? My visualizer shader works with audio files in the audio source and the Unity player

#

or any ways i can view data live in the editor? or do i need to build every time for tweaking

hasty iris
#

i dont think i call you dumb. if you can do udon. that is very skillful. πŸ™‚
@rough beacon

Hey, thanks for responding. So yes, I know I can map each PDF page to a texture, except that I'm working with loads of pdfs (and other media) and it would be a pain to have to do that for absolutely each one. The way I've done this before in Unity is to either use an asset to load the PDFs in Unity or to put the PDFs, videos and other media on a webpage and then map the URls to surfaces in Unity using another asset. Being I can't do either with Udon, I'm shopping for a workaround, any hacks that someone might have used for similar stuff. Hope my question is now clearer?

steel nova
#

The AVP player still isnt outputting anything to GetSpectrumData. is there any debugging steps i should try? My visualizer shader works with audio files in the audio source and the Unity player

or any ways i can view data live in the editor? or do i need to build every time for tweaking

#

i will gift nitro to anyone that can get solve this problem

#

works with every setup besides AVP player

#

it seems like either a simple fix or I found an incompatibility; the same video run through Unity's player or an audio file in the source itself works great.

agile oasis
#

anyone else having issues uploading their world? like, the sdk lets me go thing the whole thing, but when i go to type in the info for the world its not allowing me to type anything in it.

steel nova
#

@cunning mist sorry for the ping but just trying to continue last convo, do you see anything wrong with this?

#

will deadasd venmo you if you find the solution

cunning mist
#

@steel nova Just so I get what you're doing, what do you have set as a public variable in the inspector? And I assume the Rce variable is actually an Audiosource variable just cut off?

scarlet lake
#

How do i make a good chair?

#

The button on my chair is in a weird position, and when I click on it, I may or may not be seated correctly according to the avatar I am using.

steel nova
#

I have public Gameobject and Audio source variable, gameobject i made just for debugging

#

@cunning mist

#

and Channel0, Channel1 are my materials with the custom shaders

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like i said this script/shader works great with Unity video player or clips put into the audio source directly; i feel like ive tried everything to make it work

cunning mist
#

And you're getting audio to play from the AV Pro speaker, just not show up here?

steel nova
#

yep

cunning mist
copper mortar
#

Does anyone have a good way to make a sliding door that will play an animation of the door sliding away via a button?

cunning mist
#

I have a tutorial on animating a door with a button, but you'd have to make the animation itself.

#

If you want one that activates when you get close, Momo put one out on the official VRChat YouTube channel.

rough beacon
cunning mist
#

πŸ‘