#udon-general

59 messages · Page 90 of 1

glossy ravine
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Idk... Maybe loading worlds and avatars faster?

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Sorry, I'm kinda dumb, just curious if it was in the works, didnt mean to bother you

coarse parrot
dapper lion
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loading worlds and avatars is based on your networks speed. if youre talking about storing it. that would be the cache which already exists

glossy ravine
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I just like everything to load quickly, just seeing if there was any updates, thanks guys, sorry if I'm dumb on this, still don't really understand but I hope you have a good day

wheat rover
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direct storage is a new (upcoming?) feature of directx 12 to load files directly to the gpu from ssd. it'd have to be a unity feature and i strongly doubt we're getting support for it for a little while in up to date unity, not to mention skipping the CPU RAM trip isn't really an option for avatars due to safety settings

dapper lion
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thay sounds like vram would get exploded almost instantly with the vram trends in this game already

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so is this like instructionless support then?

wheat rover
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instructionless?

dapper lion
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or skipping cpu instructions i mean

wheat rover
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Yeah. It just makes loading faster by skipping the CPU step of it essentially

dapper lion
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that sounds pretty nice but ram wise - sounds scary right now

tired owl
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Anyone have an greeter AI, similar to just B club?

lean herald
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Attach an object to the players head and tell the character to rotate toward it, and have a box trigger it to activate in front of said character.

vagrant narwhal
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I need some help from someone who creates worlds

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Every time I text my world it put me into this type of Spawn loop

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And I can't get out of it I can't walk out of it either and the only way I can close the application is when I click the windows button and then The X on VR chat

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Please help me cuz I do not know what to do

dapper lion
vagrant narwhal
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Ok I'm kind of an idiot please explain how and what is that

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I haven't even published One World or Avatar please explain to me what is a Collider I only been making this world for three days

dapper lion
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is there a vrcworld prefab in your scene?

vagrant narwhal
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And the other two days was just a problem filled with moving from SDK 1 then a problem with SDK 2 and now I came 3 thinking that it would help but in all honesty I am stuck now

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Give me a second let me sec

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Do you mean the spwan

dapper lion
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yes

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right click it in your hierarchy. add 3d object “plane” and move it under spawn

vagrant narwhal
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yes their is

dapper lion
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if you have meshes. go to them in the inspector and add component “mesh collider”

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if you continue falling, put spawn higher

vagrant narwhal
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Can we just pop on a call

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Or a screen share call

dapper lion
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no

vagrant narwhal
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OK that's fine but thanks for the help I'll try to figure it out on my own but I will come back if there's a problem

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But thank you again for the help

dapper lion
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remember to use the right unity version and sdk 3. I don’t know how you had sdk 1

vagrant narwhal
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I just had unity and the first SDK for everything on my PC for about a couple of months and then I realised that there was an update and that's why my SDK was not working

dapper lion
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make sure unity is 2019.4.31f1

vagrant narwhal
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Yes it is I only realised you needed a certain version of Unity when I came to sdk

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Yeah it's not working

dapper lion
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try uploading the vrc demo scene

vagrant narwhal
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Can you just pop onto a screen share call real quick cuz I think it's making my game just go quantum

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It fucking crushed

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Sorry my language

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It just kept dropping me after putting spawn higher to the ground and then going back to spawn again and just keep going faster and faster and faster

dapper lion
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no

vagrant narwhal
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I did put plain under me by the way

dapper lion
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delete spawn and readd vrcworld and try again. what does the scene look like

vagrant narwhal
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Basically a box with sci-fi textures on the walls and one of the walls has a gap in it to move on to the next room

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And the only thing is in the other room is the TV, TV stand, 4 book block,a tree plant, a shelf and a sofa

dapper lion
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try just uploading the vrcdemo scene and see if that has collider

vagrant narwhal
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Do you mean build and test

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And my spwan does not have any colliders

high mural
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what is the correct way to deactivate post processing? I've tried two ways so far; deactivating the post processing volume component and deactivating the object that the component is on. both work in terms off turning of the post processing effects, but they don't improve frames. i thought to try deactivating the post processing layer on the camera instead, but i don't know how to reference the player camera or if this will give me the desired result.

cunning mist
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Both work equally, so your frame issue is likely something else.

high mural
cunning mist
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There should be no difference between having the post processing disabled and having no post processing, so you're likely running into something unrelated.

high mural
cunning mist
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No, the camera VRChat uses for that is protected and you are unable to make changes to it.

high mural
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ok i'll look into other causes/solutions; thanks

stone torrent
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How do i fix this???

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the vrchat control panel is also not showing up

high mural
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after further testing, it really seems like it's the post processing layer that is causing the frame drops for me; i uploaded the world again without the post processing layer on the camera and i get better frames. really annoying that i can't access this myself since it's private; you would think VRChat could add the option to toggle the post processing layer on and off in the settings, since they are protecting it. if that option already exists i'm unaware of it.

shut arch
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why would you need to specifically toggle it on the camera as opposed to disabling the components or gameobjects that contain the postprocess volume?

high mural
floral dove
acoustic ore
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When i toggle on my Collider Toggle it will toggle the colliders off, but once i click it again it will never turn on. Thats when the script looks like this first screenshot. But when I have the "Get IsOn" bool into the "Set enabled" value bool the whole script breaks and im left with these errors. (Third SS)

floral dove
floral dove
acoustic ore
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Look at the second SS

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There if i put it into it the script breaks and the get the errors shown in the third SS

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Yep lmao

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Was following Vowgans tutorial and ive double checked everything from my knowledge and I have no clue what is wrong

hollow barn
acoustic ore
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That exact one

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Is the one i used

floral dove
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hm - can you try renaming the Targets to lowercase targets just in case that's a protected property or something?

acoustic ore
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Ill try

high mural
acoustic ore
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When i did that I get this error no matter what now, whether its plugged in or not

floral dove
acoustic ore
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Changed it back to an Uppercase T and im back to where i was at first

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So lowercase "t" breaks it totally lol

floral dove
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ok, I just built the scene locally real quick and it works for me, so there's probably something funky in your setup. Can you show me what your Toggle inspector looks like? Mine is this:

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I have a feeling you have that set to get Colliders or something

stone torrent
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well now it is

floral dove
stone torrent
floral dove
stone torrent
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Still no control panel. Look at the drop down on VRChat SDK popdown

floral dove
# acoustic ore

It looks like you don't have a "Toggle" assigned - it shows as 'None' in your screen cap

acoustic ore
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Better?

floral dove
floral dove
acoustic ore
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ugh i hate myself lol, tysmmmm momo

floral dove
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you should not have multiples of any of the DLLs in your project. You should probably perform a clean install

stone torrent
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Ok

stone torrent
floral dove
stone torrent
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How do I back up my project

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Im not as familiar with unity so Im just asking as much as I can 😆

floral dove
# stone torrent Im not as familiar with unity so Im just asking as much as I can 😆

Make a copy of the folder that contains Assets, etc. You can skip the "Library" and "Temp" folders. I HIGHLY recommend you learn some basics of Unity before going any further: https://learn.unity.com/pathway/unity-essentials

Unity Learn

Designed for anyone new to Unity, this guided learning journey is your first step toward gaining the background, context, and skills you need to confidently create in the Unity Editor and bring your vision to life. Experience hands-on learning as you discover what’s possible with Unity and unlock free assets to support you in creating your best ...

acoustic ore
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The toggle broke again ;-; Momo

grand temple
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You're not doing an isvalid check and you have an empty slot in your array

acoustic ore
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isvalid?

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Ok fixed it, guess it was just the fact that i had an empty one

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Thank you

pallid roost
# acoustic ore

That script is still going to just turn all the colliders on, not toggle them

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your going
Get the state of the collider, then set the state of the collider to the state it already is

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you need to invert the bool here

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i think the node is unary negation or something?

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Cant remeber though since in U# you just put a ! infront to invert a bool

floral dove
pallid roost
outer rune
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I have a bit of a technical question as i'm torn on wondering how optimised a certain call is.
I was working on attaching objects to player bones, and was calling VRCPlayerApi.GetBonePosition
A friend of mine warned me that it was pretty bad, as it was doing network calls which are fairly slow. Although i'm wondering if that is true

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From the documentation, it says that GetTrackingData gets the vector3 & quart from the TrackingManager's data to the local player, but this isn't mentioned for just position & rotation. Although implied i'm guessing

#
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I guess the main question is then, does GetBonePosition simply take the value of the gameobject that correspond to whichever bone i'm trying to grab, or does it actively make a request to photon/whatever is used to grab the position

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and is it bad to have this running on an update loop of any sort, or would i be better off getting that position ever x frames and lerping between each position

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my current setup can be fairly expensive on perf considering i may need a LOT of these calls for 80 people in the lobby and i don't want to take any chances of clogging up any sort of network data, as well as having the lowest amount of calls in general

floral dove
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VRCPlayerApi.GetBonePosition ultimately returns the position from the first Animator found on the local copy of the target player's Avatar. This does currently include a call to GetComponentInChildren on the player's GameObject, which is not ideal for repeated use.

