#udon-general

59 messages · Page 98 of 1

spare kindle
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id really like to make an avatar debugging world so i can debug my avatars non-local clone, because as it stands right now i am unable (as far as i am aware) to see my non-local clone's state in a real-world scenario

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ive only used udon once and have admittedly done no research into its capabilities so apologies for asking what might be a seemingly dumb question

undone light
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What am I doing wrong here? When I interact with the button, I get the "interact" debug message in the console so I know that works, but the event never triggers...

coarse parrot
undone light
coarse parrot
undone light
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mhmm, I figured as much

arctic scarab
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how i change player speed and sprint speed

arctic scarab
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udonsharp

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what goes in first variable

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second one is float

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can i have usharp example

unborn hornet
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Networking.LocalPlayer.SetWalkSpeed(4);

arctic scarab
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cool

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now am i able to detect vr user thumbstick direction

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to emulate wsad

rough grove
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im trying to get a lightswitch to work on my world, but it seems to just hide the object its connected to instead of the light, and only can be interacted with once

valid oar
stray junco
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halo there

every time i want to invent new mechanic for events and behavior's for UDON worlds
i need to wait for someone to create some tools or scripts so wanted feature will work for me
and tbh i hate that because that complicate things for me because it prevents non U# skilled users like me to create those new unique working mechanics

so i decide to try to learn that thing
(but i debt in my possibilities because of known issue with my eyes and the fact that i can't understand some complex scripting language like C# that makes no sense in logicality

anyway...
I'm not able to find any U# tutorial in google search engine
so how i can learn it if there is no tutorial for that

is that C#?
so...if i somehow (but i don't think so) learn it
could that will work for U# i mean to convert to U#
but the question is ... if i convert it to U#
could that will work in vrchat?

but i will more like's that someone will create some udon tool that can enable average users
to easily without scripting knowledge to create unique new mechanics for udon vrchat worlds

thanks in advance...

scarlet lake
#

hi, I have a question that should be fairly simple for any Udon expert - let's say I have a shader - this shader renders to a texture and takes another texture as its input. How do I take the output texture in the next frame and pass it into the input of the shader?

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this is a basis for all sorts of simulations and I have no problem with shaders, but I can't figure it out how to do this in Udon and I don't think this swapping can be done in shader programs alone; at least not in raw CG

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or even something much simpler - how do I feed the timestamp from udon to a shader?

stray junco
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@ebon dragon
i already know that U# is capable to convert i mean to compile C#-U#

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but what about of other things that i asks?

coarse parrot
fiery yoke
coarse parrot
scarlet lake
wind atlas
# stray junco halo there every time i want to invent new mechanic for events and behavior's f...

You can and should learn the basics of C# as they will translate to U#. Just stop at stuff like inheritance. However, basic data types, functions, classes and stuff are very important to know about.

Just learning the language and making unique mechanics are completely different topics though. Some might be super complex, some might be easier to do. What kind of mechanics are you looking for?

ebon dragon
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Is there a built in way to get a collision position as if a ray has been cast from one point? Or do I have to go make my own loops

ebon dragon
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that returns a bool iirc

fiery yoke
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Yes but it has an out parameter for the collision data

ebon dragon
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edit: I got it to work ^^'

scarlet lake
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@fiery yoke do you know if there's any tutorial for Custom Render Textures in Udon? I have a friend who is a professional in Unity, but doesn't know how to do this in Udon

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I don't even need to synchronize it with players or anything like that for now, just the simplest example where you render to texture, read state from it in the next iteration and render again and so on

fiery yoke
scarlet lake
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so you can just attach a C# script normally?

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or does everything have to rely on Udon?

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I'd love to see even like a simplest example of this, that'd help me a lot 😦

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@fiery yoke I can't find anything on it in Udon documentation unfortunately

fiery yoke
scarlet lake
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when the hack is applied, then no code is needed

lament valve
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It's on the correct layer with a UIShape on it. Does the UIShape have to be on everything? Does everything have to be in the layers? This is all new and confusing. There's no tutorials anywhere either

valid oar
# stray junco halo there every time i want to invent new mechanic for events and behavior's f...

You kind of just have to find creators on Youtube making videos about it, here's a couple I use https://www.youtube.com/c/PlayerBush001 https://www.youtube.com/c/VowganVR

They both use a combination of graphs and UdonSharp stuff. You can also look at the api documentation to get a list of functions and how they work but you'll likely want some familiarity with writing basic full scripts to understand the syntax of how to use them https://github-wiki-see.page/m/MerlinVR/UdonSharp/wiki/vrchat-api

mint rune
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Do not use the UiMenu, UI, or Mirror Reflection layer for canvas's with user interaction. This breaks it in VRChat. Instead just use default layer.

fiery yoke
mint rune
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Yep, I already shared screen with them and had them do that, and it worked.

stray junco
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@coarse parrot
so you say'd that U# is beased on C#?
if so then if i made some C# like ... to move some cube from one place to another and then do animation or just make that cube to follow me,...
would (if i compile it) would that will work in vrchat?

oh or even better...
if i made a cube to follow me
but someone already made such a script
but mine is little or very different then his script
would that script will also work in vrchat?

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@wind atlas
well u want to make some game mechanics
you know...to make ai to co-op with me,be against me and or just do idle to avoid some obstacles
and make working receive send damage indicator

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@coarse parrot
anyway ty for demystifying u and c sharp things for me vrcLike

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@wind atlas
and ty for providing some tutorial for me so i can better learn it
i hope if i learn c sharp basics that i will also be able to create complex c sharp mechanics as well

stray junco
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@valid oar
ah yes i know vowgan he make's a lot of nice U# and udon graph tutorials
i hope i will find some good baics about C# in his channel
and i don't dapt on bush's channel as well

coarse parrot
# stray junco <@805875523602481172> so you say'd that U# is beased on C#? if so then if i made...

First part, yes. Most unityengine api works in udonsharp as it's in c#. You could even look for regular unity script tutorial for something you want to do. But there are also many limitations on what vrchat is allowing you to do in u#. For example you can't use some c# syntax even it can be used for regular c#. And some unityengine api can't be used in udonsharp(Also in Uassembly).

Second part question doesn't really make sense and not really sure what are you asking. The scripts, if it works, it works, except when you place both script in order to control the same object property which may cause some conflicting result. But if you're just replacing script then it should work, may be different in some tiny detail, but still is the same desirable outcome.

stray junco
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@coarse parrot
yes that's completely true
i 2 or less...years ago i was watching some basic unity script video tutorial and i try to compile it to U# but vrchat didn't want to allow it to make it work in my world
so i give up learning C#

so right now i ask myself do i really need to learn it or not
and if i want then what will be outcome of it?
i mean if i make C# script and wont to make it work in vrchat
there is a big chance that vrchat wont allow it
it's not maliciouse but vrchat will not allow it because i writen the script a little different
and vrchat will not understand it

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i mean it worked in unity but it wont work in vrchat udon world

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and as for second part
you clearify it for me
and i thanking you for that 👍

coarse parrot
stray junco
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@coarse parrot
no idk how to do that
i just convert mine C#-U# and apply it to my world
and when i want to upload it it sends some error in unity console that script is not supported or such idk it was long ago id remember
so i delete mine script after that
because there is no any use of it

coarse parrot
stray junco
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@coarse parrot
from what we all discus i don't really know
but if i want to script my world i heard that U# has much more potential then udongraph and udonassembly (which i hardly believe idk)

yeah that's true
i can upload my world without scripts and they will work
but if i upload working scripted world it will have better functionality's

coarse parrot
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I'd rather say the true potential is lie in UAssembly because that the thing talking directly to vrchat, but the ease of use just totally gets beaten by the other two.

stray junco
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@coarse parrot
oh well in that cause
i will try to learn visual scripting by using Ugraph
beause it will be much easier for my eyes

and talking to my self...
i don't think that Uaaembly will not be possible to learn because that's an just direct communication between U# and Ugraph or is it
and if yes then...is that Uassembly can easily be lerned? i wonder

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so what do you think ?

coarse parrot
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Not sure if you missed the "ease of use" part I explained. If you think U# is hard, UAssembly is even harder.

stray junco
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oh ok then

coarse parrot
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That's why the thing that makes it easier like UGraph and U# is created for you so you don't have to manage every bit of game memory by yourself.

stray junco
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ok but if i want to learn Ugraph and i want to make something new and unique
i first need to learn how C# or U# works?

or i can create some new things in Ugraph without C# and U# scripting knowledge
with minimal or none basic scripting knowledge?

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im sorry but can you please clearify it for me

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btw i wish that second is possible 🙂

coarse parrot
# stray junco ok but if i want to learn Ugraph and i want to make something new and unique i f...

But with UGraph, you don't need to follow C# coding syntax, because graph and node are just their own things. But basic general knowledge about programming will make your life easier because UGraph is still one of a programming script, just not by coding. You may have to know how to read programming document since you still have to rely on unity script document to work with each function.

stray junco
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@coarse parrot
ok thank you so much for your help 😉👍💎

hollow folio
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Is there an easy way in the graph to iterate through all child objects of a gameobject?

arctic scarab
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anyoneee

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how i change this in usharp

signal yarrow
unborn hornet
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You can also switch the inspector to debug mode and set it that way I believe.

arctic scarab
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i mean i can set it manually but i want update with script

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so i will need get somebody who knows udon graphs

unborn hornet
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If your sdk is uptodate, you might be able to get away with pre-casting and setting it on the new type.

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var tmp = (UdonBehaviour)(Component)this; tmp.InteractionText = "New Text" ;

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@arctic scarab

arctic scarab
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dont have latest one but this does work yes

crimson thistle
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is it possible to make a stopwatch in udon where i enter a collider and when i touch a gameobject it stops the timer?

