#udon-general

59 messages ยท Page 33 of 1

keen imp
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When you log into VRCHAT do you use steam authentication or vrchat account

cold crest
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this?

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i connect vrchat in game

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ok

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i need just play

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i think

keen imp
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Yup

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I discovered why nothing is working on my end Momo

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TMP pro has 2 scripts the UGUI script and the standalone script guess which one is not whitelisted

floral dove
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@hollow juniper you can read up on the details regarding PlayerCollision here: https://docs.vrchat.com/docs/player-collisions
The short answer is - use Triggers instead of Collision when you want a Player to walk into something and fire an event. OnPlayerCollisionEnter is only fired when an object runs into the player, not vice-versa. You can see that one working in the UdonExampleScene where we fire a projectile at the Player in order to trigger it

willow dove
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Will the LODGroup to be exposed in the future?

cold crest
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im a visitor xD

keen imp
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You need new user rank

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Make some friends and spend some times in publics

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Its quite easy to get

cold crest
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ok

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thanks

hollow juniper
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rip, alright

floral dove
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RIP? Use a trigger area with a separate non-trigger collider if you need that effect.

hollow juniper
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What would be the best way to detect players in an area?
I have a trigger that gets enabled in an area but it's a 50-50 chance of activating

floral dove
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make sure your trigger goes all the way down to the ground - remote players only have colliders at their feet.

keen imp
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@floral dove Would you mind taking a look as to why TextMeshProUGUI is not whitelisted but TextMeshPro is the functions are identical the only difference is 1 works on a canvas the other one does not

hollow juniper
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the trigger teleports all players locally, or do they only have it at the feet to?

floral dove
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the 'why' is that we just added the TMPro.text and related functionality to the whitelist, we haven't added TextMeshProUGUI yet. If you want to request and track adding TextMeshProUGUI.text, you can make / find a Canny for it.

keen imp
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Any ETA i was so hoping i could finally finish my projects

hollow juniper
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Have it so the green region would spawn on button press to trigger a local teleport, but it's been unreliable

floral dove
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@hollow juniper - hm, I don't understand. I thought you were saying that the trigger only works half the time.

hollow juniper
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sometimes it wont teleport until the user exits and re enters it

floral dove
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@keen imp - sorry, don't have an ETA on that. Workaround for now is to use the non-Canvas version, or to use a UI Event to change the text.

keen imp
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First one does not work well with the UI as you can imagine and the 2nd workaround does not support unicode ;-; Oh well ill wait longer i guess

floral dove
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@hollow juniper - are you using VRCInstantiate on the area or just turning it on?

hollow juniper
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Was just enabling the gameobject

floral dove
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Sorry, @keen imp

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ah, ok @hollow juniper - you could use OnPlayerTriggerStay instead, which fires continuously while players are in an area. The 'Enter' function really wants the players to 'Enter' the area through a physics update, not just by suddenly being inside an area.

hollow juniper
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Will give that a try, ty

fiery yoke
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Well the first frame that you are inside the collider should register you as "entered" tho right? Or does it really have to be "moving inside of it"?

hollow juniper
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would have thought, but the server delay might make it not trigger sometimes i guess

floral dove
hollow folio
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Should video players, e.g. the USharp player currently be working?

keen imp
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Yes last time i checked they work fine

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unless your trying to access something you cant access yet or your running outdated SDK

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1st one USharp will yell at you 2nd one Unity will yell at you

hollow folio
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Latest SDK, latest USharp. Hmm. Or is it that they don't work in CyanEmu mode?

keen imp
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3th one

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atleast if your using avpro

hollow folio
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Ah, should they work in local test mode?

keen imp
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yes

hollow folio
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Cool, I'll try that then, thanks.

keen imp
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because the scripts in unity are proxy scripts

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so they are not the actually avpro scripts

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those are inside of VRC

hollow folio
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Hmm, manually putting URLs in works, but the (single) entry in the playlist doesn't seem to autoplay. I saw a "Ratelimited" message on the player initially which was a bit odd.

glacial oasis
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whenever i put a long playlist into the video player it seems to not like it so i assume its getting ratelimited

cold crest
floral dove
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@cold crest this channel is for questions relating to Udon, maybe try #user-support-old

cold crest
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sorry

fiery yoke
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But thats actually an interesting question lol
never seen that before

hollow folio
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@glacial oasis It only has one in there though, not a load.

willow dove
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Sometimes my world just refuse to load. is there's a way to tell what happend?

floral dove
willow dove
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I checked the log

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Nothing really helpful

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After a while it ways VRC timeout and reload the map

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Maybe because the youtube-dl is having issue?

edgy blaze
severe tree
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If you're looking into a mirror then it's because you haven't messed with the layers and removed the one that the hud shows up on. If you're just talking about seeing that in a random place in the map then I have no clue I've seen that in SDK2 worlds too

edgy blaze
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yea its not in the mirror

vivid prism
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so I made a script to disable objects when a player enters a trigger. However, the system is global, and I want it to be local. Is there a way to do that?

severe tree
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If you're using the PlayerEnterTrigger or whatever it is node, then just branch off the playerAPI that it provides and feed it into an IsLocalPlayer. Use the bool from that to feed a branch.

vivid prism
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Im having trouble understanding what you mean. are you saying to feed the IsLocalPlayer into the SetActive functions?

severe tree
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No you feed the IsLocalPlayer into a branch node, and then use the true from the branch node to feed the setActive execution

vivid prism
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ah, ok. I think I got it. thanks!

verbal socket
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i added these crystals

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to be able to pick them up / throw them

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but they fall through the floor

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while the players dont xD

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am i doing something wrong ? ( retorical question )

verbal socket
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nevermind figured it out

verbal socket
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well nope

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its local xD

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how do you do global items ?

dapper lion
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@verbal socket make them hav udon behavior and set them to sync

verbal socket
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so that

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no code in it

dapper lion
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perfect

light fjord
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is OnPlayerTriggerEnter not working?

placid elbow
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What is udo

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Iron?

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Udon?

floral dove
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@verbal socket - you need a program assigned to that UdonBehaviour. We included one called 'empty' that you can use. BTW - check out the UdonExampleScene for a working example of Synced Pickups and much more ๐Ÿ˜„

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@light fjord - check out the UdonExampleScene for a working OnPlayerTriggerEnter example.

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verbal socket
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it works tho

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without anything in it o3o

light fjord
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hmm seems like it wont.

floral dove
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@light fjord hm - your name doesn't show up above the trigger area when you Build & Test and walk into it with your Avatar?

stark adder
floral dove
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@stark adder - looks like you don't have TextMeshPro in your project. Window > Package Manager > Import Text Mesh Pro

stark adder
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I had it.. I tried removing it minute ago.. to try and fix this

scarlet lake
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i have a question

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i have a problem that is that i dont see the mirrors

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what can i do?

fiery yoke
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Ahh yeah youre the second person that got that now

stark adder
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You need to setup mirror layers i think

fiery yoke
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@scarlet lake Did you use the Mirror prefab that comes with the SDK?

stark adder
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@stark adder - looks like you don't have TextMeshPro in your project. Window > Package Manager > Import Text Mesh Pro
@floral dove I added TMP back into project and still

scarlet lake
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idk

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how i can put the mirror normal ?

floral dove
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@stark adder try closing Unity and reopening. When do you get that error?

scarlet lake
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I have a question

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today

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its the first time i get that problem

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Can you get custom skins on the quest

floral dove
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@scarlet lake - this channel is for questions about our programming language "Udon"

scarlet lake
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Oh

stark adder
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All the time.. when in unity.. As soon as i startup project it does this..

scarlet lake
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My bad

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Iโ€™m new here lol

stark adder
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I think my project is corrupted :/ NICE

floral dove
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@stark adder - try clearing out your library. You've got TextMeshPro in your Packages folder?

scarlet lake
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Where can I ask my question?

floral dove
scarlet lake
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Ok thank you so much

floral dove
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also, the #faq is a good place to find out which channels to go to for specific things

scarlet lake
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Ok sounds good

glacial oasis
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is it possible to not be the owner of an object if im one client testing

floral dove
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@glacial oasis - no, you need to launch 2 clients if you want to test Sync.

glacial oasis
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having an issue where things just disappeared and was just making sure it wasnt because i was not the owner for some reason

stark adder
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โซ After restart of unity

floral dove
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@stark adder - looks like you're missing Cinemachine as well. Try importing that through the Package Manager as well. If that doesn't help:

  1. Close Unity
  2. Delete the folders Assets/VRChat Examples, Assets/VRCSDK, Assets/Udon and Packages/com.vrchat.vrcsdk3
  3. Delete the contents of your Library folder
  4. Reopen Unity
  5. Re-import the latest SDK
stark adder
floral dove
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@stark adder what version of Unity are you using?

stark adder
floral dove
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Ok, just checking since it looks like you don't have the Package Manager in that menu

stark adder
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Yea its because VRC is throwing error and package manager doesn't load up ? Or that's what it seems to be happening

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Seems to solved that issue.. now new one popped up.. But that seems to be U# iissue i guess

floral dove
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ah yeah, didn't know you had U# as well, probably worth a fresh import of that as well

stark adder
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.. well

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After doing all the fixes removing and reimporting VRC SDK + U# I am back to missing TMPro

floral dove
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does it exist in your Packages folder?

stark adder
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Can't import it even

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This is some kind of weird Unity magic

floral dove
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looks like Unity can get into a state where it's got a corrupted / missing manifest

stark adder
floral dove
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Hm - your manifest shows that you have TextMeshPro installed though

stark adder
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Seems i fixed it ? maybe?

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Tried replacing manifest i had with manifest it generates when you create new project

floral dove
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glad to hear it!

stark adder
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Thanks a lot! ๐Ÿ™‚

floral dove
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you're welcome ๐Ÿ˜„

vivid prism
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how would you go about changing text on a canvas in the world using U#?

floral dove
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@vivid prism - the UdonExampleScene shows how to change UI text in a couple of different ways. If you want to learn more about U#, check the pins on this channel for a link to the wiki and discord.

vivid prism
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Once again I'm blind.. Thanks, I'll take another look!

prime solstice
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question , every time I upload to vr chat via unity it says successful but when I try to access the world I get error

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em I missing anything?

dapper lion
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did you try finding it in the app?

prime solstice
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I did .

