#udon-general

59 messages · Page 79 of 1

quartz meadow
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I dont see any technical reason why they dont support string arrays or something, but here we are lol

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thats a unity issue tho

indigo wagon
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List to array function can be coded tho

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I've made one in bace c# before and it should be similar

quartz meadow
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I would actually need the other way around, an array to list (even temp) for the uiity dropdown thing to work

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its just a matter of udonsharp not supporting lists

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cause udon itself doesnt support lists (yet, they said they are working on it)

indigo wagon
quartz meadow
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but hey, the udonsharp guy just got hired onto the team, so fingers crossed

quartz meadow
quaint kernel
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Hello! Udon keeps crashing and burning on me when i attempt to add a simple button, i've tried deleting and reimporting but to avail. i get this error. (i'm using a freshly downloaded sdk from today and 2019.4.31.f1)

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NullReferenceException: Object reference not set to an instance of an object
VRC.Udon.Editor.ProgramSources.UdonGraphProgram.UI.GraphView.UdonGraph+<>c__DisplayClass87_0.<LinkAfterCompile>b__0 (System.Boolean success, System.String assembly) (at Assets/Udon/Editor/ProgramSources/UdonGraphProgram/UI/GraphView/UdonGraph.cs:1343)
VRC.Udon.Editor.ProgramSources.UdonAssemblyProgramAsset.AssembleProgram () (at Assets/Udon/Editor/ProgramSources/UdonAssemblyProgram/UdonAssemblyProgramAsset.cs:84)
UnityEngine.Debug:LogException(Exception)
VRC.Udon.Editor.ProgramSources.UdonAssemblyProgramAsset:AssembleProgram() (at Assets/Udon/Editor/ProgramSources/UdonAssemblyProgram/UdonAssemblyProgramAsset.cs:90)
VRC.Udon.Editor.ProgramSources.UdonAssemblyProgramAsset:RefreshProgramImpl() (at Assets/Udon/Editor/ProgramSources/UdonAssemblyProgram/UdonAssemblyProgramAsset.cs:36)
VRC.Udon.Editor.ProgramSources.UdonGraphProgram.UdonGraphProgramAsset:RefreshProgramImpl() (at Assets/Udon/Editor/ProgramSources/UdonGraphProgram/UdonGraphProgramAsset.cs:62)
VRC.Udon.Editor.ProgramSources.UdonProgramAsset:RefreshProgram() (at Assets/Udon/Editor/ProgramSources/UdonProgram/UdonProgramAsset.cs:106)
VRC.Udon.Editor.ProgramSources.UdonProgramAsset:RunEditorUpdate(UdonBehaviour, Boolean&) (at Assets/Udon/Editor/ProgramSources/UdonProgram/UdonProgramAsset.cs:82)
VRC.Udon.Editor.ProgramSources.UdonProgramAssetEditor:OnInspectorGUI() (at Assets/Udon/Editor/ProgramSources/UdonProgram/UdonProgramAssetEditor.cs:12)
VRC.Udon.Editor.ProgramSources.UdonGraphProgram.UdonGraphProgramAssetEditor:OnInspectorGUI() (at Assets/Udon/Editor/ProgramSources/UdonGraphProgram/UdonGraphProgramAssetEditor.cs:10)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

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and the udon graph program asset is broken like thus

night viper
quaint kernel
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okay, sure but this is what i get then

night viper
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what does the code looks like? When you open it

quaint kernel
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when i took that picture, i had nothing in there

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yeah i can't change the gameobject, something's broken for me

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okay so, solution: just drag'n'drop thing into the gameobject bit

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then it works

night viper
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yes, that is how public variables work. You cant leave them empty (none) or you will have the error of "not set to an instance of an object" (you can only drag objects there when the script is on an object, not from the folder)

quaint kernel
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yeah but there should be the option of adding the thing to the box (the little circle) but that wasn't present here. drag'n'drop worked tho

valid totem
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I have this group of rigidbodies that I want to constrain their position to another object on an event, or at least give the appearance of it.

I've tried using spring joints, configurable joints, rb.moveposition, transform.position, position constraints, clipping with a collider, and I'm sure some other not-best-practice thing to do to try and make it work

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Does anyone have suggestions for how to move a rigidbody with another object as if it were attached with a position constraint or fixed joint?

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with AddComponent not exposed I can't create/destroy joints via udon

agile reef
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Does anyone know how to make a food item thats edible with udon sharp?

grizzled trout
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hi. how do you detect when two spesific objects collide? like say key a with lock a.

wind atlas
wind atlas
grizzled trout
wind atlas
grizzled trout
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Oooh

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i thought you ment prefab like the things you can download

wind atlas
grizzled trout
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understandable

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we all have our moments

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well you see, i have it set so the key sticks to the hand when you get close to it , that way you dont have to hold grip the whole time

agile reef
grizzled trout
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basikly the "on grip" is going"when let go" with the false

agile reef
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oh alright thank you

grizzled trout
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np good luck.

waxen kiln
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someone explain to me why udon gives an error trying to get something as simple as wether or not an object is enabled or disabled?

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all this is supposed to do is check if a game object is enabled or disabled, then save that value for later use

wind atlas
waxen kiln
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if CourseBool1 was a GameObject, the line connecting it to activeSelf would be blue

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but it is definitely a bool

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there is also nothing special about the GameObject assigned to Course1

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all the parent objects are the same

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so yeah, its not anything to do with the GameObject itself

grizzled trout
waxen kiln
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yeah thats not it

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i'm trying to get a bool, then save it as a bool

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its not being converted to an int (number) at any point

grizzled trout
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ooh

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just figerd the "value" part was asking for a number but yeah i am not vary knoalgable

wind atlas
# waxen kiln

You are hovering over sendChange, of course it shows you it's a bool. Look at the variable window, what does it say?

waxen kiln
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i'm actually hovering over value, not sendChange

wind atlas
waxen kiln
mighty fjord
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Could the graph might be having issues compiling, does it say OK in the top right when you try to compile it?

waxen kiln
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yeah it say ok

wind atlas
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Yeah, my other guess is that another part of the code is causing the issue. Otherwise it's some sort of bug.

waxen kiln
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i know for a fact its not something else giving the error, because this debug will run first, then the error happens

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so i've narrowed it down to just this part

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but whats weird is that, this same code in CyanTrigger instead of Udon Graph gives the intended results

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i tested it in CyanTrigger instead and it works, so is this just a bug with Udon Graph?

grand temple
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have you specified a gameobject in the inspector for Course1?

waxen kiln
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yep

grand temple
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may I see it?

waxen kiln
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the sensoring is just because i'd prefer to not show the name of the object, it kinda reveals a lot about my project

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and heres an image from up in this channel a bit, the game object itself

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is just a transform

grand temple
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if you click on the error it should give more information

waxen kiln
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thats also up in the channel a bit, here it is again

grand temple
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Are you using SetProgramVariable anywhere?

waxen kiln
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nope

grand temple
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Seems like you're storing a bool in the Course1 variable somehow. Can only do that if you're really manhandling something

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do you set Course1 anywere?

waxen kiln
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the only other time Course1 is ever used is way after this error

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this is to run later, to change the object back to the state it was saved in

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but since it runs later, actually on a different event entirely, this wouldn't be the problem

grand temple
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somehow a bool is getting into your gameobject and I've never heard of that being a bug before 🤔

wind atlas
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Very weird.

waxen kiln
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thats also what i thought the error message said, but still makes no sense

wind atlas
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Try making a new scene and rebuild step by step, if the project isn't too big.

waxen kiln
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i really can't afford to do that

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if the issue really is a gameobject having a bool stored in it, thats impossible

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at no other point, ever, is Course1 referenced, not in this entire Udon Behavior referenced or called upon from another behavior

grand temple
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try renaming the variable

waxen kiln
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...

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i renamed it to Course0, assigned the gameobject back to it, and now it works?

grand temple
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either the inspector is serializing wrong or you've got some other program doing SetProgramVariable

waxen kiln
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i'm testing it one more time

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well whatever it was, it works now, so i'm just not gonna touch it again

sand basalt
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When user interacts with slider using vive sticks, touch pads keep changing value even when not pointing at the slider. Any suggestions? Can i turn touchpad control entirely off?

dreamy gorge
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can someone show me a tutorial on how to make objects synced and pickup-able?

sand basalt
dreamy gorge
sand basalt
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should be fine locally, remotely it will always be laggy

grizzled trout
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hi, i am trying to make a "clapping" thing where say if a player puts there hands together it makes a clap sound , i got a graph to track where the players hands are but not sure how to get when the hand boxes are touching.

sand basalt
unborn hornet
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We are able to have a None sync script on the same object as a Manual or Continuous without issue, right?

sand basalt
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Anon, can you help me with slider problem?

grizzled trout
sand basalt
grizzled trout
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Ooh thanks for the heads up, !

unborn hornet
grizzled trout
sand basalt
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❤️

wind atlas
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Not sure if you can do it in the event system and it gets carried over into vrc.

wind atlas
sand basalt
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Thank you so much

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❤️

grizzled trout
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hi again, anyone know how to set a sort of timmer? like i want to set it up so if a player stands on a board for to long it moves out from under them

paper plinth
grizzled trout
paper plinth
# grizzled trout thanks, i think i understand, i will try that