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So - it's not specifically retrieving anything from the network, but it does require a GetComponent call for each time you want an update. Now that I know that, I'd like to see if we could cache that for better performance.

outer rune
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That'd be fantastic if cached!! But thank you for the quick and perfect answer ^^

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I guess on one end i'm fairly happy that it doesn't make any network call, but i can see that going through all of that may hinder performance

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For now, i'll only update it on an interval then, it'll most likely be better that way ^^

nova yew
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Hey folks, I'm looking to get all the playerIds of people inside a box collider (in trigger mode) and I'm currently testing out using onTriggerEnter/Exit to collect playerIds manually in an array. Is there a faster method to get all playerIds without requiring to maintaining the playerId array? Thanks!

floral dove
nova yew
eager python
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I need some help, I am wondering if its possible to make an object so only the master of the instance can interact with it

floral dove
eager python
floral dove
eager python
autumn oriole
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You can compare playername

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ismaster, isinstanceowner, playername is the option you can use

eager python
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interesting, ill look into that, thanks!

eager python
autumn oriole
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I don't know about that method but I use Networking.Localplayer.playername == "something" like this

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I'm using udon sharp

eager python
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got it, i think i understand. and yea i am too. thanks!

wind atlas
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I'm a bit lost with a weird bug right now. Player audio gets messed up sometimes and other players start to sound like they are coming from a different direction entirely.
Still trying to reproduce it properly, but not sure where to look.
I'm not using any "SetVoice" methods, so it must be something else in the scene. At least that's what I'm guessing. I also only have one audio listener, if that makes any difference.

severe jasper
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anyone know how set this global locking, at moment it set to Local?

Ping me if going Awser this, i trying make it Global Lock doors so that Users can stop people provent access it. atm this set by Collider TP as toggle collider. but Local is works, but i need set this Global so even if other User locks it will not show door other side account

thats issue of this at moment as auto set local not Global

Screenshot is preview my locking system as example i made

dapper lion
thin finch
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Is it possible to create a hashtable of user identifiers to detect specific users (e.g. how Patreon pledgers get to have glowy ice in Freeze Tag)? The reason for the hashtable is to preserve privacy.

fickle stirrup
wind atlas
wind atlas
dapper lion
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ye tht would do it. i can’t remember the exact limit youd want to use so id just slowly start removing some until voices start acting normal

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i think limit of 80 or 64

wind atlas
dapper lion
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ye. im not 100% on how modern vrc audio matrix works but whatever theyre doing is making a fake virtual voice mask that seems to bleed with voice voices and world voices

dapper lion
thin finch
dapper lion
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i think udon has a weird hash function. mainly for udonsharp, but ive never used it. ive only seen one person use it and it was honestly intense to see how they used it lol

wind atlas
dapper lion
thin finch
dapper lion
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i personally like to assume every game has a 16 real voice count and a 32 virtual voice count, so you can only have 16 clips playing at once but 32 in total in the background. this may result in muted audioclips that are not intended to be muted

dapper lion
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theres a bunch of ways to do it. its just the hashing part i feel like is a bit odd unless you mean special characters

wind atlas
dapper lion
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ye. if anything, all sound effects like walking or localized ui sounds should be under 1 asource. if you need networked audiosources per players, instantiating would be more efficient and accurrate as the processing would be done based on local and not on other clients. if you have items that make sounds on collision, use one cached audio source and teleport the source on impacts

wind atlas
dapper lion
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right, like onjoin

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and onleave

wind atlas
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Ahh, I get it. Thanks again. I'll also check out the article, haven't really thought about audio that deeply yet.

pale imp
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Help please

pale imp
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@floral dove

floral dove
# pale imp

If you want help, please provide some more info - like:

  1. What you did (the more detail the better)
  2. What you expected to happen
  3. What happened instead
pale imp
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i want to make a world VRCSDK3 gives version error

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I am using version 2019.4.31f1

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Sorry, I don't know much about this subject.

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@floral dove

floral dove
pale imp
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First of all, I installed the unity version.

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then i installed VRChat SDK3 version

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I created a new project in vr

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I can't access vrchat control panel via unity

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I'm getting the errors in the picture I posted.

floral dove
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Thanks for the details. How did you install the VRChat SDK? In your steps you say you did this before you "created a new project in vr". What do you mean that you created it "in vr"?

pale imp
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I'm using translation it's translating wrong

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I'm installing by watching an installation video

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I'm not doing anything different

floral dove
coarse parrot
near relic
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what's a good way to have detection over a certain key press/button press on the controller or keyboard?

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i'm working on making a flashlight and i want it to be able to turn on and off while held

signal geode
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Hey yall i need help; i need to make a voice amplifier for a stage and i have no clue how to do it can i have any help?

floral dove
floral dove
# signal geode Hey yall i need help; i need to make a voice amplifier for a stage and i have no...

I can't guide you step-by-step right now, but these are the functions you want to learn about: https://docs.vrchat.com/docs/player-audio

near relic
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@floral dove and for keypress on keyboard?

floral dove
midnight agate
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Can i call SendCustomEventDelayedSeconds() inside SendCustomNetworkEvent()? Its working across all clients in build and test but not with real people

floral dove
midnight agate
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Thats right

near relic
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@floral dove is there any other way? I want to be able to hold the item in and out of vr and left click picks it up yeah

floral dove
near relic
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@floral dove pick up for both, press e on desktop and press button on vr to activate while picked up

floral dove
hallow sable
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what would be the best way for me to sync a moving character in my world that is being moved by code?

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I have a wander script that moves it randomly but its random per player

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can I just [UdonSynced] the vector3?

near relic
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@floral dovei guess i'm not familiar with inputs yet, if there's a better way to do this i would love to do it. it's just that left mouse click already picks up the item, and i have to hold that down to keep it selected

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is there a way i can lock it like a first person thing?

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like, once i pick it up i'm holding it in front of me on desktop like a fps

floral dove
near relic
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thank you!

floral dove
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Take a loo at the Udon Example Scene and docs, it has an example of how to do this and other 8mportant basic things:

near relic
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this is a little unrelated, but now that i have you i was wonder if it's possible to disable light probes for just the avatars, and keep them available for objects?

floral dove
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near relic
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thank you, i've read a bit but i must've missed that part

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i'm still very new to world making :3

floral dove
near relic
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that's alright, thank you for helping me!

candid frigate
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Did I install the wrong version of U#? I downloaded JokeJam 1.0.3 and just extracted the _WorldJam folder into my project. And I installed U# 0.20.3

floral dove
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Use those instead of the ones that go in your Assets folder

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It may be easiest just to start from the example project and remove the parts you don’t want.

shell cloak
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Hey yall i need help; I want to make a button that doesn't activate or deactivates a group of objects but switches between multiple groups instead.
Example: Button pressed once object group 1 spawns, button pressed twice object group 1 despawns and group 2 spawns, objects pressed trice object group 2 despawns and it starts from the beginning again.

indigo finch
# shell cloak Hey yall i need help; I want to make a button that doesn't activate or deactivat...

if it's just toggling between two sets of gameobjects, this'll cover it: https://youtu.be/19HMJaHGtqw

Here's a tutorial about toggling either one or multiple gameObjects via a button in udon. Something I forgot to mention in the video, is if you to toggle multiple gameObjects without alternate toggle a second list of gameObjects; either make a random empty gameObject for it to toggle, or remove the second for loop from the script.

Cycling thou...

▶ Play video
jaunty fiber
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I would use a for loop and cycle through the groups.
Placing all objects of a group in there own separate game objects.

jaunty kestrel
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I'm getting an issue with my script turning itself off, I looked into it, seems like its halting itself because of my use of .Length maybe

//AddToSet is another GameObject
public GameObject[] BranchSet;
//in another part of the script I'm setting the value based on the length of it
BranchSet.SetValue(AddToSet, BranchSet.Length + 1);

Am I using Length wrong? Am I not supposed to use it at all?
Maybe I'm not creating the GameObject list right?

nova yew
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So if say your BranchSet array is currently size 5, if you do BranchSet.Length + 1 its going to add it to position 6 which does not exist (only 0-4 are valid) and will throw an error.

jaunty fiber
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@shell cloak
This may be what you're looking for.
I threw it together really quick, so please forgive me for the spaghetti code.

shell cloak
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Thank you :)

jaunty fiber
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You'll want to throw your objects into the array here under the UdonBehaviour component.

jaunty kestrel
nova yew
# jaunty kestrel So you're saying I can only have the index 0-4, would I be able to insert into t...

I'm not certain what your end goal is so I'm spitballing here.... however what I'd so is to set the value of BranchSet in the inspector to be a high value, and then loop through each item in the array, and only add if its empty.

With your code, no matter how you set the size of the array, it will always try to put it in a position of length+1, but the actual array is going to be from 0 to length-1.

jaunty kestrel
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Ay! I think that'll work, thank you! I really appreciate your help

trail hazel
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is there a way to give a player non-lateral rotation (so they can be e.g. upside down or on their side) without putting them into a station

fiery yoke
nova yew
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Hey folks, is there a difference between the build and test vs actually uploading it to the server? Locally, it all works fine on my machine. In vr with 2 or 3 players (I usually test locally with both 2 and 3 players), Interact() stuff works fine. But the events triggered by SendCustomEvent are kind of hit and miss. Mostly miss. Not sure how to troubleshoot in this case...