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and like, make a leaderboard where it shows the best times of the people in the instance?

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something like this

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as an example

topaz jetty
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yeah you could use cyan's player object pool (https://github.com/CyanLaser/CyanPlayerObjectPool) to create a networked game object for every player, then when the player enters the collider make it get the player's object and start a timer in a float variable that counts up with time.deltaTime in the update method, and when they touch the game object make it stop the timer and sync the final result, then make a scoreboard that loops through all the objects and gets the synced times

GitHub

A VRChat system that will assign a unique object to every player in the world. - GitHub - CyanLaser/CyanPlayerObjectPool: A VRChat system that will assign a unique object to every player in the world.

crimson thistle
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so what i asked for is totally possible?

topaz jetty
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yeah

crimson thistle
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and its even possible to sort out the scores from shortest to longest in a nice scroll type ui thing?

topaz jetty
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yup

crimson thistle
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sweet

topaz jetty
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using a scroll rect, vertical layout group and a content size fitter you can make dynamically sized ui lists that scroll

#

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crimson thistle
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ah noice

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ill try to make it myself and if ill have trouble ill ask you for help

graceful warren
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Hi, how do I use the udonbehavior getcomponent? Trying to get a behaviour called PlayerController off a GameObject called PlayerController.

tight monolith
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does anyone know how to make a 3 way toggle? (it might have a diffferent name but i dont know it)
if thing 1 is on, thing 2 and 3 are off,
if thing 2 is on 1 and 3 are off, etc

(btw i dont know anything about the actual scripting so the connect boxes would be better lol)

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thats what my toggle currently looks like

strong arch
strong arch
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i don't knew if this works or helps you

indigo finch
indigo finch
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and the button script would look like:

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I also used a gameobject[] instead of 3 different gameobject variables, which is by far the cleaner way of doing it, especially if you want to scale it up to more objects. If want to know more about what I'm doing here, have a look at my video going over how to cycle through an array: https://www.youtube.com/watch?v=s3mZ7SLfmzI

Here's a tutorial that goes over calling all game objects inside a game object array. This same method would work for any arrays, be it colliders, pickups or audio sources arrays.
I made this tutorial, as it's a little confusing not being able to directly plug a game object array into a set active node, and going from a simple toggle script, to ...

▶ Play video
tight monolith
indigo finch
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Button 0 (scripting starts counting at 0)

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Button 1:

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and so on and so forth.

(pardon the lazy setup/ resolution)

tight monolith
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alright im dumb start from the top, are these the only 3 images i need or nah?

indigo finch
tight monolith
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thankuu

arctic scarab
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if i put a loop that puts player above ground will he stay static or be glitching down

valid oar
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Why would you have something that changed the player's position on a loop? Seems like there has to be a better way of accomplishing whatever it is you're trying to do.

arctic scarab
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world has disabled jumping

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and i want player to be able step up in certain places

valid oar
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Maybe just use a slope? You can have invisible steps that would allow someone to ascend without jumping but I wouldn't adjust their position with a loop

shy pike
scarlet lake
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@fiery yoke thank you for your help telling me about CRTs - I figured it out

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I have another question tho - how can I detect the intersection points of player avatar (or other objects) with some plane and paint them onto a texture? I was thinking to maybe have a camera that renders Z-buffer to a texture and a shader that takes this as the input and does the thresholding to leave only the points that match the intersection plane

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but I dont know if it's the right way and how to even start with that

flint oriole
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I'm not versed in shaders but the concept is called "line-plane intersection" which has the math that you might need to abstract from

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Whoops typo

scarlet lake
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hmm I think the thing with camera is much more applicable here, because you need to just project the section of all the objects onto the plane

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so for example you could put your hand to a canvas, and it would leave its print on it

strong arch
last geyser
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I have a question, How could I make it so a door is openable and closeable by interacting with it still but if its open for too long it automatically closes?

arctic scarab
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how to make function only runnable by host

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usharp

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runnable by host but affecting everyone

tribal portal
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I have a question I’m makeing a dnd world and I want to make the table only collide for physics objects but not players so I can go through the table but the dice cannot

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How would I achieve that

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I guess I could make a colider toggle that’s local so the DM can just turn the collision off because he doesn’t need to do dice rolls while drawing the map

arctic scarab
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is there some good way of optimizing having same script on thousands of objects

cold raft
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Hard to tell, hou could have an array of thousands object controlled by single script

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Not sure what isbetter

arctic scarab
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nono because each need to have separate interact collider

fathom furnace
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If you call Networking.SetOwner on an object, is just the owner of that object changed or also all of its child objects?

grand temple
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just that object

fathom furnace
opaque sage
#

Don't ping that role for that.

#

Sadly some spam filtering doesn't really go well with structured code posting.
Can always use pastebin or such.

arctic scarab
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when i have two colliders on same object then just first of them have interaction text how to fix it

sleek pivot
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can i make voice commands on vrchat worlds?

coarse parrot
sleek pivot
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Okay, knowing that, let's say I have a menu inside the world. And that the text commands are in the menu.

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Could that be applied to do the functions?

coarse parrot
arctic scarab
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how i keep same player rotation when teleporting him

coarse parrot
arctic scarab
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yeah i meant how it look in usharp

coarse parrot
arctic scarab
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ok so second thing

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how i read keybindings for quest

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of which key is currently pressed like Input.GetMouseButton(0)

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https://docs.vrchat.com/docs/input-events i think something from here

coarse parrot
arctic scarab
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but i dont want fire event but check if true/false

coarse parrot
arctic scarab
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so for example

    if (Input.GetButtonDown("Axis1D.PrimaryIndexTrigger"))
coarse parrot
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Something like that

arctic scarab
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private void Start()
{
lp = Networking.LocalPlayer.displayName;
}

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i cant publish world because of that

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publish screen errors out

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while in playtest everything work fine

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i cant even use if to check if it exist because not bool

coarse parrot
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Check with Utility.IsValid(Networking.LocalPlayer)

arctic scarab
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utility not exist

coarse parrot
arctic scarab
#

okay

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shame that it still runs game scripts in upload mode

tropic canyon
# arctic scarab publish screen errors out

Make sure you have pause on error off when you upload. It might just pause the game when you upload and not actually error out. I have not encountered issues when I upload my world that crashes udon scripts on upload.

arctic scarab
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okay i just put it in every update

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now i see my world has stable 13fps

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not much space for quest optimization

tropic canyon
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13fps is unplayable for most people

arctic scarab
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of course

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counting that its empty map

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after i add 10k objects it will be even more unplayable

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is there some unity plugin that checks how much resources everything uses

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so i know what to remove

valid oar
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I think that's what the profiler does. I don't know how to use it.

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But maybe look into that.

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When you said you put the code in every update, do you mean you're running it every frame? Because that's probably not great.

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I don't know very much about programming but I know that you should generally avoid doing things every frame unless it's absolutely necessary.

tropic canyon
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even for a full map it's bad

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With the profiler you can check how much time scripts and rendering takes to see what is causing your massive performance issue

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Without seeing your project it's hard to say what's causing the performance issue

queen panther
arctic scarab
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every object having own udonbehaviour

valid oar
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And every one of those scripts running every frame, sounds like.

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If the script was just getting run on interact or something, then that probably wouldn't be a problem because the code isn't getting executed but if it's constantly getting executed, then that's not gonna work.

tender tapir
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Sup fellas

arctic scarab
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actually these cause least issue its the gui that has many loops attached for everything in game

valid oar
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Even if your code is reducing FPS to 50, that isn't great if there isn't anything else going on.

torpid river
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How would I go about adding game objects to an array whenever they are triggered in game?

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Basically I need to detect if the player collected 4 items, but It doesn’t matter the order, after each item is collected, an animation will change.

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Is it possible to detect a game object as active, then when it returns true, then add that game object to the array? Any help is greatly appreciated

shy osprey
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is there a way to shift UV coordinates for a material in udon?

tropic canyon
#

Besides that there's a function called "OnEnable" that gets run when a monobehaviour is on a gameobject gets turned active

arctic scarab
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or at least how to use these https://docs.vrchat.com/docs/input-events

tropic canyon
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If you use Udonsharp there should be functions you can override that handle jumping and moving

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they get called whenever the state of those variables change

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so it'd be "public override void InputJump(bool value, InputParams params)"

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something like that

scarlet lake
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a

arctic scarab
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i want quest alternative for Input.GetMouseButton(0)

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my script requires holding button for 2 seconds to run script

tropic canyon
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there's InputInteract

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or InputGrab

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for quest buttons

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GetMouseButton(0) also doesn't work for pc vr

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as there is no mouse connected

ancient mountain
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does someone know how to reset the udon graph Variable window? I dragged it smaller and it's vanished off screen somewhere probably

arctic scarab
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i want alternative to this

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how i use inputinteract

tropic canyon
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are you using udonsharp?

arctic scarab
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yes

tropic canyon
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public override void InputUse(bool value, UdonInputEventArgs args)

arctic scarab
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i dont want run

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i want true/false

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i want run function after holding button for 2 seconds

tropic canyon
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the args will be what hand pressed it

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and the value will be the new button state

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ok so basically you can do

arctic scarab
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i already have script for that but i dont have way of reading when button is pressed

tropic canyon
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I guess code example is spam

arctic scarab
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how i deal with this

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visual studio dont have any errors

tropic canyon
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You're not allowed to use the function OVRInput.GetDown

arctic scarab
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i even tried ovrinput.get

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also not work

tropic canyon
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OVRInput is not part of vrchat's whitelist afaik

arctic scarab
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there shouldnt be "whitelist"

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and if they release quest version they should approve quest software as well

tropic canyon
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It is important that there's is a whitelist such that you can't steal someone's credentials or establish internet connections

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If you think something should be added to the whitelist, request it on canny

arctic scarab
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no there already are worlds that have keybinding literally

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so just need to find stupid thing that will work on quest

tropic canyon
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the overrides work across all platforms

arctic scarab
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but there i could bind on keys not used in vrchat

tropic canyon
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Probably doing a Input.GetButton("SOMEQUESTSPECIFICSTRING")

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maybe just the oculus strings work

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What input are you interested in?

shy osprey
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Whats the best way to independently be able to move 100 different tiles of a board up and down, while still being able to move or at least keep track of any collection of them easily (like moving all tiles of a certain row or column). Would an id system (i.e. A1, D6, C3, etc.) Work best for this? Or is there a better way

tribal meadow
#

I'm wondering if it's possible to edit the Hue value for the start color of a particle with a synced slider... Have the slider made but I'm not sure what Udon object variable I would use to set this....

tropic canyon
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It will be kinda expensive to iterate through all of them

tribal meadow
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hard to explain what I mean....letsee...like how you can have the particle start and stop via particlesystem stop, is there a way to adjust the particle hue by assigning a 0-256 variable from a slider.