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the VR chat app none showed up

valid basin
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I am having a little problems with understanding the difference between stuff like rotation and localRotation

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when would you use which ?

indigo finch
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@valid basin World rotation is rotation along the world axis. Local rotation is rotating in relation to the parent of the object. If an object is rotated 45 degrees, and you attach your object to it, it becomes a child of that object. In that case, you could locally rotate your object around on that 45 degree angle that is it's parent, or you could rotate along the world axis.

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I need some help. I'm trying to create a chair that allows players of whatever size to sit on them correctly. I have successfully made it work by taking the height of the left foot bone compared to the hip bone, but while it works locally, it just won't work globally. From what i could tell, it seems that everyone in the world sees one person that it works for besides them and no one else. but it also seems random for who it works for and some people it works for no one. I don't know too much about networking, so some advice would be awesome

valid basin
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@indigo finch i am doing
Quaternion _RblockRotation = new Quaternion(RblockOrigin.rotation.x, RblockOrigin.rotation.y, RblockOrigin.rotation.z, RblockOrigin.rotation.w);
to give a game object its rotation upon creating it, but it seems not to work, but that i have to Euler it. Now my question, does it matter to use localRotation or rotation for setting euler, to solve this?

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I instantiated a interactive prefab that creates a gameobject on a click among other things

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turned the prefab 180 deg but its still creating the blocks in the same direction, when it should be 180deg the other way

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(these are on opposite ends of the table, the top picture is the desired look, the bottom picture is the result of blocks being instantiated in the same direction, even though the whole prefab is 180 degrees rotated)

indigo finch
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if your just after the rotation to be the same, i believe all you would need is

this.transform.rotation = referenceObjectTransfrom.rotation // as transform.rotation returns a quaternion

hollow juniper
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Trying to make a simple teleport but odd things are happening when trying to move a player in vrc x,x green circle is where it should be and where the endpoint is after replacing the player position with a dummy block that u have selected.

but when it uses the player position from the same spot it ends up a long way off

indigo finch
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@hollow juniper from what I can tell, your grabbing the player position, subtracting the position of the This.Gameobject, adding that with the 'target' position to catapult yourself somewhere else, but staying at the same height as the target. If your wanting to teleport to the target, I would simply plug the target 'GetPosition' node straight into the 'TeleportTo' node

hollow juniper
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Teleporting to the target with an offset, it's so multiple people can be teleported at once and wont be inside each other

indigo finch
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hmmm... everything seems to check out right...

hollow juniper
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Was hoping it might have been a silly mistake T-T but i can't see anything wrong to, double checked everything with the dummy objects and rewrote it in c#

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must be something with local player or the teleport node

indigo finch
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@hollow juniper using udon#, I drafted up this code that seems to be behaving. I couldn't get the 'getPosition' out of the localPlayer, but that's probably just lack of vocab more than anything. Still don't know what's going wrong with the noodle graph. Perhaps try grabbing the hip bone position as a long shot guess? anyways, this 'might' help.

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Another guess would be to change it up so that you find the difference between target and self, and then add that to the player position. it's basically the same thing, but perhaps it might uncover a silly mistake

hollow juniper
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just telling it to use the bones instead made it go even more away

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i hate vrc :/
reloaded it and teleported from same spot with same code and now ended up here

glacial oasis
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is it possible to flip a player upside down so they can walk "normally" on the ceiling?

fiery yoke
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nope

glacial oasis
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ya that's what i thought ):

quartz meadow
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Been trying to make my own udon based vehicle. its been going pretty good, but when I test 2 cars with 2 clients (local testing), and have the non-master go into a car, the master gets teleported in the car and their viewport gets locked, with the mouse only working in the y Axis. It then gets stuck this way. My Udon scripts are assigning ownership to the person who used the car, and it still does this. Is this a known issue or am I missing something?

grand temple
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Stations are not properly supported in multi client local test builds. You'll have to publish and launch two separate accounts

primal ocean
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Is there a node to take in 3 different values to put into a XYZ?

quartz meadow
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Its position synced, but that makes sense. Thanks

edgy moss
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for a few weeks there, it was possible to rotate handheld objects with keyboard letters I, O, P, 9 or something like that. but now it isn't working and I don't see it listed online in the vrchat docs? was it already done away with?? ๐Ÿ˜ฆ

quartz meadow
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I j k I believe

dapper lion
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it still works, they just dont want you to use them often cus lag

quartz meadow
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How would that lag more than rotating your hand in vr?

edgy moss
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OH wait

dapper lion
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ith its for the low end users, when i used my old computer, rotating would take a sec to load

edgy moss
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apparently it's just not working in MY world

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very strange.

dapper lion
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howd you make that happen? use your arrow keys

edgy moss
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hmm?

dapper lion
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arrow keys also not work?

edgy moss
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well the arrows keys are for walking haha

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unless you mean number pad keys?

dapper lion
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?

edgy moss
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let me try

dapper lion
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hth did you change the keybinds?

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you keyboard setup might also be compromising you

edgy moss
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interesting, I'll look into it, thank you

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!

dapper lion
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did you mess with your keyboard? the arrow keys shouldnt be your movement

edgy moss
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oh oh oh oh oh

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sorry I had a brain fart. I use VR 99% of the time, and I'm only using desktop right now to test my world for desktop users.

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WASD is to move, of course

scarlet lake
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Video players don't work in udon right

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?

fiery yoke
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They do. Look for the SyncVideoPlayer prefabs that come with the SDK

scarlet lake
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Ah ty

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Video player says Owner Only

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Can I make it accessible to anyone

fiery yoke
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One can. I dont know if you can :P
Unfortunately networking is pretty finnicky and its easy to break things.

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Basically the control over Ownership and syncing is in Udon. Which you can adjust and modify in any way. But knowing how to do it is the complicated part.

scarlet lake
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ahhh

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thanks :3

quartz meadow
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generally, only the owner can control a synced object, so your script must either be able to transfer ownership of the object to the individual controlling it, or the object must communicate with the owner when a non owner interacts with it, to update the status

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tbh look at the beer pong prefab for udon, its actually really well written and I started learning networking from there

primal ocean
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Is there a node to take in 3 different values to output into a XYZ?

fiery yoke
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Vector3.ctor

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You should probably read up on what a Vector3 is on Unitys Manual first tho...

primal ocean
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Thank you

primal ocean
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I am having some troubles with the lighting color of a world when changing it using nodes. It could be I am using the wrong node in the first place maybe but here it is what I have so far

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It makes it so I can't change how red it is, it is either plain bright red or not red at all. I am using a slider to change the value. It also makes it so when I lower my intensity it still stays a very vibrant red until I lower the intensity to 0 using a separate slider

floral dove
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@primal ocean - you could try using the four-float constructor for the Color and set the fourth value to 1 in case the light is getting an alpha value of 0.

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(taking a guess here, may not help at all)

primal ocean
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@floral dove I am still learning this all so this is the only thing I can think of as a four float constructor you are talking about

distant abyss
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How do you allow untrusted videos to play on udons video playuers?

quartz meadow
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its a setting under user settings, allow untrusted domains. Players have to change it themselves. best you could do is have a sign on your map asking users to do so

hot basalt
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does anybody have much info on how these are made?

hollow juniper
floral dove
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@primal ocean - use the Color constructor, but choose the (float, float, float, float) selection from the dropdown in the node

prime vortex
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Sorry to pop in and immediately start asking for help:
I'm currently trying to build a world and test locally. I'm using SDK3 and Unity 2018.4.20f1. When I try to build from Unity's normal build dialogue I get the error:
The Assembly UnityEditor is referenced by VRCCore-Editor ('Assets/VRCSDK/Plugins/VRCCore-Editor.dll'). But the dll is not allowed to be included or could not be found.
When I try to build using the "Build and Test" locally button from the VRChat SDK window I just boot into the default Home world instead of my scene.
quoted from a message I sent in another channel

indigo finch
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@glacial oasis perhaps actually. If there is any hope, it would be using negative gravity along with the player being in a station that doesn't disable movement that is flipped upside down. However, with all that said, I believe you get problems with vr so that's probably a no go

quartz meadow
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if you code world portals you could abuse that

rigid plume
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Got a question on something before I get to far into world-building for the first time: Are normal-mapped materials supported on Quest? I found that there is the VRChat/Mobile/Bumped Diffuse shader available, but wanted to be absolutely sure it would be compatible before I started using it in my first world.

floral dove
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@rigid plume - yep! Stick to the included Mobile shaders and you'll be good.

rigid plume
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thanks!

prime vortex
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@floral dove Problem was solved either by changing the Installed Client Path to the correct one or first launching outside of VR. Thanks for the assistance!

rigid plume
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stupid noob question: how do I set up my directional light in my scene so that shadows aren't pitch black? Is there a setting for ambient lighting somewhere?

rigid plume
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I think I figured it out. In the Window > Rendering > Lighting view, I changed Environmental Lighting's source from skybox to color.

prime vortex
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So I'm now learning that normal MonoBehaviour scripts can't run on VRChat worlds. I've written a script that dynamically plays audio via an AudioClip.PCMReaderCallback which works perfectly in editor. Is there really no way of running normal Unity scripts in VRChat? Is what I'm trying to do even possible in VRChat, or is it impossible due to security?

rigid plume
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I'm new at this, but from what I understand from the docs, you have to do it through Udon.

hollow juniper
prime vortex
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Can we even register a PCMReaderCallback via Udon? :/

hollow juniper
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closest thing to normal c#

prime vortex
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You're the best

hollow juniper
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Does not mean what you want will work tho, but gl ^^

prime vortex
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I'll see if I can get it working. Considering everything outside of one call to AudioClip.Create is my own code it should be fine?

atomic shale
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I'm curious, how would I edit this to keep the door triggered on for a certain amount of time and then automatically switch back off? This is what I use for basic open/close doors but want the doors to automatically close after a couple seconds.

rigid plume
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Should I UdonBehavior.SetProgramBehavior to set variables in an Udon program? Older Udon videos appear to have a Set Variable node, but I can't find that anywhere when searching through the different node types.