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Perhaps a better question would be, how do you folks go about stress testing a multiplayer udon world?

floral dove
nova yew
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Momo, if you have a moment could you take a look at my previous message about build and test vs deploying on vrc servers? Thanks!

floral dove
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Yes, there are some differences. Notably, you’ll have much more variable ping and latency on syncing

nova yew
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I see.... so perhaps I should have longer delays in order to ensure the data gets sent across eh? I'll give that a go. Thanks!

floral dove
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Ideally, you wait until you have confirmation of all data received if your logic needs to wait

nova yew
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I just went through the vrc api, and I think the closest I can find is perhaps OnPostSerialization? So I should do requestSerialization(), then maybe every few frames after check OnPostSerialization(), and only fire off the event for all players if OnPostSerialization() returns VRC.Udon.Common.SerializationResult.success==true?

opal dew
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So I just did the first event at my world and while it mostly went well, the video player was having issues with it restarting, possibly because it was trying to stay synced. Is it possible to tell the video player 'I don't about syncing, just play this video as best you can for your local user and it doesn't matter if you're a bit behind everyone else'

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Because its a problem if for other players it hickups and jams because it can't stay sync'd with the host.

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Likewise we had people entering and exiting a room causing a video to jam for everyone as well

candid frigate
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If I want to make players ragdoll on death, do I need to use the VRC_CombatSystem class, even though it's not in the SDK anymore? I found Toly65's Udon Combat System

granite tree
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how do i get another interact

indigo finch
# granite tree how do i get another interact

you cant, as the program wouldn't know what event to play first. Instead what you will want to do is grab the arrow from the end of your VRCPlayerApi. TeleportTo node, and plug that into whatever you want to happen afterwards.
That being said, why exactly did you want two interact nodes?
Is it for the loose VRCPlayerApi. TeleportTo node?

granite tree
indigo finch
# granite tree no its so i could have multiple teleport points

ah, gotcha. yea, this wouldn't really be the way to do it.
If you want a separate teleport location for each button, just name the transform to something more generic like 'target', and give all your buttons that script. Then just give them the different teleport locations in the inspector.

if you instead want to randomise where they teleport to; instead of using the one transform 'commandDeck', you instead want to use a transform[] to create an array (essentially a list) of all the different locations possible. Then plug that into a transform[].get node, and plug that into the transform.get position and transform.get rotation nodes. The tranform.get node will have an int that will determine what transform in the array it grabs, which you can randomise if you're after that.

granite tree
shell cloak
scarlet lake
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does anyone know why the update event node only works when loading an avatar here?

scarlet lake
pseudo pelican
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Besides occlusion portals. Are there any ways to unrender players avatars with Udon?

prisma prism
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good question right here ^ i would also like to know. also is there a way to prevent udon nodes from compiling every time i drag a new noodle to a brick? i have allot and its getting slower and slower with each new node.

brave granite
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anyway to delete a game object after a specified time

prisma prism
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@brave granite

brave granite
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thanks ill give it a try

pseudo pelican
# elder peak what are you trying to achieve?

Unrendering avatars based on distance from the player or location, messing around with multiple cameras right now. I am thinking of reducing the far clip value on a camera dedicated to just the player layers and have the main camera not render the player layers but I can't seem to get it working.

verbal galleon
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anyone know of a tutorial on how to detect if a player opened their menu? I know its possible at least before the new ui, i assume its still possible. Just dont know how

topaz jetty
pallid roost
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Does anyone know what this error means? It's just spamming my console

latent sundial
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Hi! Is it possible to access the mesh renderer component of avatars through udon? I would like to set the light probe option to Blend Probes or Off based on where the player is.

fickle blade
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I need an object to constantly spin on the Y axis. Somehow can't find a tutorial.

prisma prism
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this happens when connecting a large amount of nodes, not sure what it means

cold raft
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it means it broke

drifting fossil
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so udon sharp does not work at all for me can someone help me out

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?

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like when i import it into unity it just gives me 52 errors and no clue whats wrong

floral dove
floral dove
drifting fossil
coarse parrot
drifting fossil
#

theres 52 of em lol

coarse parrot
drifting fossil
coarse parrot
#

It's likely that sdk version isn't compatible with udonsharp version

pallid roost
#

Yea, make sure you have the latest version of SDK3

drifting fossil
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hmm

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is there any way too upgrade without having to restart?

coarse parrot
#

What sdk version you're using?

drifting fossil
#

2021.08.11.15.16

pallid roost
#

it'll overwrite anything it needs to

drifting fossil
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wont that fuck up the one im using?

pallid roost
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as long as you arent using a super old one that has upgrade steps, no

drifting fossil
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lets hope

pallid roost
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i dont remember which those where, but they're on the wiki im sure

coarse parrot
drifting fossil
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thank you guys

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it did work

floral dove
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@vivid tartan - (continuing the conversation from #vrchat-jams) - yes, I think it makes sense to eventually move all the open-source projects from the VRChat repo to VRChat-Community

vivid tartan
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thank you, that way names won't be confusing

i hate names why can't we all just screech to get each other's attention

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glad we can see eye to eye on this topic

brave granite
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how can i instantiate an object on interact that will also be synced with other players

floral dove
brave granite
#

thank you

candid ember
#

Is it possible to make network players appear somewhere other than where they actually are?

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Like uh

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I want to write a custom movement system in a world

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can I manually control apparent position of the networked players' gameobjects?

floral dove
candid ember
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damn

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Okay, thank you

#

I'm trying to make mario galaxy style gravity, and I feel pretty confident it can be done

#

just need a different approach then

floral dove
#

Good luck! I've seen lots of people try, and you're just fighting VRChat's player controller every step of the way.

candid ember
#

Right, I expect to hit the same issues

#

and thank you!

#

...you can't access the player's gameobject/transform, can you?

#

you have to use TeleportTo or another workaround I assume?

floral dove
candid ember
#

Velocity to their rigidbody

#

that's useful to know

#

Thank you

candid ember
#

Has anyone used "UseAttachedStation" before?

#

It doesn't seem to be functioning for me when used on start

candid ember
#

Apparently it just doesn't work on start

quartz meadow
#

any way to prevent "gethumanbodybones" from erroring out while a user is changing their avatar?

cursive vapor
#

when testing with 2 clients they are 3/4 times not in the same instance.... any idea why this is? I've tried setting to 0 and rebuilding with the clients open but they still don't always join the same instance.

unborn hornet
#

Are you using the wotld jam kit? I've experienced similar issues when using the world jam sdk version.

cursive vapor
#

yeah, I've found a somewhat odd workaround. When I join with 2 then add another 3rd client, then set it to 0 rebuild it will reload all 3 and place 2 of them in the same instance XD

pallid roost
#

So the only way to send an event to a specific user is to send it to set them as the owner of an object and then send the event to the owner right?

unborn hornet
#

Correct.

sly rapids
#

How would I go about making a trigger area for on enter and on exit to then to se parent and to another 9bject or null and the to set position of the trigger object

#

I can't use my.visual scripting plug in apparently due to a whitefish problem. :(

#

Or is there way to add my plug-in to the white list as upon doesn't have a extensive documentation from my knowledge

real willow
#

Im trying to make a pickable object using the VRC pickup component but i wanted to know, is this making a local only pickup because that's what i want in the end.

coarse parrot
real willow
#

cool thank you. one last question. I set my throw velocity the 0 on both but when i release it the rotation just keeps spinning. What do i need to change for the rotation to remain how it was when dropped

sly rapids
#

Found some useful stuff about udo triggers so I'll mess around and get back to this chat if I can't figure shit out lol

real willow
coarse parrot
real willow
#

oh

#

what does as kinematic mean

#

or do

coarse parrot
real willow
#

thank you, very useful info

scarlet lake
#

any idea why this is teleporting everyone and not just the player?

coarse parrot
# scarlet lake

OnPlayerTriggerEnter will also run in remote client when anyone enters the trigger.

scarlet lake
#

is there a way to make it so it just triggers locally?

#

trying to avoid using a button

coarse parrot
# scarlet lake

You see the VRCPlayerAPI output in the same node? That's where you get who entered the trigger. Check if the player is local player then run Teleport node

scarlet lake
#

i understand mostly what you mean

cunning mist
#

Drag out from the "player" spot on the node and search IsLocal, then pipe that into a branch

scarlet lake
#

still very new to udon xd

coarse parrot
scarlet lake
scarlet lake
cunning mist
#

Getting the local player will always return local. You want to connect the IsLocal check to the "VRCPlayerApi player" output of the OnPlayerTriggerEnter, since that's a reference to the player that entered the trigger. Have the branch's white dorito or "flow" connected to the OnPlayerTriggerEnter, then if it's true, meaning they are the local player, pass that into TeleportTo

scarlet lake
#

like this?

cunning mist
#

Yep, good to go 👍

scarlet lake
#

thank you @cunning mist @coarse parrot

#

really appreciate the help

cunning mist
#

👍

sly rapids
#

been going over udon documentation and am having a hard time figuring out how im to connect these together

#

i want to trigger the event when a object with a specific tag exits the trigger area and i want to set the parent to null and also set the position and roations of an item that is child to another item randomly using a child count of sorts

#

or would any one care to help me understand udon better so i dont need to ask for this specific help 😛

#

what i want to do if even posible with udon is this

grab card out of trigger area
on trigger exit set position get gameobject from parent of player1deck using child index random in range 0 to child count

we also want to set the parent of the card that exited the trigger to null so its no longer in the deck object

#

example of what im trying to accomplish

thanks in advance for any help Edit im very new to udon but ive used plyblox visual scripting they are very different but i have some idea of whats going on just confused with how things link together

small magnet
#

i have a small question

#

how do i fix invite on quest vr??