Ask again in about 8 hours if you don't get it and I'll do the nodes and screenshot it for you. That's also not the only way to do it. Also don't forget to use time.addseconds (or is it datetime.addseconds) to get your "timer done" value. Then when the current time meets or exceeds your timer done value, execute the true branch.

grizzled trout
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alright, thanks ^w^

vague mantle
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does anyone know to set up buttons that you can physically push to toggle? or where to get them?

grizzled trout
paper plinth
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hey

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hang on lett me load up unity

grizzled trout
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ooh thanks!

paper plinth
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That's one way

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and with fCoutnerSpeed at 1, a timer value of 5 is like 5 seconds

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here's another way

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coincidentally that is also a 5 second times

grizzled trout
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wow, thanks .that looks a bit more complex then i thought lmao,i will give it a go

grizzled trout
paper plinth
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yup

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and then decrease it every frame until it reaches 0 and then execute your code

grizzled trout
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thanks, i will work on it.

paper plinth
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wait

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there's prefabs here somewhere for timers

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huh can't find them

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maybe they're on the prefabs spreadsheet

grizzled trout
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might do that, i was hopeing to try and do it myself hehe but if i cant figure it out i will do what i got to do. thanks for the help

grizzled trout
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ooh i figured out what i did wrong, i forgot to set it to change time remaning . its working now lmao.

paper plinth
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eyy good job

paper plinth
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isn't this how you get an array element? This keeps crashign the program

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I loaded an array of transforms Waypoint[] with items from the inspector...

wind atlas
# paper plinth

How many elements are in the Waypoint array? Aside from that, seeing the error would be useful.

paper plinth
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there are 19 elements

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Object reference not set is the error

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I see some other objects here that aren't set up the same way and I think those are the ones crashign the program

wind atlas
paper plinth
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yup that was it

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what confused me was that I had 10 of the same gameobject and modified one of them and was testing off that

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but I didn't realize it had broken the other 9 gameobjects

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I like object pools and trytospawn
this is good stuff
good show devs

fading cipher
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Ay yo momo if you're lookin here

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are we gonna get leaf bone support anytime soon

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😢

fiery yoke
fading cipher
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Yeah!

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Being able to attach things to finger leaf bones that are meant to follow fingertips would be nice 👀

fiery yoke
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Unity does not even support that lul

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For some reason they thought leaf bones on armatures are unessecary

fading cipher
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well

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color me deeply saddened

fiery yoke
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Indeed. For normal games it's usually not that important, but for VR it's incredibly important. So maybe at some point...

mighty fjord
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Would be nice if we could atleast have Udon be able to retrieve the position and rotation of the first child of the distal bones

fallen chasm
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I'm trying to set up an axe that sticks to trees (triggers), but falls with gravity otherwise...

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this works in unity

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but in game, it's stuck in kinematic

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any advice is much appreciated

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now that I'm thinking about it... this is probably more of a physics issue than an udon issue

grand temple
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if you have objectsync on it, it will control kinematic and gravity so you can't set it through the rigidbody. You need to set kinematic and gravity through the objectsync

fallen chasm
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oh... that might be over my head then

grand temple
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it's nothing complicated, just use objectsync set kinematic instead of rigidbody

fallen chasm
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!

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didn't know I could just grab it like that

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lemme test it out

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nice

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doin' a quick build and test to verify but... does this method not work in unity?

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scratch that... still floating :/

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aha!

grand temple
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can you add a debug log to make sure it's getting to this point?

fallen chasm
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I can, but I just found the problemo

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when I added the new variable, it came in empty on the triggers

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I just needed to set it

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eeexcellent

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it's working in unity -- gonna try in game

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awesome

tawdry gorge
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Anyone able to help commission for a home I’d like to have?

weary scroll
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So I bought vr chat plus and it keeps expiring like every 20min and idk why

valid totem
bold marlin
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Is there anyway to turn off Sync of a object and then it back on later?

Got an object people can pickup and it gets addforce from a collision event to fly off, but the sync screws with the addforce making the object bug out.

quartz meadow
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ive been having an issue where my UI canvas keeps adding a box collider way bigger than the canvas, physically blocking me from reaching the buttons or my cursor from reaching it. Changing it to "istrigger" does allow me to walk through it, but not my cursor. No matter what I set the boundries to in the editor, they always revert when playing. anyone know a way to fix it?

quartz meadow
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fixed it by setting my game object z scale to 0.0001

magic drift
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Hey, is there anyway to enable or use old locomotion in Udon?
I prefer how it handled falling/jumping/"climbing" etc

mighty fjord
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There's a node called 'UseLegacyLocomotion' under VRCPlayerApi which is used to bring back SDK 2's movement system

hollow widget
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Did you know how to script to return object pool that we spawn one by one to object pool that we don't spawn?

hushed gazelle
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If I remotely change an udon behaviour value from another script, will that trigger OnValueChange?

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Eg; from Script A I tell Script B to set ThisBool to False, will that trigger ThisBool Change on Script B?

mighty fjord
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That's how I'd expect it to work

hushed gazelle
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I ask because it's something you have toggle when setting the value in the local script, remember.

mighty fjord
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Oooh, right, not used to the recent features in the Graph I guess x)

wind atlas
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Anyone figured out how to use the VRCObjectPool for player management properly?

I noticed that spawning of objects and manual syncing them doesn't work as expected. I think it's because the children only OnDeserialize and OnOwnerTransfer when the object is enabled? I get super inconsistent results in Build and Test mode. Sometimes it works, sometimes it doesn't. It makes it super annoying to work with.

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I'm currently just doing my own pool for player management.

storm ore
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are there text based compilers from traditional languages like c++ to generate udon bytecode?

grand temple
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there is one for C# called Udonsharp. That is the biggest and most well maintained alternative to graphs

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there is another one for python but it hasn't been maintained in a long time

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nothing for C++ that I'm aware

storm ore
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i appreciate the nod to newbies with graphical programming languages. but it can feel cramped compared to the power of text languages

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both are welcome for different reasons

grand temple
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yes, catering to every level is the whole point of allowing custom compilers 😄

obtuse agate
wind atlas
manic yarrow
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@grand temple How would I go about changing a bool on interact, but nothing else?

grand temple
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interact > set bool

manic yarrow
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All I can find is Boolean[].Set

grand temple
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drag your variable onto the graph while holding shift

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er ctrl, not shift sorry

manic yarrow
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I assume I just need a unary negation if I want it to toggle

grand temple
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yes

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well, you'll need to plug the "get" into the unarynegation too

manic yarrow
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Right

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I haven't touched Udon stuff in a while so I've forgotten a bunch of basic stuff

grand temple
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GetProgramVariable

wind wedge
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Alrighty everyone, Its me again 😭

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Just a simple question this time around, and its for everyone.

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What are your favorite / Must-Have Udon features in public worlds?

unborn hornet
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Depends on the type of world and its intention.

wind wedge
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just a basic social world

lavish summit
indigo finch
# wind wedge just a basic social world

The general ones I like to add to a more social world are a volume slider for any music or sounds, a 'seat toggle' to turn off any stations in a world, a world darkness slider for those that like to sleep. Other than that, sometimes I like having a mirror toggle at the menu itself, as well as some toggles for a more efficient experience for those with lower-end pc's (particle toggles, low detailed water, etc). That being said, anything goes; it entirely depends on what's in your world. The best features are usually world specific (rain, game toggles, etc)

chilly crater
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Are VRCStation animations local or synced? I was thinking of making a local unsynced VRCstation event to call whenever the localplayer dies.

topaz jetty
quartz meadow
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id imagine not right now unless there are some specifics you need, but in the end, no matter what you do, you will be limited by what udon whitelists

paper shell
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/clear

hazy shore
#

Yo, I didnt know where else to ask this question, But i have uploaded an avatar, It shows up on VRchat.com But not in game. Where do i look.

eager olive
cunning basin
wind atlas
edgy ingot
#

is there any particular reason we don't have List<> yet? if its a technical limitation i'm just curious
U#'s been a powerful asset and i feel like not having List<> is holding us back ❤️

fiery yoke
edgy ingot
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ah ok

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do you know any workarounds for GetCustomParticleData() by chance?
that's literally the only reason im asking about list lmao

fiery yoke
edgy ingot
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set needs a list aswell

fiery yoke
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Yeah. No workaround. Unless you manage to get a list, which looks exactly like the one you need from another function :P

edgy ingot
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and its not like i can MAKE my own List<> either, i'd imagine it has to be the EXACT type
(System.Collections.Generic.List)

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i can use the particle "fog" ones since that's just this

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welp, i shall wait or think harder, thanks for the quick response :)

fiery yoke
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Yeah no, custom particle data is not supported in Udon afaik.

edgy ingot
edgy ingot
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;-;

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i dont know how i didnt see that

edgy ingot
#

ok now im just confused
my C# is a bit rusty as are my debugging
this issue is in CyanEmu so idk if its just related to that

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wait...

edgy ingot
fiery yoke
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It said that before as well

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And I suspect that youre accidentally creating a zero sized array, which is not allowed.

edgy ingot
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actually the only error seems to be this now

fiery yoke
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make sure worldCapacity isnt 0

edgy ingot
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i specifically changed that in the declaration

fiery yoke
#

Your errors look very weird. I suspect you have some plugin installed. That error does not happen on a correctly installed and used Udon SDK

edgy ingot
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its ConsolePro from uhhhh lemme look at my assets real quick

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this is what vanilla console says

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ok there was a removed script on the main prefab, i removed that and that error went away for a little bit

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gonna reimport the sdk just in case something got borked

blissful void
#

Hey guys.
Little question. I´m making Worlds with SDK 2 and wanted to shift to SDK 3.
Many people say, do it, its so much easier, etc.
So i did...and i don´t get it. It seems i miss something.
I watched tutorials and what not but all of them are MUCH more complicated then SDK 2.
If you want to open a door in SDK 2 pick a trigger component and put the values in.
In SDK 3 you have to WRITE the code first with Udon# or Notes??
Oh and most Tutorials say the buffering system of Udon is completely broken. You have to work with, Variables?
Do i miss something?
I don´t want to talk Udon down, i really just think i miss something here O.o

blissful void
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"In SDK2, every operation that worked with bools had the ability to toggle the value. This does not exist in SDK3. The proper way to toggle an object requires 4 actions. See the mirror toggle guide on details for how to toggle an object."