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Nevermind, found in the docs that I can ctrl - drag the variable to create a Set Variable node

hollow juniper
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Something is busted with Teleport to

made a test script to workout what was not working

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    public Transform Target;
    public Transform fakePlayer;
    public Transform fPEndpoint;
    private void Update()
    {
        Vector3 EndPoint = Networking.LocalPlayer.GetPosition() - this.transform.position;
        EndPoint.y = 0;
        fPEndpoint.position = Target.position + EndPoint;
    }

    [System.NonSerialized]
    public VRCPlayerApi followedPlayerApi;
    private void Start()
    {
        followedPlayerApi = Networking.LocalPlayer;
    }
    private void LateUpdate()
    {
        if (followedPlayerApi != null)
        {
            fakePlayer.position = followedPlayerApi.GetTrackingData(VRCPlayerApi.TrackingDataType.Head).position + Vector3.up * 2f;
        }
    }
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Think it's teleporting multiple times and doubling the length

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but no clue how to fix

prime vortex
runic charm
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I'm trying to check if a certain collider is using the right PhysicMaterial, but by using the node Get sharedMaterial, I'm getting the (instanced) version of the material

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is this intended? The object is a prefab, if that changes anything

runic charm
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That's strange... sharedMaterial was getting me the non-instance versions just fine before. I'll double check what changed

ashen bolt
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Question is there a prefab for video for all players instead of just owners only? ive heard someone here was trying to make that happen for people

plain night
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...

dapper lion
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@ashen bolt there is

scarlet lake
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Is there a way to test 2 client, with one in vr and the other in desktop?

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Do I literally just put 2 in the box and not tick 'force desktop'?

ashen bolt
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Mind showing me a link to the prefab? @dapper lion

dapper lion
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@ashen bolt udonsharp or sdk2?

ashen bolt
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Udon

dapper lion
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ok

unborn hornet
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@ashen bolt the prefab I posted in #udon-showoff does that if I'm understanding you correctly...

unborn hornet
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@scarlet lake The way I do that I build and test one at time, first one being force non-VR, second being VR.

scarlet lake
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and they launch into the same instance?

unborn hornet
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(don't know if the order matter or not tbh)

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Based on my tests yea.

scarlet lake
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woa

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i'll try, thanks

unborn hornet
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I've done that with force desktop multiple times just to test stuff for super late joiners

waxen breach
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i will send a photo in a min

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@atomic shale this is what i did. Probably a better way to do it but it works. Also instead of a custom event use a interact event. (i used that since i use actual buttons to open my doors)

floral dove
waxen breach
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thanks

atomic shale
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Very interesting, this is probably pretty close to what I need. Basically what I'm needing is for the door to complete the opening animation, sit for 2 seconds, then automatically close.

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I'll do some mixing up tonight and see what I can do, thanks for the tip!

waxen breach
atomic shale
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Hm, well I have an animation for opening and closing, so it's two

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Now that I think about it..I could just add a 2 second delay and then the closing animation in the same animation, couldn't I

waxen breach
#

I think you could do that but i have not tried it

edgy blaze
#

i have this graph for a card reset button in my world how would I connect this to the cards to reset them?

floral dove
#

also, you can use Transform.SetPositionAndRotation to update both the Position and Rotation in one Node

edgy blaze
#

@floral dove how would I set the cards as members?

floral dove
#

@edgy blaze take a look at the Inspector for this UdonBehaviour. If you've set the Objectsz variable as public, then it will appear in the 'Public Variables' section. Set the 'size' of the array to the number of cards you have (I'm assuming 52), then drag eachwant to drag and drop them into the slots under the Objectsz variable. Will probably look a bit like this:

edgy blaze
#

@floral dove thx for the help much appreciated

floral dove
eager olive
#

That's the great thing about VRChat - Unity is so widely used, so you can rely on many resources outside the VRChat community.

edgy blaze
#

alright got another question sorry haha

#

so the reset button only works once

floral dove
#

you'll want to use GameObject[].GetLength to set the 'end' property of the For loop so it will always do the right number of Loops.

dusty thistle
#

Sorry if I'm being dumb, I'm very new to this :^:

floral dove
#

@dusty thistle time to update!
Download the new one from https://vrchat.com/home/download
Close Unity, delete the old SDK folders (probably Udon, VRCSDK, maybe VRChat Examples? That might not exist in your version).
Import the new package
Enjoy the sleek new version!

dusty thistle
celest olive
#

Is there any way to have a custom event node fire itself with a parameter it gets from the event call?

floral dove
#

If you can describe the problem you're trying to solve, I may be able to suggest another way to do it.

celest olive
#

I like the sound of "yet" x)
Oh nothing fancy so far, right now I'm just setting up the activation plate for a multi-quality mirror and figured it should be able to do that with just one event instead of three.
Currently just trying to figure out how the visual programming on udon works, because that's probably the biggest shift in syntax from C# I've encountered so far ^^'

floral dove
#

You could set a local variable and then fire the event

celest olive
#

You know, that would actually cut me down from three full trees to just three little heads on one full tree. Thanks!

floral dove
celest olive
#

I was stubbornly trying not to ask that right now haha thanks again x)

floral dove
celest olive
#

Uh, sorry if that's a stupid one, but how do I eradicate the "An item with the same key has already been added" error I'm being given for this code?
Basically event sets quality variable, depending on quality variable I turn mirrors on or off.
The int constants at the start are there because it kept resetting the value inside of the Set mirrorQuality to it's default value of 0.

#

I mean it breaks straight into System.Collections.Generic.Dictionary, so that doesn't seem to be an actual code issue. Here's the traceback.

stark adder
#

Hey @floral dove Do you remember 1-2 days ago i had a issue where it said TMPro could not be found ? I found what caused the issue.. Plastic SCM is for some reason incompatible with VRChat SDK

celest olive
#

Update, apparently calling a "method" (in this case beginning with my for loop) from multiple start points (multiple Set mirrorQuality) breaks internally. Does that go into #657398370377269249 or is that already tracked?

floral dove
#

@celest olive - I've seen this before but I don't think there's a bug entered for it - you can file one here: https://feedback.vrchat.com/vrchat-udon-closed-alpha-bugs
A workaround in the meantime would be to have each SetMirrorQuality fire a new Custom Event like "TriggerForLoop", then attach the handler for that event to the For loop.

floral dove
lilac hatch
#

yo didn't touch udon since a bit, can we load a picture from the web or do I still have to use sdk2 and panorama ?

dapper lion
#

theres acc a udon image url reader somewhere, if thats what you mean

celest olive
#

What's the current workaround preferred for script permanence? This specific snippet falls off upon loading the scene both during playtesting and at runtime in VRC.
Parent object for every button that holds the UdonBehaviour instead?
(The onclick clears itself, specifically.)

candid mango
#

Anyone know how to do pickup on sdk3?

atomic shale
#

I think you could do that but i have not tried it
@waxen breach Heh, yep this actually worked perfectly. All I had to do was put together a new animation that included a pause and then move back to the original position.

ashen bolt
#

does anyone know of a udon prefab that has a toggle for a Optimized mirror and a High Mirror?

atomic shale
#

Hm shit. I'm finding out my solution isn't really totally working because when the door is triggered again while it's open, it'll start "re-opening" instead of close.

hollow juniper
#

Can udon use on awake?

atomic shale
#

@waxen breach I'm trying to recreate what you showed me in your screenshot but I'm having trouble finding where you got the 'Set IsActive' node? I'm terrible at finding what I need in this

waxen breach
atomic shale
#

Hmm interesting

waxen breach
#

I think having another check to prevent the trigger from working while animating could fix it.

atomic shale
#

True. My problem is that I'm trying to replicate a really specific behavior. The way I want it to work is that you can trigger it open and closed at will but if it's open, it will automatically close after X seconds.

#

I'm recreating Marathon 2 (old 90s FPS) and the way doors / elevators trigger is really important to how levels work.

#

How would you build the check to prevent a trigger from working while animating?

waxen breach
#

well im not exactly sure how that would be done. For me personally i would have to experiment since im still semi new to udon.

atomic shale
#

Heh I'm extremely new. Definitely a learning curve here

#

So far my approach is fuck with stuff until it works and copy other things

waxen breach
#

I would recomend looking at the udon prefab examples and see how they did it. I used a combination of a few to make a amplified voice area.

candid mango
#

Can anyone show me how to make my interactable objects float in udon

#

it keeps dropping

#

when I release it

#

I need it to float like it's in space

floral dove
candid mango
#

where is that under @floral dove

floral dove
#

on the Rigidbody of the Pickup

candid mango
#

@floral dove ok I'll check kek

#

@floral dove do I turn off gravity?

floral dove
# candid mango <@!98313818857275392> do I turn off gravity?

you can learn about Rigidbodies here: https://docs.unity3d.com/2018.4/Documentation/Manual/class-Rigidbody.html
If you turn on IsKinematic, you don't need to turn off gravity, as your item will no longer be driven by physics. If you want physics (like being able to throw the item, etc) then you can leave IsKinematic off and yes, turn off gravity, then play with the two drag parameters to change how much your object will be affected by physics.

candid mango
#

awesome

ashen bolt
floral dove
ashen bolt
#

I'm not sure what caused it

#

but yes I did build with unitys builder

candid mango
#

@floral dove sorry to bother you

#

but is there anyway I can like scale the interactive objects?

#

like while in the game

floral dove
ashen bolt
#

I followed this video

floral dove
# candid mango like while in the game

Sure, but I'm afraid I'm off to bed. So I'll tell you this - you want to modify the Transform Scale of the given object. If you don't know what that means, I recommend you take some time to learn about Unity and how to work with GameObjects and components.

floral dove
candid mango
#

@floral dove

#

add me

#

We have much to discuss when you wake up

#

hopefully I will have figured it out

floral dove
floral dove
candid mango
#

rejected

#

feels bad

craggy meteor
#

how to fix video player?

atomic shale
#

@waxen breach I actually found something that helped me get this working with the method you suggested. It's not 100% the way I want it yet but it'll definitely do in the meantime.

#

Basically just put the number of seconds in the GreaterThan node that you want the trigger to not do anything after hitting it once

#

Now I just need to figure out how to hide the trigger cube outline or whatever that's called.

