#udon-general

59 messages · Page 53 of 1

glad stump
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Checking float Sync also calculates all players individually. How do I synchronize Random.range?

worldly tapir
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Does this happen for all at the same time? Maybe then only set when player is owner?

glad stump
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Both the owner and the non-owner display a different numbers.

hushed gazelle
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I've got this same problem too. As far as I can tell, this should locally set a random number to a synced value and then call that synced value during the customevent for every other player. But it's individually randomized.

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It's set to Synced: None, would Linear or Smooth help at all?

glad stump
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That's right. It's randomized unconditionally.

hushed gazelle
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Sooo, is there a sane/proper way to sync a random float in udon then?

stark adder
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Wait for Network Upgrade and Manual Sync 😄 Right now well.. You gotta sync it and waste bandwidth 😄

void ridge
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Sending a float with every network update isn't the worst thing. At huge scales, like if this is a program attached to a ton of objects, then yeah maybe

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I have a script that does something like that. 3 random integers for something like 20 objects. I tested it with 80 people connected and it was fine.

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However, if you're really interested, I think there does exist a strategy wherein you use the server time to generate random values

floral dove
sharp briar
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Is there a way to do a timer with graphs, I remember people talking about it awhile ago and noone knew

fiery yoke
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Ofcourse there is. It depends on what you want to do tho.

sharp briar
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I want something to turn off a few seconds after a player touches it

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And then turn back on a time after

fiery yoke
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In synchronous computing, a computer processes instructions one after another, until all instructions in that frame are processed. This is what a frame is. Its all of the instructions from start to finish that need to be processed. The time that took is stored in Time::deltaTime. Delta Time is the time, the last frame took. So if you want to know how much real time has passed you can add the Delta Time to an accumulator every frame.

Another and more simple way is to use Unitys timeSinceLevelLoad which counts the real time that has passed since the world was entered.

sharp briar
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So this is to track timing in the game, I would want the graph to look at timeSinceLevelLoad and then use that information to do the timing things I want?

worldly tapir
# floral dove if you want this - please file a Canny. Not sure what you mean about the MIDI sp...

I already filed a Canny under Bugs, because that's what the SDK2 version is. together with the suggestion for Udon: https://feedback.vrchat.com/bug-reports/p/1061-missing-midi-off-interpretation-double-onnoteon-messages

Yes, there is a Note Off message. However, most modern MIDI devices use a MIDI On message with a velocity of 0 instead.
To this, the MIDI spec states "A receiver must be capable of recognizing either method of turning off a note, and should treat them identically."
-> Source: The official MIDI Detailed Specification, page 10, under the Title "NOTE-OFF". The Document can be found here: https://www.midi.org/specifications/midi1-specifications/m1-v4-2-1-midi-1-0-detailed-specification-96-1-4 (You may need to create an account to view the document)

In Udon, since we have velocity, we have the means to implement this ourselves, yes. But as said in the post I made earlier, it incites hacky flow merging and noone has made a MIDI spec compliant map with this in mind yet. Should I create a new Canny specific to the Udon request then?

fiery yoke
sharp briar
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That's a little more confusing then I expected it to be but I think I can work with this information

fiery yoke
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Its not

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What time is it right now for you?

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Lets say its 13:26:31 and you want to wait 5 seconds. Then you just add 5 seconds to that value so 13:26:36, then you check every "frame" if the current time is that time.

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Thats literally how humans check how much time has passed since a given point in time :D

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You subtract the time of when you started counting, from the current time.

sharp briar
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Mhm

serene moat
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There's also SendCustomEventDelayed for seconds/frames

fiery yoke
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Isnt that in the beta?

serene moat
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it's on live

fiery yoke
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Ahh right, got a little confused with the networking beta.

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Yeah they added that to make exactly this kind of thing easier.

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But it has a few gotchas

floral dove
fiery yoke
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so both ways have their pros and cons.

worldly tapir
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aight, will do, thanks :)

sharp briar
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I think I can do what I want with this information

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Thankies

stoic mountain
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how do you get which hand player used to interact with an object ? (udonSharp)

floral dove
stoic mountain
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sadness
Ill just get the closest hand

floral dove
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however, you could use the InputUse event to figure out what hand just triggered the 'Use' event that caused an Interact

azure rover
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question, since sending inputs from UI is handled by unity's internal Events system (like when you click on a button or drag a slider) do you even need to use udon to then handle the subsequent reactions?

floral dove
azure rover
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that makes things a little bit easier since there's some things i dont necessarily need udon for

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the biggest problem i have right now is that I cant use custom classes

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i created a scriptable object that has the audio track of a song, its title, the composer name and the cover art
but this wont work with udonsharp

floral dove
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Right - you could write an Editor script that loads a scriptable object's info into an UdonBehaviour's program variables instead.

floral dove
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Video Players are meant for playing videos. We have several security measures in place to keep them from being used as a generic web query system, and discourage circumventing them, or discussing that here, thanks.

floral dove
dapper lion
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ok, so i have a parent that is a pick up that is synced that has another synced pick up for its child. does the child need to be synced as well or can the parent just be the sync?

floral dove
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you can just sync the parent

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unless you want the child to moved and synced separately. Maybe describe what you're doing with a little more detail?

dapper lion
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ok, so i want a pick up that can be moved by itself. and then have another pick up (the parent) move both itself and that other pick up

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cus rn, both child and prent were synced and the child was stuttering like bananas trying to keep position

grand temple
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the stuttering is probably caused by them having two different owners

dapper lion
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but i think they both have to in order for the child pick up to be moved to a different location for everyone right?

grand temple
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yeah, if the child ever moves independently of the parent then it would need to be synced

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if you do onpickup > take ownership of child, that should prevent the stuttering

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though if this is specifically for something like a gun with a foregrip, I don't think this is the best approach

dapper lion
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it is for mallets

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but ill try the allow ownership. thanks

floral dove
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Yes, that's a good point. When you call SetOwner on an object, it will only change Ownership of the target UdonBehaviour, not any UdonBehaviours which may be children of the target.

void ridge
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Assuming the inverse is also true, that when you set a child's ownership it doesn't affect parents or above in heirarchy

floral dove
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correct

dapper lion
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so like. what would happen if the children were set to sync, but the parents were not set to sync. how would that work?

floral dove
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I think the children would move to their new locations, and then jitter and fight against the parents when the parents were moved.

void ridge
dapper haven
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I tried putting a sound into a udon world but it didnt work

dapper lion
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that sound does not play on discord

dapper haven
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why?

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might be discord glitch, can you still download it

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or is it broken

dapper lion
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ok, so idea: if i make an object that isnt synced. but whatever it touches and rechilds its self is. then that means i could just use 1 unsynced object that picks up 2 synced objectS?

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also, that audio is most likely broke

dapper haven
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i dont think so, i think its just a discord bug

topaz scaffold
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I'm trying to create a system where, similar to the default vrc home, the player walk near a mirror to have it automatically appear. My simple udon program works, but the mirror toggle is synced across every player in the world while I want it to be local. what am I missing?

paper gate
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you need to check if the VRCPlayerApi from the OnPlayerTriggerEnter is the local player

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That event runs when ANY player in the lobby enters the zone by default

topaz scaffold
paper gate
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It looks sound to me but I dont use the graph so not 100% on that

honest hornet
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Question guys Why cant quest 2 players see most of skins in vrchat?

gilded sandal
honest hornet
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is that necessary...

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its 1 question chill weirdo

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smh

gilded sandal
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yes it is necessary, because you won't find your answer here :v

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and the name calling is uncalled for, but if you want an actual answer there is plenty of people in #quest-general to help you

honest hornet
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bru just move on stop worrying about me and worry more about ya self bru now just stop talking before we get yelled at smh

dapper lion
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@honest hornet they are literally trying to help you find a place where youll get an answer

honest hornet
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bro i get it

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now can u move on holy

dapper lion
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no lol

honest hornet
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alr bru lets sit here and talk back and forth

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fucking weirdo

worldly tapir
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@dapper haven try using a sound that does not declare itself as a trojan in its metadata. Other than that, this is not the meme channel, please respect that.

grim pebble
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I'm currently working on an invisible wall who's purpose is to appear when a button is pressed. The only problem is that I don't know how to make it so the invisible wall appears not just for one player (local) but for everyone (global).

wanton kernel
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What am I doing wrong I go to test world no errors I can see just hear a bling noise when I hit build n test n then I get sent home

unborn hornet
normal yarrow
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Has anyone had issues with the SDK3 control panel make Unity freeze up for a while every time it's clicked on?

scarlet lake
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What could I be doing wrong here?

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Im trying to have pressing the white rectangle, button_odyssey, load a certain youtube url into the video player, quad.

steel nova
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there doesnt seem to be any documentation on vrc's PlayerApi nodes; what would be the best way to label certain players with a bool and reference those players in SetVoiceGain?

floral dove
# steel nova there doesnt seem to be any documentation on vrc's PlayerApi nodes; what would b...

