#udon-showoff

1 messages · Page 2 of 1

slim peak
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Bc it's written as
SendCustomNetworkEvent(NetworkEventTarget.Owner,"spawnGun");

dim harness
frozen summit
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Reading in details from a google calendar to show upcoming events in the users local date/time

dawn oxide
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Nice work.

hazy trout
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That's great

devout light
dawn oxide
frozen summit
# devout light Will this ever be released to the public?

I've thought about it, but it requires a little C# program I wrote to run occasionally that pulls all the json data from the calendar and parse it, then save it to a GitHub gist for the calendar to read.

I wouldn't want to put it up to have people who can't manage to run that service themselfs asking me lots of questions on how to make it work XD

devout light
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Ahhh, damn.
something I'd love to set up, could always make a quick yt tutorial for it.

candid sequoia
muted island
quasi radish
simple berry
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Honestly being able to edit the world at runtime like this makes it much easier for rapid iteration.

frozen summit
candid sequoia
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neat o.O

muted island
quasi radish
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oh :p

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it looks like something from that other VRC like game

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(Idk the name

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)

muted island
quasi radish
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idk is kinda sound like where a guy got Minecraft running in Minecraft (altho me pretty sure it was cheating)

candid sequoia
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i think i going hope on to test this neat tool

dark rover
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wait then it wouldn't work in real time

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how o_o

muted island
muted island
muted island
dark rover
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how are you exporting changes? just an HTTP api?

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I'm not sure if you can use HTTP in udon

muted island
dark rover
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(still going with the assumption http is possible in udon) why OSC over some other networking to send changes?

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ah I think I misread, currently realtime changes aren't supported

candid sequoia
muted island
dark rover
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oh clever! let's hope we get world OSC then

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looks fantastic by the way!

muted island
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Thank you! 💙

simple berry
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I'm curious on the overhead for adding this to a world. Like how much does it add to world filesize and performance overhead.

boreal nest
muted island
# simple berry I'm curious on the overhead for adding this to a world. Like how much does it ad...

File size on build: ~1MB

Runtime performance overhead: Minimal (depends on how complex objects you're inspecting)

And like Phase mentioned above, the initialization of the world is the one that suffers the biggest hit due to Udonity consisting of up to a 100 or more UdonBehaviours for everything that it has to do.

Udonity has several performance saving features in place, e.g. collapsing of component inspectors disables all updates on that behaviour and linked visualizers, scene view camera only renders when scene window is active, etc.

So I'd say there is nothing to worry about runtime performance as it has and will be field tested in extremely complex environments to ensure best performance possible, and I doubt you'll notice any problems with the 1MB addition on the build size. The only noticeable impact will be on the world initialization, but I will keep improving it continuously as I find new alternative and improved solutions.

dawn oxide
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I'd love world OSC too. I hope they bring that out soon.

vocal knot
dawn oxide
boreal nest
cursive sundial
muted island
cursive sundial
muted island
# cursive sundial im trying to understand the limitations of this... does this mean basicly any co...

ProBuilder and ProGrids are Unity Editor extensions that cannot be accessed from Udon, but their behavior can be partially replicated in-game.

Udonity's example use cases include:

  • Lighting edits (sun, sky, fog, e.g.)
  • Component modifications
  • Scene prototyping
  • Troubleshooting and analysis (Animator, UdonMonitor, Profiler, Hierarchy, Inspector, e.g.)

Udonity's primary purpose is to allow you to continue the development of your world in-game and bring back simple changes to the Unity Editor running on your desktop.

cursive sundial
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ive been looking for a solution for something like this since i cant seem to get editor xr to work properly this is a massive jump

muted island
muted island
dawn oxide
chilly stratus
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I don't believe its against TOS if its done this way.

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Because all you're doing is just reading outputlog which is on your PC

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So you're technically not extracting anything from the VRC Client

boreal nest
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Doing so in a generic way without the user's consent out to some web server is harvesting data which is frowned upon, but what varneon is doing requires external programs running on the same PC to do the communication. It's similar to OSC, although without OSC for worlds it's probably a lot more annoying, but it's still the same concept

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I'm curious how the link from unity back to vrchat works though think

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I didn't expect that, let alone parsing yaml inside udon this fast. Did you use a library that happened to be compatible with udon or did you build your own yaml parser?

muted island
boreal nest
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Ahh string loading right, very cool

muted island
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But it also helps a lot that a lot of the file's contents are discarded since you can't edit them during runtime and/or with Udon anyways

boreal nest
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Does yaml support arbitrary nesting? I'm not too familiar with it

muted island
boreal nest
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Hm, might be cool to add it to data containers if possible. It was built to be agnostic to any specific standard, as long as it generally represents lists and dictionaries

muted island
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Was just thinking about hitting the brakes on it and pulling the file parsing back to the desktop application itself.