Is this really the case? O.o
If yes, how is this "more user friendly"?

night viper
# blissful void "In SDK2, every operation that worked with bools had the ability to toggle the v...

CyanLaser made a tool called CyanTriggers that lets you use Udon as if it was the SDK2 interface. You could try that to make your own scripts with Udon. https://github.com/CyanLaser/CyanTrigger

GitHub

CyanTrigger is a new compiler for Udon with focus on in-scene editing. The interface resembles the old SDK2 VRC Trigger interface, but has more functionality. CyanTrigger has full access to all of ...

fading cipher
#

Is there something about Udon that keeps from interacting with a BoxCollider's bounds.size?

fading cipher
#

apparently you're just not supposed to touch BoxColliders' bounds at all doesn't work on a collider if its gameobject is disabled

craggy ingot
#

Hey how do I open a door with a key placed on the lock?
I am using Udon Node Graph with animation
Thank

vestal mesa
edgy ingot
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yeah why wouldn't it? it's just 3D assets

cunning mist
#

The only thing that will not work is the included script for the Animated Birds, though theoretically that's a quick reproduction inside of Udon. Outside of that, you should be good to go!

edgy ingot
#

^^

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i've been trying to re-create something from a pack and it's been a nightmare to get working

broken bear
#

Silly question, but is there any way to compress the serialized udon asset? trying to shave off 100k here or there

edgy ingot
#

other than optimizing the code, no
the amount you'd shave is negligible 99% of the time
there's a thing called PNG Gauntlet, you can mass compress textures, then crunch from there if you want

scarlet lake
#

I gotta log in for the update and forgot my goddamn password 🤦‍♀️

edgy ingot
cunning mist
#

I'm presently at a gas station on a three hour car ride, so unfortunately you've got me at a bad time

edgy ingot
#

gotcha gotcha no problem

obtuse agate
broken bear
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Ah good to know

tired fractal
#

Is there any person that can help me making an avatar?

edgy ingot
#

anyone have any experience with Material.SetVectorArray()?
is it able to dynamically add to the list the material works with or is it something i set BEFORE running?

source for context

and yes i'm the same person as last night/earlier i just got the single player version working :P

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also ignore the foreach being scuffed i know i was just testing stuff

ionic jackal
#

Where StringBuilder()?
Why no StringBuilder!!!

magic drift
#

Hey, I wanna make it so when I click the mirror it turns off and turns on a more optimized one
then when you click that one it turns off completely and enables a cube/button to turn the mirror back on
How might I go about that?

west mural
topaz sorrel
#

Trying to make it so that when you interact with a button, a random object from a certain object pool will spawn.

This is the simple script I'm using, but I keep getting this error every time I trigger the button to spawn an object

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sned hlep

grand temple
#

did you assign the "Deck" object to the inspector?

topaz sorrel
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Assign it to inspector?

grand temple
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you need to tell it what object "deck" is

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to do that, you need to make deck be a public variable

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then it will show up as a slot in the inspector

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and you can drop in your object pool to that slot

topaz sorrel
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Oooh yeah. Yes the code knows what Deck is, I dragged it in from inspector and it's a public variable

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ye it's a public variable

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Still doesn't work though, not sure why

grand temple
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and the inspector?

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the object you put this script on

topaz sorrel
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I put this script on a different object, do I have to make sure that's a public variable, too?

grand temple
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that's not what I mean

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I mean, you put this script on an object

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that object has an inspector

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what does that look like

topaz sorrel
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OOOOOH okay got it yeah I didn't set the public variable down in the udon script.
Thanks, wouldn't have realised that without your help

grand temple
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also in order to spawn from an object pool, you need to be the owner of it. If you don't transfer ownership, the only person who will be able to spawn from it will be the person who's been in the instance the longest

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so you just need to add a Networking Set owner node. Plug in Networking Local Player and the gameobject of the object pool

topaz sorrel
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Where do I attach the set owner node?

grand temple
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after interact, before shuffle

topaz sorrel
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Like this?

grand temple
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yes

topaz sorrel
#

Pog, thanks

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Do I have to add anything else to the script or should it work fine just like that

grand temple
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plug in the player and the object

topaz sorrel
#

Plug them in to what?

grand temple
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the setowner

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you need to tell it who should be the owner and what object is changing ownership

topaz sorrel
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Alright, I set the object but how do I set it so that whoever presses the button is the player who gets ownership

grand temple
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networking local player

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interact only happens for the person who clicked the button so you can just assume local player

topaz sorrel
#

So something like this? DeckOBJ is the object that has the pool assigned to it

grand temple
#

yes, that could work but you don't need to have a separate public variable. You can get the gameobject from the Deck itself

topaz sorrel
#

Oh alright, and how would I do that?

grand temple
#

vrcobjectpool get gameobject

topaz sorrel
#

Like this?

grand temple
#

yep

topaz sorrel
#

Alright. Thanks for your help!

left fulcrum
#

ok so, completely new to world creation, literally the only thing i need to do is toggle an object and multiple tutorials later none of them work, what do you reccomend?

left fulcrum
#

I follow 8 VIDEOS and NONE worked out

wind atlas
left fulcrum
#

how do you think i should start

#

cuz literally all i need to do is a trigger

stable glen
#

From the beginning, really. Do multiple iterations of projects and test to see what works out better.

wind atlas
#

First sentence got out weird, what I mean is, tell us what you tried, what doesn't work, etc

left fulcrum
#

im just tryna make a simple object on-off switch for an animation world, that is it, im not tryna learn code, im not trying to learn all of udon, i just wanna do a toggle, but of course unity & udon doesnt wanna go my way

left fulcrum
#

still unsuccessful, all tutorials not working as shown

wind atlas
# left fulcrum im just tryna make a simple object on-off switch for an animation world, that is...

It doesn't sound like you want udon related help since you are not posting your actual udon problems.
Maybe you want to use a solution like CyanTriggers? It's supposed to work like the SDK2, if you are familiar with that. I am not and I've never touched it, but it's supposed to help people who don't code from what I know.
Have a look at their setup video, in the first 3 minutes they show you what I think you want:
https://www.youtube.com/watch?v=RLJorzZGy-U&list=PLIoLQ-8wanr9oC3SK-2SAZ0JPXEwwljNv&index=1

This tutorial teaches you how to create a synced toggle using CyanTriggers for VRChat's SDK3.

Download Tutorial Resources:
https://patreon.com/posts/54682376

This tutorial uses Unity 2019.4.29f1 and VRCSDK3 2021.08.04.15.07
Check the current version of Unity:
https://docs.vrchat.com/docs/current-unity-version
Download the latest VRChat SDK:...

▶ Play video
left fulcrum
#

i found a working one now! ;D

craggy harbor
#

Is there a minimum value for this that if this value is set lower than that it will reset to one? I did some test and notice these objects are still very easily accessible from a relatively far distance no matter how small the proximity value is.

prime glacier
#

help

#

Help😵

unborn hornet
#

Help with what?

prime glacier
#

Error message when I upload the world

#

This error stops me from uploading

#

【Always】Fetching fresh local config

grand temple
final sedge
sage ledge
#

Is there a decent tutorial how to toggle a global respawn of objects? (Udon)

grizzled trout
#

hi, need some help with somthing. i am trying to make it so when someone presses a button everyone close to that player gets tellaported . i tried making a box with a colider that basikly would tellaport anyone who enters then sets its self to despawn but it would only send one randomplyer .how can i fix this?

grizzled trout
#

also kinda dump question but is there away to set a vareable like global? like so codes intoract with eachother?

wind atlas
wind atlas
grizzled trout
#

OOh wait ! no i think i relized i am dum!

#

i sware i chaged that

#

think i fixed it

wind atlas
wind atlas
grizzled trout
#

if that makes sense

grizzled trout
wind atlas
grizzled trout
wind atlas
grizzled trout
#

i mean how do you get the value from one script for another?

wind atlas
wind atlas
grizzled trout
#

how? sorry if i seem kinda dence, just been spending a while trying to understand it on my own and a little fryied

wind atlas
#

Otherwise, create a UdonBehavior variable.