We've got seven pages on the PlayerApi nodes 😉
https://docs.vrchat.com/docs/players

steel nova
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AH

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im tired thank you

steel nova
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okay; it says player tags are broken, is that still true? what would be the best way to mimic that without?

floral dove
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Unfortunately yes. You could have a sort of Manager object that one player owns which manages the states for the other players

normal yarrow
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Why SDK3 😔

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Every time I click on the Control Panel or off of it, it makes Unity non-responsive for a little while.

normal yarrow
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Seems like no one else has experienced this, at least from searching on Google.

scarlet lake
# normal yarrow Why SDK3 😔

No, i've had this happen, but it was only briefly yesterday, not sure on the cause of it.. but it persuaded me to put Ryzen master in creator mode.. just figured a few mhz increase might sort it out.. has not happened since, might just of been random.

normal yarrow
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Interesting

dim horizon
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That has been happening to me for at least a year, even with sdk2.

onyx granite
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Has anyone encountered an issue where 'sitting' in the VR prefab chair seems to break held object manipulation in desktop mode? IE, 'Allow Manipulation When Equipped' seems to become unchecked on all vrc_pickup objects after sitting down.

dapper lion
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if “allow manipulation” is untouched for the pickup. it will default to still allow it even tho it doesnt have that checked until its disturbed in some way usually. so probably that chair just resets it so you can no longer manipulate it

onyx granite
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option is checked in unity. very odd behavior

dapper lion
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are the objects with vrc_pickup children of a parent or something weird?

onyx granite
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nope, pickup is on the parent which is scene level same as the chair. hmmm

normal yarrow
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Huh really?

somber hawk
normal yarrow
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Ooh, good to know then

scarlet lake
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how can i make it so when i join my own world it says world creator on my head

somber hawk
scarlet lake
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ok

somber hawk
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Then I think you'd use the player API (https://docs.vrchat.com/docs/player-positions) to get the position of the player and place the identifier there. I'm not sure if there's a way to parent it in the hierarchy of the player so it follows them or if you need to manually do it. Someone else might have better info than me 🙂

onyx granite
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What is the global equivalent to EventInteract>SetActive? Trying to make a button that shows an object for everybody instead of just the person who clicks it.

grand temple
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oninteract > sendcustomnetworkevent "name of your event"

then

name of your event > setactive

onyx granite
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thank you much!

normal yarrow
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Dang, even a day later Unity's still freezing when I click on the VRChat SDK.

dapper lion
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i swear thats normal.

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has 5-15 unity projects open

grizzled trout
normal yarrow
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No

grizzled trout
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ooh oof sorry,

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sorry i misunderstood what you ment

normal yarrow
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It's alright

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Anytime I click on (or off) the VRChat SDK control panel, Unity becomes non-responsive. That's pretty much the issue I got here.

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I can't seem to figure out what's causing the issue, whether if it's on my end or it's on the SDK's end.

twilit breach
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Can't tell if this is a me issue or a few updates back. Had an older world which used right thumbstick up to jump and it isn't working now. I was recently messing with my controller bindings so I'm unsure if I unbound my thumbstick and thats what caused it, or if the recent input update legacied Oculus_CrossPlatform_SecondaryThumbstickVertical. Any possible confirmation if the aforementioned input is still working?

grand temple
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Oculus_CrossPlatform_SecondaryThumbstickVertical is definitely still working

dapper lion
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what is the menu button called on quest?

twilit breach
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thanks phase, I got a weird controller re-bind so it was hard for me to test on my end cuz I can never guarantee if I messed it up or not

normal yarrow
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🤔

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I tried removing the SDK and reimporting it and unfortunately that didn't fix the issue.

grand temple
# dapper lion what is the menu button called on quest?

Menu button on an oculus headset running oculus build is "Fire2". But an oculus headset running in steam will report "Fire1". The menu button is not currently supported by the input actions system so there's no better way to get it. So If you need a general purpose tertiary button for your world I would recommend just making a system so players can rebind it to whatever they want

dapper lion
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hmm ok, cus im using “joystick2” currently and thats the mutr button. “joystick0” is jump and joystick 1 and 3 do nothing as far as ive seen. and 4 does something but i cannot remember

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i have not see any “fire1” or 2 in graph

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joystick 0 and 2 however are the menu buttons on pcvr tho. so i assume they are miss matched

grand temple
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here it is all mapped out. As you can see it's very inconsistent between each controller https://docs.google.com/spreadsheets/d/1_iF0NjJniTnQn-knCjb5nLh6rlLfW_QKM19wtSW_S9w/edit?usp=sharing

dapper lion
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ive seen this. but ive not seen any of these in the graph editor

grand temple
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These are all strings that you have to manually put into Input.GetButton and Input.GetAxisRaw

dapper lion
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oh. ok then

trail shard
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What node would I use to have the script pause for a certain amount of time before executing the next part of it, and how do I despawn an instantiated object?

grand temple
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you can't pause a script, but you can sendcustomeventdelayed. It will execute a certain event after that time. Despawning can be done with gameobject.destroy

trail shard
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ok, instantiation is local correct?

grand temple
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yes

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synced instantiation is not supported

trail shard
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Ok, I'm looking at the documentation it says if you want to make a synced object spawn you need to use an object pool. Is it possible to just have that object pool contain infinite versions of whatever object you're spawning?

grand temple
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by definition, an object pool is a finite number of objects

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you just enable and disable the ones you want

trail shard
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Ah, makes sense.

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I'm trying to dip my toes into the water with an udon version of the combat system I told you about yesterday phase, I'm assuming for latency reasons a synced gameobject wouldn't be the best way to do projectiles, raycasting isn't an option, and the current combat system uses particles. Should I go with particles or gameobjects?

grand temple
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local gameobjects are probably the way to go, yeah. The problem with particles is that you can't find out where they collided so you can't play a sound effect

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particles also have very low quality physics

trail shard
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I don't need physics on the particles because there's no bullet drop, and since local gameobjects don't sync on the network i don't think it'd be possible to do hitreg on them right?

grand temple
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physics != gravity

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and local != not synced

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you can have something be local just calculated on everybody's computer separately

trail shard
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like this?

grand temple
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no, you gotta make a new custom event called destroy

trail shard
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?

grand temple
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yeah

trail shard
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sweet, gonna test it out 1 sec

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Ok so between firing the first one and the destroy event I can fire as many as I want, but once the destroy event goes i can't fire any more

grand temple
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yeah your script is probably crashing. Do an isvalid check before calling destroy

trail shard
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like this?

grand temple
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wait networking destroy? Err I don't know about that. Use gameobject destroy

trail shard
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well it isn't a gameobject

grand temple
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so do rigidbody.gameobject

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if you destroy the rigidbody that's not going to destroy the gameobject

trail shard
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a rigidbody get gameobject?

grand temple
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yeah

trail shard
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even when i do that one the only thing that comes off it is a networking destroy

grand temple
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oh sorry it's unityengine.object > destroy

trail shard
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still only networking destroy

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would a set active work?

grand temple
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probably not, given that you're gonna have hundreds to thousands of these

trail shard
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hmm...yeah idk why it doesn't have a destroy option for this bleh

grand temple
trail shard
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Oooh I had to make a new node

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I was just trying to do it off the rigidbody get gameobject

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hmm nope still doesn't let me shoot after the 5 seconds

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should i put in an isvalid?

grand temple
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did you get rid of the isvalid?

trail shard
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Ye

grand temple
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then ye

trail shard
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Thought you changed your mind on it lol

grand temple
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the isvalid is always necessary

trail shard
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like this?

grand temple
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plug in the right object to isvalid but then yes

trail shard
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shweet

grand temple
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if you ever try to do something to an object that is null, not there, invalid, or otherwise protected by VRC, then it will immediately crash the script. Isvalid is a catch-all to make sure that yes, the object is valid and doing stuff with it won't crash your script

trail shard
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Hmm ok so when I shoot a bunch at once when the destroy script runs it only destroys the most recent from what I can tell

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yeah, then after the destroy script runs i can't shoot again lol

grand temple
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oh yeah you'll have to keep an array of gameobjects. At that point why not just have a pool

trail shard
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aight i'll look into pools then

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main issue i can see is if lots of people use the pool at once then it could potentially run out of objects in the pool, unless it's possible to just set it to a massive amount that would never realistically run out

grand temple
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I can't imagine you'd need more than 50 objects

trail shard
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so it's come to my attention that the particles actually use an animator and not physics

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so would that be better or worse than gameobjects

grand temple
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huh? You can drive particles by an animator but they still have physics

trail shard
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it's not using any physics forces to move it's just using an animator to make them go forward

grand temple
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particles don't use rigidbody physics, but they do have physics. Otherwise how would they collide with things?

trail shard
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I don't know exactly how it works this is my first time messing heavily with this stuff. Maybe I'll try it both ways idk

rich jacinth
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I can't get my VRC to use my Midi piano.
Anything to try?

Details I got:
I opened VRC, turned the midi on, went to a midi world, and nothing responded.

normal yarrow
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Just curious, how many audio sources can I have playing in a world at once?

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I want to simulate a radio playing from many speakers in a large store, but I also want spatialization from each speaker.

dapper lion
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in theory: 256, but technically limited to 8 at a time

normal yarrow
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Makes sense.

dapper lion
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would have to mess with priority after that

normal yarrow
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I notice some of my speakers do not play the music while some do.

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Also in the same spots.

dapper lion
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thats how audio gets clapped out of existence

normal yarrow
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Ah

dapper lion
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if the speakers are in hearing range, you can only do a sertain amount

normal yarrow
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They're all a bit spread apart

dapper lion
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then technically youd be safe going over 8

normal yarrow
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How do I change that?

dapper lion
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those may be a bit close for comfort

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you can call via avpro or vrcaudio to have more audio sources via a videoplayer

normal yarrow
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I could do that, though I believe in this store we're going to have TVs (in a electronic section) that plays commercials that'll go out through an audio source as well.

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So I'm not sure if I'll be dealing with the "one-video-at-a-time" limitation there.

dapper lion
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in theory. you can have multiple videoplayers. but have it so they delay after eachother so “rate limited” errors dont occur

normal yarrow
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I see.

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So I could have the speaker music keep playing while also having the TVs play their videos?

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Though I wonder how I'd get the speaker music working like that, since I assume it only works with videos.

fading cipher
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Okay I'm finally tackling something I've been putting off forever and I have like 5 loops and probably more coming... I'm not very well-versed when it comes to looping through things and comparing certain objects in different arrays... Does anybody have a U# example or fully put together script that will create a list of all players in the room that automatically updates/removes players as more join/leave?