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This is for a lighting effect

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so if the operator moves the slider it will change the start color hue value

tropic canyon
#

you can use unity's Color.HSVToRGB to go from HSV to rgb and then set the ParticleSystem.MainModule.startColor with what it returned

tribal meadow
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OK thanks I'll give that a shot

tropic canyon
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check the docs on how to correctly set particle system modules

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it's kinda weird

tribal meadow
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ok, reading that now....looks like it's a bit cumbersome to setup...I'm a bit green with this sort of thing, so I assume I'd be setting up a script on the game object that contains this code, and then the values would be set by the slider.

fathom furnace
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Using public override void Interact(), how can you get the player who interacted? Not sure if I'm missing something obvious.

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Only way I can think of is just to get the closest player, but that won't always be true

tropic canyon
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It will only be called for the localplayer

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aka when the localplayer interacts with it

fathom furnace
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Slightly complicated one, I'm doing a Physics.Raycast which does get a Transform from its RaycastHit, (say t), but when I do t.gameObject, I get a runtime exception, with no additional detail other than the line number. I tried using try catch to determine if getting the gameObject fails, and discovered Udon doesn't support try catch. Also tried getting the gameObject from the hit collider which also had a run time exception. So I need some way of determining if the Transform from the RaycastHit has an associated gameObject, that does not use try catch, and does not cause Udon to run into a runtime exception (which stops execution of the script)

errant jacinth
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Help

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My udon scripts aren't showing up

marsh ridge
#

umm vrchat team? which chat do we go to, or who, do we talk to about a problem that we want figured out? It's about ||a kid who's like 14, uses quest and maybe hacks, but more of the problem is he is pretending to have DID to get attention and it bothers us and our friends(have DID and not have DID) that he is still pretending with other people after we removed and blocked him|| -8

valid oar
neat quail
#

does anyone know of a way to measure avatar height that isn't affected by crouching, proning etc.
having the measurement affected by the player's pose is good for some applications like hitboxes but a more consistent measurement of their actual height independent of pose would be nice for, idk for example handicapping players in games if their avatars are too large/too small to be balanced

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best way i can think of is forcing them into a station, forcing them to stand up using an animator, measuring them, then ejecting them, but that's janky and can't be done every tick (without making the game unplayable), so if they change avatar mid-game the measurement will no longer be accurate

valid oar
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Yeah, seems like even if you found a good way to do that, it would be hard to get around the ability to change avatars after the measurement without having some way to check if they've done that.

neat quail
#

Prison Escape seems to do a pretty good job of it (the height limit option kicks out everyone <1m tall) but to be fair I haven't actually tested if there's a way to trick it

tribal meadow
tropic canyon
#

Does plugging it into set start color not work?

hollow folio
#

Is anything AVPro related automatically synced? I have an "on enter trigger, play URL" script and it's set to no sync, but somehow different users trigger it for other users and I'm not sure how that could happen.

velvet star
# neat quail does anyone know of a way to measure avatar height that isn't affected by crouch...

For Humanoid Avatars: Take the distances between the foot, lower-leg, and upper-leg bones and average them with the other leg. Then add the distances between the hips, spine, chest, upper-chest, neck, and head bones and combine it with the average of the legs. (Don't forget to add a check for the upper-chest since some avatars may not have the bone.)
If it seems inaccurate, try PostLateUpdate().

For Generic Avatars: You can guess based on their local head tracking position or by assuming it's 1m tall on networked clients.

I would recommend you only check this at the beginning of each game or every minute as it is a lot of distance checking.

neat quail
tropic canyon
weary pendant
#

I have a question, how to get int variable from another udon graph?

hearty stone
#

does anyone know how i can store a int so it doesn't reset everytime the script is called?

high portal
#

Has anyone found a way to make some sort of non-vrchat connection
To another server using udon scripts

#

(That is not video only. Because I would not like having to try and encode/decode data into a video and upload it)

proud cradle
#

Is there any way to get accurate position of player camera? I do understand we have GetPosition and GetBonePosition (for head) in VRCPlayerAPI, but those are not directly for camera object and since camera can be also offset by ViewPosition in VRCAvatarDescriptor, using those two is very innacurate.

tropic canyon
#

Networking.LocalPlayer.GetTrackingData(TrackingDataType.Head) should work

#

note it only works for the localplayer as other players do not send their cameraposition over the network and therefore vrchat will return the headbone position and rotation for remote players

proud cradle
indigo finch
# weary pendant I have a question, how to get int variable from another udon graph?

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

▶ Play video
indigo finch
# high portal Has anyone found a way to make some sort of non-vrchat connection To another ser...

Getting anything from a server that is not a video goes against TOS, so if you can do it, you won't hear about it here.
As a side note though, there is an asset to get info from one or many avatar images (through the use of avatar pedestals in your world) that also might be of interest. Great for doing small changes to a world without reuploading it, and you can chain them to get a larger (theoretical) amount of data

high portal
#

Because using SoundCloud as dialup would be much harder

#

Hmm the main problem I can already see is color detection being dependent on lighting

#

Unless videos aren't affected by lighting

proud cradle
#

is The referenced script (Unknown) on this Behaviour is missing! a VRChat thing where is deletes unrecognized scripts? Seems to work fine when testing in play mode with cyan emu, but not in game..

weary pendant
small radish
#

I uploaded me world but whenever I join it I cant move at all! I can only move my view up and down and I am constantly always having the falling animation and I cant move at all

#

nor can I open my menu

#

I need to help to fix this or is it just a bug that VRChat needs to fix.

scarlet lake
#

how can i fix lag in a world i made

arctic scarab
#

i have ultra low resource script on 900 objects how do i optimize this as it still lags

small radish
arctic scarab
high portal
arctic scarab
#

how i run function on inupt

#

instead on update

#

will save lots of resources

river musk
#

Can someone explain this to me? If I move when teleported, I get sent through the floor. This never happened before and I never changed the udon behavior

#

recently when I was applying an update everything got corrupted including this which seems to be the only I cant fix

hearty stone
#

how can i have a public int that doesn't change every time the script is executed? im trying to make a counter for the people that click a button and it keeps being reset to 1

river musk
river musk
hearty stone
hearty stone
#

how do i add a script to multiple gameobjects?

arctic scarab
#

just make udonbehaviour for each

valid oar
#

You can click on the name of the udon behaviour to find it in your project and then just drag it into the same spot on other objects

weary pendant
#

How do I target a specific player to send event to instead of using target all?

pastel summit
#

Can I ask how to do specific things in here? I'm trying to figure out how to toggle the layer of a single object (default to walkthrough) but every tutorial i've found just has an insane amount of bells and whistles. or is that just a hard thing to do in udon

scarlet lake
#

I'm dumb how do I add the avatar descriptor component

#

nvm figured it out

hearty stone
coarse raft
#

yea that should just increment the variable, is there something else that's setting the variable value?

hearty stone
#

wrong pic sorry

#

1 sec

#

i have 5 objects that i want to count up each time they collide, it counts up but all their numbers start at 1

coarse raft
#

are they supposed to start at 0 or something like that?

coarse raft
coarse raft
#

if you set it to public, that just makes it so that the variable can by changed outside of the script it was initialized in

hearty stone
#

how would i make it all one?

coarse raft
jolly osprey
#

is there a way to make it so a button swaps the skybox and turns off/swaps a directional light

#

i got this thing going on to swap the skybox

#

and this which is off to the side

indigo finch
jolly osprey
#

it is just 2 yes

jolly osprey
#

so it doesn't actually turn out as dark when i test it would it be because of the baked lighting?

jolly osprey
indigo finch
# jolly osprey it works but takes 2 click for it to happen

that means the default state of the bool is inversed of what it should be on start. basically, the code thinks its on when its actually off, and so when you click it the first time it makes the scene off; which it already was. just change the default state of the bool to be true in the variables tab

deep silo
#

So basically I want to update text, my debug doesn't fire, the text doesn't update. Any glaring mistakes anyone can see? (ignore the send button its not hooked up)

grand temple
deep silo
#

@grand temple

grand temple
#

now you need to scroll to find where it says "an exception occurred during udon execution"

#

or just open the log in a regular text editor, you can find it at appdata/locallow/vrchat

deep silo
#

yeah i fixed the exception already these are the updated logs

grand temple
#

so what's not working now?