#

Pretty sure there are some basic tutorials that show that.

grizzled trout
#

i tried the draging one on to the other and that dint work but i will look in to the UdonBehavior variable, thanks for your help

#

https://www.youtube.com/watch?v=HERcbs636Xo ok , slightly depressing how easy it is

Here's a short tutorial covering how to get a program variable from another script. Something to note, is that the variable you wish to get needs to be a public variable for other scripts to be able to see it. Also, I didn't show it as I never put my script on a game object, but you would have to fill out the public udon variable when you go and...

▶ Play video
kind nexus
#

Hello, everytime i import the latest SDK i get this errors any ideas

dawn forge
#

Are you updating the existing version?

kind nexus
#

i made a new project

dawn forge
#

It's having trouble updating/replacing a file within the sdk you're importing into Unity. Do you have enough disk space?

kind nexus
#

I should have, Ill End up deleting some files and try that out

dawn forge
#

Check these paths and delete them if they exist then try again.

#

The files, not paths*

scarlet lake
#

I have a problem with my world where my file seem to not let me test it but i logged in and out

#

and i got a new pc but i transferred my data from my old pc to my new pc, and now my sdk is not aloud to build or test

magic drift
#

If I just want to load and play an mp4 what video player should I use?
Please only suggest ones that work with the Quest

rotund night
deep vessel
#

how do i fix this in blender

#

b/c every time i uploaded my avi iget this

echo steeple
deep vessel
#

t.

broken bear
#

Is there a graph equivilent of a #If UNITY_EDITOR ?

mighty fjord
#

You could just do a Networking.LocalPlayer null check if you're not using CyanEMU I guess

wind wedge
#

Does anyone have experience with the Udon-Dynamic-Soundtrack-Contoller?

#

Ive renamed all the tracks in the array to add _Transition so it loops through but it only plays one song

magic drift
#

I have added an grabble object with gravity to my world
And it works perfectly fine aside from how if I try to grab a part of it outside a certain range it snaps to a different part
How do I get it to not

#

??

gentle summit
#

how could i make a ai follow a nearby player based on chance?

#

or just wander the nav?

undone rock
#

Hello, does someone know how to make a point light that follows the player around? I think I could do this using c#

wind atlas
wind atlas
wind atlas
#

Instead of a random num, you can also just get the closest player to the AI.

dawn forge
#

Has anyone tried different sorting algorithms to see which one works best on par with the Unity frame rate and how Udon manages memory heap for this?

fiery yoke
unreal grail
#

I love working with Udon. I have just one request...can you all please fix this typo in the Networking documentation? It's under RequestSerialization:
This node works will with the OnPreSerialization Event node.

#

I believe it is supposed to be "works well".

twilit breach
#

Does anyone have experience getting video players to work on Quest?

twilit breach
#

Does Quest use AVPro or Unity player? Also if you could just sort of go over any details of what you found works and what doesn't. I've heard things like it needs to be a direct link to an mp4 but not sure what else is important

dapper lion
#

but ofc, theres specific applications that can be done for the videoplayer for quest support so its optimally played in game

twilit breach
#

So the only syncing I do is with the initial URL and play. Basically I try to have a PC user type a URL into the input field, then when they enter it, it syncs that URL to other users and has them play the same URL locally. Works fine for other PC users but Quest users have reported issues (with the Allow Untrusted URLs checked)

#

Need to double check that the mp4 is h.264 but do you know of any issues syncing a URL from input field over to a Quest user? or is that something that should work

dapper lion
#

theres some slight annomallies but nothing too big other than the afk quest glitch

#

i would double check that the hierarchies are both the same on android and pc

twilit breach
#

I'll check that out but it is reassuring to know that its possible to enter and play URLs at runtime for Quest users. Read a forum that was mentioning it only working with links you preset in the project and got nervous

#

This is a good start point. Will double check hierarchy, mp4 and if it is h.264. Oh is there like a specific link that works for direct mp4s? or pretty much Google drive or VRCDN links should just work (I suppose I mean if there's some sort of special shortened version or modified version of the URLs that is needed or even causes issues if used instead)

dapper lion
#

i have yet to fully test out vrcdn, but google drive media def work

twilit breach
#

just curious, yours must have a PC user enter the URL in an input field and then it syncs that URL for Quest users? Or did you find a way for Quest users so somehow copy/paste (since they don't have keyboards xD)

dapper lion
#

theres a canny about a year ago addressing this issue, but it was never fixed

twilit breach
#

Is SideQuest like a mobile phone or PC app that lets users do things for their Quest? I think I see it on Google but just want to confirm

twilit breach
#

cool cool. Thanks a lot. This has been super helpful. Going to try all this stuff out. Again thank you very much! 😁

wide radish
#

Does anyone know how to make an object follow you in your world?

pearl tiger
#

This is definitely a question for a team member, but I accidentally did a no-no and told unity to update some out-of-date dependencies. Luckily, everything seems fine minus this one error
''' Assets\Udon\EventProxies\OnAudioFilterReadProxy.cs(10,27): error CS1061: 'UdonBehaviour' does not contain a definition for 'ProxyOnAudioFilterRead' and no accessible extension method 'ProxyOnAudioFilterRead' accepting a first argument of type 'UdonBehaviour' could be found '''

I'm comfortable with editing the code, so does anybody happen to know what I'd have to fix in there?

bleak echo
#

Does udon sharp support string.Split()?

grand temple
#

yes

simple shell
#

Hey there! Is there a Graph for "OnKeyDown use container"? Like if you press the "I" Key it causes a button to get pressed in world?

topaz sorrel
#

I have a VRC pickup and I want to make it so every time you press trigger while holding it, it switches between two materials. How would I code an UDON script to do that?

hushed gazelle
#

@simple shell Check for Input GetKeyDown with a Branch on the fixed update loop (ie; GetkeyDown I == True, Set MenuBool to True/False)

#

If you do it on a pickup, make sure to check the Pickup is being held as well, just as an FYI.

#

On a different topic, is there a way to force a pickup into a player's hand? Eg; Click on Pile of Things, put A Thing in player's hand that interacted with it?

hushed gazelle
#

Dangit, ah well.

topaz sorrel
#

I've got an UdonSharp script and I want to make it so when you use the held item it'll change materials to another material.
The material change works, only if I force OnPickupUseUp, but if I'm in game and actually use the item it doesn't change

fiery yoke
topaz sorrel
#

Alright, lemme go try that

#

Okay it works. Thanks!

fiery yoke
#

Yeah VRChat goofed on that one

bitter silo
#

yo guys i know i am dumb but how can i get my world to be in my bio like this

cold raft
#

if you upload a world as public yourself through unity it will show up there

#

(it might be hidden when the world is still in labs state)

slow delta
topaz sorrel
#

I've got some pickups which I need to be globally synced, except every time I add the global object sync component, I get an error in builder telling me object sync cannot share an object with manually synced Udon behaviour.
I do have a U# script attached to it which syncs the object changing material at the press of a button, but it doesn't sync the object's location

hushed gazelle
#

Set the udon behaviour to sync Continuously.

topaz sorrel
#

howwwww do I do that

#

because the drop-down box I'd normally press to do that is un-openable

cold raft
#

then its an attribute insie the udon# sharp script at the top of the file

#

an other solution, is to create an empty game object as its parent, put the object sync and pickups scripts on there, and keep the udon# script and the model or whatever it is as a child

#

that way the pickups and object sync will sync the position of the empty game object while the child object can still work as it always did using the attached udon# scripts

final sedge
#

Udon Behaviour(Script)➡Continuous.Entering the game is still locally visible,I do not know why

bitter silo
indigo finch
cold raft
#

basicly it goes out of labs on its own, if its popular like you invite a lot of friends there it can take a few days, otherwise maybe a few weeks

bitter silo
#

oh so i have to publish the world in the community labs and wait for it to just get out of it?

gilded shore
#

i am wondering what the udon events
UdonSyncRunProgramAsRPC ObjectName :player node (6)
UdonSyncRunProgramAsRPC ObjectName :frag (0)
UdonSyncRunProgramAsRPC ObjectName :smoke (0)
do in the context of murder 4

cold raft
#

that is not something for you to know unless your trying to hack it

gilded shore
fiery yoke
#

Im pretty sure the console tells you that as well...

gilded shore
#

Cool

#

I just wanted to confirm that it has to be something with the grenade

bleak echo
#

How do I get text from a text field in UI?

This is giving me an error:

fiery yoke
#

You probably did not assign anything to uiTextInput in the Inspector.

bleak echo
#

I did, I'll confirm

fiery yoke
#

An exception also says what went wrong, you cut it off to early to be helpful

bleak echo
#

oh wait a second it got unset!

#

I'll try again, sry for bothering over something so silly.

#

actually no, still getting the same error

#

calling .ToString() also didn't help:

bleak echo
#

So, is it possible to read and manipulate ui text fields? I assume i should be...

bleak echo
#

Alright, so the issue was calling the method on Start().
Calling it at a later time works fine.
For my purposes this is perfectly fine. So my problem is solved.

mighty fjord
#

Strange

bleak echo
#

Yes it is.
I have a techanon pro video player in the world, which runs before anything else. I don't know if that's somehow interfering.

fiery yoke
#

Could very well be something related to the Execution Order

bleak echo
#

I know the video player has this line on it:

[DefaultExecutionOrder(-9999)] // needs to initialize before anything else if possible
#

It's outside of the scope of what I'm doing, but I suppose I could do the inverse on my script:

[DefaultExecutionOrder(9999)] // needs to initialize AFTER anything else if possible
#

well, now it's working regardless of what I do. I honestly don't know why the behavior is being inconsistent.