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I'm currently trying to wrap my brain around the best implementation of this I can come up with myself: creating a list of strings and each time a player joins, you get a new list of all the players in the room, compare each of their usernames to the already known list of player names, then find the one that's new and add that to the end of the known list of player names

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Except lists don't actually exist so it's a bunch of looping and re-creating of arrays

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The part where lists don't actually exist is where I'm struggling trying to re-implement a list using arrays 😅

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I guess I can work on extracting thryallo's code for this, but he's a slightly better programmer than me and I struggle wrapping my head around his implementations lmao

normal yarrow
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You know what, to make things easier on myself, I might just get rid of every other row of speakers and just increase the rolloff of the remaining ones.

floral dove
# fading cipher Okay I'm finally tackling something I've been putting off forever and I have lik...

Why not just create an Array of Players and update it whenever people join / leave? https://docs.vrchat.com/docs/getting-players#getplayers

fading cipher
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@floral dove I spent a looong time messing around with some code I managed to find about this, and got myself a bigass todo list for stuff tomorrow xD for the most part, it will be stemming from an array of objects created and named after each of the players in the game, yeah

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Idk why I felt like I needed to loop a billion times over when I first tried to do it from scratch lol

normal yarrow
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Okay so my ears get obliterated when I have the video player go through all the store speakers.

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Interesting, so adding the reverb filter made it this way.

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If I remove it, the 3D spatialization comes back.

unborn hornet
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Audio be funky sometimes

normal yarrow
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Okay it seems like even with this method, not all the speakers are playing. Sadge moment

normal yarrow
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Yeah so this is gonna be more complicated than I thought.

wispy atlas
normal yarrow
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I have not, no.

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Even if that were to work properly, I'd still have the issues of not every single speaker playing audio.

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At least within VRChat itself.

wispy atlas
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I don't think you need every single speaker playing audio if you want the audio to feel like it's in a large space

viscid reef
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how many audio sources do you have?

wispy atlas
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having a few audio sources with the reverb zone effect applied is pretty good

normal yarrow
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Right,

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Right now there's 47 in-store PA speakers.

viscid reef
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yeah.. thats probably too many lol

normal yarrow
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Yes, it is a lot.

viscid reef
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unity has a limit on how many audio sources can be active simultaneously

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the default is 32 iirc, not sure what its set at for vrchat

normal yarrow
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Yeah I don't have the issue in Unity's player, but in VRChat, the issue is present.

wispy atlas
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you could activate and deactivate the audio sources based on proximity to the player as they move around the area and use audio source 3D volume curves to fade the ceiling speakers in/out

normal yarrow
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Oh?

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If I use the audio from the video player, at least it won't restart when deactivated and reactivated.

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But I notice that the audio freezes and stutters until I walk back to the first trigger I activate.

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Like going from one trigger to another.

wispy atlas
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hang on lets roll back a bit

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are these audio sources all playing the same audio file?

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and is it local or streamed?

normal yarrow
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Streamed, and it's all supposed to play the same audio.

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I do have a local file I can use though.

wispy atlas
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one idea that comes to mind is that you could just use the audio files as a 2D source for when the player is wandering around the area, with a reverb filter or reverb zone applied (or even baking the reverb effect into the audio file itself) to make the space feel large and then spatially blend it to 3D when the player comes into close proximity with the video player

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but you wouldn't have those individual 3D audio sources on the ceiling

normal yarrow
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Yeah I suppose so.

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I wanted to have that immersion of passing through all the speakers, y'know?

wispy atlas
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yeah i get you

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sometimes doing the most realistic implementation might not be the most immersive experience

normal yarrow
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Basically I'm using the video player as more of a radio.

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And I would use that "radio" to route it to all the speakers.

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But yeah, I suppose that makes sense.

wispy atlas
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you could attach an audio low pass filter component to your audio source and adjust the curves to make the audio sound like it's coming through a radio when the player is walking around and coming from the video player when the player is near

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unless you already have the audio file sound like it's coming from a radio already

normal yarrow
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There's no physical video player to pass through, if that makes sense.

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I hid it under the map.

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I'm using KMRT Radio tapes for this.

#

So they sound like they're coming from a tape, I suppose.

wispy atlas
#

yeah i'm listening to some KMRT tapes now

normal yarrow
#

Though if I was using tapes uploaded from YouTube (through the video player script), I wouldn't be able to pre-bake reverb into it.

wispy atlas
#

yeah, it would be realtime

normal yarrow
#

Do audio mixers work in VRChat now?

#

I remember a while ago when I tried using 'em, it didn't work for me.

wispy atlas
#

reverb filter audio components and reverb zones work

normal yarrow
#

Ah

#

So no audio mixer yet.

wispy atlas
#

I think audio mixer reverb effects work as well, but i'm not sure

#

let me check

normal yarrow
wispy atlas
#

in Unity editor the audio mixer reverb effect works, but when uploaded to VRChat it doesn't work

normal yarrow
#

Yeah that's what I expected

wispy atlas
#

also, an audio source has to be non-spatialized 3D audio for the reverb zone to work

#

so an audio source that doesn't have the VRC spatial audio component attached

#

one other method, if you choose to play an audio file locally, would be to encode your stereo audio file into an ambisonics audio file

normal yarrow
#

Huh. I don't think I've ever done that before.

wispy atlas
#

it requires a bit more effort than working with stereo or mono audio files, but the immersive effect it can give is quite strong

#

a major drawback though is that it will feel 'attached' to your head, like normal 2D audio, but the spatial image can be perceived when rotating one's head

normal yarrow
#

Ahh I see

#

It could probably work though

wispy atlas
normal yarrow
#

Sure thing

#

So, with ambisonics, I can fake the speakers sounding like they're above in the ceiling?

wispy atlas
#

technically yes, but it won't be as good as real-time spatialization from the VRC spatial audio component

normal yarrow
#

Ah, so should I not bother with it?

wispy atlas
#

i wouldn't say don't bother with it, it's just an option if nothing else works

normal yarrow
#

Gotcha

wispy atlas
#

it's quite a good audio technology for VR immersion

normal yarrow
#

Ooh man, this is not as easy as I thought it would be, lol.

wispy atlas
#

yeah that's usually how it goes haha

normal yarrow
#

I would've tried making triggers that just disable/enable speaker objects, but I realize that would only make the music restart everytime a speaker is activated.

wispy atlas
#

For now if you just want to get audio into your world, I would use a 2D audio source and apply a audio reverb filter component

normal yarrow
#

Yeah, I guess that'll work for now.

wispy atlas
#

having 47 audio sources would just be wild

normal yarrow
#

Until I can get a better solution implemented.

wispy atlas
#

good luck

#

hope it works out

normal yarrow
#

Thanks

#

I'll let you know how things go if I try a new solution

wispy atlas
#

that'd be great

#

i want to see how things turn out and what worked/didn't work

normal yarrow
#

For sure

fading cipher
#

When you first join a room that already has players in it, does OnPlayerJoined() get called for each player already in the room, or if you want to do things involving players already there when you joined, do you need to use GetPlayers() in your Start() method?

grand temple
#

onplayerjoin will happen for all the players, even if you're a late joiner

#

I may be wrong but usually start is too early for networking stuff so I wouldn't recommend running getplayers that early. Just run getplayers during onplayerjoin and you're good

fading cipher
#

Oh no so I'm not running GetPlayers at all, currently I'm just using OnPlayerJoined to set things regarding that specific player (for each player to track others in the area via a list)

#

But if I'm a late joiner, will OnPlayerJoined run on my client for each player already in the room so the list gets populated?

#

Or maybe as a workaround, is OnPlayerJoined run on my own client regarding myself when I join a room, so I can check to see if the player that's joined is my own localPlayer and run GetPlayers there?

#

I'm trying to not run GetPlayers every time someone joins/leaves, and only add/remove from the list when a specific PlayerJoined/PlayerLeft is run so there's less overhead (and less programming for me cleaner code 🥴 )

grand temple
#

yes, if you are a late joiner you will receive an onplayerjoin event for every player

fading cipher
#

woot

#

that's cool, I wouldn't have expected that without being told

#

I kinda partly thought by reading thryallo's code because he doesn't have an "initial populate list" setup, but I thought maybe I was missing something

runic raft
#

I have a qustion. I experiment with a flipbook animation(on/off) and I got it work with my first frame but I dont get how to get the other gameobjects (for example each gameobjects is active for 1second or for 15/1seond or 30/1second) . Maybe someone can give me an advise how to handle these several objects as on/off animation.

grizzled trout
#

rather then having bunch of animations controled by coed have one long one that just starts when you push the button

ionic remnant
#

I have a quick question. I've been trying to get a button to show up only if you have a certain username. For example: My username is Coco! and can see the button, but my friend having the user SminkyCrow can't see it, is that possible in any way? I've attempted to create something like that but I currently don't have that with me atm.

wanton kernel
#

Ok so how do I import my project into blender?

spiral briar
#

Does any one know how many hours/ uploads is needed to get trusted user

twilit epoch
#

I want to step on a cube or any object and after that it should play an audio source. But how?

#

Event OnPlayerTriggerEnter first?

wanton kernel
runic raft
# grizzled trout i am mostlikely wrong with what you need but my advice would be to put all the g...