deep silo
#

I mean does my udon look like it should work?

grand temple
#

depends if those are public variables and valid references

deep silo
#

valid and public

grand temple
#

is this a manual sync udonbehaviour?

deep silo
#

continuous

grand temple
#

and how long is the text that you're trying to sync?

deep silo
#

as long as i want, but it starts off null, only gets longer the more you type in

grand temple
#

if it's continuous, it will stop syncing after 120 ish

deep silo
#

hmm

grand temple
#

oh, also you have two "UpdateText" events that's not going to work

deep silo
#

I should call that log from a single one

grand temple
#

there's really no reason for this to be continuous, you should set it to manual and then call requestserialization when you want to send the text

#

you should also be taking ownership

deep silo
#

@grand temple something like this yea?

grand temple
#

that's not how you take owner, that's how you accept an ownership transfer. But you don't need that unless there was some condition where you wanted to deny an ownership transfer

#

use networking.setowner with networking.localplayer

deep silo
#

okay im finally getting some debug

#

@grand temple

grand temple
#

those logs are irrelevant, and I do not have enough information to know what you're trying to do or what is happening

deep silo
#

basically its logging the input so i can sanity check

#

@grand temple I will pay you for an hour of your time

grand temple
#

you don't need to pay me, just give more details. Like what are you trying to do, what do you expect to happen, what is happening instead?

deep silo
#

I'm trying to create a system for my students to write words and sentences down on a "virtual chalkboard"
I expect that when text is entered into the input field, that text will be updated for everyone in the room.
The textfield is not being updated for everyone in the room, it is only being shown locally, the log is showing that the event is being send only locally

grand temple
#

have you added setowner?

deep silo
#

yes?

grand temple
#

that's not hooked up to anything

deep silo
#

oh

#

lol

#

good point

grand temple
#

though if you do hook it up to updatetext directly, that's going to break things because onvaluechanged gets activated when an udon script sets the text too. It would be an infinite loop

deep silo
#

we can jump into vc if thats easier

grand temple
#

no

deep silo
#

k

grand temple
#

you need to put it after updatetext

#

and you don't need the block either, just have the things you want to do go one after the other

deep silo
#

Maybe something more like this?

grand temple
#

no, that's not how flow works at all

#

and even if it did, you're putting it on ondeserialization

deep silo
#

gotcha, would you be more specific

grand temple
#

flow is the white line, it travels in one direction, left to right. You can chain events together from left to right so they happen one after the other

#

when you update the text, you want it to set the owner, then set the synced variable, then requestserialization

deep silo
#

alright can you explain it like "make the flow from setowner to x, x to y"

#

based on my screenshot?

grand temple
#

just like how you have the flow going from debug log to set synctext

#

that white line is flow, and it means that the debug log will happen first then set synctext will happen next

deep silo
#

should "SetOwner" flow into "Set SyncText"?

grand temple
#

yes

deep silo
grand temple
#

yes, and now you need to make that all triggered by updatetext

deep silo
#

"Set SyncText" should flow into "Log" next, and then "RequestSerialization"?

grand temple
#

you can put the log wherever you want

#

but setowner should be first, then set synctext, then requestserialization

deep silo
#

okay

#

that solution did not result in the desired operation unfortunetly

#

let me try one more thing before I give up on this though

#

okay I tried it. this solution did not result in the localplayers text updating with the owners message

grand temple
#

add some debug logs in ondeserialization

deep silo
#

will do

#

I believe after looking at the debug, something is going wrong in the deserialization area of my udon

#

Essentially it seems my "Set text" is not updating the local players Input Field.

#

I feel like im closer to the answer at least but not quite sure how to proceed.

#

@grand temple

grand temple
#

and what does the code look like?

deep silo
#

@grand temple

#

@grand temple I'm guessing you are as stumped as I am now?

grand temple
#

I see the flow is still wrong on set owner but if you're already the owner which is the case if you're getting ondeserialization, then it should work

deep silo
#

oh

frosty moat
#

Hello everyone, I'm new to creating worlds for VR chat, I would like to know how to play a YouTube music playlist in a quest world. Any help would be greatly appreciated🙂 I looked all over youtube however, all i seen were videos on how to place a player using udon but not how to script it.

deep silo
#

@grand temple in that case putting aside it not working, where should setowner flow to again?

grand temple
#

it should be between updatetext and settext

deep silo
#

@grand temple like so?

deep silo
#

@grand temple I got it to work finally

#

what a pain in the ass, turns out the object I was originally trying to set the value to, doesn't have the ability to get set, but udon doesn't tell me that

torn shuttle
#

This is kind of an udon question; but it's more C#. I want some flying mechanics in my VRC worlds and have been using this prefab
https://onedrive.live.com/?authkey=!AKuYmowj7HsjjeU&id=907A50BC9A229EDF!4459&cid=907A50BC9A229EDF
It's amazing, I love it. I can edit most of it and It'll still work!!
However I wanna change it slightly
I want the glide/float downwards to be controlled by angle of the wrist, similar to how this video does it. So that you can tilt your wrists to dive down and gain momentum.
https://youtu.be/g4YWcklQoVg
(here's the C# https://github.com/OBalfaqih/Unity-Tutorials/blob/master/Unity Tutorials/Inspired_by_Games-Series/Wingsuit/WingsuitController.cs )
Does anyone have any pointers? I'm really bad at C#-, but if I can manage to get this working I'll make a tutorial for others just because I want to see more flying in VRC worlds!
Love this channel; I never post here but am always finding crazy udon tips by reading these logs.

errant jacinth
#

Hey

#

Could someone please help

#

I think my udon is broken

#

So, I have a basic mirror script which looks like this

#

yet when i put it on a button it will not work

#

and the event won't register

#

this thing

#

these are the only 2 things

#

pleae help

topaz jetty
# errant jacinth pleae help

you need to attach a udon behaviour component to a game object and drag your graph program asset into it, then you drag the object with the udon behaviour into your button and then use SendCustomEvent

arctic scarab
#

which of these will run first

public override void InputUse(bool value, UdonInputEventArgs args)

void Interact()
errant jacinth
#

I did

#

wait

#

wait

#

wait

river tangle
#

I'm waiting

errant jacinth
#

stil didn't fix it

#

okay i recreated the script

#

this is on the button

#

what do i do

topaz jetty
errant jacinth
#

i did that

#

and it doesnt give me the right thing

wind atlas
wind atlas
feral valve
#

trying to modify a script to work with interact instead of ui for colliders, what should I do?

night viper
feral valve
#

I'm trying to figure out how to get the current value to unary negate them

obtuse lichen
#

can you use udon in 2020 unity or does it have to be in 2019?

valid oar
#

You can't upload VRChat worlds at all unless it's the specific version they list.

obtuse lichen
#

kk ty

night viper
feral merlin
#

Using graph, I know how to get a player's position and teleport them, but is there a way to grab part of the player's position and move them say backwards on one axis only?

#

For example, you just want to teleport them backwards 20 meters on X and keep their Z the same

wind atlas
wind atlas
feral merlin
#

I just meant like

#

How do you interpret that on graph

wind atlas
feral merlin
#

I get I would essentially just do playerpos and subtract the value of one vector

feral merlin
wind atlas
feral merlin
#

So once they hit an edge it teleports them to the edge on the opposite side

wind atlas
feral merlin
#

Right but I want this to work with multiple people

#

I essentially want to do this

wind atlas
#

Your space has to be on the x axis though and not rotated in a different way.

feral merlin
#

Right

scarlet lake
#

Is there any way to use Udon to make a "PVP" world.

valid oar
scarlet lake
#

very nice thank you!

torn shuttle
vague mantle
#

could anyone tell me why im getting millions of errors with udon sharp?

#

is it just broken atm?

pastel summit
#

Is there any decent tutorial out there for creating a toggle for what layer an object is on? Unless there's no other way to do it, all the ones I've found so far have been pretty complex and for multiple objects, not just one.

night viper
pastel summit
#

I just sort of fundamentally do not understand how Udon works (at a glance at least, I know its just a visual medium for code), so even wit hall the nodes, the technical jargon is over my head

feral merlin
#

Anyone know how to change the color of interaction text?

#

I tried <color=#000000> but it didn't work

#

I know it's possible as I've seen worlds with colored interaction text

night viper
pastel summit
pastel summit
#

oh wait i found it

#

Man finding specific nodes sometimes is mega annoying

night viper
#

Here is another approach.. and I could think of a few more. This one doesnt use a "bool" and instead checks the "layer" and depending on what the current layer it is on, it will do different actions.

pastel summit
#

One click does nothing, but after two it will work as intended.

night viper
#

You will have to flip one of the values. I am not sure what your setup is so I cant really give you a correct answer. You could try setting the initial value of the "bool" to be true (checked) (ON) on the "variables" box so it starts at the "true" flow. If that doesnt work, post a picture of what you have

pastel summit
#

This is how I have it set uppp

#

it works, it just has to be pressed twice for it to begin working for some reason?

#

even with the default value set to checked

night viper
#

Since the initial value is "false" (unchecked) it will flow to the lower state first, setting the layer of the couch to "11". On the second click, it will start at the top portion, setting the couch layer to "17". Is that what you want to do?