#

I can’t see my invites nor my friend requests on VR

sly rapids
#

i feel like this bottum half should work but im still not sure how to get the trigger object for the first half

i then want to set the parent of the trigger object to null as in not parent to anything

indigo finch
sly rapids
#

this is about how i think it should work

sly rapids
#

can confirm this does not work 😛

#

might there be a ingame debug window ?

indigo finch
# sly rapids

im a little lost as to what your code is doing, but you did miss this little thing

indigo finch
sly rapids
#

im making a card game and the deck has card objects thats you can grab and they start off under the field but 1 spawns at deck zone you grab that card and it then sets the parent to null and then moves a card in the object P1deckzonetrigger to the trigger location to be drawn

#

deck object has child objects and i return a random 1 to be moved when i take a take out of trigger zone

#

ill test again with the attachment

indigo finch
sly rapids
indigo finch
#

though setting it to be deactive will effect all it's children

sly rapids
#

taking the card out side of the child of the parent

indigo finch
#

gotcha.

sly rapids
#

i used a visual scripting plugin before and they use null so im sure im doing that part wrong

indigo finch
#

well currently your code is setting the object that collidered with the trigger to have no parent, not the card itself

sly rapids
#

isnt the card it self the object that collided with the trigger

#

what im looking to do is set the parent of the triggered object which is the card in taking out of the trigger zone

#

to nothing

indigo finch
sly rapids
#

no

indigo finch
#

okay, im lost

sly rapids
#

i want to change the child of the card i used to trigger the event

#

then it moves a new card into the trigger area

#

when i grab the card out of this area set this cards parent to nothing

#

the card there is in the deck object and need to be removed so its not counted in the next draw

#

im glad i did well for the most part but thanks for helping me trouble shoot this

indigo finch
#

im lost as to what your trying to achieve, aka the broader picture.
From my best guess, you have a bunch of cards, and you want to be able to pick up those cards and place them in one of the blue slots. Then when you place that card on the slot, it grabs a random object and places it there as well... but that's where i get lost. theres no garentee that the next button activated might not steal that card, as it's still a child.

sly rapids
indigo finch
#

If I were to guess what you want in general, is an object that is a stack of cards. when the player clicks on the stack of cards, it gives them a random card (from a limited list that gets smaller ever card taken). then they can do what they like with that card, such as placing it in one of the blue slots

sly rapids
#

also no the deck slot will just spawn a larger copy of the card in the same rotation of the card on the deck stand

#

the deck zone where i draw cards is what im trying to get working at this moment

#

so far its just setting the parent of the trigger object to nothing that im having a hard time with

indigo finch
sly rapids
#

ill get that that later 1 step at a time

#

the card that is already placed is grabed and then a new card will take its place from the deck as well as setting the parent of the trigger object to nothing

#

thus the on trigger exit

indigo finch
#

yea, you don't really want to be changing the hierarchy structure, if you want it to be synced. you probably need to use a VRCObjectPool in this case.

indigo finch
sly rapids
#

exactly when i pulll the card away i want to move a new card in and remove the card pulled away from the deck.. the card starts a child of the deck so set parent null is what i thought of

#

none of it works as of yet unfortunatly

indigo finch
# sly rapids exactly when i pulll the card away i want to move a new card in and remove the c...

okay, I am really getting lost here. Here's what I'm guessing you are trying to do (in order):

  1. click object and spawn (move from hidden location) a random card
  2. remove said card from list of cards (not make it a child)
  3. When player's grab their newly spawned card, then can place it on blue object thing
  4. When card touches blue object thing, card is replaced with a much larger one that looks cooler
sly rapids
#

you have the right idea in some way but i wanna stick to the first 2 steps

#

takinging the card and it being replaced with card that is child of the deck object and remove the child that triggerd event

#

okai so i have the card set the parent to null

#

and it works in editor but its not moving the other card i get an error

#

sorry

indigo finch
# sly rapids and it works in editor but its not moving the other card i get an error

This really needs to be done with an object pool. I just see to many issues otherwise. Though I have yet to see a dedicated tutorial on it, this part of Vowgan's update video shows an example of card shuffling, or getting a random card, without any shuffling of the parenting, that will make it a million times harder to do the networking. https://youtu.be/95hk5m6L70E?t=96 (click on link to get exact timestamp)

Open Beta time! This one brings some features for easy shuffling of arrays and object pools, which sounds a bit technical, but makes things that need to be random MUCH easier, like card decks or falling obstacles. You can also now set whether or not something can be interacted with!
I'll definitely be using these a lot in the future.

Join my D...

▶ Play video
sly rapids
#

so i got a deck working with the deck pool and the buttons

is it possible to return 1 card into the deck using a ontriggerenter ?

this is what i tried and it does not work

floral dove
sly rapids
#

i never set an owner to the pool but okai how would i set the owner to the player interacting with the reset button or trigger

and my original question wasnt answered as so far im the only one testing

thanks for pointing out the pools owner ship as well

(the photo udon code above doesnt work and i should be the owner as im the only one testing currently)

floral dove
#

when you say "it does not work" - can you tell me:

  1. Exactly what you're doing to test
  2. What you expect to happen
  3. What happens instead
sly rapids
#
  1. i take a card that has already been drawn from the deck
  2. move card into on trigger enter area (by grabbing and moving)
  3. return only that card that triggerd the event to return to the deck
#

id does nothing that i can visually se

floral dove
#

Are you sure the function is firing at all? Add a Debug.Log after OnTriggerEnter and log the name of the object that has triggered this.

sly rapids
#

very possible its not as so far im not ahving much luck with the trigger functions

floral dove
#

the most important part:

Note: Both GameObjects must contain a Collider component. One must have Collider.isTrigger enabled, and contain a Rigidbody. If both GameObjects have Collider.isTrigger enabled, no collision happens. The same applies when both GameObjects do not have a Rigidbody component.
sly rapids
#

well well looks like i needed the trigger object to also have a rigid body ill try it thanks for sharing 🙂

sly rapids
#

so the rigid body didnt do anything ill run a debug

sly rapids
#

this is the error im getting when triggering

floral dove
# sly rapids

This is telling you that either the Pool or the Object you are trying to return to the pool don't have a reference to an object. Do you have the reference to the pool set on this UdonBehaviour in the inspector?

#

For an easy test, use the "IsValid" node to check the collider and the pool, you can then log whether each one is valid.

sly rapids
#

your correct i forgot to link the pool in the inspector or it disconnected when i was fucking around sorry about that thanks so much for all the help now to figure out how to set to owner of the pool 😛

floral dove
# sly rapids your correct i forgot to link the pool in the inspector or it disconnected when ...

You can learn about Networking and Ownership in VRChat here: https://docs.vrchat.com/docs/udon-networking

sly rapids
#

appreciated

distant garnet
#

I know nothing about udon or where to get it and how to use it, any beginner tips?

#

All I know it’s for worlds

#

And I’m interested

sly rapids
distant garnet
#

Alrighty

#

Thanks

sly rapids
#

there is also a reedme in the project somwhere for udon with some handy examples

distant garnet
#

Thanks it means a lot

sly rapids
#

no problem im still fairly new at this my self but have been getting along quite well with a bit of help here and there best of luck

#

check out the vrchat youtube as well for examples as well

distant garnet
#

Alrighty

acoustic vale
#

Can you use untrusted URLs to make GET requests in VRChat? e.g:

Udon Card Game
 - user makes request to myawesomesite?id=123123&action=new-card-pack
 - server processes request, returning a single frame video with info about the card pack
 - read frame in udon to update the user side
#

^ Basically, I'd like to make a card collection game in Udon. But don't think generating a code to copy with collection information would be practical 🤔

fiery yoke
#

Use Video Player to play videos.

scarlet lake
fiery yoke
# acoustic vale Can you use untrusted URLs to make GET requests in VRChat? e.g: ``` Udon Card Ga...