Hey "Stray with npc energy" sound good your advise but I don't know how to do it 🙂 ... I am fresh with udon and never did animation of objects before ... I created as you said a empty game object I copied all my single frame game objects into the empty ... and through it on an UDON graph but then I am lost ... I don't know the names of the functions how to give it an animator and how to trigger it on an of .... I would like to start trigger it not with a button i would like to start trigger it with an BOX trigger but the BoxTrigger i figured myself ... but this animator approach is completely new to me ...

runic raft
slate mesa
#

Any idea why this block might be causing problems? It's coming from the standard SliderSync, so the top/bottom are just the owner/deserialization blocks. The slider instantiates fine, but after sliding immediately breaks

#

I know that it's something about this part because if I remove the "Set bounciness" blocks it functions fine

floral dove
slate mesa
#

The UI text target stops updating, although I'm not getting any errors in the unity console

floral dove
#

can you zoom out a bit to show the context?

slate mesa
#

This is a zoomed-out view. It also definitely fails to set the bounciness on the box collider, just judging by in-game behavior

#

Also using this to set the initial value, which seems to work fine

#

I'm not sure if there's a way to set a reference to a physics material directly, since it's a subcomponent of the collider, but if it's possible I can try that

floral dove
slate mesa
#

Wow, that fixed it! Thanks! Now to comb through my other scripts and double-check node reuse

floral dove
#

Yay! And also, damn - I really don't want the graph to do that. But also, yay, that looks reproducible - which means I can work on fixing it 😉

frank parcel
#

is possible to make Global object with pure Udon that following player?

floral dove
scarlet lake
#

seems like users dont get the light from from their hand/controllers to triggers in my world. did i miss something or mess something up ?

dense python
#

guys how can i take the animation out of this catogery? i cant copy paste it

floral dove
floral dove
scarlet lake
#

i havnt been using vr lately and these reports come from vr users

dense python
#

ok thx

scarlet lake
#

in desktop it works fine

floral dove
scarlet lake
#

I have to check rq, i know everything is an udon trigger

#

yeah its just an udon behavior script

floral dove
#

what does the graph look like? Provide as much info as you can about the object, graph etc if you want us to be able to help

scarlet lake
#

I dont think the graph would really help here since that is where the interaction behavior is defined and this is related to pointing at the trigger object.

fiery yoke
#

Most likely your Trigger is overlapped by another

#

For some reason this behaves differently for PC / VR users

scarlet lake
#

what do you mean overlapped ?

fiery yoke
#

If a trigger collider is "contained" within another you cannot interact with it

scarlet lake
#

the triggers are all working just fine

#

the only issue is there is no pointer laser like there should be

maiden vale
#

Hi I'm relatively new to udon and to vrchat but I found a world for quest where someone was able to get the vrchat keyboard to popup when I selected a input field, does anyone know how I could do that?

#

Like what event would I use to call the keyboard you use when searching for worlds or players

scarlet lake
#

You can't actually, but you can make your own Keyboard and do inputs

#

Like, have bunch of buttons that just do SomeText.text += "A";
A = Corresponding letter of the key

dapper lion
#

so sdk2 is the only way to get that keyboard to appear?

maiden vale
#

But I found a world that can do it and it uses udon with udon#

#

I found the person who made it and tried reaching out on twitter, found their prefab for their player, but it uses udonsharp so I cant load it into my project without that too, and I'm trying to do this with just the graph

floral dove
dapper lion
#

@floral dove they do on most sdk2 text boxes. i just assumed it was blacklisted on sdk3 to prevent stuff from happening

#

my theory was it was a component. but id like actual closure to this as well

floral dove
#

Yeah, SDK3 input boxes don't work on Quest afaik

normal yarrow
#

Okay so it seems like the SDK freezes Unity because there's a lot of objects in the map.

frank parcel
#

@floral dove can you give me an example for that..? i`m stuck with that problem and im feel like hell..

fading cipher
#

Could you use Unity’s Projector component to project effects directly onto a player’s avatar?

#

My main use for this could be for projecting slice effects if a player is damaged by a weapon or something along those lines

grizzled trout
#

hi, might be wrong chat but is there a prefab for the climbing thing?

grizzled trout
#

Dang i see

void ridge
#

@dusk lance do you know if anyone's created an SDK3 version of climbing? It must be possible and probably way simpler to pull off with Udon

grizzled trout
#

Yeah i would think so, but my skils are still limited

floral dove
frank parcel
#

@floral dove thanks!!

normal yarrow
#

Turns out the model I had in the map had around 3000 useless empties, welp

floral dove
normal yarrow
#

Got rid of them and now the SDK is now much more responsive in Unity.

maiden vale
grizzled trout
#

so not sure how to prhase this but here it goes, i want to make it so when a hand tuches a button(in vrchat world not like irl buttons) it telports the person who tuched it

cursive nova
#

does someone know how to make it so the gravity follows the twisted corridor?

grizzled trout
cursive nova
#

then how did the Majoras mask developers make that?

#

actually, doesn't matter

#

thanks

grizzled trout
grizzled trout
#

wish i could be more help

cursive nova
#

welp there goes that idea for a world, but thanks

grizzled trout
#

Rip

cursive nova
#

well, I don't think unity in general can do that

grizzled trout
#

i know the feeling

#

i think it could be done in unity but vrchat is a slightly difrint thing

#

from, my understanding anyways

cursive nova
#

well, I gave up now

grizzled trout
#

sorry

cursive nova
#

not your fault

grizzled trout
#

i know just been there having a cool idea for a world and then finding it cant be done

fickle stirrup
#

@cursive nova you can force players to sit in Chairs and make your own "player controller" and "physics" calculation for those chairs, and use input events to move the chairs https://docs.vrchat.com/docs/input-events (but this will have some limitations, such as animations/etc)

cursive nova
#

yeah no thank you, to much for my one braincell...

grand temple
#

The simplest way is to just rotate the corridor around the player. It won't line up in multiplayer but it'll get the point across

acoustic vale
#

Think I may have been confusing myself with object ownership, for example if I had a tennis game:

  1. player1 swings racket at the ball, on collision Networking.SetOwner(VRCPlayerApi player1, GameObject obj);
  2. player1 sees ball flying through the air, player2 would see a network delayed ball
  3. player2 swings racket at the ball, on collision Networking.SetOwner(VRCPlayerApi player2, GameObject obj);
  4. repeat

You'd want to set ownership or the ball would travel through the racket and not be effected by player2?

Or have i been misunderstanding???

#

I get this from "Only the Owner of an object can change its values"

grand temple
fading cipher
#

By setting B as the owner on collision, does that mean A would then immediately get the delay at the moment it’s supposed to collide? 🤔

grand temple
#

that being said, tennis is a worst case scenario on so many fronts. I have serious doubts that will work very well because you will be right at the intersection of jank coming from VR, Unity physics, and VRChat networking all at once.

acoustic vale
#

Yeah i getcha, was just as a terrible example for player ownership 😛

grand temple
#

ok, phew sweat

#

these are not unsolvable problems if someone really knows what they're doing (that's how ht8ball became a thing) but it's much harder than just slapping together some rigidbodies and calling it a day

dusk lance
void ridge
#

Hmm OK. @grizzled trout ☝️

stark adder
#

(a)VRChatDevs is there any chance of getting read/write enabled on Avatar Pedestal image 🤔 would be very useful for reading some pixel information from the image

paper galleon
#

^

acoustic vale
#

Think I have a cool idea not already in VRChat: So originally I was thinking about creating a full body skateboard, the problem is in RL your foot is not raised on the board so it doesn't seem too practical. So then I got thinking about hoverboards, snowboards, etc.

Some how track foot vive trackers to align the hoverboard, bind an accelerator to a controller button. 🤔

#

this is where I google it and it already exists 😛

grand temple
#

it uses the hip tracker

acoustic vale
#

Oh that's amazing with the particles 😮

acoustic vale
#

I'm thinking more something like actual snowboarding though, not sure how Unity likes object sliding down stuff though

#

Oh it already exists as well lol

grizzled trout
#

@dusk lance @void ridge thanks for your help ,i will look into it

scarlet lake
#

On a collision, how do I check if the collided gameobject has a specific udon script attached?

#

In c# something like:

OnCollisionEnter(other) {
    if (other.gameObject.GetComponent<Script>() != null) { ... }
scarlet lake
#

Yeah but that only checks if it has a UdonBehaviour Type right?

#

and not a specific udon type?

grand temple
#

udonsharp is able to identify by class name so there must be something exposed to do that, but I'm not sure what it is. programSource would be one way but that's not exposed. Maybe udonsharp builds in some kind of identifier automatically

scarlet lake
#

strange

#

but ok, i can work around that!

mighty fjord
#

Could set up some way to identify it, like storing some form of variable on the behaviour and getting it

normal yarrow
#

For some weird reason, when I point a Unity video player to an audio source, the spatialization feels like it's boosted up by a lot. I could hear the music very far away from the map, which is not what I want.

tall vault
#

U# implements its own internal type ids and generates its own assembly for GetComponent calls for types derived from UdonSharpBehaviour

#

Easiest thing to do if you want to check for a specific type you've created is to create a uniquely named boolean variable on your behaviour that you can test for with GetProgramVariable

grizzled trout
#

hi, i am trying to find out how to make it so when a players hand touches the button i have set up it triggers stuff. i have no idea how to get it to detect the hand tucvhing it. any advice is welcom

dapper lion
#

theres a button prefab that work when you physically touch them

#

im not sure where the link for them are but “architect anon” has touch controled buttons for udon on the vrcprefab spreadsheet

scarlet lake
#

I'm trying to copy the "ui button anyone" example for one of my own variables, I've pretty much copied it 1:1 (i think) but sometimes my int is returning null?

#

I've added a bunch of logging text to confirm that this is the case:

grand temple
#

Combining flow together like that can be buggy. Try having a custom event and then calling sendcustomevent from multiple different sources

scarlet lake
#

What do you mean exactly?

#

Like that?

#

So interesting thing

#

pointsToAdd is set to 10 in the variable in the udon behaviour

#

But right now I got 1 ... which is the default value ?

#

I'm very confused what's going on

slender heron
#

are there any good pen prefabs for SDK 3.0?

dapper lion
#

i suggest using architect anon's pens prefab

slender heron
#

where would i find that?

floral dove
# slender heron are there any good pen prefabs for SDK 3.0?