#

I'm using cyanemu, to test things, so maybe it's just acting up for some arbitrary reason

#

Anyway, problem solved. 😅

scarlet lake
#

Newbie question. Is Udon only programmable via the node graph interface? Can Udon be manipulated as raw text like an ordinary language? Can I separately call Udon routines in C#?

grand temple
#

sorta, you're on the right track. You can use udon with C# but it's not because udon is being called by C#, instead it's because you can compile C# into udon code

#

TL;DR the graph is just the default compiler. It creates assembly code, and that's what actually runs in your vrc world. But that assembly code can be created by anything, including custom compilers created by the community

scarlet lake
#

Oh nice. So I could just write my own language ontop of the Udon VM ?

grand temple
#

if you are intimately familiar with compilers, yes

#

you can also just write the assembly by hand if you really wanted to 😅

scarlet lake
#

It just seems strange to ship an interface like this, and go right to visual programming, without writing some kind of language. Visual languages start looking like circuit diagrams, and become extremely complex, unwieldy, brittle, etc. very quickly.

Udon is still in Alpha though right? I guess if you've just focused your effort on designing a VM, you can delay your language implementations until later.

grand temple
#

The graph is built to be user friendly for beginners. The community-built compilers fill the needs of advanced users

scarlet lake
#

Oh I see. Maybe I'll get started with the assembly code then. Might be a fun project to roll my own compiler later

grand temple
#

I'm not sure if there's any kind of code assistance for assembly, it will be pretty painful. I really recommend udonsharp, it is the best udon programming experience right now

#

even if you want to move towards your own thing eventually, you should get a feel for what the current landscape looks like

scarlet lake
#

Okay will do. Thanks for the recommend @grand temple

naive lagoon
#

How would I emulate or simulate a laser light show?

ebon lantern
#

I am new to udon graph and need help creating a ontriggerenter with multiple game objects. where all the gameobjects are needed to toggle on a seperate game object. please?:)

night viper
ebon lantern
night viper
ebon lantern
ebon lantern
#

nvm

#

i did it

scarlet lake
#

this is because the unity version isnt it

scarlet lake
elder peak
#

your disk space is too low

fading cipher
#

Pretty advanced question but asking for a friend... has anybody found a way to successfully keep the player from moving their avatar at all when in Full Body calibration mode when they T-Pose?

magic drift
#

Hey, I'm using the "canvas" prefab/script to make info boards but I've noticed they are always visible
How can I make the environment block them?
or if it's easier make it so when you go a outside a certain range they disable?

night viper
magic drift
#

I have looked at it in game but I didn't test for if it was visible through walls
I'll give it a test now (in play mode)
Always forget how misleading the Unity editor can be

fading cipher
#

No because it’s an udon question 🤔

magic drift
#

Apologies it seemed more like a FBT, avatar, or just game related question than Udon

#

I think I saw a head tracking prefab I can check if it tracks based of off bone or what
because maybe you could use that to move the avatar based on how the player is actually moving?

fading cipher
#

The issue is more specifically that when a player is in full body and goes into calibration mode, even stations that keep the player still don’t keep them still

#

They can move their avatar around outside of the station and break things

magic drift
#

I meant move the avatar inverse to how the person is moving when calibrating

#

Because I presume the way they're moving their avatar/capsule is by physically moving

fading cipher
magic drift
#

Mhm

#

Good luck

hushed gazelle
#

Just a quick sanity-check; If I turn on a collider with a trigger area in it, it should immediately detect the players standing in its area correct? (Assuming correct Layer, OnPlayerTriggerEnter, etc)

wind atlas
fading cipher
#

Teleporting the player doesn’t change the distance from their tracking data to their playspace’s origin

wind atlas
torn pendant
#

How do you make custom delayed play Local ONLY.

hushed gazelle
#

Set the recipient to the local player.

torn pendant
#

How?

hushed gazelle
#

Wait, sorry ,that should be local by default. Thought it said Network event.

flint urchin
#

Yeah, that in itself is local only.

meager herald
#

Does anyone have a recommendation for a video tutorial series for a new world creator to go through that will help with essential udon things such as toggles for items, lightings, mirrors, PP settings, etc?

indigo finch
# meager herald Does anyone have a recommendation for a video tutorial series for a new world cr...

The most common thing in vrchat worlds is toggling on and off something, to which Vowgan's tutorial has helped many: https://www.youtube.com/watch?v=ibDu0dCeUE8.
That being said, if your really trying to learn udon to make a full on game (not just sdk2 game), then you'll have a hard time going off vrchat tutorials alone. In that case, I would recommend playing around a bit in standard unity for that, and bringing your knowledge over to vrchat udon. A basic knowledge from something like the 'c# survival guide' should get you to the stage of being able to read the documentation and understand what they're saying

With the recent Udon updates, some of the basics have changed, so here's my most basic tutorial redone with the new editor, and not recorded at 2am! If I get enough requests, I'll redo my "Contextual Buttons" video as well, which will give me an excuse to just rename them "Event Buttons" which actually makes sense.

00:00 - Intro
00:20 - Udon Gr...

▶ Play video
#

also, feel free to ask here if you get stuck ^^

meager herald
indigo finch
copper mortar
#

So, I haven't made worlds in a long time...
How do I make triggers again?

copper mortar
#

https://www.youtube.com/watch?v=ibDu0dCeUE8&ab_channel=VowganVR
I followed this tutorial, but I want it to turn itself off after it's done. Basically I want the trigger to activate a sound, turn off, and activate a sound again.

With the recent Udon updates, some of the basics have changed, so here's my most basic tutorial redone with the new editor, and not recorded at 2am! If I get enough requests, I'll redo my "Contextual Buttons" video as well, which will give me an excuse to just rename them "Event Buttons" which actually makes sense.

00:00 - Intro
00:20 - Udon Gr...

▶ Play video
copper mortar
#

I want it to play the audio source fully before turning it off. Again, how do I accomplish this?

scarlet lake
#

how would i make a toggle button where i can turn off a collider

indigo finch
# copper mortar I want it to play the audio source fully before turning it off. Again, how do I ...

Your probably better off just playing the audio sound: https://youtu.be/cQ3hWKY-NiA

As for your question, there is a 'send delayed in seconds custom event' node (or something along those lines). Just send a delayed event that turns it off afterwards

A simple tutorial, covering how to make a button that plays a sound in udon. I've seen a couple of post asking about how to play a sound in udon, so hopefully this will give a good foothold to bounce off from.

If there is anything I missed, please leave a comment bellow!

▶ Play video
indigo finch
junior coral
#

Does Someone have a Script oder asset that can Toggle an Object on and off and also can Move same Obejct only on the Y Coords from 1 to 100 in 0.5steps. Prefered a Slider or an + - Toggle

#

Or a scipt i can put in Object X and it Scan the User for his Viewpoint Position then Adds 0.5 and Moves Object X only on the Y Coords.

valid basin
#

Does anyone know how to to add multiple UdonSharp Video Player screens/UIs to the same system? Basically i want the video player system to display on multiple monitors, and have multiple input UI's too. I realize it can only play one video at the time, that's as it should be.

indigo finch
# valid basin

Im not that familiar, so take this with a large grain of salt, but I think one of the video players can output to a rendered texture. If so, you could put that rendered texture on a material, and that material could be placed on many screens. The buttons could be done by firing events to a script that manages the video, and for ui input... dunno. you cant have it change a 'master text' box for the url afaik, as vrchat's superprotective of making it user input only for urls, but perhaps you could send an event to say 'hey, grab from this text box' instead.
hope that helps. if not, hopefully someone else can ^^

junior coral
wind atlas
meager herald
#

I'm trying to toggle off particles in my world with a simple button and it works for all of my particles except for one system that I have set up. The others don't have and children objects and work fine, but the one that has a few children particles under it does not toggle off with my "gameobject" toggle.

Using "target.SetActive(!target.activeInHierarchy);" for my toggle for the particles. Is this even the proper way to do so, or is there a better way for me to toggle these particles?

valid basin
#

with the latest version of USharp Video Player it was a breeze

#

other than the audio sources, i had to make a trigger that teleports those along with the player

broken bear
#

Is Ondeserialization event ignored if there are no synched paramaters on an udon behavior?

fiery yoke
broken bear
#

got ya, I as using it as a bypass to avoid sendcustomnetwork event, I'll stick a random variable as synched

copper mortar
#

I have a complicated task I want to do

Basically, I want to trigger a button that will make the animator of an object become active and play the animation that’s on it. That part is simple. The next part isn’t. After the animation is over I want it to enable an object and not turn it off. I also want some music to play and then turn off. How the heckie do I this this?
Also, is it possible for this music to override all other music in the game until it’s over?

grand temple
#

if you have an animator on the same object as an udonbehaviour, the animator can send an event to the udonbehaviour with animation events

copper mortar
#

I know very little about Udon, but I’ll try

copper thicket
#

how does one Set the VRCUrl with a specific string as aparently new VRCUrl(string url) is not exposed to U# nor there's Set method

grand temple
copper thicket
#

hold on, then VRCUrl is syncable then?

grand temple
#

yes

copper thicket
#

aight

indigo finch
# copper mortar I have a complicated task I want to do Basically, I want to trigger a button th...