#

Also, each time you make changes to the Udon graph, click "compile" on the top right so it actually saves before you test it.

pastel summit
#

i feel a bit silly, didnt know about the compile thing.

night viper
#

It does it automatically most of the times, but when you change a value to false, or change a number it doesnt always compile, so you have to click that.

pastel summit
#

FINALLY it worked! Hell yeah

#

Thank you so much, this has been driving me mad for a few days. I was trying to somehow reverse engineer this from the mirror toggle bools I have

night viper
#

Glad it worked!!

pastel summit
#

Do you think it would work the same for multiple objects? Just replace the gameobject with a group?

night viper
#

It is possible, but you will have to learn about "loops" and "arrays" They were a little difficult for me to understand at first. If you need help with setting multiple objects´ layers let me know

pastel summit
night viper
#

It can use the same setup, but with a few changes. By "groups" you are talking about "arrays" right? (they have a [] )

pastel summit
#

I assume so, I apologize, I'm a bit unfamiliar with the terminology

tough stratus
#

who wanna help me out?

vague mantle
#

is udon sharp broken? when i import it creates tons of errors

grand temple
#

no, you probably have something wrong with the project

#

or you're importing the wrong versions of something

vague mantle
#

thats, thats not how that works?

grand temple
#

well what are you trying to import?

grand temple
#

where are you getting it from?

#

and what version of the vrcsdk are you using?

#

and where did you get the vrcsdk from?

vague mantle
#

-.- srsly

grand temple
#

there isn't just one version of udonsharp

#

and there isn't just one version of the vrcsdk

#

so if you're using some random old version then it could break things

vague mantle
#

newst of all, freshly made project

grand temple
#

and where did you download the vrcsdk and udonsharp from

vague mantle
grand temple
#

and what version of unity do you have?

vague mantle
#

ok, no

grand temple
#

???

#

I'm trying to help, this is all important information

vague mantle
#

why on earth would i have the wrong unity version?

#

i upload new avatars each week

grand temple
#

lots of people could have the wrong unity version if they didn't read the right thing

vague mantle
#

and have uploaded since 2016

grand temple
#

are you sure you're even using the world SDK then? Udonsharp does not work in a project with the vrcsdk for avatars

vague mantle
#

. . .

grand temple
#

I'm grasping at straws here because you're not telling me anything. If you gave more information I could be more helpful

vague mantle
#

no, when i want to make a world, i download the avatar sdk :3

grand temple
#

not sure what you're expecting when you ask for help. The first thing to establish when you say something is broke is to make sure you have the right thing

#

you could try using the creator companion instead, it'll install everything for you

vague mantle
#

omg that thing? pass lol, it hasent worked props yet

#

is the github pak out dated?

grand temple
#

no

#

well, I guess it depends where you're getting it from

#

technically you could have a link to an outdated version

#

but old versions of udonsharp still work with new versions of the vrcsdk so that's unlikely to be the problem

vague mantle
#

frist result on a google search

#

so maybe?

grand temple
#

new versions of udonsharp doesn't work with old versions of the vrcsdk though

vague mantle
#

everything is up to date, and the companion only breaks my project

#

if i recall, its still in beta

proud cradle
#

Is there a way to use Networking.LocalPlayer.TeleportTo with rotation and have player appear at an angle or even upside down or horizontal? Seems like it always spawns player right side up.. think there is a way to cheese it but not sure and want to know if there is a leggit way before I try

grand temple
#

Nope, the player controller is limited to always be upright

proud cradle
#

That is sad and very limiting.. guess will need to find a hard way

torn shuttle
tropic canyon
#

Put the player into a station and rotate the station and the player will rotate with it

#

You will need to make your own playercontroller most likely

tropic canyon
wind atlas
# torn shuttle Thanks so much again, your prefab is amazing. I'm in the same boat and am kind s...

I'm glad I could help.
I do know about that speed up mechanic. I'm not sure if you can replicate it exactly since it's based on "potential", so the higher you are, the faster you will be. I guess you could try adding to the potential when you start gliding instead of setting it, and then reset the potential when the player is grounded again. Side effect is that people can go very high up by spamming glide.

feral merlin
tacit harness
#

Not sure if this is the place to ask but

I was trying to make a overlay that i can put announcements on for my vrchat world
I wanted to use the Screenspace Overlay Canvas for this as this seemed like the easiest method and made the most sense to me as it also seemed to work perfectly in desktop

Now i noticed this dosent render in vr, any idea on what i can do to get a overlay working ?

minor blade
#

Hi
This might be a simple question but I feel like I tried a few different things
I am trying to assign people to "teams" by clicking a button sort of in a game way
Is there like a default common smart way people use given I know C# and use U# but feel limited because my knowledge of Udon is low
I tried looping through a VRCPlayerAPI[] of the with the size of the playercount but it seems to only apply a tag to the client clicking..

Whats the solution? I tried looking through terms to see if it had been asked but couldn't find a similar solution or question so I assume it has to be somewhat obivious and I am just missing it
I might just be calling Deserialization to the wrong things idk

Lemme just add some tags in case someone reverse search later and can use this

Assigning teams, teams, roles, assigning roles, assign roles, game

#

¯_(ツ)_/¯

topaz jetty
# minor blade Hi This might be a simple question but I feel like I tried a few different thing...

You can use Cyan's playerobjectpool https://github.com/CyanLaser/CyanPlayerObjectPool to create a networked game object for every player, and then just store their team in there

GitHub

A VRChat system that will assign a unique object to every player in the world. - GitHub - CyanLaser/CyanPlayerObjectPool: A VRChat system that will assign a unique object to every player in the world.

minor blade
#

I'll take a look thanks does it by any chance have more in-depth documentation with examples or is Github all it got?

#

Oh yeah this seems potential Emmitt

deep silo
#

Trying to delete some gameobjects, and then instantiate the same gameobjects in their place, since I can't seem to delete the text inside of them :S but even thats not working :S

velvet star
velvet star
proud cradle
tropic canyon
#

Remember that even while in station the player will send over ik and player position aswell as rotation data so if you make a station that doesn't sync you can have it move all over and it will be replicated to other users

deep silo
#

@velvet star I don't know where to find "SetTextWithoutNotify(string)" function, but trying to set the text directly doesn't work for me:
(by the way this is intended to only happen locally)

#

im wondering if the input is readonly?

velvet star
#

try using this node instead of the one from text/tmpUGUI

#

also be sure you aren't confusing yourself with the placeholder text:

deep silo
#

@velvet star None of these worked, not even programatically

#

I found this and im gonna try it

#

technically it works, but my OnClick events get deleted in playmode 😒

velvet star
#

So is it just not clearing the input field text, or are you trying to replace the text object with a different one?

deep silo
#

its not clearing, and now i know why

#

out of playmode:

#

when i start typing into the inputfield:

#

my buttons onclick invokes get deleted 😮

velvet star
#

I don't think you're allowed to have InputField.Select() on a UI element in VRC

deep silo
#

well its probably not even the select doing any work

#

its just that i didnt realize that those invokes were being deleted

velvet star
#

ah

#

usually that happens if it's not allowed in udon, check the console

deep silo
#

wow

#

thanks vrc

#

😠

velvet star
#

yea just remove those and do it through an Udon Behaviour

deep silo
#

ok..

velvet star
#

that or I think there is a vrc input field component required for stuff using VRC URLs

deep silo
#

you know.... the only problem?

#

i cant actually drag a tmp_inputfield into my udon....

#

😭

#

i got plans to maybe bypass that though 🤔

velvet star
#

TMP_InputField is not supported yet... you can just use a regular input field and hide the normal text, then replace the tmp_text with the input from the default unity input field

deep silo
#

thats a good idea too

#

You know when I really think about it, the issue that im trying to solve could be resolved a completely different way... the only reason I'm trying to delete that text is because...
When someone accidently types into the box, the string gets extremely large, and that person eventually cannot select the text to delete it themselves

#

someone told me that when it comes to serialization sending too many characters can cause udon to fail. is this true @velvet star

#

Time to rethink my strat

velvet star
deep silo
#

(like a collider trigger)

#

maybe i could make a 3D keyboard that players can pick up to start typing or something?

velvet star
#

yea, or check the distance between the canvas and the player

deep silo
#

I came up with a better idea... no matter how messed up the text is, they can just send it since the board gets replaced everytime someone puts a message in.

#

and I was able to make it multiline as a bonus

#

It's so beautiful 😭

wicked forum
#

Are object pool instantiations synced to joining players?

#

ah ok looks like yes

#

Can I detect a synced variable change in U#?

#

FieldChangeCallback I guess?

feral merlin
#

How do I make an object that can be picked up and is affected by gravity?

#

And how do I make it synced across clients?

valid oar
#

If you add a pickup component, it should add a rigid body where you can tell it to use gravity and for syncing, there's an ObjectSync script that comes with the SDK so just add an Udon behaviour and put that in there.

feral merlin
#

Hmm that's problematic

#

I wanted to add my own udon program to this object

#

Could I have an empty parent object for the syncing?

valid oar
#

Yeah, having the actual pickup be an empty object and then parented the object to it could work. I also think you can add multiple udon behaviors on one object but that might cause issues.

feral merlin
#

One more question

#

How do I keep the object from falling through the floor

valid oar
#

So long as there's collision on the floor, then objects shouldn't fall through, not sure if they are.

feral merlin
#

There definitely is

#

I even have a custom mesh collider for the object in question

#

Well I picked it up

#

And then it fell through the floor

valid oar
#

It might be the mesh collider, you could try just a regular box collider and see if it works better but I have objects with gravity and just a regular box collider on the floor and they don't fall through so I'm not sure.

feral merlin
#

Okay that seemed to be a lyuma bug

#

Not lyuma

#

Cyan emu

#

It's working fine in a test instance

#

Alright one last question I think

#

How do I make it snap to your hand in a specific orientation

#

It's a knife and it would look dumb if you could pick it up by the blade

valid oar
#

I'm not looking at Unity right now but I think the options in the Pickup component are exact grip and exact gun which allow you to place empty game objects parented to the pickup to specify where the object should be held from. I think you'd want exact grip for a knife. https://docs.vrchat.com/docs/vrc_pickup

feral merlin
#

So I know how to measure when a player enters a trigger

#

But how do I measure when an object enters a trigger?