Actually, to clarify:
You can make HTTP Get requests, however you cannot dynamically construct URLs at runtime, they need to be created in the editor. The only thing that can construct them at runtime is the VRCUrlInputField, which requires manual User Input. This is the first sign, that using Video Players to do arbitrary Requests is discouraged.
So your concept would only work, if you have a finite pre-determined set of URLs. And then again, its still discouraged.

acoustic vale
sly rapids
#

I have a question so I setup my trigger to also set the owner by getting the owner of the object that triggers the trigger event and it seems to work fine as the next function to return my card to the pool goes off but I'd also like to make sure it's working by viewing the debug

Mind you I've done alot of research in how to make the debug window work and nothing I do works

I go the the launch options and add the debug code and udon debug code then I build and test and try to hit shift 3 and nothing happens

#

Also is it possible to force stop the player from holding the item with a trigger I couldn't find anything in the input section of udon

steel bay
#

I got a issue I don’t know how to fix… my world is uploaded fine but I did some updates to the world and when I uploaded and go into vrc nothing is updated. On the vrc website it shows it’s updated but in game it doesn’t. I even tried reinstalling my windows and android builders to see if that would fix it but still nothing

scarlet lake
#

U# doesn’t support inheritance or nested classes 😭

fiery yoke
scarlet lake
#

What

#

I downloaded it from GitHub today and they both gave me errors

fiery yoke
# scarlet lake What

Ohh yeah, sorry 1.0 is still in "Beta" so its not officially out yet
But its so stable that its perfectly usuable. There is still changes being made to it though

scarlet lake
#

Oh okay, so should I just clone the assets straight from the repo?

lean herald
#

how do u check two colliders if one of them collided into the other to start an event?

scarlet lake
#

You can use the collision argument to figure out what collided with the object that the script is attached to

#

collision.gameObject.name for example

lean herald
scarlet lake
#

Oh then I don't know how to do it, sorry

#

Maybe try looking for an OnCollisionEnter node

lean herald
#

i have this noodle but it checks every collision in the scene that colloids with the object the udon script is on

unborn hornet
# scarlet lake Oh okay, so should I just clone the assets straight from the repo?

If you are using the old method of SDK importing (like for existing projects), you can import the latest beta release from merlin's discord (latest direct link https://cdn.discordapp.com/attachments/888675186256269332/956411728067969054/UdonSharp_v1.0.0b11.unitypackage).

If you are using (or want to use) the new package managed format (introduced in the JokeJam world jam kit), you need to follow these steps (based on my research, not official):

Make sure git is installed (or at least available in the PATH) on your local machine (git-scm.com).

Make a new project (not required, but highly recommended).

Add these packages to your project manifest "Packages/manifest.json": 
    "com.vrchat.base": "https://github.com/vrchat/packages.git?path=/packages/com.vrchat.base",
    "com.vrchat.worlds": "https://github.com/vrchat/packages.git?path=/packages/com.vrchat.worlds",
    "com.vrchat.udonsharp": "https://github.com/vrchat-community/UdonSharp.git?path=/Packages/com.vrchat.UdonSharp#1.0.0",
    "com.vrchat.clientsim": "https://github.com/vrchat-community/ClientSim.git?path=/Packages/com.vrchat.ClientSim#1.1.3",

NOTE: The # terms specify which tag or branch to use. 
Please check the respective repositories for the latest branch or tag that you may want to use, as they may change in the future.

Refocus unity, wait for loading to finish. Save, close and reopen project.

Open “VRChat SDK > Reload Plugins” in menu, just for good measure.

Add "/Packages/VRChat SDK - Worlds/Runtime/Required/Prefabs/VRCWorld" to the scene

Double check SceneDescriptor/VRCWorld you just added to make sure there is a valid spawn element present, add one if not.

Open "VRChat SDK > Utilities > ClientSim" and activate each button.

Open "VRChat SDK > Show Control Panel", login, go to builder script and activate each the layers and collision matrix buttons.

Save and restart Unity in case.

NOTE: Do NOT mix the old and new methods of SDK importing. That will very likely cause issues.

scarlet lake
#

Oh awesome, thanks

quartz meadow
# scarlet lake Oh awesome, thanks

you can also load the whole joke jam example project just to try it out. I have to warn you though, its quite crash prone so save often. Theres a reason why its a beta I suppose

#

I am quite happy with the progress its making, heres hoping for list / custom struct support, even if its local. I would also love to see the blitz commands for fun shader stuff

scarlet lake
#

That would be great

#

Right now I'm using it to port a Ludem Dare game I made into VRC

quartz meadow
#

oh fun, I seen unity ports into VRC before, its not too bad depending on feature set

scarlet lake
#

But I just hit another roadblock because coroutines don't seem to be supported

quartz meadow
#

oof

scarlet lake
#

Yeah mine is a pretty simple stealth game so it works well in VRC

#

Most of the actual game is the AI

quartz meadow
#

not sure of your implementation, but you may be able to cheese it with multiple Updates() with state machines

#

would certainly be awkward to adapt though

scarlet lake
#

yeah I'm probably gonna have to do that

#

rip my beautiful coroutines

quartz meadow
#

lol, well, from what I see asked for in U#, the most wanted features, I don't see coroutines up there very high, so at least take solace that you wont spend all your time porting it just for coroutines to be added next month lol

scarlet lake
#

I hope not 😄

quartz meadow
#

lists seems to be the big one (certain UI elements require it), and of course the shader bois are drooling over blitz and compute shaders

#

though in typical fashion, they have workarounds for those limits anyways

#

its just not very efficient

scarlet lake
#

it would be so much nicer if we could write pure c#

#

but I guess that would be a security risk

quartz meadow
#

yeah pretty much. dont feel like going to a world and having it delete my start partition thanks

#

Im just happy they hired the udon# guy onto the dev team. I can already see much tighter integration with U# into the official SDK, with many official examples available both in udon graph and in udon sharp, so its not some afterthought

scarlet lake
#

ah I didn't know that

#

cool

unborn hornet
# quartz meadow you can also load the whole joke jam example project just to try it out. I have ...

One thing to note is that the worldjam package for U# 1.0 is currently tagged to an old commit and has not been updated.
In the manifest file you'll need to change the # term from wj3 to 1.0-dev-serialization on the udon sharp line to get the latest fixes. This has made things much more stable for me at least.
You can view the commit difference between the two here https://github.com/vrchat-community/UdonSharp/compare/wj3...1.0-dev-serialization

scarlet lake
#

Refactors coroutine into a state machine
UdonSharp does not currently support node type 'GotoCaseStatement'
Bruh

forest mist
#

How do I enable the Udon debug menu when I'm using the "Build & Test" in VRCSDK?

#

I can't see any place to put the --enable-debug-gui argument

cunning basin
#

it's enabled by default

unkempt seal
#

for joke jam, do0 i have to use one of the assets from the package?

proud skiff
#

So, im making a club, and i have separate Video players, and the audio sources are being heard, wayyy outside the Maximum audio source zone, im trying to make private rooms for the club and i have the rooms really far away from the club area, and i can still hear the music playing in the club, and vice versa from the private room, to in the club

unkempt seal
#

maybe make a spatial audio listener @proud skiff

proud skiff
#

are you saying that Disabling Spatial audio causes that?

unkempt seal
#

dont make it bypass listener zones, and shrink zones too

proud skiff
#

ohhh okay

#

i'll try that

#

actually, those settings arent even checked

unkempt seal
#

ahh

#

is the sound 2d?

proud skiff
#

nope

unkempt seal
#

maybe reset the values. i havent seen doppler level or spread like that as my settings

#

doppler is when the sound/ distance rolls off

#

spread is how far

proud skiff
#

ohh okay

#

hold up, i found something

#

heres the Video player audio source

#

and then heres a new audio source i put in the scene

unkempt seal
#

it is audible to listener at 31, but that should be to their range

proud skiff
#

Okay

unkempt seal
#

if you want the falloff to be even, make it linear falloff

proud skiff
#

okay

#

well this is the Club room from outside

#

and here it is from inside

unkempt seal
#

can you select both of the audio sources in the scene?

proud skiff
#

well, i have 3 in there, i tried to see if i could connect them, but idk how

unkempt seal
#

ahhh

#

theres your problem!

#

theyre fading into each other

proud skiff
#

oh

#

i didnt know that

unkempt seal
#

you can make them separate and shrink the zonews

proud skiff
#

ohhh, okay

#

i'll just delete those

unkempt seal
#

make each of the zones 2d so they are loud

#

equally

proud skiff
#

but if it 2d, doesnt it make it where you can hear it no matter where you are in the world

unkempt seal
#

let me double check my world real quick

proud skiff
#

okay

#

I also have these toggle in the room before the Club area for obvious reasons, lol

unkempt seal
#

if you want the spread to be absolute In one area***, you want it 3d, doppler 1, and min range almost equal to max

proud skiff
#

Okay, thank you

unkempt seal
#

with spatial audio

proud skiff
#

okay

unkempt seal
#

tag me if you still need help, >w< i hope it helped

proud skiff
#

okay

unkempt seal
#

i used this for my amusement park which had different music zones

proud skiff
#

ohh okay

unkempt seal
#

i put loop for background music, only add the attributes that apply to you

proud skiff
#

okay

#

@unkempt seal I think i only ended up making it worse, lol

unkempt seal
#

oh nuuu

proud skiff
#

I'll load up the game and make a recording real quick in a minute

unkempt seal
#

ok

#

so, are these music players using different audio sources, or same ones?

#

i used my technique to work out different zones for background music and localized roller coaster cart audio ;__;

#

ahh i reread the OP, the club music needs to be smaller, like bg music

#

in a local area

#

imma draw on your picture

proud skiff
#

Im now only using one audio source

unkempt seal
proud skiff
#

the main area is in the circle

#

very far away

unkempt seal
#

show the world from the top view with audio sources highlighted

#

/selected

#

you need a teleporting door

proud skiff
#

I have the teleport done from club to the room

unkempt seal
#

those are all audio sources?

proud skiff
#

yeah, i only have 2 now

#

one for each Player

unkempt seal
#

what about for the club music?