#

Actually having trouble with that one. How do I go about hiding the actual "trigger" itself so it doesn't get highlighted in game?

lilac hatch
normal sable
#

Is there a bug or something where you can't Build and Test anymore? It always just brings me to my homeworld.

native estuary
#

Should show you the cause immediately

normal sable
#

I'll give it a look but it's literally just a blank world with vrcworld, a cube to stand on, and the sdk.

floral dove
lilac hatch
#

Thanks you !

normal sable
native estuary
#

Glad it got solved ๐Ÿ‘

sharp shadow
#

has the issue with spawning pickup prefabs been fixed yet? or is there a workaround?

scarlet lake
#

guys

#

is there anyway to sync animations, even with a custom script

rigid plume
#

Does anybody know why some worlds cause Quest to become blind in one eye (except for mirrors, other VRC prefabs, avatars, and UI elements)? I thankfully didn't run into this issue with making my first world, but I'm curious what causes it so it can be avoided.

scarlet lake
#

that is pretty weird, i wonder if its an issue with shaders

#

when i change the build target to android i get crazy shader errors

#

also the guy with issues with his door animations, i can help

#

in fact if anyone needs help i'm pretty keen on most of the udon stuff

native estuary
dapper lion
#

@lilac hatch i have not found it publicly posted, i just remember seeing a super fancy udon world having a previewer

waxen breach
atomic shale
#

No problemo. My only issue now is that I can't figure out how to hide the 'interact' cube outline

scarlet lake
#

Hi, I've been trying for a while but how do you toggle collider on and off? I tried with collder nods, meshcollider and boxcollider.......but I guess thats not the problem.

celest olive
scarlet lake
celest olive
#

Yeah I'm not that far in as well, but mind it being an early alpha still - they're juggling content updates with bugfixes and bugs popping up all the time right now ^^' I've been trying to stubbornly make a simple mirror on/off - quality script for multiple hours now because I tried to make it at least somewhat close to my usual programming principles. Sadly only the very broke down and basic version works so far. (Namely no generics, no multi-purpose methods, everything gets it's own dedicated block of code-nodes) It's a little of a hassle, but understandable from vrc's standpoint. They can't just give us straight up access to C# coding, or it'd take me literally one line to make everybody farm bitcoins for me x)

lusty flicker
#

Hey, does anyone know what the problem is with UI's in udon
because the UI works fine in desktop mode but when i go into vr mode i can't interact with the buttons or sliders

celest olive
#

I haven't tried VR yet. What interaction method are you looking for and how is your code logic set up? Are you looking for direct interaction like how you pick up an object/use an object, or are you looking for the laserpointer-aiming kind of clicking?

#

If so, which specific event are you firing/listening to?

lusty flicker
#

yea laserpointers for UI buttons it just does not show any lasers in vr mode

#

even the example code does not work

#

all the UI are on the default layer

celest olive
#

Hm.. Mine personally are on the interactive layer, but again I didn't try them in VR yet. I'll take a look in a sec. Debugging something, myself.

lusty flicker
#

did you set all the ui (canvas) to interactive layer?

#

i will try that to

celest olive
#

Canvas is interactive, button children as well.

#

I do have an empty game object as a container on the default layer above that, though.

lusty flicker
#

ah okay. i will try that now to

floral dove
#

@lusty flicker do the canvases in the UdonExampleScene work for you when you Build & Test that?

#

Default layer is fine, make sure you have a VRC UI Shape component on the canvas

#

@celest olive if you're proficient with C# then take a look at UdonSharp, it's pinned on this channel. It's not an official tool but it's very well made and highly compatible.

celest olive
silent mortar
#

How do I set Video URL via an editor script when adding the vrc unity video player component?

silent mortar
#

Essentially I want to statically set hundreds of videos worth of urls. So they can't be changed during runtime.

floral dove
candid mango
#

Does anyone know how to import a powerpoint presentation into VRchat?

celest olive
#

Is there a way to check for the height of an avatar (and maybe if it's a humanoid model) in order to lock out "unfit sizes and shapes" from a game for example?

silent mortar
#

I can't seem to fill that VRCUrl array from an editor script. Do you mind giving an example?

celest olive
silent mortar
#

Yep. I added a public variable of type VRCUrl[] to the udonsyncplayer prefab and dropped a copy in my heirarchy.

#

I'm not even sure how to even reference the variable from a separate script.

floral dove
silent mortar
#

so for example:

UdonBehaviour testplayer = (UdonBehaviour)GameObject.Find("/testplayer").GetComponent(typeof(UdonBehaviour));
VRCUrl[] test = (VRCUrl[])testplayer.GetProgramVariable("myurls");

How do I even fill that array from my editorscript? I can't seem to create vrcurl objects to fill it with.

#

Harambe, maybe the easiest way is to convert the powerpoint into pictures or recreate it as separate unity ui text objects/textures, and just create a next/previous button system that advances the slides?

candid mango
#

@silent mortar

#

do you have a tutorial for that

silent mortar
#

for which part?

candid mango
#

I'm new to Udon but I have like a deadline to make for it to show my collegues that VRchat might be a viable option for teaching

#

for ummm recreate it as separate unity ui text objects/textures, and just create a next/previous button system that advances the slides

silent mortar
candid mango
#

I know that

#

but like

silent mortar
#

and then use udon to hide/unhide the gameobjects

candid mango
#

I would want the slides to move

#

oh how I do that

silent mortar
#

wait move?

#

as in the slide transitions

candid mango
#

like hide/unhide

#

sorry

dapper lion
#

fade?

silent mortar
#

how familiar are you with unity or the vrc sdk2 or even udon?

candid mango
#

I installed it 2 days ago

#

LOL

#

I don't have the time to learn all the basics

#

right now

#

I just need to get it done

dapper lion
#

um, i suggest trying something else until you get used to the programs

candid mango
#

what do I do then?

silent mortar
#

uhhh.... does it have to be a powerpoint? perhaps showing them a teaching world someone else has created might be more doable.

candid mango
#

ummmm

dapper lion
#

at least the animator part that ithink you want should be rethought

candid mango
#

bob maybe it is easier if I show you the world

silent mortar
#

perhaps.

candid mango
#

@silent mortar thanks!

paper talon
#

I'm trying to add a teleport Udon to a door in my scene but I'm having trouble. Every example I find online has nodes that I can't find via Udon's search thing

#

Does anyone have a teleport Udon graph they could share with me? I just need the player to teleport to another location in the same scene, after interacting or touching the door

#

I found this example online, and I can't even find the "target" node anywhere, it doesn't even come up in the search

#

(I'm extremely new to Udon, so this is probably a stupid question, sorry. This is my first time attempting udon at all)

silent mortar
#

isn't that just a public variable, which is then assigned via the inspector to a target gameobject?

flint urchin
#

Yup

floral dove
#

Hm - wonder if it would be helpful if variable nodes had their own header colors to make it more obvious that they're different than the others.

flint urchin
#

Hmm yeah that wouldnโ€™t be too bad. At least something that would say itโ€™s a variable

primal ocean
#

How do I make player collider triggers local only?

flint urchin
#

Either use the isLocal node and check that with the player that collided or put the collider on the mirror reflection layer

primal ocean
#

Thank you

primal ocean
#

What would be the name of a node that only fires if true? If there is one

flint urchin
#

Vrcplayerapi islocal

primal ocean
#

I have that part.. The node the gives me a bool for if the player is local, what I am struggling to find is a fire if true node. So the logic would be is player local? If true > fire 'set object active.' And if it were not true it would not fire to the 'set object active' nodes

#

Basically the flow only continues if true

flint urchin
#

Branch then

#

Is what the node you need is called

#

Itโ€™s under special

primal ocean
#

You rock, thank you so much! I used to use NEOSVR so the nodes are kinda way different and categorized different so this is all confusing in udon

ancient spindle
#

anyone able to help me with door animations? iv watched vowgans video on how to animate doors when you interact with a knob. my setup works, only problem is when someone loads in, they see the door do a "close" animation. and ill be putting this animation on more than one door, i kinda want to avoid seeing doors close when loading in an instance. lol any help would be appreciated

celest solar
#

hi guys, I have UI buttons in my udon world that I uploaded, the USharp Video player and things, I cant seem to get it work in VR but I can interact with in on desktop. Anyone have an idea?

flint urchin
#

Seems like you got a collider blocking the ui then

silent mortar
#

Anyone know how to programmatically (via unity editorscript) populate the url of the vrcunityvideoplayer component? Can't seem to do via script what you can easily do in the gui. I've got hundreds of video gameobjects so I manually entering these in isn't really realistically feasible. Creating an array of these to load ingame isn't really appealing because of the data structure I've got I'd have to somehow programmically duplicate a jagged array 4 levels deep into a vrcurl jagged array of the exact same size and dimensions in order for that to really work.

#

Except it errors out with "Object reference not set to an instance of an object"

#

The script works as in it adds the vrc unity video player component, but the url is blank.

#

I've been banging away at this for almost 13 hours now and I wish you can just disable getting player names in your world so the stock unity video player would just work without all this anti-doxing workaround.

ornate bay
#

Hello folks, I'm new here so hi to everyone.
So I got the Udon Example Scene working fine. But when I add 4 walls to it i can only see two of them? I have tried changing their position so they are inside the perimeter of the floor but it makes no difference. WHere am I going wrong?
(I'm kinda new to Unity)

valid basin
#

UI interface of USharp Video Player stopped working for me, some elements still work like entering a video, but the volume bar and slider don't register interactions. Any tips what i should do to fix this ?

proper dirge
#

lol I thought this chat was about soup ๐Ÿœ

valid basin
#

imagine my pain when i search solutions for VRChat stuff and google just gives soup recipes

glacial oasis
#

@valid basin i was having that issue when i was trying to use a variable incorrectly, i think the program was just dying midway and my sliders/buttons just wouldnt work

valid basin
#

what kind of variable @glacial oasis ?