Here's my two cents. I think you need to break up the problem into different parts. First, you want to play an animation, which could be done by a 'animator.setTrigger', or in your case, just toggling it on. Provided the animation file is set to not loop, it will stay at whatever the last frame had and you can just ignore it from then on. Then also on the script that toggles on the object, you want to tell an audio source to play a sound. there is no need for it to be toggled on or off to do this. A simple 'AudioSource.play' is enough. I made a tutorial on how to play a sound a month ago, so go see that if you need help. If you want the audio to be delayed, you could always use a 'send custom delayed by seconds event' node to delay it.
As for the music overriding all other music, it depends on what you mean. If you just want it to play the audio regardless of where or how far away the object it, then simply disable specialization on the audio Source. However, if you were instead wanting to mute all other sounds in the world, then I only have a painful solution. There might be a better way of doing this, but you could have a public variable 'audioSource[]' array with all the other sounds in the world. Then you could use an 'AudioSource.pause' node, do a 'send custom delayed by seconds event' node (set to how long the sound file is), and after the delay it does an 'AudioSource.UnPause' node to resume the music.

copper mortar
#

Nope. Not even gonna attempt it.

feral merlin
#

Quick question

#

Is there a function to check the avatar id of someones avatar?

#

I have a very cool feature in mind

scarlet lake
#

my mirror button isn't toggling in game

#

i have 3 different meshes, i have my udon graph linked to my hq mirror which is off by default

#

ive read and watched different videos and im just getting confused and frustrated on why my toggles arent working

grand temple
#

what does the inspector where you've added the udonbehaviour look like?

scarlet lake
grand temple
#

you need to give it a collider

scarlet lake
#

just a mesh one?

grand temple
#

no, box collider should be plenty

scarlet lake
#

does the size matter

grand temple
#

yes, that's how big the interactable will be

#

but it should automatically fit around the mesh

scarlet lake
#

so is that graph fine to use on my low quality button as well and just add the collider to the text?

grand temple
#

yeah it would work

#

though as it's set up now, you can turn on both high and low at the same time. Ideally you'd want to add another part that disables the opposite mirror so only one can be enabled at a time

scarlet lake
#

oh how would i do that?

grand temple
#

add another public gameobject variable and always setactive false

#

that way the HQ button always disables the LQ mirror and the LQ button always disables the HQ mirror

scarlet lake
#

so would i add the mirror then set activate then unary negation?

grand temple
#

you want to always set it to false so there is no reason to provide anything else

#

also you can reuse this same graph on both buttons so I would not recommend naming the variables LQ and HQ.

#

you can call them primary and secondary or something

#

that way on the LQ button, the primary is the LQ mirror and on the HQ button, the primary is the HQ mirror

scarlet lake
#

im sorry im new to udon and the words arent helping me @.@ im better with viusals

grand temple
#

doesn't matter, just semantics

vivid eagle
#

I think this is the channel to ask this... I'm having a problem in Unity that's not letting me Build&Test my world. When I Test it, it loads normally and for a split second I hear the audio of the world play but it reloads and then I'm sent to the VRChat Home. It doesn't show there are any errors, except when I try to Build & Publish with the error being this:
"NullReferenceException: Object reference not set to an instance of an object
VRCSDK2.RuntimeWorldCreation.Start () (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:82)"
I tried searching online for answers but couldn't find anything or anything that I recognized as an solution. I'm pretty new to all of this kind of stuff.

autumn oriole
#

is there a way to play a video which I put in the project? Not with url

junior coral
#

i still search an Slider that can move an Set object on the Y Axis.

indigo finch
indigo finch
# junior coral i still search an Slider that can move an Set object on the Y Axis.

Here's my rough explanation on how to do it. Have an udon script with a Vector3 variable of its original location. Also create a float variable for the slider to change, and a public uiSlider variable for the slider itself.
In the graph itself, create a custom event that when called, grabs the public uiSlider into a 'uiSlider.getvalue' node, and make the float value equal it. Then you want to grab your Vector3 and then grab the y value, and then add the y value to the public float value (that now equals your uiSlider). Then you remake it into a vector3, and that is now the new location for your object. You then want to put the modified vector3 into a transform.position node to change your gameobject's position to the new location.
Afterwards, you will also need to, in unity and on the slider itself, hit the little + on the slider component, and drag and drop the script gameobject into the new slot. Then with the dropdown, select udonbehaviour and select send custom event. Then you give it the name of the custom event (Case sensitive) on your script that updates the float variable

So yea, not the easiest to explain in text, though its a lot easier in practice

vivid eagle
vivid eagle
# indigo finch Are you trying to upload an sdk3/ udon world? perhaps one of your prefabs was ma...

Doesn't seem to be the problem. I deleted prefabs that I assumed was causing the issue and it doesnt change anything. I added Christmas lights into my project after having a successful play test, and after adding a few I was having issues with the SDK and Udon Sharp. I saved assets and the scene of parts I knew for sure werent the problem. I also realized, I think this builder screen is a little messed up. It used to show a lot more information...

vivid eagle
#

Idk if that would be related to my problem, but its something I noticed after I could no longer Build&Test

unborn hornet
#

Calling RequestSerialization as a non-owner is treated as a NOOP correct?

grand temple
#

It does nothing, yes

#

But it does log a warning or error

unborn hornet
#

Alright then.

distant prairie
#

I'm a beginner at udon and programming at a hole but there is this one thing I really want to make (a card game, both as a world and on an avatar) but I can't figure out how to spawn/set active a random object. i tried pure c# couldn't interact with the button I tried both udon and cyantrigger can't figure out how to tell it to give me a random object just the one specific object. and I couldn't find any tutorials on it on the web

grand temple
#

You can use a vrcobjectpool and shuffle it before trying to spawn

distant prairie
#

for the pool do I just put an array into it or do I have to put in every single object

#

and where do I find the shuffle node

grand temple
#

You can put in all the objects at once if you select the object with the pool, then click the lock button top right. Then select all your objects and drag them into the array all at once

#

And the shuffle node can be found if you search for vrcobjectpool first

#

Or if you don't know what category something is in you can always press tab to do a full search

meager herald
#

How exactly would one make a toggle for particles in a world? I can't get my button toggle to toggle off all of the particles in my world and I'm using the button to toggle off/on the game object in the hierarchy.

#

Actually nevermind I figured it out.

carmine fiber
#

is there a good udon tutorial playlist anyone can recommend? something that covers the basics but doesn't just cover the basics

hushed gazelle
grand temple
#

if you want to have multiple mirrors you can just have an array of objects to disable

#

adding an animator to this significantly increases the number of moving parts

vapid bough
#

So, Im in sdk3 with udon sharp uploaded and my shit just freaks out

#

More errors include Udon behavior and Networking

vernal maple
#

Quick VRC Pickup question. Trying to discover a quick and easy way to detect which hand the item is in, and what that item is. So far I've got GetPickupInHand() for both left and right and two separate if statements. Is there something quicker?

brazen epoch
#

Is there a standard way to check if 2 players equal each other? I'm comparing VRCPlayerApi.playerId, but I'm not sure how that works in local test envs

wind atlas
wind atlas
# vapid bough

Looks like you are missing some files. Try making a fresh install.

wind atlas
scarlet lake
#

how do you teleport 2 friends lmfao

indigo finch
vapid bough
#

Has anyone used Toly's combat system before?

fallen chasm
#

This might be a stretch given possible exploits and what not, but can Udon manipulate the VRC Scene Descriptor? -- I'm experimenting with something and I'd like to adjust the reference camera settings.

fiery yoke
fallen chasm
#

m'kay -- I figured that was the case. Something like that could be abused pretty easily.

vapid bough
fiery yoke
fallen chasm
#

hmm... perhaps I should extend my question to include my goal. Maybe there's a better way to handle it.

I'm experimenting with a concept where players (non local) are only visible in a mirror. Haven't had much luck with baked occlusion. Figured I'd turn towards udon to see if I there was a more reliable way, but without access to the camera I'm not sure.

#

(hiding the local player from the mirror is as easy as editing the culling layers, so that half is solved)

rain furnace
#

anyone know where/how to get this

trail mesa
#

So I made a Tv and got buttons for url, play, and a slider for volume. its all works fine but when me and my friend went to watch something and it was only locally changing. Now I need to figure out how to make it global for the TV, Url and play buttons while keeping the volume slider local. does anyone have a good video/resource to help me out? (preferably a video)

carmine fiber
#

anyone know a good udon playlist that covers the basics and goes into some more advanced stuff?

#

or a beginner one and a more advanced one that can follow from it

#

either way

obtuse agate
vapid bough
#

Does anyone know a working combat udon system for sale or public?

low bear
#

I haven’t seen any free ones, but most of em aren’t too expensive. Plus there’s tutorials on YouTube

vivid eagle
#

How do I make it so that the mirrors in my world or turned off until triggered by the button?

#

wait

#

nvm

vapid bough
west mural
autumn oriole
#

Is there a method to get the height of the viewpoint or avatar itself? I know I can get a position of the bones but what I want to is get exact size of the avatar.

zenith scarab
quasi harness
#

im getting this errors on 2 imported udon assets.. am i missing something?

indigo finch
lean carbon
#

How much hours do you need to upload a avatar to vrchat?

west mural
quasi harness
pearl mantle
#

Which streaming formats does VRC support?