#

that looks fine for now

proud skiff
#

the one on the right is for the club

#

but even still all the way over in the private room, can still hear it

#

hang on

unkempt seal
#

wait, im confused, how is there 2 audio players, one per player, but another for the club?

proud skiff
#

2 separate video players.. one for two different videos, i made sure it worked, they both play differnt videos at the same time

unkempt seal
#

it has a falloff audio

proud skiff
#

oh

unkempt seal
#

you want to shrink the range

proud skiff
#

okay

unkempt seal
#

can i see the attributes?

proud skiff
unkempt seal
#

that's the club music?

proud skiff
#

yes

#

wait

unkempt seal
#

the spatial is further than the spread you want, the range is bigger

proud skiff
#

okay

#

i edited the Parameters, and should this work?

unkempt seal
#

i was thinking the spatial audio source

#

was 10 yet the distance was 5

proud skiff
#

nevermind, that made it worse....

#

a LOT worse

unkempt seal
#

.<

#

did you change the spatial audio souce to 5 and 5?

proud skiff
#

no

unkempt seal
#

that affects the range too

#

you already have a falloff, the graph is just the rate of falloff

#

except, i see its flatlined at the top...

#

meaning its loudest closer to the source

#

for halfway to its dropoff

proud skiff
#

what about this?

unkempt seal
#

oh god...

#

wait, is that the club music?

proud skiff
#

yeah..

#

im making it worse am i?

unkempt seal
#

i can't tell what you're trying to do anymore lol those numbers contradict each other so much XD

proud skiff
#

Lol, i dont even know what im doing anymore either

#

this was so much easier in SDK 2

#

or rather, Audio sources by themselves

unkempt seal
#

get cyanemu first, a unity package that will help you quick play in unity without needing to upload test

proud skiff
#

okay

#

Oop

#

i fixed it

unkempt seal
proud skiff
#

whatever i did

#

it worked

unkempt seal
#

nice

#

lol

#

but yeah get cyanemu for future projects to save time uploading to test maps

proud skiff
#

okay

#

i will

#

thank you

#

can you DM me this

unkempt seal
#

just press the play button in unity, and you get to play in unity

#

ok!

proud skiff
#

so i remember when i was in SDK 2 now, when i wanted the audio source to only be heard inside the zone, i remember i had to make ir Red like that

#

so, that method works perfectly

#

@unkempt seal

forest mist
unkempt seal
#

yes @forest mist

#

also, anyone have solutions for this repeating error??

pallid roost
#

I just dont even put the vrc spacial audio component on things. Just check the spatialize checkbox and make sure the spatial blend is all the way set to 3d

#

Works just fine.

#

was meant as a reply to @proud skiff

pallid roost
#

Hase anyone done any testing to see if there is any performance difference between having an a behavior that uses the update tick to run a function every x seconds, VS using SendCustomEventDelayedSeconds to do the same?

#

i assume SendCustomEventDelayedSeconds is just registering an event an a background update somewhere that gets called so cant imagine there's much difference

floral dove
#

If you have no other need for the Update function, it will likely be more performant to use SendCustomEventDelayedSeconds, since that does not require Udon itself to run the logic checking the functionality. The downside is there is no easy way to cancel that sort of call.

pallid roost
#

TY for the info.

pine stump
unkempt seal
#

no, cyan emulator

gritty pecan
#

Question, Is it possible to access the transform of a VRCPickup onPickup?

floral dove
somber notch
#

Hi, I am going to try coding some ai stuff to an npc in my vrchat world, should I use U# or can I use python?

elder peak
#

a long time ago, there was a python-to-udon, but it has been discontinued
so your answer is yes, you should use u# if you want to code your world logic

somber notch
#

Nice, and should I treat it as normal C# ? I know that there are some differences but I can base my code as if I am working on a C# project right?

somber notch
#

ok thanks, and one last question, so if I were to use python for example it would not work? I know you said its discontinued but I think there are previous versions which can be used or is it totally unsupported now?

elder peak
#

it won't work anymore

forest mist
vapid sleet
#

hey guys, does anyone knows how can achieve the camera movements like the video here? I just bought the full body tracking, and wanna record some dance video https://www.youtube.com/watch?v=kpBMRxIL8OU

This dance competition held in VRChat was produced live from within VR, using a self-programmed camera control desk (shown at the end). Contestants had to dance using full body tracking. This upload here has some parts that happened before the event put to the end, in case you want to watch it all. Other than that, it is unedited.

▶ Play video
hollow vapor
#

Since I started getting more into tilt brush Im running into a question that i have to ask;
Is there a way for the Tilt Brush audio reactivity to hook on to the Udon Audio Link?

forest mist
hollow vapor
#

Google Tilt brush is more of an art software.

#

It does export these out as fbx files, and there is a tilt brush toolkit to get these into unity with all their materials setup

#

https://www.youtube.com/watch?v=rZQbYJbAymc
For instance I built this scene in tilt brush, exported it to unity, posed my avatar and ect. Tilt Brush Toolkit comes with a prefab that enables the audio reactivity you see in TiltBrush its self. But this has to be an audio source on the unity scene

Me: "These are all animated brushes in tilt brush. They actually are audio reactive"
Friend: "I wanna see a sea shanty"
Me: "Fine but im not fixing the rotation this time"
Friend: "You dont have to its just a curiosity"
Me: "ASK AND YOU SHALL RECIEVE FUCKBOI"

▶ Play video
#

So my next step is to figure out how to bridge the gap from TBT's Visualizer to Udon Audio Link

unborn hornet
# unkempt seal

Go into your VRCWorld object (VRCSceneDescriptor component) and ensure that there is an item in the Spawns array.

sly rapids
#

can anyone help me get the debug window to work when build testing ??

ive followed many tutorials and cant get it to work
ive enterted this info like i was told to and then go in game and nothing when i click either lshift 3 or rshift 3 (i have also tried with out the udon part as well)

sly rapids
#

shit finally found a good explaination Rshift + ` + 3 does the trick

sly rapids
#

ive been looking and cant seem to find a way to get the player that interacted with the button (interact udon event) as a game object so i can set the owner

floral dove
#

the player that interacted with a button is the Local Player

sly rapids
#

was thinking network but yes that makes sense thanks 😛

sly rapids
#

question i want to instantiate a object over the network from my resource folder is that possible ? not having much luck find blocks to help with that

west dagger
#

I'm trying to lerp an object's scale from 0 to 1 over time, and ran into the problem of coroutines not being supported. What's another way I can do this?

sly rapids
west dagger
#

Right on, sounds good thanks!

sly rapids
#

everything is working except the destroy function ive tested with debugs.

why wouldnt the object be destroyed ?

floral dove
sly rapids
#

im cloning an object and need to destroy the clone

#

If u want to know what it is I'm trying to do

#

i have 2 my card play area and a larger area that i clone the cards to as its a yugioh game world

#

there has to be a way to destroy an object or unload

floral dove
#

how are you cloning it?

#

(the video you posted is too low-res to see anything btw. Also appear to be upside-down?)

sly rapids
#

ill send a better 1 one sec

floral dove
sly rapids
#

I'm using an object pool for the deck but I clone the card in the video example I'll show

#

at the top i use instantiate to clone the card as seen

#

everything works perfectly but i cant destroy the clone since the destroy function is not working

#

ill check out the object idea thanks

#

cant find object. instantiate in udon or destroy

#

local should work fine

potent coral
#

How do I go about making uuuuuh... Door opening IN SDK 3 For worlds? I already have animations and/Or Controllers.

gritty pecan
# potent coral How do I go about making uuuuuh... Door opening IN SDK 3 For worlds? I already h...

(Sorry, accidentally recorded this one in 1080p, whoops)
Two of my oldest videos, Contextual Buttons and and Door Animations, have both grown rather outdated, so I've combined the two into a brand new video to go over them!

Full Tutorial Playlist:
https://youtube.com/playlist?list=PLwEtUGCdQX7HMkFCVxiNvO4DS2CmHWbe6

00:00 - Intro
00:42 - Animat...

▶ Play video
#

You could also Check if the player enters a collider as well, but for a more conventional door a button will do just fine

sly rapids
#

quick fix def not optimal for obvious reasons 😛

gritty pecan
#

Question, Does "foreach" exist in the Udon Graph?

potent coral
#

awesome! thanks a ton

magic drift
# gritty pecan https://youtu.be/YuWbH5c9CBI

I'm not trying to do anything related to doors
but I found a part of that video useful however it didn't work
I've made a button that when pressed changes my skybox material
though I want it to change more but those are other scripts behaviors which I'm trying to get triggered at the same time
and they just won't

#

Any ideas?

red patio
#

How do I change my name on vrchat

magic drift
vestal mural
#

Hello, can someone point me in a direction how to use SetProgramVariable in UdonSharpBehaviour?
It seams not to work for me. But my Property works in the unity inspector.

#

Here a short version of my code:

slim cedar
#

As I struggled to find a complete, easy to follow answer to the question about "object that faces the player constantly" I thought I'd post it here should it help anyone.