#

i am using USharp Video Player just out of the box

#

and it was perfect before

#

did find this though in the log

VRC.Udon.VM.UdonVMException: The VM encountered an error!
Exception Message:
  An exception occurred during EXTERN to 'VRCSDKBaseVRCPlayerApi.__get_displayName__SystemString'.
      Parameter Addresses: 0x00000168, 0x00000151
  
  Object reference not set to an instance of an object.```
glacial oasis
#

i was a ui text that i tried to concat to strings, then assign to a ui text

normal sable
#

Oh nevermind, I see what's going on, sorry.

floral dove
lyric mason
#

Hey, I just wanted to clarify something for myself: is Udon visual scripting currently the only way to program? Or can we use C# scripts?

fiery yoke
#

@lyric mason
Udon works on the basis of a Virtual Machine. It processes instructions from an intermediary language which is called Udon Assembly. There is multiple ways you can assemble those instructions. You can straight up write in Assembly if you want to torture yourself, or you can use the inbuilt Udon Graph to have a visual interface. There also is a C# compiler from the community member Merlin which is called UdonSharp (U#). It can ofcourse only assemble a small subset of true C# based on the limitiations of Udon.

stark adder
#

If you have basic knowledge of C# I'd say U#is the best choice as sometimes 2 lines of code in U# can be 20 nodes in Graph editor ๐Ÿ™‚

lyric mason
#

Can they be mixed?

cold raft
#

i like the idea of u# but there was no override for ontriggerenter, so i went back to scripting

fiery yoke
#

Merlin only creates virtual stubs for VRChat's methods. OnTriggerEnter is a method that is native to Unity, therefore it does not have an overridable virtual method.
Also both are forms of "scripting" so that last part made no sense.

cold raft
#

do you got any examples on how to implement standard unity methods?

#

i am a c# dev irl zo i prefer to use c#

fiery yoke
#

You just use it the same way you would do in a normal C# script in Unity
e.g.:

public void OnTriggerEnter(Collider collider)
{ }
#

Its 1:1 the exact same way you would use all other unity callbacks in a normal C# script that you would use in Unity.

cold raft
#

intresting ill give that a try tomorrow

gaunt gorge
#

Guys is udon linked with hologram tech

#

Because i think 4 layer hologram is more light

vale current
#

Is there a way to have a player inside a station and keep playing animation like they aren't inside one ?

celest olive
#

Does an UdonBehaviour's "Sync Position" also synchronize instantiation of new objects in the scene?

fiery yoke
#

No. That feature (Networked Instantiation) is currently not implemented in Udon yet.

celest olive
#

Yikes uh.. Now that's an issue if I want to shoot bullets I guess. Is raytracing a thing?

fiery yoke
#

I think you mean Raycasting. Raytracing is usually a technique associated with Graphics.
And yes thats a thing you can do. I would also advise against instantiating Bullets or whatever on the network even if you could :P

#

Be warned that Networking still is rather complicated. Even outside of VRChat making a well networked FPS is difficult, and VRChat has a relatively bad ping considered to normal FPS games, since they usually run on dedicated servers in localized regions.

celest olive
#

Oh right, my terminology is a tiny bit rusty haha. Hm.. So either it's using raycasts for shot interaction, or I guess having a box with 1k bullets pre-spawned and iterated over x)

Oh I'm aware of the ping issues. I'm still trying to figure out how to play around with that so that it might not feel "woah AAA game in VRC" but at least "Hey this is playable."

I do have some experience with netcode, so it won't blow me up all too much I suppose. For now I'm really just learning Udon anyway, so mostly exploring possibilities etc. :) Thanks!

fiery yoke
#

Yeah there is probably some lag-compensation techniques you can make systems for. Also Favor-the-Shooter vs Favor-the-Target are both possible.
And object pooling would probably work, but you dont want fast moving objects that are position synced. Thats just generally a bad idea.
You would rather simulate the bullet locally and only network the information about when a bullet was shot and from where.

#

Generally: If the object cant be interacted with, dont network it directly. Rather network the cause of the objects movement.

celest olive
#

Fair enough actually. I'll figure something out c:

wraith musk
#

Can't seem to find an answer for the SDK3 stuff. Just trying to figure out how to reset item positions on my world. Anyone familiar?

fiery yoke
#

Even something that simple isnt that simple in VRChat lul:
If the object is not networked and does not have a Rigidbody you can simply set the Transforms position and rotation.
If the object has a non-kinematic Rigidbody you also need to set the (linear)velocity and angularVelocity to 0.
If the object is networked you can generally do the same, but it will lerp the position on remote clients which can look weird and cause unwanted behaviour.
In that case its usually easier to set the objects position below the respawn height (default is y = -100) and let VRChat handle that, since VRChat has a special method on networked objects to teleport them without the lerping behaviour that we dont have access to.

wraith musk
#

it appears the -100 respawn is in the VRC Scene Descripter. How do I call that exactly? Does it just automatically do it via the VRC script after some time, or is it after the object falls off the world only?

fiery yoke
#

The respawning of networked objects is handled by the VRChat client. You do not need to do anything. As long as the object is below the respawn height, VRChat will attempt to reset the objects transform to its starting state.

wraith musk
#

I think I get it now! I appreciate it!

#

So, in the VRC Scene Descriptor, do I need to add spawns for each object that should respawn?

#

It seems changing the height in the Respawn Height is also making it an issue for my avatar as well. Is there a way to make this effect world objects that you can pick up only?

fiery yoke
#

No thats why I said: You teleport the objects below the respawn height. You dont need to change the respawn height.

wraith musk
#

I see, I may be confused on how to teleport the objects then. Do I have to create a teleportto trigger for it? I'm just unsure how I'd go about doing that for a full set of different items.

fiery yoke
#

Well you "teleport" an object by setting the position of the transfrom of the object.
How you do that for a set of items is up to you. If you just want to reset all Items, then there is different ways to do that.
But frankly there is no "no click wonder" for that.

wraith musk
#

So doing something like a large box area that is at the floor height as a trigger would work right? LIke having the object enter the trigger space for like x amount of time then changing it's transform down to like -110?

celest olive
#

Where would I need to look if I want to add an udonbehaviour to all players joining my world? Is there a simple way to attach that, or would I have to make the player carry around an empty gameobject that houses it instead? If so, any way to do so that it's synchronized between all clients?

quartz meadow
#

is there any performance impact on me splitting a large udonsharp file into multiple programs that reference each other? (for local play, not multiplayer)

celest olive
#

Depends on how your referencing works, I'd assume. There usually is none in regular programming - and since as far as I can tell, Udon is using dictionary based method storage, there shouldn't be any in Udon either, unless you're switching from a flow based interaction within your class to an event based interaction instead.

And even then, for listeners to be performance heavy you'd need literal tons of them - Speaking about enterprise level applications here.

quartz meadow
#

alright, sounds good. my projects are becoming way to messy to do as a single cs file at this point without having to rip my hair out

celest olive
#

Fair enough! What I just mean is that the bulk of performance load will still come from what you're actually doing, not from how you communicate within your file. I'm at least 90% positive that there shouldn't be too much of an issue in that regard.

#

On that note, anybody know how to go about a try/catch behaviour inside udon? I just encountered the fact that shooting something without an udonbehaviour on my gun kills the script on that gun entirely.

runic charm
#

was using this script and testing via Unity Editor, but apparently Forced Desktop returns true with this node. Is this just the way it works in Unity Editor?

quartz meadow
#

strange, for me (in udon sharp) it will not on desktop, then aghain I am testing in game locally

celest olive
spring talon
#

Using Udon or other methods, is it possible to save player data after leaving and rejoining a world?

bronze light
#

Is there a reason why my UI slider is not being interactable? I have a vrc ui element script on the canvas and canvas + children are on default layer and I can use the mouse in Play mode to drag the slider and my udon script works fine

#

But in Build + Play I cant interact with the UI slider at all

celest olive
bronze light
#

Anyone worked with OVR Lip Sync component and vrchat?

cunning mist
#

I believe you can accomplish this by having Exact Grip and then not placing anything into the Grip target.

scarlet lake
#

how do i hide layers from the player view? I did it in the obvious way and although it works in editor, it doesn't work in-game

cold raft
#

iv been trying some udonsharp and this
var owner = Networking._GetOwner(otherObject);
doesnt compile, it gives System.Exception: Invocation requires method expression. any idea why?

fiery yoke
#

the _ methods are only for some special handling.
Just remove the underscore and youll be fine.

cold raft
#

riiight i found the underscore sus, didnt notice the normal method ๐Ÿ˜„

#

thanks it works now

floral dove
# scarlet lake

the culling mask on the main camera is set by VRChat. You can change it on cameras you add to the scene, but not on the main one provided by the Client.

primal ocean
#

Udon Graph Question. I have a Udon Graph with a bunch of "Set Time"'s in it and a bunch of different custom events to fire to set a audio clip to various times in it. Attaching this one big graph to all the buttons is fine as long as each button has it's own unique CustomEventString to send right? It won't cause any issues or lag? Or should I make a individual graph for each button that only says to set the audio to a certain time? I have 23 buttons to skip to 23 different spots so I would end up having to do 23 different graphs for that. I would like to try and avoid that but I don't know if my method of avoiding it will cause any issues.

twin swan
#

Would this be where i ask for help? I noticed most of the VRC_ components are missing for me, and i get a few errors in console when i open my project