There's a basic pen included in the Udon Networking Update beta, works for late joiners. It's barebones for now but could provide a solid base upon which to build. Just be sure to copy it out of the UdonExampleScene, the prefab version is not up to date.

slender heron
#

kk

#

i cant seem to update my world, this is the error im getting

scarlet lake
past sand
#

was told to ask here. but i need some help to make a button animate on click once

scarlet lake
#

hack lol, works

grizzled trout
past sand
#

can anyone help me with animating a button?

floral dove
grizzled trout
#

so i downloaded this prefab from the google dox and i am kinda struggling with what i need to do to get my button working, it seems like some of the stuff is unrelated , there is no document or anything saying how to use it

dapper lion
#

for touch controls

grizzled trout
#

ooh thanks

grizzled trout
#

never mind heh

dapper lion
#

yes, it requires udonsharp

junior moat
#

Helloooo i have a question
Parameters used on Expression Menu can only be int and float? Im trying to make a toggle button with bool but doesn't work

dapper lion
#

i thinks thats for avatars

junior moat
#

yeah i mean a menu button/control

#

ints use too much space in the ExpressionParameter object thing, bools are lighter

fluid mica
#

My world pick-ups which have box colliders applied as well as all of the correct settings (vrc pickup, udon behavior, rigid body) and are hiarchied within a "pickup" empty object to reference the object turn off button seemingly have a mind of their own. They will slowly but surely start freaking out for apparently no reason whatsoever which cause them to fling out of bounds, re-spawn and eventually do the same thing endlessly. They are all gravity related objects sitting on-top of a mesh collider applied desk. Any clue at if that is what is causing it or something else?

frank parcel
#

is player tags can be Global?

#

or other way to sorting players by world role

unborn hornet
frank parcel
#

how to teleport non local player?

scarlet lake
# fluid mica My world pick-ups which have box colliders applied as well as all of the correct...

I don't think this is Udon related, it just sounds like the mesh collider of the table is interacting with the objects collider.. could try just turning off the tables mesh collider and using a box collider instead or a plane collider.. depending on what the model actually looks like, you could also reference a material property and use rubber etc if it still happens but doubt it will by using a standard collider.

gleaming fractal
#

udon is responsible for midi support too right?
I strangely remember midi sending to be capable across instances.. or am I wrong?

#

so far im not seeing anything across instance sadly other then streams

stoic mountain
#

how do you get the camera orientation of a player (vr or non vr) ? Is the head bone rotation reliable ?

frank parcel
#

Why can't this graph teleport players?

terse frigate
frank parcel
#

no

#

instance is local player. and position fromanother gameobject

#

on trigger event not working

terse frigate
frank parcel
#

yes

#

is that problem?

terse frigate
#

From what I can see on that graph

frank parcel
#

?

#

jail transform is not current players transform

#

and that graph even not play audio source.. hmm

#

i dont know why

terse frigate
#

Yea, OnTriggerEnter > Transform Player Position > Jail Position

frank parcel
#

yes but i think on trigger event not called
because audio source is not playing

terse frigate
#

That depends then if your Objects Colliders are triggers. Check IS TRIGGER

terse frigate
#

Here, This is how you Teleport.

#

Interact > Udon Behaviour Send Custom Event on your Button or Trigger

#

On Trigger Enter > Udon Behaviour etc etc

west plover
#

Given Canny is down: how come get/set of gameObject.tag is not exposed?

azure rover
#

how do you create global pickup objects?

#

i used the vrc pickup script but quickly realised that this is local only, so how would i make objects global?

terse frigate
terse frigate
azure rover
#

ohh, as in the world descriptor?

terse frigate
#

The other thing you can do is save the Pick Up as a prefab and when you need another one, just spawn the prefab.

grand temple
true ocean
#

Hi, i'm new to udon but i'm able to program. Is there a way I can pass variables through custom events? If not, how would I go about doing something similar?

distant mulch
#

I'm having an issue compiling, dispite Udon Sharp being installed.

#

Already tried re-installing it.

#

And I have already re-installed the VRC SDK.

#

I have also tried re-installing unity 2018.4.20f1

proven spade
#

I'm in the very beginnings of making a password saving/loading system (mostly as an experiment), and I'm not sure how to assign a variable (like money/currency just as example) to the local/client player. What should I do to achieve this?

#

A friend of mine had the idea of assigning variables per player name (if accessable), but I'm not sure if that's how I should go about it.

unborn hornet
woeful bane
#

anyone knows how to put vrchat in full screen?

distant mulch
unborn hornet
#

If you have any general VRChat questions not related to udon, please use the #user-support-old channel.

dapper lion
#

@woeful bane ctrl+f+r

#

but ye, wrong channel

distant mulch
#

anyone know what's going on with my thing?

woeful bane
#

my bad

#

thanks tho

dapper lion
#

@distant mulch you made sure this wasnted pirated or the jank version right?

distant mulch
#

No, I just used the SDKs from VRChat, and Unity Community.

dapper lion
#

i meant the 8ball

distant mulch
#

Oh. No, I had it working. It came from the actual website.

unborn hornet
#

Have you restarted Unity since re-installing the SDK?

distant mulch
#

Yes

dapper lion
#

ht8b is usally not a googd sign unless youre using my old revision. which is forever declared broken

distant mulch
#

I've even tried removing ht8b, and it still won't let me upload the world.

dapper lion
#

ohhhh, did you "compile all udonsharp dcripts"?

distant mulch
#

I can't.

#

I also tried deleting all objects...

#

Still nothing..

#

It won't work empty.

dapper lion
#

show me your console

#

your assets has something. and im like 90% its just compilation issue with udonsharp needing a manual compile

distant mulch
#

I can't compile though.

dapper lion
#

hmm... try finding an udonsharp script and telling it to "compile all udonsharp scripts". if that is greyed out or not existent. please reimport the latest udonsharp for the sdk and reload unity

distant mulch
dapper lion
#

thats an editor scripts

#

you need to find an udonsharp script. thats a normal script

distant mulch
#

in the assets?

dapper lion
#

yesh

distant mulch
#

Where abouts?

dapper lion
#

you must find an udonsharp script. those are editor .cs scripts

#

it will have a U# file icon

#

those icons say "C#"

distant mulch
#

It should be in the udon sharp folder...

#

Is it possible that unity is trying to run U# with C#?

dapper lion
#

yes and no. yes for vrc's sake, no, because it needs C# to know how to run it to begin with. lemme fine screenshot or photo of what you must look for

#

something with that logo

distant mulch
#

yea... I get the icon... But nothing in the Udon sharp folder has that icon.

dapper lion
#

why are you there?

#

ohhhhh, ye no, those are scripts telling how udonsharp works

distant mulch
#

So it won't be in the udon sharp folder?

dapper lion
#

yesh, possibly in the udonsharp examples but not in the dirrectory

distant mulch
#

ah

#

found it

dapper lion
#

ok, there should be thing in inspector so you can "complie all..."

distant mulch
#

Not there...

#

I'll try re-importing udon sharp, but this will be import 3.

dapper lion
distant mulch
#

oh

#

i see

dapper lion
#

thats what it should look like

distant mulch
#

lol

#

works

#

ty

haughty wing
#

So I tried to put on this avatar for quest, it was bigger then the map and it crashed, loaded it up again and I cant change my avatar at all, what’s going on??? Did I break it?

hushed gazelle
#

Anyone know what generally causes the audio bug that makes players sound like they're talking right in your ear?

azure rover
#

this is not a udon question specifically, but i wrote a script to scoll text if it exceeds the bounding box of the panel/canvas/object that houses it, and i wrote it as a normal c# script, not through udon and/or udonsharp, but it doesnt seem to work ingame. does that mean that i have to use udon for all scripts of all objects or did i break something?

tall vault
#

VRC doesn't support regular C# scripts, everything scripting wise has to be done through Udon (Udon's graph editor or U# being the most common ways to develop with Udon) or must be a component whitelisted in the VRCSDK

azure rover
#

:[

ancient ibex
#

hello, is the midi support for udon capable of things like sysex, general midi, mt-32 etc?

karmic yew
#

hi, I have a fresh computer and I get some warnings when I press start. I couldn't diagnose the problem.

#

I have put the VRCWorld to the scene and created a spawn point and drag that to the spawn reference on VRCWorld

#

I dont spawn on that point, can not move or rotate

azure rover
grand temple
grand temple
karmic yew
#

I'm experiencing same things on the "UdonExampleScene" aswell

#

Is there a library that VRchatsdk needs? I have installed .net 4.8

cinder marten
#

Question
Would anyone happen to know how to write something in UdonSharp that accomplishes the same effect as this flickering light script I have?

#

I really want to add this to my world, but VRChat doesn't support scripts

oak trail
#

You could just use an animation to control the flickering effect.

#

Nearly every property of an object can be animated, not just movement.

restive veldt
#

How would i use a raycast with udon? I've done it before with C#, but cant figure it out here.

grand temple
#

What issue are you running into? Are you unable to add the node, can't figure it out, something's breaking ingame, or what?

azure rover
azure rover
#

oh im a fool

Hosted services like YouTube and Vimeo will only work in the client

terse frigate
#

Is there a better way to spawn multiple of the same item without just having separate spawns and just copy paste the nodes?

tribal meadow
#

Hey guys, hope there is an easy way to do this (crosses fingers) I am trying to create a control panel that operates items globally, I have a button, and a script, but how do I link the two together? The tutorial I found online, talks about 'triggers' and naming the trigger so it activates via a string, but I don't see a way to do that with the Udon script.

grand temple
#

You need to create a custom event in the.udonbehaviour. Then make the button do sendcustomevent to the udonbehaviour and give it the exact name of the event you made

tribal meadow
#

so something like this? Not quite sure what to put in the boxes

azure rover
#

although this doesnt strictly fall under udon, i cant get a videoplayer to instantly play a video without manually pressing a play button
ive got auto-play ticked, and i even created an override in OnVideoReady to just... play, but i haven't had success with getting it to work.

before i go any further, is it okay to ask for help when using udonsharp here or is it just strictly shadergraph udon

grand temple
# tribal meadow

no, not a string variable. A custom event inside the graph. Search for it

#

It should be a node that takes a string and outputs white flow lines

tribal meadow
#

ok, so I would have to add that into the actual udon graph I'm trying to run, I was hoping I could avoid that, otherwise I'm going to end up with like 30 of these things by the time I'm done, but if that is how it works...