#

for us newbies, is very hard when we ask stuff but we get half-mouthed answers that assume things. Let's help each other when we find a solution!

indigo finch
# magic drift I'm not trying to do anything related to doors but I found a part of that video ...

I made a tutorial a couple of months ago on how to make a button that changes the skybox each time it's pressed.
Might help: https://youtu.be/yC9h-51jvBg

Here's a tutorial on how to make a cool little button that switches the skybox of your scene when clicked. It cycles through a list of skyboxes each time, and I've included how to do this both locally and globally.

This works really well as a day - night toggle, or combine it with some effects to create something truly awesome!

Hope this help...

▶ Play video
magic drift
indigo finch
vestal mural
#

Do you have a link to the server?

fickle blade
#

I'm using this to make an object active locally. It works fine.
How can I make a version that makes an object inactive? There's no SetInactive node.

#

All the examples I can find are for toggles, which is not what I want.

sly rapids
#

remove the unary function and just set the bool to false

#

i dont think youll need to get active self either

#

but try both

indigo finch
# fickle blade I'm using this to make an object active locally. It works fine. How can I make a...

Depends what you mean by Set Inactive node.

To ensure that a gameObject will always be off, then plug a bool, const node that's set to off.

If you want it to be the opposite of the toggle, then either put it though another bool, unary negation node, or just skip the one you have.
I did that in this tutorial if you need a reference: https://youtu.be/19HMJaHGtqw

Here's a tutorial about toggling either one or multiple gameObjects via a button in udon. Something I forgot to mention in the video, is if you to toggle multiple gameObjects without alternate toggle a second list of gameObjects; either make a random empty gameObject for it to toggle, or remove the second for loop from the script.

Cycling thou...

▶ Play video
fickle blade
#

Please note that this flowchart stuff makes no sense to me 😂

sly rapids
#

im making a life point counter and im trying to get the text from the component and set the text to the component example : when i hit the 1 key copy what ever is in the text field and add a 1 next to it 11
i cant find a string A+B function

indigo finch
#

this is the most basic way of doing it

indigo finch
sly rapids
#

string to object bu i need string to string

#

whats the my int for ? is there documentation on this

#

oh the addition works XD thanks

fickle blade
indigo finch
fickle blade
#

Thanks... which one is it? 😅

indigo finch
#

bool, const boolean

fickle blade
#

Like this?

indigo finch
indigo finch
fickle blade
#

Thanks. All I'm doing with it is disabling it (plus child objects) on collision locally.

indigo finch
fickle blade
#

Would the same thing with Bool work for my existing activation one? (Unary Negation and Get activeSelf removed, Bool added and ticked)

fickle blade
#

Great, that helps simplify the chart that I barely understand 👍🏻

calm zephyr
#

How to make a delay in UDON graph that is not a custom event

#

?

elder peak
#

what problem are you trying to solve?
your other option is doing a timer in the update loop

fickle blade
calm zephyr
#

I need objects to become after 1 after the other not at same time

#

to become active

#

I need a delay in between each object activating

calm zephyr
elder peak
calm zephyr
elder peak
calm zephyr
# elder peak you make a variable and check what value it has, maybe an int then you decide ba...

I apologize Cake but I don't even know what a Variable is and only heard the term int once or twice in a tutorial. I only ask these questions here as a last resort when I cant find anything online. But everyone here assumes I know what the hell i'm doing lol. Your help is very much appreciated but with all do respect could you maybe give me a photo example ? or link me to something or someone that may help ? Again I cant stress this enough your time is appreciated.

indigo finch
# calm zephyr Im very armature at Udon Graph or scripting in general so I don't know what any ...

This would be way better done with an animator, than doing it via udon. here's a quick tutorial on that: https://youtu.be/M7pN8QYTGBQ

But if you really wanted to do this via udon, this is how you would. You have an array of gameObjects, and you have an int that counts where along the list you are currently at. Then each time the event is called, it toggles the gameobject on that part of the list.
In this example, I just made it turn off the gameObject

Here's a tutorial on how to make an animation play when you click an object. This particular example covers firing a trigger on an animator, but hopefully this covers enough to help those wanting to change a int/ float/ bool on an animator as well.

So hopefully this is helpful. As always, if you have any questions, feel free to ask in the comme...

▶ Play video
sly rapids
#

im following the net work guide and this should work but its only updating on my client not the other client i have opened (i have 2 instances open with build and test)

wind atlas
sly rapids
#

sync mode ?

#

when i click a button i want to update a score board on all clients to my local score. its only updating locally not on other client

#

now im looking into using variable sync instead and this is very confusing even with guide

wind atlas
sly rapids
#

im set to continuous

wind atlas
sly rapids
#

the network guide says using the send custom network event should cast it onlevery client

#

but if thats the case each client has its own instance of the lipe points so not making it visable working and have been trying to do owner ship changes to do this but to no avail

wind atlas
wind atlas
#

Potentially, you have to use manually synced variables.

sly rapids
#

the documentation is pretty bare with proper example but ill give her a try i gues

#

does any one have any tips or knowledge they can pass on to using manually synced varriables ?

wind atlas
#

For example this:

#

Search for "ToggelSync" in the project for that file.

turbid relic
#

I am trying to make a player counter of X number of users in a specific room, I can count who enters/leaves the area using OnPlayerTriggerEnter/Exit, however my issue is that Exit doesn't appear to fire if someone leaves the game while in that area.

sly rapids
#

thanks for the help i figured it out 🙂

wind atlas
#

Not 100% sure on this, but I think if stuff gets destroyed then the trigger exit method won't be called. That's what VRChat might be doing, in that case you can't do much.

turbid relic
scenic oak
#

Question for udon who is udon (assuming theyre a person)

turbid relic
#

Udon is noodle

floral dove
#

?whatisudon

hidden martenBOT
#

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

scenic oak
magic drift
#

How do I make an item have a function when the trigger is pulled?
like a gun or pen?

floral dove
# magic drift How do I make an item have a function when the trigger is pulled? _like a gun or...
magic drift
magic drift
magic drift
#

How do I make one object destroy instead of respawning when falling out of the map?
(I wanna make it so when a specific object falls off the map it gets destroyed/replaced but I dunno how to track when it falls off the map besides destroy but I have items set to respawn)

shut arch
#

instead of waiting for the object to go out of bounds, set a trigger collider for it that's on the same unique layer as the object itself, then just set the object's active state to false upon triggering

halcyon falcon
#

I cant find post processing volume variable in udon graph? did the name change?

halcyon falcon
#

Had to use udonsharp for it instead i guess

indigo finch
# magic drift What do "OnPickupUseDown and OnPickupUseUp events." do? like do I need both?

When the pickup's hold mode is set to 'yes', it will hold the item in your hands without dropping it (at least on desktop where you're likely testing it). This will give you the option of 'use' the item. To do so, you would use either the OnPickupUseDown or OnPickupUseUp events.
OnPickupUseDown gets called when the button is pushed down, OnPickupUseUp is called when the button is released

magic drift
indigo finch
hallow sable
#

could someone help me with UdonVoiceUtils?
I set it up for different floors but inside of them ppl sound laggy af

#

everyone sounds fine outside of it

#

and it seperates the floors audios fine

hallow sable
#

people just sound weird and laggy in them tho

magic drift
#

How would I trigger an Udon event based on local time?
(I wanna make it so if a player joins past 6PM it'll be night time in world for them, past 5AM daytime)

ebon musk
#

Has Anyone been able to change the max speed in the udon karts prefab? I altered the C# code but t doesn't seem like anything changes, only way I've done it was changing the pub vars while running cyanemu

elder peak
ebon musk
elder peak
#

the vars should be on the udon behaviour if public

ebon musk
coarse parrot
magic drift
#

I want to make something I made synced for late joiners and such
So I looked it up and found this video
https://www.youtube.com/watch?v=RLJorzZGy-U
But I don't think it'll work in my case because what I have done
is made an object that switches first based on interaction while holding it
Which is fine that bit probably can sync fine
but then to switch back I currently have it triggered by being dropped then wait 55s
also I have some teleportation and stuffz as these are 2 separate pickup objects I'm enabling and disabling
aaaaaa

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
floral dove
# magic drift I want to make something I made synced for late joiners and such So I looked it ...

You can learn the basics of Networking in Udon here - https://docs.vrchat.com/docs/udon-networking

scarlet lake
#

has anyone here used the PBR Stage equipment asset pack before? I am trying to figure how to make it so i can toggle off effects from it

#

for example this smoke machine

nova yew
#

Hey all! Does OnPlayerRespawn() only trigger for the person respawning? It seems to be the case in my local build and test...

magic drift
#

Similar^
Does OnPlayerJoined only trigger for the person joining?

fiery yoke
magic drift
ebon musk
#

You can't use screenspace canvas for VR Right?

limber jewel
#

I have a world with a bunch of floating heads. I want them to be always tracking/looking at the player wherever they walk. Is that doable via Udon?

floral dove
# limber jewel I have a world with a bunch of floating heads. I want them to be always tracking...