Assembly 'Assets/Udon/Editor/External/VRC.Udon.Compiler.dll' will not be loaded due to errors:
Reference has errors 'VRC.Udon.Graph'.
``` would be the first error
scarlet lake
#

@floral dove so there's no way to hide layers in game?

#

wondering what would be the best way to get layers to only show up in cameras in the world (and not for you, the player) vrcTrollThinking

mossy sequoia
#

I haven't checked in a while but is a version of VRC_PlayerAudioOverride working in Udon?

twin swan
#

I'm able to build and test my world fine, but i get these errors when i load my project, and most components (like VRC_Player mods for jumping) dont show up in the search on add components

mossy sequoia
#

Thanks momo!

floral dove
twin swan
#

update to 2.7.1?

#

i already have cinemachine on the top next to vrchat sdk

floral dove
twin swan
floral dove
#

Do the errors only show up on first import? Do they appear again if you clear them out and Build & Test?

twin swan
#

They do not show up on sdk import, only a warning about a certain shader, and ill check if they appear again on build&test

#

i also can't strafe with a or d for some reason, lol

floral dove
#

ah - that's just the Unity Editor complaining about GUI stuff. I don't love it, but it shouldn't affect your build at all. What is your Strafe Speed set to?

twin swan
#

I've never played vrchat outside of vr so it very well could just be me not understanding what im doing lol

#

and yep that was it, thanks!

#

So all of these errors are ignorable?

floral dove
#

Yes

scarlet lake
#

surely this shouldn't light up avatars?

#

(but it does)

summer scroll
#

Is there documentation for UDON integration with Cinemachine?

floral dove
summer scroll
#

I'll check it out, thank you

twin swan
#

why do players glow when they are near a spot light, even if the light is not pointed at them?

bleak widget
#

I am trying to triggering custom events across udon behaviors but can't seem to set it up correctly to make it work without it throwing an error. Is this more or less the idea of how it is supposed to work?

floral dove
bleak widget
#

Yes that is exactly what I want it to do. Does this work if this graph and the 'Main' graph are different graphs?

#

Or do they have to be the same?

floral dove
#

It will work on different graphs.

#

This is how you trigger an event on another UdonBehaviour, yes.

bleak widget
#

That is what I was thinking. Time to debug why it halts the udon behavior when the interact is called

floral dove
#

you can take a look at the way the InteractCube works in the UdonExampleScene, it does exactly this.

bleak widget
#

Oh thank you. I will look at that if I am still having trouble making it work (:

#

Is this the node I would use if I wanted to get all the current players in an instance as an array?

floral dove
fiery glen
#

Hello everyone
Why do I declare the public variable in usharp and put the unity object, it will disappear after the start?

grand temple
#

I might be wrong but I don't think doing that is supported. You can work with .txt files though, they're called textassets

fiery glen
#

How to conver int to string?
I use Tostring() not working

#

System.ExecutionEngineException: String conversion error: Illegal byte sequence encounted in the input.

grand temple
#

Tostring should work just fine. That's a strange error, are you doing something weird with that int?

fiery yoke
runic charm
#

Can't really submit the bug into forums right now, but just wanna put this out there:
I had a prefab which has UdonBehavior component attached to it. However, I couldn't change some of its parameters (Synchronize Position and Allow Ownership Transfer On Collision). I can click the checkbox, but it reverts after I build and test. Changes to it made in prefab doesn't seem to be detected by Unity (the * of unsaved files didn't appear). I circumvented this by changing the parameters in prefab, then shuffling the Transform position a little bit so Unity detects a change and prompts a save.

broken zodiac
#

Looking for help, I'm trying to play an audio clip, that is on a gameobject, with multiple other audio sources...
I thought this was set up right, but it's playing all the sources at once instead of picking the one clip out of them...
Any help would be appreciated, otherwise I'd have to make separate empties with sources for each clip...

bleak widget
#

Is there any chance that the other clips could be playing unintentionally from somewhere else in your code?

broken zodiac
#

They're all built like that one, with different event names to run each

#

Like here is the Graze, plays an animation, then the sound

#

The only thing that I can think off is how the audio source is placed?
Like the emptyobject has all the sources, but in the code there is nothing saying which source to look at

#

But IDK how to put that in there, other than just dragging the emptyobject holding them

bleak widget
#

I may have found a bug? Or maybe I am just setting this up wrong. For some reason, if I disconnect the custom event and print the value of 'currentPlayerIndex' it displays the correct value at the start ('1'). However, if I connect up the custom event and print the value, I get a null value at the start

flint urchin
flint urchin
bleak widget
paper talon
#

I'm still having trouble replicating this example teleport script... I just can't even find like half of these nodes in the search

#

like... I type Network into the search and that Networking node does NOT come up at all. Can someone please explain to me what I'm doing wrong

#

This is such an unintuitive system. I wish it was more like Blender's node search.

#

It shouldn't be this hard just to make a measly teleport from point A to B lol

#

that Transform Get Position node wouldn't come up either, I had to do it this way instead and I'm not even sure if it'll work the same way:

#

no clue how to create that "Vrcplayer api Teleport To" node either. I wish the person who posted this example had provided more details xD

fiery glen
#

@grand temple My script
private int times = 0;
void start(){}

#

void start(){
times += 1;
string num = times.ToString();
}

#

what's problem ?

grand temple
#

I see no reason why that wouldn't work

#

are you sure that error is coming from that code?

#

What does the error actually look like in the console. Is it coming from Udonsharp?

fiery glen
#

yes is coming from UdonSharpBehaviour

grand temple
#
    private int times = 0;
    void Start()
    {
        times += 1;
        string num = times.ToString();
        Debug.Log(num);
    }``` ยฏ\_(ใƒ„)_/ยฏ
fiery glen
#

why.....

#

Always Compile Error.....
System.ExecutionEngineException: String conversion error: Illegal byte sequence encounted in the input.

grand temple
#

if it's a compiler error, that's very different

#

it could be coming from any script in your entire project

#

you're really not giving us much to go on here... did you import some package with scripts in it? Anything?

fiery glen
#

I only import Udonsharp and Udon SDK3

grand temple
#

do you have any non-english characters in any of your scripts?

fiery glen
#

using UdonSharp;
using UnityEngine;
using UnityEngine.UI;
using VRC.SDKBase;
using VRC.Udon;

public class trigger : UdonSharpBehaviour
{
private int times = 0;

void Start()
{
    
    times += 1;
    string num = times.ToString();
    Debug.Log(num);
}  

}

#

this is my script

#

I don't think there is a mistake

grand temple
#

yes I understand that.... Are you telling me that your project contains SDK3, Udonsharp, this script, and LITERALLY NOTHING ELSE?

fiery glen
#

Only this script error
I couldnโ€™t succeed with this "trigger" compile program

grand temple
#

idk, ask in the udonsharp discord. Maybe merlin can get to the bottom of it

flint urchin
paper talon
#

Oh my bad, I missed that part ๐Ÿ˜…๐Ÿ˜… I guess i need to watch a tutorial on the basics of Udon then...

flint urchin
#

But if you look at the very first part of the name, that will tell you what to look for

#

Networking -> VRCPlayerApi

#

Well

#

VRCPlayerApi is by itself too

#

So just hit space and type the name. Then you got to look for the method

paper talon
#

well when I type Networking, a list comes up but VRCPlayerApi is nowhere in the list

flint urchin
#

Get local player

#

But that was my bad. Just type VRCPlayerApi

#

No network

paper talon
#

Empty

grand temple
#

if you're ever not sure what category something is in, you can press tab to do a full search instead

paper talon
#

omfg. That was what I was missing. THANK YOU

#

I didn't know that ๐Ÿ˜ญ I was doing right-click -> Create Node

#

Sorry for my noob moment @flint urchin Thank you for your script, I just got it working. Sorry for being a noob

celest olive
#

How can I check if an udon behaviour I procedurally send an event to even has the event I'm trying to send in the first place?

There seems to be issues arising, if I force sending said event - which would be fine if I could just add it without any logic to every udonbehaviour I'm using as a workaround, but the respective players in the world do also cause that problem.. :/

floral dove
# paper talon Oh my bad, I missed that part ๐Ÿ˜…๐Ÿ˜… I guess i need to watch a tutorial on the bas...

to learn about the different ways to search for nodes, check this page in the docs: https://docs.vrchat.com/docs/searching-for-nodes

grand temple
#

You can get a list of events in editor with udonsharp and editor scripting but that's really complex and might be overkill. I'm pretty sure events just get discarded if the target doesn't have the event. What do you mean by problems?

celest olive
#

Well the specific behaviour is: I have a gun, an object that I can shoot (which reacts to the event) and plays a sound, environment (no udonbehaviour) and obviously players.

If I shoot the object it plays the sound, if I shoot the environment the script broke before, but I fixed that by checking against null (see screenshot)
If I however shoot another player and then the sound object again no sound is being played anymore for that specific gun. All other guns that never shot a player before still work.

#

the sound script really is nothing special.. It's supposed to be the basis for anything shot-related, though later.

grand temple
#

You're checking null on the udonbehaviour correctly, but you also need to null check on the transform itself. Some objects are protected so trying to access anything about them will cause your script to crash

#

if an object is protected, then equality null will return true

#

anything vrc related like players, menus, and cameras are protected

celest olive
#

Oh. Well that explains things, then. In that case how would I go about attaching things to the different players if I cannot access their transforms for position synchronization? Because that's the next thing I was gonna do

#

I'd assume the playerapi has methods for that?

floral dove
grand temple
#

you can't get the transforms of course but you can get the positions and rotations of all their bones

floral dove
#

Like, when a Player joins the world, pull a Behaviour from a pool and attach it to them, give it a reference to the VRCPlayerApi

#

then you can go through the pool (or an active array subset) to get to each player.

#

OR - if you're doing stuff with Physics, you can use OnPlayerTriggerEnter/Stay/Exit or OnPlayerCollisionEnter/Stay/Exit to return the VRCPlayerApi directly

grand temple
#

OnPlayerParticleCollision would work pretty well if remote client's hitboxes weren't just a sphere around their feet

#

maybe it works with combat system enabled? I've never tried that

celest olive
#

Roger that. Also no physics, I'm probably going to use a similar solution as I've seen in FreezeTag of attaching a fixed size capsule collider to the player. That simultanously avoids the problem of me having to deal with differently sized avatars. The rest is just pretty simple game logic for now. Capture points, rudimentary health system etc. I'll peek into the combat system when I'm done with this map, as it's mainly meant as practice.

grand temple
#

if you want to attach objects to everybody in the instance, check out my "simple object pool" prefab on the database at https://vrcprefabs.com/browse