#

I want the knife to play an audio clip upon hitting the ground

viscid nacelle
#

is it possible to change peoples avatars with udon, e.g. turn off all point lights when someone enters an area

deep silo
#

Can I copy a const string to windows clipboard with udon?

stone flax
#

I have had problems with multiple types of video players yesterday and today.
Until now, there was nothing wrong with it.
It worked in the public world even with multiple types of video players.

Everything works fine on local tests.
I was able to play the video.
The video player error message is not displayed on Unity.
However, when I actually try to upload it to VRChat, I get an error message like this. ; ;

If anyone knows a solution, I would be grateful if you could tell me. Thank you so much ; ;

crimson thistle
#

how do i make the thing where i have a few buttons but i can turn on only one on?

eager olive
#

That's a toggle group!

eager olive
#

You'll need to familiarize yourself with toggles as well. But once you understood the concept it's easy to re-use!

crimson thistle
#

thank ya

minor blade
#

Anyone know if some people upload or post source example from their worlds...

I could always use some inspiration tbh

arctic scarab
#

i want cut out part of script and put it in separate udonbehaviour and call it how i do it

tropic canyon
#

ctrl + x and ctrl + v

#

vrcTupper is just cut and paste cause idk

#

to call the udonbehaviour function use the UdonBehaviour.SendCustomEvent(string event)

#

in u# just call the function like a normal c# function

tropic canyon
arctic scarab
#

very laggy

tropic canyon
tropic canyon
#

Udonbehaviours don't run asynchronous

arctic scarab
#

no because i want to only run loop on active object

#

and currently all are looping because they are checking themself if they are active

#

i dont know how to pause and resume loops

viscid nacelle
errant jacinth
#

its still not working

wind atlas
# errant jacinth

Because you didn't follow my instructions. Look at the red arrow, it starts at the script component. You are just dragging the UdonGraphAsset from your folder, which is the wrong way to do it.

spiral mist
#

does anyone know how to make a beer tap that can be turned on and off ? cause idk this is my first time using udon and i am completely lost

spiral mist
#

thank u

#

@valid oar where do i search for it cause can't find it

valid oar
#

There are tabs, you want the SDK3 prefabs

tropic canyon
arctic scarab
#

just i wanted disable/enable updates()

tropic canyon
#

if you disable the script it disables the update loop

arctic scarab
#

but i dont want disable script

#

only loop

scarlet lake
#

what is the current unity version?

tropic canyon
#

you can still call functions and get variables of it

arctic scarab
#

they have interact

tropic canyon
#

do an if statement

#

ooor

arctic scarab
#

they must be on to detect interact

tropic canyon
#

You could use a SendCustomEventDelayed loop

valid oar
arctic scarab
#

it never worked for me

#

plus i need constantly check if button is held

tropic canyon
#

Check that on one script and notify all scripts once the person has held the button

deep silo
#

Currently experiencing issues with inputfield in "read only" mode where the field still accepts inputs (it doesn't allow characters to be put in but the text gets all scrambled because of the constant inputs, and somehow spaces get put in making the text unreadable and unselectable)

arctic scarab
#

also its only enabled under certain conditions

feral merlin
#

And how do I specify a specific object and a specific trigger

tropic canyon
#

They are Event nodes

#

and it will provide you with the collider it collided with

feral merlin
#

I tried that but it didn’t have that to my knowledge

#

Like specifically didn’t have a collider

#

Maybe I’m dumb, I’ll play around with it some more

feral merlin
#

As is it just plays audio upon entering any trigger at all which is problematic

tropic canyon
#

check collider.equals

#

and then branch

scarlet lake
#

how can i make udon object turn on for everyone

tropic canyon
#

gameObject.SetActive(true)

#

connect that to start

#

and it will turn on for everyone

#

when they load in

scarlet lake
#

well i meant for like a toggle

#

you know say i have something off by default and i want to turn it on for everyone all at ones

#

any ideas

feral merlin
valid oar
# scarlet lake any ideas

You can use a SendCustomNetworkEvent node but that won't be synced for late joiners by default. I think you would need to do something like this video to get that to work. https://www.youtube.com/watch?v=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
tropic canyon
#

You can use Manual Sync and set a bool

#

then OnDeserialization just gameObject.Setactive(thatbool)

#

and when you want to toggle. Request ownership -> thatbool = !thatbool -> requestserialization -> OnDeserialization

scarlet lake
valid oar
#

If you don't need it to be synced for late joiners, you can just do something like this.

#

Otherwise you'll basically have to use the process in the video just use one object instead of many. That's not really the complicated part, it's the syncing that adds more steps.

harsh vale
#

Hey I added a volume slider to my world, it works perfectly fine but the sound isn't auto playing when I load into the world, I have to toggle the slider a tiny bit and then the volume starts

#

Play on awake is checked in the audio source

ebon dragon
#

maybe the slider's default value is 0? So it gets set to be quiet by default? @harsh vale

harsh vale
#

It's set to 0.5

ebon dragon
#

no, the variable inside the udon script @harsh vale

#

make sure that one's at 0.5 aswell (if youre checking for change)

harsh vale
ebon dragon
#

sharing your code might help here ^^'

harsh vale
#

I was told to set the "speed" to 0, maybe that to 0.5 too? I'm not sure what "speed" is, I'm still learning a lot

ebon dragon
#

I've only worked with direct audio emitters before ^^' I can't really help here

#

Worth trying though

harsh vale
#

True

harsh vale
#

Oh it broke the slider too, nvm

limber solstice
#

I found this to keep PC players from moving, but I also want them to not be able to move the view, is there any way to limit that?

ebon dragon
#

there's a thing in the teleport function that sets the looking direction but I don't know if this is reliable

limber solstice
indigo finch
tepid salmon
#

@harsh vale question what you wana do ? you try that the ui slider change the sound vol. of the audio source for the local player?. If yes you can use the ui slide alone to change it you dont need animators and script expect you wand to sync it

harsh vale
tepid salmon
#

yes you can use the slide alone

harsh vale
#

Oh ok I'll take a look when I'm back on it thanks :)

tepid salmon
#

np

trail palm
#

i am a bit confused. i get these errors when trying to build the world. the breaking error is that UnityEditorInternal apparently doesnt exist, however, it should. unity sends that name to visual studio. can i just remove it from there and then it works?

hollow folio
#

How do you know which nodes fire globally and which are only local? Or more specifically, which fire for all users and which only fire for one user in particular? e.g. OnPlayerJoined and OnPlayerRespawn. OPJ appears to fire for everyone, but what about OPR?

arctic scarab
#

how i abort delayed event

tropic canyon
#

But you can fix that if you keep track of the time that it should return using Time.timeSinceLevelLoad

#

and then have an early return when the time doesn't match

tropic canyon
tropic canyon
arctic scarab
#

wait so how i run delayed function instantly

tropic canyon
#

Wdym by that?

#

with SendCustomEventDelayed you have to wait a minimum of 1 frame

arctic scarab
#

yes but if it set to few seconds and ran already

#

how can i skip the waiting and run instantly

#

because if i cant abort execution

tropic canyon
#

check a variable idk

arctic scarab
#

on key release im changing conditions to false and want run this function so it will fail

#

so player wont be able spam to run multiple at once

tropic canyon
#

Implement your own delayed event

arctic scarab
#

i cant use update()

tropic canyon
#

I don't know what you want to achieve

#

do you want to fire an event after 2 seconds after the last time they pressed a button?

arctic scarab
#

no

#

i have function for reading key pressing/releasing

#

if player click and holds for 2 seconds then i want function to work

#

but if he release early i want condition to turn to false and run the delayed event now so it will fail since of false condition

#

if i wont make it run now then player may click again and run 2 at once

hollow folio
tropic canyon
#

yes

hollow folio
#

Ace, thanks.

tropic canyon
#

you could just aswell use Start

arctic scarab
#

i want run a function that is currently on countdown in this frame

hollow folio
tropic canyon
arctic scarab
#

so i can increase/decrease time of delayedevent

tropic canyon
#

just change the variables around

arctic scarab
#

so if i change from 2 to 0 of already running delayed event it will run now

tropic canyon
#

just set the timer to float.infinity and run the function

#

why have a timer if you just run the function then and there

#

I don't get what you're trying to achieve

#

It wil always just do the last delayed event

#

if the previous hasn't executed yet it will be ignored

arctic scarab
#

okay then it will be slightly buggy

#

not a problem when game runs on 12ms less usage

tropic canyon
#

So it works effectively like

clear delayed events
do event in x seconds

arctic scarab
#

hold to mine

#

dont mine if not mined long enough

#

but not a problem as when player spams click he will still spend time here

hollow folio
#

Does anyone have an example anywhere of dynamically transferring a variable/value from one object, to another? (in a many to one scenario).

plucky kelp
#

Just a quick question, for chairs, should I put a sitting controller in chairs?

valid oar
#

I think that's just if you want to use some sort of custom sitting animation, otherwise just keep it how it is.

orchid beacon
#

Hello, I updated my world with a day and night cycle but now when I hit upload it gives me this error message? How do i fix this. This has never happened before.

brazen epoch
#

try reimporting the latest sdk if you haven't already. VCC is pretty cool, but eh.

It's possible, but unlikely, something outside of the sdk was tampering with the Temporary files as you were uploading since the build slave turns it into a vrcw, streaming the data it bundles to the temp directory, then uploads from disk. If you're clicking last build, rebuild the scene because the last build might be missing.

valid oar
valid oar
#

It's the shadow toggle script that's the actual error, I don't know if you're missing some dependencies but VRChat isn't liking that script. I would check the documentation to see if there's something you're missing.