#

I'm trying to avoid making 'cubes' for buttons because if I move or rotate the canvas, they all get skewed to hell and look terrible :)

main verge
#

Just ran into a problem, Everything with UdonBehavior couldn't load, and when I tried going into the world, it sent me straight back to Home, any help? I was uploading a world to Android, and this happened

tranquil summit
#

does anyone have any good methods of switching skyboxes in udon? i've got something in place atm but it requires you click the buttons twice, and after a while the skyboxes just stop loading if an instance has been open too long

frank parcel
#

is it ok to transfer ownsership?

void ridge
frank parcel
#

okay... something else is bugged then

raven peak
# frank parcel

is the user setting ownership for them self or to someone else?

#

in live only the local user can set ownership to themselves cant set it to other people.
if you want a user to set it to another user then check out the #udon-networking . its supported in their.

frank parcel
#

it`s user setting ownership

#

But the ownership is not moving.

#

I think it's a bug somewhere else, so I'm going to look at the logs...

native rampart
#

When people say that it can take a moment to change ownership, and that you can't change variables until it's happened...

#

does that mean that if you change a variable, it won't propagate until those few moments have passed

#

or does it mean that if you try before those moments have passed, your changes won't EVER propagate (unless you make more)

native rampart
#

for that matter, just in general, what happens if a non-owner tries to change a variable

frank parcel
#

is there simple way to calculate how many players in trigger?

scarlet lake
#

What type of algebraic equation is 2x+5?

fiery yoke
#

?whatisudon

hidden martenBOT
#

VRChat Udon is a programming language built by the VRChat Development Team for use in VRChat worlds! It enables complex behaviors and logic in VRChat worlds. Read more about Udon in our documentation: https://docs.vrchat.com/docs/what-is-udon

frank parcel
raven peak
#

ya that would be a issue

frank parcel
#

haha thx

#

can i block or change player`s respawn point with udon?

obsidian prism
#

Oh Mei.

ancient spindle
#

hey guys, this might seem like a broad question, but how would i go about making like, an egg hunt game in udon?

my vision for it is there will be set spawn points, and only (15 for example) objects spawn, (1 at each spawn point) and for every one found, it adds a point (out of 15) to a global counter (that everyone sees, which means each objects found needs to be synced to current and new joiners).

i would prefer the udon graph method (just cuz i need to learn how to do it) but a U# example would work as well :p

obsidian prism
#

mmm...

ancient spindle
#

main reason i ask is because well.. i have never really made a point system/counter before xD

obsidian prism
#

Well - IMO,..,.,

#

Would be easiest to build it with fixed locations, and variable contents.

#

Sorta like chests in the form of "the sink", "the closet", "Under the stairs" etc.

#

points then would be easy.

#

box = 0/1, point = Box +1 = true

ancient spindle
#

im adding this feature to a maze game im in the process of updating :p

obsidian prism
#

Well for anything to spawn you need a location possibility.

#

thats for any game.

#

However... I did do something in starcraft 2 SCEdit long ago...

#

I created an XY random spawn of an NPC, which then wandered on a variable generated by usernames.

#

(to create random)

#

Those npcs were then triggered to turn into hidden objects, cloaked at a location

#

Computers cant random very good - you need human input

#

gtg - hope thats useful.
if not... sorry.

hushed gazelle
#

Out of curiosity networking/resouces-wise, is there any difference between using UdonBehaviour SetProgramVariable and Set [VARIABLE] for a variable in the same script?

dawn forge
#

@ancient spindle I am going to share my script on how I deal with random spawns, will share shortly.

ancient spindle
dawn forge
#

It can apply to both haha

worldly tapir
#

You might want to move to #user-support-old , this channel is for questions regarding the udon programming language.

warm oriole
terse frigate
#

Anyway to simplify this ? Thankss

#

Have tried a FOR but the issue there is I can't delay the spawning of the ball so It just doesn't explode and fly everywhere

dawn forge
#

I am using UdonSharp, but generally speaking you should be able to leverage delta time and do an if statement if that delta time has reached equal or more than the delay time you set, then reset the delta time to zero.

grand temple
# terse frigate Anyway to simplify this ? Thankss

Two ways: Either you can store your strings in an array and then iterate through the array with string[] getvalue or you can use getprogramvariable, which takes a generic string as a way to get a variable. You can dynamically generate your string by doing string concatenation

vagrant coral
#

is the heap size project wide or just the udon behaviour?

#

UdonVM i guess is "Virtual Machine" so it should be behaviour based?

fair terrace
#

Anyone good at creating worlds and feel like taking up a "pro bono" project?

stark adder
stark adder
true ocean
#

I am not familliar with program variables so i'd appreciate if someone could help me fix this

#

on one script, I have this

#

on another, I have this

#

buuut I always get an error

#

"Object reference not set to an instance of an object"

#

the UIObj is what the first script is attached to

#

oh and drinksNames and drinkStock on the first script are string[] and int[] variables

#

and i'm essentially trying to copy a variable over to the other script

vagrant coral
stark adder
#

So you have it in project imported 🤔

fickle stirrup
#

@true ocean when you select an object with this script, the public variables are shown in the Inspector panel and you have an UdonBehavior variable that requires you to put the object with UdonBehavior in that field, the error is due to the fact that this field is empty, but the script is trying to get/set its variables

true ocean
#

it is set

#

I tried setting it again and I still get that error

#

the error is on the line beginning with tillText.txt = drinknames[currentIndex]

scarlet lake
#

Does anyone know how I should go about doing this in the udon graph?

void Update()
{
transform.position += Time.deltaTime * transform.forward * 2
}

stoic mountain
#

just checking : is there a difference between Networking.IsMaster and Networking.localPlayer.isMaster ?

stoic mountain
scarlet lake
#

When I have it on the object and upload it to vrchat it does nothing, but it works in the editor

#

It works in unity but not vrchat

stoic mountain
#

Are you familiar with "udonsharp" ?

scarlet lake
#

I'm trying to use that but I import it and I get 197 errors

stoic mountain
#

with udonsharp properly installed you can have :
public class MyClass : UdonSharpBehaviour { }

#

and then do your stuff in c# which I recommend to do if you're already familiar with that

scarlet lake
#

All I did was put the files in my project and got almost 200 errors

#

and all of them are from one script

stoic mountain
#

Did you use the .unitypackage ?

scarlet lake
#

I can't find anything with one

stoic mountain
#

(maybe remove the files you added manually before that)

scarlet lake
#

Yeah

unborn hornet
fair terrace
#

does anyone know of an udon-compatible keypad system that works on a per-instance basis and not a "baked in" code? or if what I'm looking for is even possible?

stoic mountain
unborn hornet
#

Well, yea. Not everyone is comfortable with U# tho.

#

It's good to learn proficiency in both.

stoic mountain
#

I think its a great tool to attract new persons to game logic and coding in general

karmic yew
#

Hey, how can I call a custom method from one of my scripts within udon graph?

karmic yew
#

I'm not able to drag and drop custom scripts/components into udon graph

#

so I couldn't use "get component"

karmic yew
#

Do I have to create every behaviour in udon graph? Can't I create them in custom scripts and call them with events?

unborn hornet
#

To pass data between udon graph and some other behavious (be it graph, udonsharp or whatever) you need to use a combination of SetProgramVariable and SendCustomEvent.

#

The target behaviour must have the specific variable and event present in order to receive and act upon the data.

#

Also, to be clear just in case: you cannot use custom C# scripts. To make udon with code, you need to use udonsharp, which is a subset of C# that compiles into actual udon.

karmic yew
#

@unborn hornet thanks a lot I will look into those

main verge
#

Hey so, I still have this problem that I still haven't found a fix for, Everything with UdonBehavior couldn't load, and when I tried going into the world, it sent me straight back to Home I was uploading a world to Android, and this happened.

sweet sluice
#

How do I change shadow quality or graphics quality levels in a world with Udon? the only QualitySettings method Udon seems to support is GetQualityLevel
Please ping

native estuary
#

Alternatively you could just change the stuff in your world like lights and such to create your own quality settings

sweet sluice
#

alright 👍

rough geyser
#

So I'm working with a spawning system in my world and I know the Networking beta is live at the moment but cannot be asked to swap over to a non-live branch at the moment (Not enough hard drive space!) and I was hinted at a Udon behavior that is able to synchronize spawned objects, or at least, "Pooled" objects into a scene. Neither one of these I've been able to find answers on. Would anyone be able to help at all? I'm fine with either one, though the pooling option definitely sounds appealing.

floral dove
# rough geyser So I'm working with a spawning system in my world and I know the Networking beta...

Here's the info on the new object pool, only works in the new beta though: https://docs.vrchat.com/docs/udon-networking#vrc-object-pool

rough geyser
#

Ye, I'd be looking for something current, at least for now. That or I'll just bite the bullet and try to suffer through learning again, but, bleh uwu

#

Udon Behaviors still are not my forte ahahahaha.

floral dove
#

You can't synchronize Instantiated objects, so you'd start with all of them existing but inactive, and turn them on with synced variables. Much easier to do in the beta but possible on live.

rough geyser
#

Ah that's fair. Thought I could do it via Unity scripts but the behaviors kept throwing errors after compiling them out. Might just see if I can squeeze a little more room out of this SSD to get a backup of this current world made.

#

Regardless, thanks~

waxen kiln
#

so i've been using CyanEmu for testing my game world for the entire development process, and everything works perfectly fine, but now the first time i try to load the world in vrchat, all post processing effects and ALL udon behaviors are not working at all. but still, everything works in the editor, just not in the client?

floral dove
waxen kiln
#

i understand that, but these are very basic udon functions that should 10000000% work flawlessly

floral dove
# waxen kiln i understand that, but these are very basic udon functions that should 10000000%...