Take a look at the JokeJam example project. The Jack in the Box head does that: https://docs.vrchat.com/docs/jack-in-the-box

floral dove
floral dove
pallid roost
pallid roost
#

np np 🙂

ebon musk
#

Does anyone know why when I open a prefab, all the udon behaviors are fine, but if I drag said prefab into the scene, the udon behaviors are all set to none for the program?

indigo finch
hallow bone
#

I'm just starting using udon and was wondering how I should go about making a basket ball respawn if it falls off the edge of the world. I'd rather not make a giant collision object if I can avoid it. I'd like to just say something along the lines of if z position drops below 20 then reset position

#

I feel like this should be a simple problem I'm just not familiar with the nodes yet

magic drift
floral dove
hallow bone
floral dove
hallow bone
#

thanks 🙂

ebon musk
#

So I have the Kart prefab for udon and it seems that they are not synced between PC and Quest. Everything else I made is, but the Karts are not. Anyone have any idea why?

feral merlin
#

Does anyone know how to make a fade to black animation when a player hits the respawn limit

indigo finch
# feral merlin Does anyone know how to make a fade to black animation when a player hits the re...

Do you want it to be dynamic? (aka, the closer you get to the respawn point, the darker it gets), or is it okay for it to just be an animation of it fading to black.

If it's the later, the easiest way would be to have large plane, that covers the entire world, that is at the height that you want it to start to fade to black. This will act as a trigger, so on the collider, set the checkmark 'isTrigger' to = true.
Then do a on player trigger enter, check if it's the local player, and then if so, get the script to play an animation of it fading to black. That animation will animate the weight on a post processing layer, that makes everything black, from 0 weight to 1 weight (not quest compatible. You'll probably need to create a plane or something that stays in front of the player camera for that).

Someone can probably walk you through it if you want (do ask if so), but if you want to figure it out yourself...
Here's a video I did that uses the 'on player trigger enter' + local player check: https://youtu.be/qpCWzGmfXKI

Here's a tutorial on how to change a player's respawn point for something like an obstacle course. I also make an a cube to make the player respawn.

Something you might want to add however, is an little script on an empty gameObject, that reset the players velocity whenever the player respawns. This would avoid the slight shifting movement tha...

▶ Play video
feral merlin
#

The only issue with that is the post processing

#

This world will be Quest compatible and post processing isn't available on the mobile pipeline

#

I do have a custom shader for Quest that over-renders everything and has varying levels of opacity, but it doesn't have a slider to my knowledge

indigo finch
#

The best way of doing that afaik, is to create plane that has a script that has keeps the plane in front of the camera. then create an animation that makes it active, and then changes the opacity to go from 0 - 1

indigo finch
feral merlin
#

Oh I mean the shader ONLY has an alpha slider

#

The color is always black

#

Come to think of it it was used for a sleep world, so it probably does have slider capabilities

#

Let me see if I can make an animation with it

indigo finch
indigo finch
feral merlin
#

I see, I just don't know how to animate material sliders like that

#

I tried it with RGB emission on an avatar before but could never figure it out properly

#

One more question while I have you here

#

How do you move an object to the player using udon?

#

For example, the world is covered in water. When the player enters a collider, I want a splash sound effect to go off where the player who entered the water is.

#

I can imagine it would start with entering a trigger and getting the player's position, but then after that I don't know how to apply it to the audio source

indigo finch
feral merlin
#

I am so dumb

#

I was making the audio source a game object not a transform

indigo finch
# feral merlin I see, I just don't know how to animate material sliders like that

It's just the same as animating a post processing volume. you just have to go into the inspector, and at the very bottom you will see your material with a drop down arrow. click it, and you can see all the settings.
Something to note with animators, is that they can only animate what is on the same object, or is a child of the object. That may be where you got confused with the avatar stuff (avatars are also horrible to troubleshoot comparatively)

feral merlin
#

I got the fade to black working while you were gone

feral merlin
#

Ran into a bit of trouble but that's just because I was dumb and got my far clip too close

indigo finch
west tendon
#

In the VRCWorldSettings im looking to set the Voice settings but i cant seem to find any of the variables

#

Ive looked over the docs but they dont seem to match

west tendon
#

Is this valid?

steady plaza
#

im new to vrchat and how do i get free avatars

scarlet lake
#

i have some errors with sdk3 world and idk what to do

#

or how to fix it

neat roost
#

Hey, i was wondering, could i add footstep sounds to vrchat worlds? Like, example: City 17 Has footsteps , i was wondering if there was a way to add em?

#

I'm using sdk3

indigo finch
# west tendon Is this valid?

For the audio parts, currently this script is changing the volume of the local player, for the local player only. Its not changing the local player's volume for others in the scene.

Go look under 'vrchat examples, udon program sources'. There is an example script that changes the audio of everyone in the scene

scarlet lake
#

how do i use vrchat on discord? [PC]

sweet shuttle
#

What is udon?

indigo finch
hidden martenBOT
#

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

sweet shuttle
#

Oh thxs

true ore
#

i'm getting a new issue, this project was fine earlier today but now suddenly none of the scenes finish building. the two errors:
Error building Player because scripts had compiler errors
Export Exception - System.IO.FileNotFoundException: C:/Users/pkrah/AppData/Local/Temp/DefaultCompany/BreakUdonRebuildJune16/scene-StandaloneWindows64-Main_Apr_3e.vrcw does not exist
earlier i also saw vrcsdk build was aborted at the request of the udonsharpbuildchecks vrcsdkbuildrequestedcallback but haven't see that again
anyone have an idea why this could be happening?

coarse parrot
true ore
#

even though the backup is only a day old

coarse parrot
glass orbit
#

Hi, I have a question about Udon
I want to use a certain value based on a condition and continue with the same nodes.
Is there any way to branch values based on a boolean? Instead of the flow noodles or how they are called

true ore
coarse parrot
neat roost
#

Hey, i was wondering, could i add footstep sounds to vrchat worlds? Like, example: City 17 Has footsteps , i was wondering if there was a way to add em?
I'm using sdk3

true ore
true ore
#

the two i posted earlier

#

lots of warnings, not sure if those are key

#

Error building Player because scripts had compiler errors
Export Exception - System.IO.FileNotFoundException: C:/Users/pkrah/AppData/Local/Temp/DefaultCompany/BreakUdonRebuildJune16/scene-StandaloneWindows64-Main_Apr_3e.vrcw does not exist

scarlet lake
#

hi, there, if I may. I have a gate in my world that is toggled on and off globally for my club, however during a test with a lot of people and late joiners, we noticed the gate being opened or closed is not synced for late joiners and some people is there a way to fix it?

true ore
# scarlet lake hi, there, if I may. I have a gate in my world that is toggled on and off global...

if you're using cyantriggers then you can follow this https://www.youtube.com/watch?v=RLJorzZGy-U

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
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that's not cyantrigger

coarse parrot
scarlet lake
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just using this rn

scarlet lake
true ore
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should i replace the sdk and udon sharp?

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i only recently realized that sometimes the order udon sharp is installed makes a difference to other scripts, so i worry about replacing it

coarse parrot
scarlet lake
glass orbit
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is there a way to break from a for loop early in udon?

true ore
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guess i should check

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but how else can one source this project-wide issue?

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i guess i could just start deleting stuff from a backup

coarse parrot
true ore
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20.3 udon sharp, latest

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can't even see where the sdk says the version but i thought i downloaded the latest

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still, can i just delete udon sharp and reinstall?

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without breaking things?

coarse parrot
# true ore without breaking things?

For udonsharp, udonbehavior may loses references to its udonsharp asset file, where you need to reassign them manually later. Better backup again first.

true ore
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is there a proper way to update udon sharp?

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obviously it's built so people don't break their projects if done correctly

scarlet lake
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quick question, how can I toggle off an animator

coarse parrot
true ore
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ah

true ore
scarlet lake
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ahh i see, I am just using some PBR Stage equipment rn and my only current way I know how toggle off its effects is by toggling off the lights with a script but idk how to make that script stop the animation as well

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because this moves around

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wanted a way to toggle off its animation and light

true ore
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that's probably relatively simple to do even without using cyantriggers or the sdk2 trigger system as i learned, but i just have no experience turning an animator component on and off otherwise

scarlet lake
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damn

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i figured it would be simple i just got no idea how to do it xd

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toggling off the light is easy since i can unpack prefab and make the target the spotlight

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but the animator is attached to main object so chances are, it would toggle the entire thing off i targeted it

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I do have cyan trigger but i havent really used it and im not sure if i can use it on this other things

true ore
coarse parrot
true ore
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it starts opening for like twenty seconds then stops

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can't see anything it's saying before it shuts down

coarse parrot
coarse parrot
true ore
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well if i'm not using the exact same library then rebuilding that will take five or six hours

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so i want to be pretty sure before i spend the rest of the day on it

coarse parrot
true ore
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very big! i could check, but the entire project is over 100 gigs

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so are you saying install the sdk, udon sharp and some others, then transfer the asset folder over, minus those package folders?

coarse parrot
true ore
coarse parrot
true ore
coarse parrot
true ore
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that was the top one

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a bunch after

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but i cleared it

coarse parrot
true ore
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no problem without cyanemu

coarse parrot
true ore
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well this is a new project, not the same errors i don't think

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although i could try deleting it from the other

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what about the serializedudonprograms, is that something i need to transfer

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?