#

Deleting that would likely clear up your errors but I imagine the day/night cycle is dependent on it.

rough beacon
#

anyone know how fix this?

plucky kelp
#

I'm trying to change the skybox when someone presses a button. This is what I have, but nothing seems to happen. 🤔

#

https://www.youtube.com/watch?v=yC9h-51jvBg I was following this tutorial and my nodes basically look identical. Except instead of the Event Interact going directly into the Branch, a SetActive is going into it (because the button also toggles other stuff)

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
indigo finch
plucky kelp
#

oooooh It's THEE PLAYER BUSH thanks! Your tutorial is A Tier, even for Udon virgins like me x3

#

Also, really nice voice

indigo finch
#

Glad you liked it ^^

plucky kelp
plucky kelp
topaz lantern
#

why does it seem i cant log into SDK anymore?

plucky kelp
plucky kelp
#

Also: What causes cross-platform desync?

Example: Quest user drives an RC Car and PC players.. see them driving a soccerball or pen.

indigo finch
indigo finch
# plucky kelp Does anyone know if https://github.com/MerlinVR/USharpVideo works out of the box...

Should be. That being said, quest users can't see any non-direct video links, so any video service that redirects the url won't work (basically every video streaming service (aka: youtube and the likes)). Video files stored on a server that you access would work though, and I believe there is a website that works to show youtube videos directly, but I can't remember it's name or anything, just heard it in passing

plucky kelp
plucky kelp
indigo finch
# plucky kelp Thanks! Do you know if Standard Shader is 'deadly' to quest?

nah, it's not deadly. Most shaders are fine if the scene isn't to complicated. It's when you start to build up a scene that these types of shaders start to become a problem and you should switch to vrchat's mobile variants. Btw, there isn't much (if any) preformance gains using the mobile shaders on pc, so only use them for quest

#

oh, and but some straight up don't work, but the defaults are fine

indigo finch
junior coral
#

Does Somone have a Gate that if Walked Trough it reacts Like a Toggle Everytime Someone Walks Trough it

outer gazelle
#

I may be blind, but with the Usharp player, if you have a playlist, how do you stop it from playing the moment the player loads in and then starts playing it when a button has been pressed?

valid oar
#

GetBool (as I understand it) is getting the current value of a boolean on an animator. So your animator needs a boolean parameter and its state is either true or false. Then, assuming that's a toggle, it goes into a unary negation node which basically takes that and flips it so if it was true, it is now false, and if it was false it's now true, and then puts that into a SetBool node to set the flipped state as the new state. The name is just making sure it's being tied to the right parameter on the animator since there can be multiple parameters in one animator.

turbid solar
#

Can you make a avatar like this

#

Or this

valid oar
#

An anime guy in a panda hoodie? Sure. Or in a zipper color thing with horns, sure. If you can model it, you can make it into an avatar.

turbid solar
#

Ok thank you

scarlet lake
#

hello i have question how can i put icons on certain on people like for example say i want it for me and friend how would i do that and just for me and them

indigo finch
#

your animator parameter 'open' is a trigger and not a bool. Must be a bool for what you after

indigo finch
# scarlet lake hello i have question how can i put icons on certain on people like for example ...

not easily, or at least it's not something beginner friendly. you would need to create a ObjectPool of icon objects, then have a script that checks onPlayerJoined if the new player is on a white list (string[ ] ) and if they are, get the host object pool owner to spawn in a new icon, with the new player set as its owner. Then on the icon object itself, have a simple script that makes it follow the owner of the object. Also, on the main script, have it so that onPlayerLeave, if it was an icon object's owner, return the object to the pool.

I have a tutorial on making an object follow the owner, and a tutorial that checks through a list for an admin room, and Vowgan showed an example using an object pool in an update video; but to string all that together isn't the easiest if your not use to udon. Still, at least this is how I would go about do it ^^

scarlet lake
#

so i can get a better understanding on it like what you are talking because said a tutorial so

valid oar
# scarlet lake alright is there a video for it?

I'd just watch all his videos, you're going to learn a lot going through the process even if it isn't all immediately relevant. https://www.youtube.com/c/PlayerBush001

indigo finch
# scarlet lake alright is there a video for it?

Not really a tutorial as per say, but more of a bunch of tutorials that if you fully understand the concepts behind how they work, will allow you to make what your after; which is a pretty tall ask. Here they are anyways:
Getting an object to follow a player: https://youtu.be/TlRSzmnDV18
Using a list to check if a player is on a list (in this case if the local player is an admin): https://youtu.be/ifJcPZV8T4U
And then there was vowgan's video covering object pools, and this is the best video i've found covering the topic, and it doesn't really: https://youtu.be/95hk5m6L70E?t=32
(been meaning to make one on this for a while... have the example already made too...)

Here's a tutorial on how to make an object follow either the local player, or a selected player in the scene. That being said, it's more of a how to make an object lock-onto a player, rather than just follow.

You could however use this same script to create a target for your object to try and reach, and then do a lerp on the object itself betwe...

▶ Play video

How to cycle through an array: https://youtu.be/s3mZ7SLfmzI

Here's a tutorial on how to create an Admin/Vip Room that only admins and/or Vips can enter. This does require you to add them to a list when building the world, and it is case Sensitive so do keep that in mind.

This same method can also be used for those of you wanting to make anythi...

▶ Play video

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
#

two things. first, set your close animation to be the default (right-click it). Also check that your bools' default states are correct

#

repost your images. seems you've made some changes

arctic scarab
outer gazelle
#

Can Quest play soundcloud links in videoplayers?

valid oar
#

You generally need a direct link to a file, not a webpage but if you can get that then maybe? I've never tried audio formats with a video player but you'd definitely need something that points directly to an MP3 or WAV file to have any chance of it working.

outer gazelle
#

Since I do not want to use a resolver (assuming one even exists for soundcloud) I suppose the best option would be to limit the amount of songs the Quest version has, good thing free-to-use music can be downloaded directly through soundcloud.

If you are wondering why I am using soundcloud, I am purely hoping that it requires less bandwidth.

valid oar
#

So is the idea just to put the music into the world directly? I'm not sure it would matter in that case.

outer gazelle
#

In this case "optimized" meaning, I want to keep drawcalls, filesize and RAM usage to a minimum.

#

Thought it would be a fun challange

valid oar
#

I thought the problem was that the links expired and I'm not sure how having fewer songs is going to resolve that but it sounds like you know something I don't.

outer gazelle
#

Until I remembered it right before I went to finish it up

#

So solution for Quest will have to be to play music imbedded in the world.

#

Which is why it would require having fewer songs.

#

It isn't autoplaying music so making it the same for PC would be wasteful.

arctic scarab
#

var tmp = (UdonBehaviour)(Component)this;
tmp.InteractionText = "Dig (" + name + "%)";

how i run it from another script

unborn hornet
arctic scarab
#

hooow

#

oh no i mean

#

i have thousands of objects using this script

#

so i prefer more static way

hollow folio
#

I'm trying to calculate the distance between two objects (which are in different parts of the hierarchy) and not having much luck. Would these both return their global position, or their local position?

#

"Transform.position - The world space position of the Transform." Hmm ok.

#

"BoxCollider.center - The center of the box, measured in the object's local space." Hmm. I see the issue.

valid oar
#

If you need to get the location of an object's center, it might be easier to just put an empty GameObject there, parent it to the object you want to find the center of, and get the location of that. I think a gett position node should be global position as there is also a get local position node but I'm not sure.

hollow folio
#

What's the simplest way to handle "was an object dropped within this collider"? As that's what I was originally going for, but I can live with "dropped within X distance of object" for now.

valid oar
#

OnTriggerEnter, I would think. If you want something to be able to pass through a collider, it should be marked as a trigger.

hollow folio
#

Gameobject GetGameobject without specifying a gameobject is Self, right?

#

e.g. even if I drop this (as in let-go) right on top of the object, it still doesn't return true.

#

(the undefined gameobject is the object I'm dropping that this script exists on)

valid oar
#

Unity doesn't make it easy to look at the transition conditions in your animator but assuming those are set up properly, the first thing that comes to mind is that your animation might be looping. Find the actual animations in your project and make sure "loop time" is unchecked.

pallid roost
#

does the VRCPlayerApi.GetPlayers call return players in the same order to everyone that calls it?
If everyone in the instance calls VRCPlayerApi.GetPlayers will they get a array back with the exact same result?

unborn hornet
pallid roost
indigo finch
#

It is hard to know where exactly it is going wrong, so I would test what is playing and what is not. Add a debug, Log node to the end of each script, with a string, Const node plug into it saying some kind of message. Then when you playtest and go to use the button, it should play all the messages in the console (or if your using 'build and test', use ' Rshift + ` + 3' to bring up the debug log ). If it doesn't, then you know the error is between the message that did play, and the one that didn't.

tepid salmon
#

i dont know why you useng sendcustomevent for that local open door make one script with out sendcustomevent direct interact or entertrigger to the node. i would only use it if you wand to sync or no idea samthink custom where you need it 🙂

indigo finch
# tepid salmon i dont know why you useng sendcustomevent for that local open door make one scri...

Typically this method is used when the scripts are more complicated, as it means you can have multiple buttons, while only having one complicated script with all the variables. In this case however, you could totally use animator, get bool -->> boolean, unary negation -->> animator, set bool, but given they're following a tutorial, and they will be learning a bunch, I think this is fine. Certainly better if they want to expand the script

wind zenith
#

does anybody know of any good substitutes for FindObjectsOfType in UdonSharp?

trail palm
#

have the door closed animation be the first in the line

#

so it should go from entry to door closed

valid oar
#

I usually just have the entry go into a new state that has nothing in it and then have the first animation (open) trigger when the boolean becomes true but I guess that works as well.