#

I tried rtmp:// but i get video error

indigo wagon
#

and if its not an officially supported source you need unknown sources on

indigo wagon
#

also cyanemu is buggy with video players

#

also IDK how it works but i belive it would need to be acsessed from external servers/clients and that says you need to make it into a HLS stream

candid frigate
#

How do I multiply two Vector3's together?

#

I'm trying to move a object randomly around the map but locking it on the Y axis.

fiery yoke
candid frigate
fiery yoke
# candid frigate This?

Yeah. you cannot multiply two vectors together. You can multiply them component wise though, which is called Scale. so I guess you mean that

candid frigate
vapid bough
#

Anyone know where I could find a udon pvp and or combat system?

scarlet wigeon
#

I just started getting into Udon# and before I waste even more time in searching for the impossible: Is it possible to fetch api data over https with udon# or over some script for vrc worlds, or does everything has to be available in the code already?

wind atlas
scarlet wigeon
#

Oh okay. So that means, when building an UI you would have to pre-load in an hardcoded way the data you need

valid basin
#

I want to change a player's SetVoiceDistanceFar and so on by interacting with a button. so far it seems like all the examples use a box trigger for area, but i cant find how to use a button interaction instead.
i have a script for the button working, but i am not sure how to apply the effect on the player. Anywhere i put VRCPlayerApi player seems wrong

#

does anyone know how to do this?

wind atlas
vapid bough
#

So I tried setting up this system and could not get it to work

scarlet lake
#

Sometimes at night When I join it stops me from joining VR chat and Take me back to the main screen do you have an explanation why?

vapid bough
wind atlas
vapid bough
#

I set up the basic scene and the damage refuses to work

forest harness
wind atlas
#

That is unfortunate. You need to debug it yourself then.

valid basin
#

btw im trying to apply the effect to the person using the button

wind atlas
scarlet wigeon
#

Is everything supposed to be in the same class/file in Udon# or is it possible to split code to multiple classes?

#

(Accessing a class of another file, am I doing it wrong or is it indeed not possible to "import" stuff?)

grand temple
grand temple
# valid basin I want to change a player's SetVoiceDistanceFar and so on by interacting with a ...

The tricky thing is that you could easily just set the local players voice distance but that's not going to do anything because voice is all about how it's received, not how it's sent. So you need to instead communicate with all the other players and tell them to set your voice instead. To do that, the easiest way would be to take ownership and set a synced bool. Then ondeserialization (this is an event that happens when other people receive synced data) you get the owner of the object and set their voice settings appropriately.

The only problem with that is only one person can be the owner at a time, so you need to make sure you clean up and reset the voice of the previous person when you detect onownershiptransferred

scarlet wigeon
viral frigate
#

Oh almighty masters of Udon/U#. ^^

I'm in search for answers to a pretty trivial question which I can't find an answer to.
How can we alter the parameters of the Player Camera?

Whatever I try the values from the MainCamera passed into the VRC_Scene_Descriptor gets reset to standard values in CyanEmu.
I'm trying to change culling mask parameters, FoV... on the active Player Camera.
Any Udon Script or Animator/Animation I put into the Main Camera just gets ignored.

What piece of the puzzle am I not seeing here? 😄

#

And the culling mask node in Udon just takes an Integer as Input. I couldnt find any information on what that integer does. Is it the array order of the layers? How can I assign a toggle to it? D:

fiery yoke
viral frigate
#

Ahhh I see thank you 🙂

indigo finch
viral frigate
#

Or my custom camera as the player camera. All I can do is activate the custom camera in Unity/CyanEmu. But that doesn't help since I dont even know the Player Cameras name or anything that is created on spawn :/

smoky saffron
#

What void do I use if I want a U# program to run every time I click a toggle?

grand temple
#

Interact

smoky saffron
glacial sun
#

Plessis u need help

#

Plese

#

Please

#

I need help

candid frigate
scarlet lake
#

How can I get to do the charecter expression but it just show the regular ones

brazen epoch
#

How can I get the Network owner of this GameObject?
this.GetComponent<GameObject>(); throws The given key was not present in the dictionary.
and My editor says this is not a valid option to pass into Networking.isOwner

grand temple
#

just use gameObject

round abyss
#

How do you get a Kermit avatar

fading cipher
#

what a great place to ask this question

valid basin
valid basin
#

@grand temple do you have another moment to think along?

#

its been some months since i did udon stuff, i kinda forgot how to do the network syncing properly

valid basin
#

is it possible to put an audio effect on a player's voice with udon?

native rampart
#

Is it normal that the VRCPlayerApi object passed to OnPlayerLeft always has a playerId of -1?

ionic pike
#

Can't use VRCSDK in any fresh project. It's broke; missing semicolon in one of the scripts, fixed it myself (how they overlooked this idk), now getting another compile error. I don't have the time or patience for this stuff.

Assets\Udon\Editor\ProgramSources\UdonGraphProgram\UI\GraphView\UdonGraphWindow.cs(4,30): error CS0234: The type or namespace name 'StyleEnums' does not exist in the namespace 'UnityEngine.UIElements' (are you missing an assembly reference?)
Fresh project. Nothing in it. Unity 2019.4.31f1. Imported latest World SDK3.

ionic pike
wind atlas
native rampart
#

what do you mean by "call playerId", just getting the value?

native rampart
#

aha! I'll try that, thank you

#

It worked!! Thank you so much

native isle
#

I have a question

#

In vrchat, what is the normal way of starting a conversation

#

Like do you join in on random conversations or do you go around with a friend

hybrid canyon
#

that would depend on one's mood which of the two and like how many friends you have to Join one of their conversations instead of random folks

viral frigate
native isle
#

I don't get it

viral frigate
#

You can start listening and chime in in what people might be interested in if you can contribute to the topic.

#

Has anybody figured out on how to render your custom camera over the player camera?
If I enable the custom camera in Udon and set its Depth above 0 it works in CyanEmu/Unity but not in VRChat.

How can I set its priority above the player camera? :>

hybrid canyon
candid frigate
#

I think I'm missing something pretty basic here, but I'm trying to make grenades that when held, light their fuse when you down-press the trigger, then are automatically thrown when you release.

But I think I'm using the wrong events for to detect trigger down and trigger up. I think the game usually calls the binding "Use"

native isle
candid frigate
#

Udon is VRChat's visual scripting language, this channel is for asking for programming help.

#

Also, does Debug.Log work for the log in game that you have to use press Shift+`+3 to open?

candid frigate
#

Also, is there a way to debug a running game instance in the editor? It would be great to be able to step through and set breakpoints? Or at least be able to trigger player controlled events in the editor

glass shoal
#

real question here: how the hell am i supposed to approach making a world with udon?

indigo finch
# candid frigate I think I'm missing something pretty basic here, but I'm trying to make grenades...

if the interaction text is null, then vrchat will display a placeholder 'use' in it's place. I saw in Vowgan's latest video, stating that they added the ability to change the interaction text via udon, but I haven't had any luck getting it to work. Might only be on the beta version right now

as for what the script, I'm a little lost as to the use of 'OnPickupUseUp' going to a pickup.drop node. An 'OnDrop' event node may be more appropriate in your use case

grand temple
glass shoal
#

i have unity, and i have the SDK
ive made a few worlds previously with SDK2 but udon seems very daunting

mighty fjord
indigo finch
grand temple
# glass shoal i have unity, and i have the SDK ive made a few worlds previously with SDK2 but ...

have you tried watching some tutorials like this? https://www.youtube.com/watch?v=8gXzBTqlP6I

Learn how to get set up to create Udon-powered Worlds in VRChat.

  1. Visit https://vrchat.com/home/download.
  2. Create a VRChat Account if you don't have one yet.
  3. Download SDK.
  4. Install Unity Hub and current VRChat-compatible version if you don't have them yet. Check the Android Support box when installing Unity so you can make Quest-compat...
▶ Play video
glass shoal
#

sorry, im very frustrated

grand temple
#

that's just the start of a whole playlist

vague radish
grand temple
#

there are also plenty of other tutorials

vague radish
#

There are tons of tutorials for buttons mirrors and other basics

glass shoal
#

I dont wany to do basic things though, i knew how to do more advanced things in SDK2. but were not supposed to be using that anymore.
but im not a script genius with programmer socks. so how would you suggest i jump back into things, i heard there was a add on package that made it more like the flow of SDK2? do you guys know what thats called?

grand temple
#

that's called CyanTriggers

glass shoal
#

ok thanks... i will look into tutorials and i will checkout that

grand temple
#

if you ask some actual questions we can give you answers, but I really don't know what you're looking for or what would help you

gray lagoon
#

I can't join my OWN world

#

I made it super simple for a test world and it shoves me back home WTF???

grand temple
#

could be one of several things.

Do you have a spawn location defined properly in the VRCWorld?
Is the spawn location above the respawn height?
Are you using the correct version of unity? (2019.4.31f1)

If those are all good, taking a look at your log would help

gray lagoon
#

Also I have the correct version

gray lagoon
candid frigate
candid frigate
gray lagoon
gray lagoon
gray lagoon
candid frigate
#

How are you launching into your world? By pressing Build & Test?

gray lagoon
candid frigate
#

And you've set your spawn point in the scene descriptor?