#

it's made with udonsharp, but you could totally make a child script that uses graphs

#

you don't need to touch the parent script, but the child script is meant to be modified to fit whatever you want to do

#

in order to make this follow it's owner, all you would do is say something like on update > if owner is not null > transform set position to owner's position

celest olive
#

Sounds simple enough x) Which script specifically are you talking about, though? I can't really find anything with the name or description with your name attached to it. The Toybox does come with object pooling, however it seems.

#

... And that's the moment she looked up at the tabs

grand temple
#

you're in the SDK2 section, go to the udon section

#

yeah

broken zodiac
flint urchin
#

Itโ€™s GameObject/Transform GetComponents<AudioSource>

#

The gameObject/transform is the gameObject those sources are on

#

But with Udon you donโ€™t need multiple sources if youโ€™re going to do play one shot

#

Just use AudioClips[] and a single audio source

atomic shale
#

How do I hide the in-game "interactable" highlight on things? I've seen it a lot of places but can't figure it out.

olive tiger
#

Just a quickie, I've been playing around with udon behaviour variable pass-through and for example if I set the interactions to a cube it works fine, it stores the sent value (gameobject) and will replace the old one if I change it dynamically, however this variable won't pass through to for example a UI button to be stored. Do UI buttons on a canvas element not handle this well? It's kind of the missing link to get what I'm working on to work. I have the script set both to the cubes and UI to a tee and only the cubes for setting and using the set value work.

peak umbra
#

I'm trying to figure out how to change variables through Udon Graph.
So say I have a variable isOn and I want to toggle it between true and false for something like a lightswitch, how would I go about doing this?

runic charm
celest olive
dull sequoia
#

Anyone have an issue trying to build and test a world with "vrchat sdk3 worlds"? Build 2018.4.20f1

dapper lion
#

bro, just build and publish, its the best thing to tell if somethings the matter next to checking for errors

dull sequoia
dapper lion
#

some people do

peak umbra
#

Thanks guys!

twin swan
#

Can I ask for UdonSharp help here? How do I get the tag of a game object in udonsharp? Since .tag and CompareTag arnt exposed?

fiery yoke
#
  1. You should probably head to Merlins Discord (on the UdonSharp GitHub page is a link) 2. You dont. Tags are inaccessible from within Udon. Not sure anymore if custom tags even exist in VRChat.
cold raft
#

udonsharp โค๏ธ

clear ginkgo
#

hI ๐Ÿ™‚ Has anyone got tips on upgrading a SDK2 world to Udon? I tried deleting the VRCSDK folder and meta file and then opened the project and imported SDK3 but i'm getting a bunch of errors.

dapper lion
#

you need to change scripts into udon

#

at least thats what it sounds like

clear ginkgo
#

what do you mean by change the scripts? I removed sdk2 and imported sdk3, is that what you mean?

dapper lion
#

what scripts, if any, were used originally?

#

if none, then there should be no errors unless something else is occuring

clear ginkgo
#

none, i just used triggers ๐Ÿ™‚

dapper lion
#

what kind of triggers

clear ginkgo
#

the normal sdk2 trigger stuff for buttons

atomic shale
#

When I was updating my world to Udon, I found it was far easier to just start from scratch

#

But I also didn't have too much, so shrug

dapper lion
#

sdk2 triggers will not work

#

as they are sdk2

#

you will need triggers made from udon graph or U#

clear ginkgo
#

yeah I have removed all the missing components from my objects but i'm still getting errors. not sure where else to check

#

i'm not looking to use the old triggers, I will new ones but first I need to be able to setup udon correctly

native estuary
clear ginkgo
#

thats it! thank you

#

how do i do that

#

๐Ÿ˜„

native estuary
#

Project Settings > Player > Other Settings > Scripting Define Symbols

#

Switch 2 to a 3

clear ginkgo
#

i ll try that now

clear ginkgo
native estuary
#

The default prefab has strafe set to 0

clear ginkgo
#

oh what are the default (sdk2) values for walk/run/strafe?

dapper lion
#

false is what i usually set them to, but i belive the number should stem from the normal wal speed

twin swan
#

Is there persistent data storage? Can I store a user's data (like their high score and custom color) and can I store a high score that all users on every instance of the map can see?

native estuary
#

Not really

#

Unless you want to make your own side app

twin swan
#

How unfortunate

primal ocean
#

So, how would I go about setting a audio track's time globally off any players interaction? What node would I need to make me sync something globally?

fiery yoke
#

The easiest way to sync one off things is using Networked Events.
However be warned that this will not sync up for late-joiners until the next event.

primal ocean
#

Ah I see, that works perfectly then. I have a audio player that plays everyone's audio separately but wanted a option for any individual to set their audio's position in time to everyone's on the click of a button. I imagine I would make it so it would pull their time off their audio source then globally set it

#

I am not seeing a networked event node though. Maybe I am just not looking in the right spot?

fiery yoke
#

Well events can only be distinct "named" events. You currently cant pass any values with it. The node is under UdonBehaviour.SendCustomNetworkEvent(string name)

primal ocean
#

Ah, thank you. So I take it if I use a Custom Event SendCustomEvent to pull the timer for the local player, then make a second Custom Event SendCustomNetworkEvent with the same string name to fire on a delay ( I don't know if delays are currently possible) It would grab the time first and take a second to buffer before applying it locally if I am correct? (Edit: I can pull it without using a local custom event which I am stupid for not thinking about but I am not curious if it will pull everyone's own personal time and set it as that for every individual)

#

I guess my next question, I am sorry for so many questions, Is there a node to delay a flow/fire?

floral dove
violet panther
#

I'm having an issue in my world where I can't strafe left or right. I've tried it both on desktop and in VR and I can't seem to get it to work.

native estuary
#

The default prefab has strafe set to 0 right now

#

As momo said right above he fixed it for the next release

violet panther
#

I see it! Thank you so much!

#

Now I'm running into a weird issue when I hit "Build & Test" it's not actually building the world I have created... it's loading a build I made about 2 hours ago.

native estuary
#

What's in your console after trying to build?

violet panther
#

oh wait

#

there are 29 errors popping up

native estuary
#

Can you show?

violet panther
#

"Two delegators in existence"

native estuary
#

Those wouldn't really stop a build from happening

violet panther
native estuary
#

Anything besides them?

violet panther
native estuary
#

There we go

#

Delete that script and everything will work

violet panther
#

How do I find out which one to delete?

native estuary
#

Read the last errors you posted it tells

#

It specifies the script

violet panther
#

The assets?

native estuary
#

Just the single file

#

"Assets"(Aka all your project assets which you usually browse while inside your unity)"AllSkyFree"(Folder inside your assets folder)"AllSkyFree_Menu.cs"(The file itself with the problem)

violet panther
#

Got it! Thank you for your help!

primal ocean
#

Can you make a ConditionalAnd for strings?(NVM Think I found it finally) Lastly, Is there a way I can call on the player name for who pressed a UIButton?

flint urchin
#

Depends on what you're after. But the display name is always accessible locally. Remotely you either got to sync the name (or player instance ID) or get it based on who is the owner.

hardy fog
#

I made a board game in udon, but the gamestate is not synced between players, so it can't be played. Are there any good tutorials to synchronize that stuff?

fiery citrus
#

how to fix

green sky
#

Run around the game a few more hours. Or something.

fiery citrus
#

ooo ok

floral dove
twin swan
#

Why can't other players in my world hear the gun shooting? presumably i need to sync the sound somehow? edit: network events

neat berry
dusk lintel
#

How would I possibly make a button to show hidden rooms only for whitelisted players?

floral dove
dusk lintel
#

im very new to scripting/udon noodles, is there a way to get a quick tut?

floral dove
dusk lintel
#

Alright! thanks a ton ๐Ÿ˜„

scarlet lake
#

What layer should world UI be on, to avoid colliding with things (but not require the user to open their menu to click it)?

fiery yoke
#

UiMenu I think

scarlet lake
#

i'll try, thanks

fiery yoke
#

Which is confusing but

#

ยฏ_(ใƒ„)_/ยฏ

scarlet lake
#

thought that might require the menu to be open

fiery yoke
#

Yeah thats why Im saying its confusing

#

the one that requires the menu to be open is UI

#

which is the default

scarlet lake
#

oo

hardy fog
scarlet lake
#

@fiery yoke sorry bub

#

uimenu does require the menu to be open

#

maybe UI is the one i need

fiery yoke
#

Ohh really?

#

Was convinced its the other way round

#

Well then

#

Ohh I misread. Didnt see that maybe

scarlet lake
#

i also applied it to the wrong canvas and broke my fancy buttons and spent half an hour being very confused :aaa:

#

my fault on that one

#

and UI is the same

#

so uh

#

It looks like this is the only channel active

#

so uh i got glitched

#

and now i cant search for avatars

#

i even reseted the game

floral dove
#

@scarlet lake you can check the Physics matrix to see which layers will block the Player. Walkthrough is a good one if you want the player to be able to walk through it but still want it to respond to their raycast

scarlet lake
#

ook

fiery yoke
#

Im still pretty sure it should be UiMenu

floral dove
scarlet lake
#

i tried both Helper - both require the menu to be open to click on

#

i wasn't sure which layers collided with the players... raycast? So hopefully walkthrough does the job

fiery yoke
#

Well but we've been using Canvases for years now. And it always worked with some UI layer. So either youre testing is wrong. Or my memory is really fucked :P

scarlet lake
#

i think back in the day, they only worked when you opened your menu

#

so behaviour has changed

#

since now they work on the default layer without needing menu to be open

fiery yoke
#

If youre talking about 2018 maybe

scarlet lake
#

2018 perhaps ye

fiery yoke
#

But even then I dont think so. The canvas raycast behaviour hasnt been changed in a while

scarlet lake
#

walkthrough does the jobby ๐Ÿ‘

#

thank you one and all ๐Ÿ™

hardy fog
#

I'm trying to have a door that animates open and closed. I think I'm getting it. In C# I need to set the interacting player to be the owner of the object in an Interact() function, and update that player's door. Then, set the variable to close/open the networked doorway. Does the variable need to be special to trigger the OnDeserialization event? Or do all value changes on an owner's client trigger that in other players? And then update the other player's worlds in the OnDeserialization() function

scarlet lake
#

does it actually transfer ownership when you interact?

#

(of the gameobject)

hardy fog
#

I think there must be an Udon method that swaps ownership

scarlet lake
#

i feel like my master checks rely on gameobject not changing owner

fiery yoke
#

Interact does not automatically transfer ownership no

scarlet lake
#

but to answer your question, i think all you need to do is send a network event to All when on Interact

fiery yoke
#

Not even all

#

just send it to the owner

#

tell the owner to toggle the door state

scarlet lake
#

but how will everyone else know

fiery yoke
#

Then that state will reflect back on all users

#

You have a synced variable that keeps track of the door state