Start by looking at what errors you get in the client: https://docs.vrchat.com/docs/debugging-udon-projects

waxen kiln
#

aparently its something to do with my behavior that sets a bool to true on an animator, which, again, works perfectly in the editor.

#
  at VRC.Udon.Wrapper.Modules.ExternUnityEngineAnimator.__SetBool__SystemString_SystemBoolean__SystemVoid (VRC.Udon.Common.Interfaces.IUdonHeap heap, System.UInt32[] parameterAddresses) [0x00000] in <00000000000000000000000000000000>:0 ```
#

makes no sence

#

says its not set to an object when it is definetly

floral dove
#

The animator is assigned correctly in the Inspector for this UdonBehaviour?

waxen kiln
#

yep

#

and the animator has the bool isOpen

floral dove
#

Is it possible that something is changing or destroying the object the Animator is on at runtime? Your setup looks ok from what I can see.

waxen kiln
#

i know that for this specific animator, i can almost guarantee there is nothing referencing it other than this behavior, but i suppose i can try to duplicate it and delete the old one to break any possible references

floral dove
#

May be easier to just call Debug.Log with the Animator just before SetBool is called, that way you know if it's the Animator that is null

slate mesa
#

I see that VRC Pickup has an interaction proximity that I can set/get in an udon graph, but it doesn't seem to change anything in game (using a vive) and I see that it's not mentioned in the documentation. Am I missing something or is yet to be implemented?

floral dove
slate mesa
#

Interesting. It just so happens to be the case that I'm trying to modify it on multiple objects, some of which have UdonBehavior as well. Does that mean I should set the proximity on both of them in that case? I also only seem to see the proximity show up in the inspector if I have an interact event, is that anything more than a toggle on whether or not its interact proximity is public?

floral dove
#

The fields for proximity, interact text etc always exist but they're hidden unless the program has an Interact event. I don't know the details of which proximity wins out between pickup and UB without digging into the code - I can do that tomorrow but yes, try changing it on both for now.

slate mesa
#

Hmm, it doesn't look like I can directly set/get proximity on an UdonBehavior script directly. Would SetProgramVariable be the block I'm looking for?

floral dove
waxen kiln
#

i just dont understand, after testing some other behaviors in the client they also dont work, for no aparent reason

#

teleport functions halt

#

even the most basic gameobject setactive functions halt

#

something is going horribly wrong during packaging

floral dove
#

Does the UdonExampleScene work as expected when you Build & Test?

waxen kiln
#

yes the example scene and all its components work

floral dove
#

Ok good - so your SDK is fine and CyanEmu isn't interfering there.

#

Maybe there's something pooping the bed in your scene? You could start a new scene and move things over a bit at a time to see what works.

waxen kiln
#

i have a feeling that as this point thats gonna be all i can do to try to fix this

#

ive been working no stop on this world for two weeks straight with practically no breaks, considering how many components are in this world, i dont even know how long itl take to slowly transition everything to a new scene

#

but il make it work

#

eventually

true tangle
#

Hello, I'm having a little issue with some avatar in my world, they seems semi-transparent, do someone know the cause of it ?

floral dove
rough geyser
#

Okay so, like, somewhat progress and some digging into Unity has led me to this, and I know I gotta learn it regardless since the new Networking is coming out, but I'm working on making an object pool but I'm TOTALLY lost as to where I need to follow this Udon graph for its flow on making a simple cube spawner -- Any help for the idiot? ;w; https://gyazo.com/6e9c464f5217d6f864e6f18fea138c6c

grand temple
#

The object pool is a separate component provided in the networking update. That's not a tutorial to make your own object pool, it is explaining how the object pool works. It also glosses over some very complicated details that are not possible to recreate in udon.

rough geyser
#

Bleh uwu

#

Dang you Udon.

#

Cause then my thing is that, I see it all over the place where people are making "Spawnable" items, that's what I'm trying to accomplish. Looking for current SDK stuff without the beta into account, that's about it haha ^^;;;....

#

If worse comes to worse I'll just make invisible objects somewhere but it's more a preference thing than anything. Udon's just very new to me and barely know how to lay stuff out properly.

karmic yew
#

Is it possible to create coroutines in Udon?

#

or to use plugins like tweens (doTween, Itween etc)?

slate mesa
scarlet lake
#

Is there a way i can import udon into sdk 2

floral dove
scarlet lake
#

k thx for answearing

cunning mist
karmic yew
raven peak
ripe wave
#

Hey everyone, this might not be udon related but I was hoping someone here could point me in the right direction. Basically I've seen worlds that have video/stream players and lights in the scene that react to what's on the player, I'm wondering how it's done or if someone here has any reference that could be helpful to me, thanks in advance!

dawn forge
#

Send Custom Event does not allow arguments to be supplied with it? Huh?

I am using UdonSharp and want to run a method on a script in a different gameObject, how would I achieve?

willow tartan
#

otherGameObject.GetComponent<YourComponentClass>().SomePublicMethod(args); if you're doing U#

#

note that GetComponent is a bit slow so it's best to do it ahead of time if possible

floral dove
#

@dawn forge - change the variable instead, check for changes on that variable in OnDeserialization

dawn forge
#

Thank you both! I appreciate it.

main verge
#

Still can't continue work on this world I was doing due to this error, I'm still fairly new to Unity and Udon as a whole, and I don't want to mess things up even more since I don't have enough knowledge to fix this problem: (For How this error occurred, I was switching to Android, uploaded the world and then got this error, and I can't go inside the world, it just sends me back to the Home world)

ripe wave
fading cipher
#

Is anybody aware of anyone attempting to do Bomberman in VRC?

#

I feel like once I hit a stopping point on my current scripts, I'd absolutely love setting up and playing Bomberman in this game

#

The main challenge is that most people make the killer have priority due to Networking lag, but in Bomberman everybody is a killer, so that might make for a lot of "how'd that guy kill me?" situations

true ocean
#

I just started unity and am having errors i've not had before, can anyone help?

fading cipher
#

Woot, so somebody has done it

#

I might still try it anyway because it sounds like a fun challenge, but good to know I have someone to look at in case maybe I can try making a slightly different experience

slate mesa
# slate mesa I see that VRC Pickup has an interaction proximity that I can set/get in an udon...

@floral dove Following up on this, it turned out to be a misunderstanding of how the VR interactions worked. I did some testing on PC, and it would appear that pickup proximity is working normally, and that UdonBehavior's interact proximity doesn't override VRC Pickup's proximity. On the vive it seems there are two interaction methods, one where you point at objects (similar to interacting with UI) and one where you move your controllers near things. It would seem that proximity just affects the pointing-at-objects behavior, and I wasn't noticing that because I was interacting with a small object that's hard to point to. Is there a way of adjusting the other type of interaction behavior programatically?

floral dove
slate mesa
#

No worries, luckily this isn't actually a problem for what I'm making

fathom parrot
#

so im testing my new udon world. not sure if its world related but uhhh the hell is it changing my messages to? It should say "I made amazing come see!" not Irnaderlookingcornsee

main verge
lusty elk
#

had a quick question about this, if i wanted to make a world, does VRC accept custom scripts (C#) or does it have to be done all through udon scripts?

dapper lion
#

via udon. but there is something known as "udonsharp" that may help you out

floral dove
lusty elk
#

alright, thanks!

slim crow
#

no

#

oops, hit a keybind lol

#

Is there a way to get attributes of different objects through Udon scripts?

#

Such as, for example, the URL of a video player, or something like that?

slim crow
#

Through either U# or the editor

brazen cove
#

Is there a reason unity would keep crashing when i go to publish a world? I can build and test a world perfectly fine, but I cannot build and publish it without all of unity crashing. I have even restarted a new file and have the same results. There are also no errors on the console.

slate mesa
#

If you have an input field is there a built-in way to have a keyboard pop up if the user is in VR?

ancient spindle
#

hey guys, i made a simple hologram display with buttons for controls on the bottom. im wondering how to go about iterating through a list of materials (thats how the display works) to show content based on like, arrow functions, and then be able to do a specific action based on whatever material is active on the object at the time.

while also syncing the actions to all players in the world. xD

anyone got any input on how to go about this?

floral dove
#

You can learn about syncing variables here: https://docs.vrchat.com/docs/networking

paper harbor
#

Does anyone know how to make a gameobject (microphone) that a player holds that will increase their voice distance and volume. and then lowers when they let go of it? I've been looking for tutorials everywhere and there is nothing documented for something like this at all. I host parties with some of my friends and when it gets to be a 40 player room its too hard to talk over people if everyones voice is the same volume. unless there is a microphone or zone u stand in that boosts ur mic.

slate mesa
#

@paper harbor https://docs.vrchat.com/docs/player-audio seems like a good place to start

#

Then if you have a VRC Pickup on whatever mic object you have, you can set the behavior you want on pickup and reset it on drop

paper harbor
#

what links up to the instance on the left? i have the vrc pickup for the arrow link above it.

floral dove
#

Also, the docs that TwoHoleStraw will explain what that function does and the inputs it needs

slate mesa
#

That looks like the screenshot from the documentation. From the VRCWorld Udon graph, I'm pretty sure that's supposed to be a Networking.GetLocalPlayer instance

paper harbor
#

Ok i understand now, i am missing a few steps before even getting to audio. i need to first just reference that im "getting players" which im assuming would be instance down the chain of things, correct?

floral dove
#

To change a user's audio settings for everyone, you'll everyone to reference the player that's holding the object, not the local player

paper harbor
#

reading through the documentation and seeing your suggestions. i still dont understand 😦

dapper lion
rough lily
#

I'm encountering an issue where the UI buttons I made for mirror toggles are working for desktop users but not VR users. Anyone have guesses on the cause?

viscid reef
#

make sure the ui canvas isnt inside any colliders such as walls etc. if you have trigger colliders put them in mirror reflection layer.

rough lily
rough geyser
rough geyser
#

Fixed it, API updater had to be ran again...Why, Unity? -w-;

fair terrace
#

Can anyone point me to a good complete pool (billiards) table/game?

honest forge
#

hey guys i can't find the VRC_trigger script thingy and a couple more scripts. what can i do or what should i download ?

dapper lion
#

@honest forge udon doesnt have that. the closest thing to that would be cyans trigger stuff that isnt even out as far as im aware

royal goblet
#

Is this the right place to ask for Udon features, or is there a features request tracker somewhere?