#

Is there a collider underneath your spawn? Double check the transforms?

gray lagoon
candid frigate
#

And set it as the spawn point in the scene descriptor?

gray lagoon
grand temple
#

it can definitely cause problems if your spawn point is inside a collider

candid frigate
#

Try removing the cube's collider

gray lagoon
gray lagoon
gray lagoon
candid frigate
#

Yes

gray lagoon
#

@candid frigate ok

candid frigate
#

It's okay, I'm new to making Worlds too, but I been doing game dev for years and I'm on the struggle bus too. Everyone starts somewhere.

gray lagoon
#

@candid frigate OK,,,,Saw 1Milisecond of the map then spawned RIGHT back to my home

gray lagoon
#

@candid frigate It's still not working.

candid frigate
gray lagoon
pearl tiger
#

Anyone know where I could find some info how how to make a 'trigger' for items being held like a gun or flashlight? I'm using U#

#

OnPickupUseDown?

candid frigate
#
indigo finch
candid frigate
#

The RShift+`+3 menu does show the Debug log output. There was something else wrong with my object so my script wasn't working

vivid eagle
#

How would I make a single button cycle using Udon Graph? I have a button that I want to cycle from Full, to Moody, and then No light, back to Full

candid frigate
distant prairie
#

can anyone tell me how to fix this

#

UdonSharp] Assets/scripts/Testanor.cs(49,38): Udon runtime exception detected!
An exception occurred during EXTERN to 'SystemInt32Array.__Set__SystemInt32_SystemInt32__SystemVoid'.
Parameter Addresses: 0x00000005, 0x0000000D, 0x0000000D

Index was outside the bounds of the array.

grand temple
distant prairie
#

ok

grand temple
#

you'd have to share a bit of the code if you want more help. Notably, how is the array created and how are you accessing it?

distant prairie
#

heres a bit of the code

#

I also marked the line

grand temple
#

ah, you're iterating through it with while (counter != decksize). That means when it gets to the decksize, it will be out of bounds because the last index is always 1 less than the length

#

you should use counter < decksize instead

distant prairie
#

aha ok

grand temple
#

also, a for loop is more appropriate than a while for this situation. You would create it with for (int i = 0; i < cards.length; i++)

distant prairie
#

is i a generic term you used or is it a offical c# term?

#

...

#

never mind

#

just figured it out

grand temple
#

It's just a variable that is being defined

#

you could also do for (int counter = 0; counter < cards.length; counter++)

#

the first is a space for you to declare a variable, the second is a condition where it will keep looping as long as it's true, and the third is an operation that happens every loop.

distant prairie
#

still not working

#

unity says it's the line beneth it

#

CardsOrder[counter] = counter;

grand temple
#

it's weird for counter to be a global variable, are you sure that's necessary?

#

are you sure it's not getting set to something like -1?

distant prairie
#

the counter is private

grand temple
#

ok that's fair but it's still very weird

#

I guess you could try debug logging counter and decksize at the beginning of the loop

#

see what their values are right before it crashes

#

oh also, are you sure that stateofcard is the exact same length as cards?

#

that could break it if they're not

distant prairie
#

... that was the problem

#

thanks

scarlet lake
#

quick question whats the difference between release and dev for sdk sign

keen bison
#

hi guys is it here to message if we have problem with vrchat launcher ??

dreamy gorge
#

Is there any way to stream audio from the web? If i can just upload my files somewhere and have the world stream them that would be better

#

these sounds are taking up lots of space

fiery yoke
fiery yoke
keen bison
#

thank you i did and i'm waiting a response @fiery yoke

dreamy gorge
scarlet lake
fiery yoke
# scarlet lake

I've never seen/noticed that before. What SDK version are you on?

scarlet lake
#

newest one

fiery yoke
#

Hmm...interesting. Not sure if that was there before. Might have been a change, or a mishap. ¯_(ツ)_/¯

scarlet lake
#

who knows

fallen chasm
#

I'm not sure how to go about asking this, but I've got a UI slider ... and I want to use it to control a specific property in a material.

#

these don't work, but that's where I'm at with it

#

Is it possible to target/change the value of a property in a custom made shader?

#

or should I put together a blend tree animation and adjust that instead?

obtuse agate
# scarlet lake

It’s been there for years. Just use Release. Dev option is for internal testing

scarlet lake
#

havent really been playing for that long so

obtuse agate
fallen chasm
#

Oh, I've also got a problem where the slider just snaps between 0 and 1 in playback... but I figure that's unrelated to udon... Still, if anyone knows why that might happen I'd love to get it fixed. 😛

wind atlas
wind atlas
fallen chasm
#

whole numbers is disabled :/

#

and here's my shader

#

trying to manipulate the Hue value there

#

which is "_Hue" in the shader code

#

do I target it by the visible name instead?

#

hmm

mighty fjord
#

You should just use the internal name in the shader

fallen chasm
#

oh hek... I just realized

#

the shader is 1-360

wind atlas
mighty fjord
#

Oooh, for the slider?

#

Not 0-1?

fallen chasm
#

degrees of rotation /shrug

#

I'll adjust my max

#

dang... still just snaps to either end

#

I wonder if the issue is the slider and not the graph

#

yea, something's up with it... I removed the udon behavior and it still just snaps to either end. It'll be hard to properly test until I solve that.

#

ah yiss

#

got it working (by deleting and remaking the slider)

#

but only if the target object has one material

#

alrighty, so... this works:

#

but only when the object has a single material

#

don't suppose anyone knows how I might target a second material?

wind atlas
#

That's because get material returns only the first, there is an array version

fallen chasm
wind atlas
#

Yep, gotta iterate over it using a for loop

fallen chasm
#

yea, setting it up now

#

👍

#

feels like I'm missing something

#

yea... gotta get the instance into the set float

wind atlas
fallen chasm
#

oh crud, not length though

wind atlas
#

This is the point where I'd switch to U# btw, I don't think you can even do advanced things like break a for loop

fallen chasm
#

it's probably gonna sound crazy, but I do front-end web stuff for a living, but have a more visual brain... so I kinda prefer nodes when doing hobby stuff

wind atlas
#

Looks about right. Btw, did you mean earlier that the shader value snaps to whole numbers or the slider number? It could be that the shader value is an int. Then it would make sense.

fallen chasm
#

dang... still not working, gonna retrace my steps here and see if something isn't named right

#

_Hue ("Hue", Range(0,360)) = 0

#

suppose that's an int

#

but the slider was just snapping between 0 and 360 and nothing in between

#

I ended up duplicating a working slider and deleting the one I had -- somewhere along the way I must not have checked a box /shrug

#

perhaps I should switch this back to 'get sharedmaterials' ?

wind atlas
#

I think shared material won't work because at runtime, your meshes get an instanced version of it.

fallen chasm
#

yep, it just errored XD

#

alrighty, back to get materials...

wind atlas
fallen chasm
#

so... I just swapped my object for a single-material test cube

#

and it works

#

shouldn't this only be targeting my "Near" mesh object?

#

maybe... it's because it's static?

#

for the sake of info, this object works:

fallen chasm
unborn hornet
#

If you only want to update the property on the first just one mat, you shouldn't need the for loop.

fallen chasm
#

technically second, but it's index 1 😛

wind atlas
unborn hornet
#

It'd be MeshRenderer-> get materials -> Get (target index) -> SetFloat (desired value)

fallen chasm
#

back to what I originally had

broken bear
#

Do we have access to scaling humanoid bones directly or do we need to use station animation overrides

broken bear
fallen chasm
#

I think it's working... I'm watching the value change in the inspector, but it doesn't appear to effect the contents in the viewport. This might be a shader issue rather than a graph problem

#

so confusing

fallen chasm
#

!!!

#

it works!

#

in game

#

the hue thing

#

doesn't look like bone scale is exposed

#

but hey, you could maybe make someones head spin around

broken bear
#

Set Transform?

fallen chasm
#

I'm having trouble finding any 'set bone' options -- just the 'get' options

unborn hornet
#

Player object is protected, you can only retrieve the position and rotation. Cannot set them.

zinc robin
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How do I make it so when i add vrc pickup (script) that in the word I can see what people are picking up, seems like its on local now and no one can see what someone is holding, how can i fix this

fallen chasm
zinc robin
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oh sweet

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i add it to all my object that need to me picked up?

fallen chasm
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anything you want to be visibly synced, yep

zinc robin
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Thanks 😄

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Also like is there a easy way to just make a quick toggle on and off, first time using udon and its not like before

fallen chasm
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toggling objects? like a mirror toggle for example?

zinc robin
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mhm

fallen chasm
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an udon graph like that would let you make something into a 'toggle' button

zinc robin
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ohh so its not as quick to make as before xD

fallen chasm
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well... you could also use a UI and toggle button

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it's pretty easy to just target a gameobject with those and 'setActive'

zinc robin
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hmm prob gonna need to watch a quick vid

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first time in udon so everything new

fallen chasm
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Plenty of tutorials out there now

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Vowgan does really good ones^

zinc robin
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sweet

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thanks 😄

zinc robin
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So i have some particles in my world

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But in the mirror they dont show up

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its just default particles