#

otherwise it would get out of sync for new joiners

hardy fog
#

Thanks, Blue and Help, I'll try to find the documentation for sending network events.

scarlet lake
#

SendCustomNetworkEvent(VRC.Udon.Common.Interfaces.NetworkEventTarget.Owner, "OpenDoor")

hardy fog
#

I need to learn to declare synced variables, and send network events.

scarlet lake
#

and you can check the owner with Networking.IsOwner(_localPlayer, gameObject)

#

*Networking.LocalPlayer

#

if you want only the owner to do something

#

*owner = master

fiery yoke
#

owner is not always master. But by default the master is the owner of all objects.

#

Also @scarlet lake Youre right, my memory is apperantly very bad on UI stuff in VRC

hardy fog
#

Is there part of the documentation with all the methods like "SendCustomNetworkEvent?"

hardy fog
floral dove
stark adder
floral dove
#

you can use Networking.IsOwner(GameObject obj) if you want to check if the person interacting is the owner

stark adder
#

Networking.IsOwner (Networking.LocalPlayer, SomeGameObject)
This return true or false depending if LocalPlayer is owner of SomeGameObject

floral dove
#

not sure why you care, though - if you have Interact broadcast an event to everyone including the Owner, then have the owner update their own synced variable, that would work. Or just have everyone listen to that broadcast and update their object locally.

fiery yoke
#

The problem is (as always) late joiners

#

The only means to convey information to late joiners is by having a synced variable keep track of the current state

stark adder
#

Yea everyone's gotta hate late joiners.. ๐Ÿ˜„

fiery yoke
#

For a boolean state you can also rebroadcast the current state after they have joined, but for non-discrete values and anything that has more than just 2 states that gets complicated quickly

hardy fog
#

OnJoin() we could pass them the current state of synced variables

fiery yoke
#

Thats unfortunately not how synced variables work

stark adder
#

You can't pass them anything

hardy fog
#

Thanks so much for helping me out. I hope soon I can answer some questions on here, too

stark adder
#

Well

#

theoretically you can

fiery yoke
#

Nah not really

#

Not in the original sense of "passing values to something"

stark adder
fiery yoke
#

Synced variables are constantly sent. Their content is always being sent every "network frame".
It has some benefits but also huge cons.

stark adder
#

One of the cons is that if you overload the network then RIP syncing and nothing will get synced so you need to be careful on what you sync

hardy fog
#

I found non-owners sending an event to the master to not propagate to other players

#

But it still has the problem for late joiners.

floral dove
# hardy fog But it still has the problem for late joiners.

events are (mostly) reliable but not buffered - they will happen for everyone but disappear, so late joiners have no way to know that they happened. That's where Synced variables come into play - a late joiner will get OnDeserialization events with the current state of all synced variables so they can catch up.

violet panther
#

If you're uploading a world to Community labs and your limited to 1 upload a week.... if I update that map and try to upload the update, is that considered more than the 1 upload a week?

restive dust
#

Is it possible to create variables in an UdonBehaviour that cannot be read from or written to by other UdonBehaviours? I'm using U# if that makes any difference, but I'm wondering about both graph and U#.

warped shard
waxen breach
dusk lintel
#

I didnt think anybody was gonna figure it out but you did!, thank you soo soo much ๐Ÿ˜„ @waxen breach I will test and build, test and build.

waxen breach
#

i had to make a button like this for a new world i was helping with.

dusk lintel
#

ah i see, i might still struggle with udon a bit, still learning this new language

#

nonetheless 1000 thanks

dusk lintel
#

@waxen breach one more question, is the text field and player trigger have public or synced checked for either one?

waxen breach
#

text field variable is not needed and was for the debug part. PlayerTrigger is a public variable. I have not messed with synced alot so i left that unchecked,

lapis trellis
#

can someone help me, when making a world in sdk3 and using a blank canvas world my charachter/ other people can't walk sideways, just forwards and backwards, any help?

lapis trellis
#

nvm i am just stupdi

scarlet lake
#

Anyone know when animation sync will be fixed?

mental dawn
#

I am currently trying to use the editor to convert a bunch of RenderTextures(or RenderTexture[]) into a RenderBuffer[] array but the ctor for RenderBuffer[] only takes an int, and even if I initialize it to a fixed size, I can't typecast the RenderTexture to the RenderBuffer for RenderBuffer[].Set any ideas there?

torn oar
#

Hi guys I got a problem in my world.
The problem is that I try to create two separate areas to connect to each other using the portal. In order not to make the two areas affect each other, I moved one of the areas to a farther place (for example, 1000 meters or longer). However, some texture errors started ๏ผˆlike glitching when I rotate my vision) to appear in the area furthest from the start of the test world. At the same time, I noticed that my character will also glitching in this area. Is there any way to fix this problem?

mental dawn
# mental dawn I am currently trying to use the editor to convert a bunch of RenderTextures(or ...

Just wanted to let anyone who sees this know, I ended up just doing it in U# ๐Ÿ˜•

    public RenderTexture RT0A;
    public RenderTexture RT1A;
    public RenderTexture RT2A;
    public RenderTexture RT3A;
    public Camera CAMA;
    void Interact()
    {
        RenderBuffer[] renderBuffersA = new RenderBuffer[] { RT0A.colorBuffer, RT1A.colorBuffer, RT2A.colorBuffer, RT3A.colorBuffer };
        CAMA.SetTargetBuffers(renderBuffersA, RT0A.depthBuffer);
    }
eternal oar
#

hey i dont know if this is neccessarily udon related but when i hit play my world crashes and i do not see any visible errors in my console. like none at all two warnings ab overlappings uvs but regardless it will open when i run a test build but when i go to publish it crashes after building the scene

glacial oasis
#

is your unity crashing and giving you that red "!" when you try to publish? I have that sometimes but i just redo it and it eventually works but idk if theres something causing it specifically

eternal oar
#

so i basically get to the point where it is about to let me put in the world info and #s and etc but then a few seconds go by vrchat doesnt open and it just ends up crashing/closing

#

but unity doesnt tell me it crashed it just sorta disappears

glacial oasis
#

well when you publish from unity it doesn't automatically open vrc, at least for it. Only when i build and test does it open vrc

#

but thats likely separate from the unity crashing anyway i don't know what would cause it and when it happens to me i dont get any errors back either just closes it self with a standard we encountered a problem message

eternal oar
#

hmm alright you said one solution is that it eventually works for you?

glacial oasis
#

Ya it closes unity and i just reopen the project go through the process and it goes through, idk if something was running or hadn't finished loading and restarted cleared that up

eternal oar
#

ah alr well im stubborn ash so ill be reloading it for a min

#

hopefully this works ty

inner monolith
#

I'm not getting right click options in Unity for udon. for example, i don't have an option for creating a U# script. any ideas?

#

i've tried removing and reimporting but it isn't helping

dapper lion
#

what exactly are you trying to do?

inner monolith
#

learn, i haven't messed with it and am working on some stuff. some guides say make a u# script and do X for things

dapper lion
#

to me it sounds like you do not have anything imported, at least: not correctly

#

what is your sdk3 number/date? and then tell me what version of U#

inner monolith
#

well i downloaded the sdk yesterday from vrc so, thats up to date, and unity is 2018.4.20f1

dapper lion
#

thats not exactly what i asked but ill take your word for it lol, what about U# then? what version is stated on the unitypackage

inner monolith
#

well i don't have a u# package, that'd explain that

dapper lion
#

you might want to get that lol

inner monolith
#

where do i? google is useless for it

#

i thought u# was an udon thing for some reason

dapper lion
#

i would give you mine, but i am celebrating a holiday where innocent people died and were replaced afterwards

#

also udon is a lot cheaper than you think

inner monolith
#

as in no scripting required cheap?

dapper lion
#

no just in general, i can send you my package for U# when availible, otherwise, i suggest using bing to find the U# unity package

#

thats how i found it

inner monolith
#

thank you. and enjoy your thanksgiving!

dapper lion
#

you too

floral dove
rigid plume
#

For world assets, do models HAVE to be exported to .fbx, or can I just use .blend files if I wanted?

inner monolith
#

thank you momo

rigid plume
#

What shader should I use on world assets that use textures with alpha transparency (supported for PC and Quest)?

unborn hornet
#

Blend files have issues with vrc as far as I recall

rigid plume
#

Any recommendations on Quest-supported shaders that allow alpha transparency for world assets?

dusk lintel
#

trying to create a button that gets the name of the player when pushed and if they are on the whitelist, then the button activates game objects

#

when i test this, the button disappears and the other game object i want to appear stays hidden

rigid plume
#

Is there a way to have background music in a world sound like it's playing in the background instead of originating from a single point in space?

dusk lintel
#

like a 2-d source?

rigid plume
#

I guess? I'm not familiar with that terminology.

#

I know other worlds do it...

dusk lintel
#

i know how to do it on sdk 2 but not 3

rigid plume
#

Right now my workaround is to have it set up with a high near distance, but even then that effects the volume levels from the left and right speakers depending on which way I'm looking.

hoary echo
#

There's two settings under VRC Spatial you need to set to encompass your entire map, I don't remember what they are exactly called, but you need to click to expand to see them by default

#

One sets the near distance, the other changes it from originating at a point, to originating from a sphere. So, when those two are set at whatever the size of your map is, it'll be even volume and not be coming from any one point

#

And please, for the love of god, set the volume to like 5% by default, and give users the option to turn it up on their own

rigid plume
#

Thanks! Volumetric Radius was exactly what I needed.

rigid plume
#

Does the Unlit/Transparency shader work on Quest?

flat walrus
#

Ok I had somebody make me a world and then they sent it to me so I can upload it however whenever I open it up and click the VRC SDK It only shows my sign in information not the ability to upload it

#

How do I fix that?

flat walrus
#

nevermind crisis aborted

violet panther
#

also, happy thanksgiving:)

native estuary
severe tree
#

I recommend that debugger, super useful tool ^

violet panther
#

Thank you so much! @native estuary

scarlet lake
#

guys i need to get my phone out on pc what keybind is it?

dapper lion
#

@scarlet lake is it a udon avatar?

scarlet lake
#

yes

dapper lion
#

then it should be in the r-menu

#

no keybinds unless the avatar is super fancy

scarlet lake
#

how do i make certain meshes/ materials ignore the Fog I have set in the Lighting tab in my world?

#

i'd like the fake skybox to be excluded from the fog

#

(and it it looks terrible maybe i can exclude all the buildings from the fog effect, since i like the subtle effect it has inside the room itself)

dim horizon
#

There's some shaders that will ignore fog. I think the standard one does if you set it to fade instead of opaque.

#

Buuuut you have to make sure that nothing is transparent and the alpha is set to max