  • Could we please have Coroutines (I saw the SendCustomeEventDelayedSeconds/SendCustomeEventFrames but it isn't anywhere near as easy to implement a simple lerp)
  • on the subject of which... please can DoTween (or other tweening library be included as a supported scripted asset?
#

FinalIK is supported but in Udon (at least using UdonSharp) I can't get a reference to its components, i.e. a public reference to LookAtIK I get the error "Udon does not yet support variables of type 'LookAtIk' yet"

#

Finally, a question... is it possible to hook into the scripts that run avatar random eye movements. They look very similar to the excellent RealisticEyeMovements Unity asset (and the set-up is nearly identical to that asset). If RealisticEyeMovements can't be added to the whitelist, is there a way of using that functionality on world NPCs (as opposed to SDK3 Avatars)

dawn forge
ancient spindle
#

simple question. i have a list of materials i want to use on an object, and i want to cycle through them with a click of an in-world forward/backward button that displays it on the object.

how do i go about doing that xD

i found it easier to get tangled in the udon graph, but trial and error is really getting to me. though i have U# imported as well, if thats easier as far as help goes.. lol any and all help is appreciated

floral dove
tranquil summit
#

any idea why whenever i set values in the udon graph they get reset back to zero when i load the script?

pliant spade
#

Can udon change someones avatar?

floral dove
tranquil summit
#

i was just typing them into transform set rotation, and i mean like, loading the scene, reloading the script in the udon graph, entering playmode, etc

#

im trying to make a graph script to summon a hand-held settings menu when you click the button, but i can't get it to spawn the correct rotation and i think it might be because it's clearing the values for w/e reason, but i could very easily be doing something wrong

stoic mountain
#

How is avatar siting height calculated relative to the station entry point ?

floral dove
tranquil summit
#

Nope

floral dove
#

Do you have this issue when changing values in graphs in the UdonExampleScene? If so, I'd recommend re-importing the latest SDK.

tranquil summit
#

Oh wait hold on I think I’m just stupid lmao, i was overwriting the values from something else by accident

dawn forge
#

Does a script exist yet in the Unity Editor to "sanitize" methods in creator written C#(U# scripts)? I heard that methods not starting with "_" are exploitable as in being forcefully executed? If not I may write one.

unborn hornet
#

Public methods that dont start with _ are network callable.

#

Private methods or methods that do start with _ are not.

pastel gyro
#

i need help with figuring out how to make a udon graph on a onscreen damage effect (2d picture ,when you get shot and your screen goes black) when touching or getting hit with a certain object ....sorry for my bad english ,would still appreciate the help iris

hushed gazelle
#

Is there a good/proper way to sync a random number across all players?

#

I've tried generating a number and writing it to a synced value, but the value seems to just be randomized for every individual player.

floral dove
hushed gazelle
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@floral dove The network event is to trigger the other players using that generated value

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The value itself looks like this.

raven peak
hushed gazelle
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So something like this then?

raven peak
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That should help with syncing the right number but there will be about a .2 second delay till everyone gets the number.

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Live uses continuous sync sending the variable every .2 seconds.

hushed gazelle
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I take it that the Beta version has a fix?

raven peak
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It introduces manual sync. So you can take ownership set the variable then request serialization sending it to everyone.

hushed gazelle
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Ahh, lovely. I'll just wait for that then.

raven peak
restive dust
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If I use VRCPlayerApi.GetTrackingData() to get the Local Player's tracking data, does that put even the slightest load on the network? I'm assuming it doesn't because it's the Local Player's tracking data, but I'm wondering if I might be missing any information here.

stark adder
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Its only local so no

fast prairie
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after making a 'budget' xsoverlay wrist thingy in udon I realised canvasGroup is missing from udonsharp to do an easy alpha transition. Is it available in udon graphs? I've never used graphs so wouldn't even know where to look

dapper lion
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you should be able to change alpha via udonsharp. i can’t remember exactly how but you should be able to

fast prairie
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eep. more things to learn. ty. I'll give it a shot
edit: looks like only CanvasScaler and CanvasRenderer are exposed in both. Will probably cheese it by shrinking and setting inactive

floral dove
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@fast prairie - CanvasGroup is not available in Udon Graphs. It's a tricky one for us to add because it's actually sealed away by Unity. You can use an Animator to change its properties though, and control that Animator through Udon.

hallow pumice
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I don't know if this is an udon question or if it's just a setting in unity. I want to set the map to adjust the volume of other players based on their distance from you. Does anyone know where I might find that information? I'm not sure what terms to use for my searches. So far, I can't seem to find it.

dapper lion
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i also have a simple graph audio example if youd prefer graph

hallow pumice
fading cipher
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Is there a bug with attempting to set the position of a prefab directly after spawning it?

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When I don't set its pos and leave it at the prefab pos, it's there, but if I attempt to set its position to anything, even with transform.Translate(), it just zeroes out its pos instead

vernal maple
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I have a quick question about Bloom, as I have seen worlds use a slider to control it.

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How does one actually modify the post processing volume? Udon sharp is yelling at me.

native estuary
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You need to use an animator with animations to control it

vernal maple
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And a slider would function with that?

native estuary
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Hmm I don't actually have a direct answer to that on what the best way in sdk3 would be since I haven't had to deal with it in a while and I think the UI events to directly do it aren't whitelisted anymore that you would use in sdk2

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Someone else might have a more complete answer

vernal maple
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I'm curious how Room of the rain and Midnight Rooftop do it.

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But yeah, PostProcessVolume and PostProcessProfile both give errors.

native estuary
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Yeah they aren't whitelisted in Udon yet

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That's why it needs to be proxied trough animators

vernal maple
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Having a bit of trouble targeting the bloom property in the animator now. Might just go with a low bloom, medium bloom, high bloom profile instead for now. :<

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Hmmm, the weight property might work

native estuary
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Yeah that's the commonly used property to blend between different profiles with different values

vernal maple
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Okay, so we've got 11 states for the slider, 0.1 steps, running an animation with 0 speed. Lets test this puppy.

fast prairie
vernal maple
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YES

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Setting the weight with a animator worked. Thank you so much @native estuary 💜

native estuary
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Nice

chilly crater
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I have a dynamic bone swinging a trigger collider around with two box colliders on a cowbell. The sounds play if I leave on awake, but the trigger enters aren't firing.

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Did I graph this wrong, or do Dynamic bones do something with trigger colliders

grand temple
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Put a kinematic rigidbody on the collider that is moving

chilly crater
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.... oof I can't believe I forgot that...

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thanks for that, testing now

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it works. Thanks for pointing out the obvious

glad ridge
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Who is udon

floral dove
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?whatisudon

hidden martenBOT
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VRChat Udon is a programming language built by the VRChat Development Team for use in VRChat worlds! It enables complex behaviors and logic in VRChat worlds. Read more about Udon in our documentation: https://docs.vrchat.com/docs/what-is-udon

merry light
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Hello!

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So I'm trying to setup a button in Udon, when a user clicks it that user gets their Voice settings updated (https://docs.vrchat.com/docs/player-audio) These ones.

Trying to setup a DJ Booth where a user can play music through their PC so I just want a button instead of a mic they actually hold.
Problem is that when I use the Interact Event nothing happens. I was using GetLocalPlayer which I assume only applied the settings to themselves only locally.

void ridge
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I can think of a pretty complicated way to do that. I don't know if there's a better one.

mint whale
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I'm trying to use Udon Graph to sense a collision - basically throwing a dart at a target. But I don't want the dart to stick if it hits the wall, only the target.
The behavior I'm using is: Upon collisionEnter, set rigidbody constraints to FreezeAll. But I want to specify that the FreezeAll behavior should only be triggered if the collision is between two particular colliders. Any examples of this behavior you can point me to?

slate mesa
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How do you get a player's name in Udon? I see methods for getting player ID in the PlayerApi, but I'm not sure where to go from there

slate mesa
sleek grotto
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I cannot get a vimeo video to play using the VRCUnityVideoPlayer. I do have Vimeo Pro account and the video is fully public. I can get the same video to play from YouTube but need it to be on Vimeo to be able to have cross world support for PC and Quest. Anyone have suggestions for what could be wrong?
I am using the full URL like this: https://vimeo.com/516801382

Aerobics video with glitching for The Machine Stops, and interactive theater VRChat prototype made as part of the 5th Wall Forum by team Houdini. Video created by…

▶ Play video
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Here is the Udon script

dapper lion
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@sleek grotto from my testing. vimeo seems to only work for avpro videoplayers

sleek grotto
dapper lion
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no! and even if you wanted to use your own version. use the demo avpro... the vrcsdk provides avpro 2.0.7

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and if youre unable to figure out avpro. i highly recommend hosting your video media on dropbox

fair terrace
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Can anyone help me find a chess game for an Udon / SDK3 world?

floral dove
fading cipher
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Is there a known bug with using SetParent() in Udon? This code runs perfectly fine in-editor, but I'm getting some funky behavior with one of my game objects' transform, and the only time I'm interacting with that transform is when I assign it a child via SetParent.

paper galleon
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Did you publish it or just build it?

floral dove
# tight kernel

those are both harmless warnings that snuck back into the SDK, nothing to see here 😅

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do you get any errors in your console when you try to visit it after uploading?