#

I guess this will just trigger all the animations done that way when they first enter the instance which works but it seems like it might cause some lag if you've got enough animations all set up that way playing at once.

#

This is how I have a curtain set up to work with the curtain down playing when the boolean becomes true, up when it's false, and then back down when it's true again.

torn shuttle
#

Does anyone have any good Racing prefabs? I've been borrowing bits from https://docs.vrchat.com/docs/obstacle-course obstacle course world jam but was wondering if anyone has some other good prefabs?

tepid salmon
#

@neon canyon set it on entertrigger to setbool true to open the door and on exit setbool false

valid oar
#

So it automatically turns off when they exit? That's strange because you don't have any OnPlayerTriggerExit node so it shouldn't do anything when you exit.

#

Oh, then that is working as intended

#

Do like darksister said

tepid salmon
#

also if you wand for the local player on the enter and exit set a branche get the local player and set the branche to the setbool

#

The true one

#

Of the branche

valid oar
tepid salmon
#

@neon canyon yes and set the exit to false to close the door but dont forget to make it on the animation also to have the true for the open and the false for the close

#

@valid oar yes

valid oar
#

Toggles are kind of dangerous when they aren't synced as if the value changes before someone joins and then changes back, it'll be the opposite for late joiners. Proper syncing is ideal but using triggers that just set something active or just set it inactive are safer as at least they'll be synced once the value changes instead of permanently desynced.

#

To put it another way, if I have a switch that changes the lights from on to off and the lights are off by default and I turn them on before someone arrives, then they'll still be off for them but then when I turn them off for everyone else, they'll be on for them and you end up stuck in this permanent state of desync. It won't matter once you put in the check for the local player since it will only effect them but generally it can be problematic.

#

Whereas if the button/trigger just turns the thing on or just turns it off, it can still be desynced when the person enters the instance but as soon as the new state is set, it will be consistent for everyone in the instance.

trail palm
#

im using a day night cycle prefab from nova_max and iconoclass and it has a built in reflection probe that changes the baked map depending of time of day. however, my world is a bit bigger and needs atleast 7 or 8 different reflection probes. i have no idea how to change the udon sharp code accordingly.

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my guess is that its something with these 3 sections of code, but im not sure

minor blade
#

Hi UdonSharp user here...

I am trying to understanding syncing variables. I have a script with multiples arrays I want to sync but if I use [UdonSynced] with more than 1 variables it just seems to not sync anymore. Basically, I can only sync 1 variable it seems.. How do you using UdonSharp sync more than 1 variable in a script or is it a bit questionable to do that? Just base UdonSharp preferably

The arrays are bool[], int[], string[] it isn't really relevant what the array is I just added it to show they should be supported

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Basically I am confused if there is a tag or something or if I should add [UdonSynced] to more variables because for some reason when I add [UdonSynced] infront of more variables it synces nothing which is why I am asking

Edit: Figured it out I used unsupported types somewhere and it messed it all up basically just assigned [UdonSynced] to variables I wanted synced

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¯_(ツ)_/¯

valid oar
#

Adding a new state just makes sure no animation triggers until the player has entered the trigger. Adding the local player branch will make it on trigger for you when you enter the trigger, effectively making it local which means desync isn't a factor because it's only happening for you. So yes, you need to add the local player branch but in general, you don't want toggles for things that are going to be networked unless you've gone through the process of setting up your graph to be synced which requires a bit more work and you should watch Player_Bush001's videos if you want to learn about that. https://www.youtube.com/c/PlayerBush001

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But if it's local, it doesn't matter because it only effects you.

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If you want the door to open for everyone when anyone enters the trigger, then you don't want the local player branch and it's unlikely you will get desynced because the boolean is false by default, becomes true when they enter the trigger, and then becomes false again. so it will only become desynced if someone is inside of the trigger when the person enters the instance which seems unlikely but is still possible so it would be beneficial to look more into syncing.

harsh vale
#

Is it possible to make scrolling text and does anyone know how to do it? :)

arctic scarab
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can i change public variable of other script

coarse parrot
arctic scarab
#

hooow

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also usharp

coarse parrot
#

Should learn how to read documents too. Otherwise you're going to keep asking and relying on other people.

arctic scarab
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having errors

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how i do that

formal ledge
#

I made a world a couple months ago and tested it and it worked. I haven't changed anything since, but now when I try to test it I get this error

coarse parrot
arctic scarab
#

all kind of

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as no idea how to type it in

chrome mural
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whats with the errors

#

why so broken

valid oar
#

You may have to get the post-processing stack and cinemachine from the package manager. Those should be in your project by default but sometimes that doesn't happen for whatever reason

chrome mural
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but how do i fix it

valid oar
#

Get the post-processing stack and cinemachine from the package manager. Do you know where that is?

chrome mural
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not really no

valid oar
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It's under Window at the top

chrome mural
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now what do i remove it

formal ledge
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Does anyone know what would cause RuntimeWorldCreation.cs not to work?

#

I didn't edit it or anything

chrome mural
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i have 7 errors to stop it on mine but its never been like it before

fossil moss
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Does anyone know if its possible for Box Colliders to detect Pickups that have Is Kinematic on? I did a small basic test Udon and I came to conclusion Kinematic objects don't get detected. I tried with is trigger on/off in the box collider and changing to OnCollisionEnter, no difference.

valid oar
wind atlas
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Scroll down to the matrix

fossil moss
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oo

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Very nice, I'll take a good look

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oh its just this.

wind atlas
fossil moss
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👌

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so its not udon related at the end of the day

#

fuc

wind atlas
#

Kinematic rigidbodies aren't really useful to get collision anyway. Now that I think about it, I never used them for that myself.

fossil moss
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I need some of these pickups in Kinematic because of a udon I did and it only seemed to only work properly with kinematic (since it has no gravity)

wind atlas
fossil moss
#

o

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I completely forgot that was a thing

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this completely solves it 💯 thanks a lot

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I basically made a udon where you can have pickups attach to your head any way you like (in vr at least), and a friendo suggested me to manage a way to resize these pickups

fossil moss
chrome mural
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Assembly 'Library/ScriptAssemblies/UnityEditorTests.dll' will not be loaded due to errors:
Reference has errors 'VRC.Udon.Graph'.

Assembly 'Library/ScriptAssemblies/VRC.Udon.Editor.dll' will not be loaded due to errors:
Reference has errors 'VRC.Udon.Graph'.

Assembly 'Assets/Udon/Editor/External/VRC.Udon.Compiler.dll' will not be loaded due to errors:
Reference has errors 'VRC.Udon.Graph'.
Assembly 'Assets/Udon/Editor/External/VRC.Udon.Graph.dll' will not be loaded due to errors:
Unable to resolve reference 'Cinemachine'. Is the assembly missing or incompatible with the current platform?
Reference validation can be disabled in the Plugin Inspector.
Unable to resolve reference 'Unity.Postprocessing.Runtime'. Is the assembly missing or incompatible with the current platform?
Reference validation can be disabled in the Plugin Inspector.
Assembly 'Assets/VRCSDK/Dependencies/Managed/VRC.Collections.dll' will not be loaded due to errors:
Unable to resolve reference 'Unity.Burst'. Is the assembly missing or incompatible with the current platform?
Reference validation can be disabled in the Plugin Inspector.
Unable to resolve reference 'Unity.Mathematics'. Is the assembly missing or incompatible with the current platform?
Reference validation can be disabled in the Plugin Inspector.
Assembly 'Assets/Udon/Editor/External/VRC.Udon.VRCGraphModules.dll' will not be loaded due to errors:
Reference has errors 'VRC.Udon.Graph'.
Assembly 'Assets/Udon/Editor/External/VRC.Udon.EditorBindings.dll' will not be loaded due to errors:
Unable to resolve reference 'Cinemachine'. Is the assembly missing or incompatible with the current platform?
Reference validation can be disabled in the Plugin Inspector.
Unable to resolve reference 'Unity.Postprocessing.Runtime'. Is the assembly missing or incompatible with the current platform?
Reference validation can be disabled in the Plugin Inspector.

valid oar
#

And this is after you've cleared the console? And you managed to successfully import the cinemachine and post-processing? At least you've got them now, though it seems like Udon is having an issue referencing them.

chrome mural
#

i did what u said to do but still i get the errors

valid oar
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It looks like your cinemachine can still be updated so I would do that. Did you try clearing your console? It's important to check whether these are new errors or existing ones.

chrome mural
#

hm welll no errors anymore

#

i will be back in touch tho

formal ledge
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Does anyone know why it says something probably went wrong?

#

This script is unchanged from a few months ago, but now it's saying this and none of the unchanged scripts are compiling

chrome mural
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ok how do i set the reference to a model before test

valid oar
#

Is that an error or a warning? I can't tell. Are you using VRCWorld or trying to use your own Scene Descriptor?

chrome mural
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own scene

valid oar
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Don't do that. delete your Scene Descriptor and drag in VRCWorld, you can find it if you search your project tab. Unless you have a good reason, you should never be making your own Scene Descriptor.

formal ledge
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here's more of this..

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is something wrong with the Udon Behaviours?

valid oar
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I think it's more that something is wrong with your install of Udon Sharp and it's probably related to you migrating using the creator companion which is why I would ask about it over there.

formal ledge
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wheere would that be?

valid oar
chrome mural
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im mega confused