This way I can significantly cut down the amount of data being sent over and send it in a more Udon-friendly format.

boreal nest
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I like JSON because you can imply the type of the upcoming object based entirely off of the first character, and every type has a well-defined spec of how they're supposed to be parsed, what characters are allowed, and the requirements for ending

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Also this kind of problem is why data containers have a trygetvalue function that allows you to define the expected type and if it's not that type, it returns false with a type mismatch error

muted island
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One of the first things I ensured at the very least

boreal nest
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Nice

cursive sundial
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I'm calling it now, we are gonna start seeing udonity packages and plugins instead of unity packages and plugins xD

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Btw does this work over network or is it local, basicly can multiple users collaborate on world building using this?

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Also the possibilities of this are endless, especially once the vrc save system releases. You can actually make a world with a bunch of preplaced objects that can be duplicated rotated etc and essentially allow users to build their own world inside of vrc with a bunch of free pre created pieces,

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It won't be the most optimized world of course but it's a cool concept

nocturne pulsar
nocturne pulsar
muted island
muted island
spiral patio
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Any chance that you'll publish your excavator/world?

muted island
spiral patio
weary kelp
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Nprowlers new world is out for quest and pc that features horseback riding 🙂
Made him a trailer to help promote it a bit on social media:
https://fxtwitter.com/LakuzaVR/status/1639341317066227713?s=20

"Horse Mountain" by @NProwler is out now on #VRChat !! (PC & Quest).

With a new horseriding system, freely explore a vast world with complete parity between Quest & PC!
Enjoy the trailer I made for NProwler's world🐴
#HorseMountainVR

▶ Play video
zenith imp
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There are at least 30 completely independent npcs in there. They even work if a quest is master of the world.

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I do not know the upper limit

green vine
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https://twitter.com/Tom_t0m_tommy/status/1639467785951793152
My asset "VRC_CombatGimmick" is out!
You can create your own game world or turn your world into mini-game without coding Udon!
It's super versatile and you can create different types of games such as BattleField, FallGuys and Apex

【VRC_CombatGimmick】公開しました!
様々なゲームに対応した、超汎用ゲームワールド作成キットです!

既存ワールドのゲーム化/オリジナルゲームの新規作成、どちらも可能です!

マニュアルや自動セットアップ機能もついてます!

https://t.co/XexnUOYWUb

#VRChat #BOOTH
#madewithunity

Likes

420

Retweets

201

dawn oxide
vague kite
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Wish someone would create a desktop sharing asset for vrc that is quest compatible..... that would be epic

pale nest
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Wish someone would solve the halting problem... That would be epic

hard sphinx
# vague kite Wish someone would create a desktop sharing asset for vrc that is quest compatib...

You mean screen sharing?

No problem, just gotta have a server (or your PC I guess) with a public ip address, a domain and a streaming server setup that can send out hls streams (some others work, but that standard is what Furality used, rtsps probably works and would be lower latency) with a valid SSL certificate.

And then you'll likely want software on your computer that splits the audio so people cannot hear themselves.

Seems easy

fresh reef
# vague kite Wish someone would create a desktop sharing asset for vrc that is quest compatib...

TopazChatは音声や映像を1秒程度の低遅延でVRChatワールド内に配信する個人運営のサービスです。 このBoothでは配信される音声や映像を視聴するためのVRChatワールドギミックを配布しています。 - PC/Quest両対応です。Questでは3~5秒程度の遅延が発生します。 - VRChat SDK3でのみ動作します。VRChat SDK2では動作しません。 個人利用では無償でご利用いただけます。法人利用はご相談ください。

fresh reef
winter glacier
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Documentation might be a bit ify as of right now

boreal nest
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oooh you do it by patching the udonsharp compiler? No idea how stable that is, but I like the ambition 😁

winter glacier
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there's probably a better way to do it, but it's basically just a macro, and i needed some way of changing the code before the UdonSharp compiles it

boreal nest
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Achieving that without modifying or forking udonsharp is impressive

winter glacier
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i wanted it to be the least hassle to setup as possible

icy sluice
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this seems like something that can be written straight into the compiler as a fork, no?

boreal nest
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eh, it's good that it's separate from udonsharp because this is very much outside of what udonsharp is supposed to be doing

winter glacier
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yea, it's better as something that plugs into the compiler rather than having to maintain my own fork

hoary nimbus
dawn oxide
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@azure coral thought you might like this ^

azure coral
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oho

fresh reef
dawn oxide
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still not done and still need to rework it to be pretty but half way there

green vector
candid sequoia
fresh reef
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I'm just ironing out the kinks

candid sequoia
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K.

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Is there a way I can get notice? Maybe a group.

unique kettle
mortal basin
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Just released v1.0.0 of OpenFlight, a completely free and open source world prefab that gives winged avatars the ability to fly.
General features:

  • Jump and flap to fly
  • Hold out your arms to glide
  • Modify the settings to tweak your flight physics (within Unity or ingame), optionally enabling flight regardless of your current avatar
  • Upon joining the world or switching avatars, a check is made to see if your avatar base matches one on a Github-hosted list of winged avatars. If so, flight will be automatically enabled. No need for Untrusted URLs
  • Works on Quest

OpenFlight avatar detection currently supports over 50 avatar variations including avali, swaria, harpies, personal avatars, and other avians. Community users can make pull requests in order to add their own avatar bases to the list.

You can download the world package here (navigate to Releases): https://github.com/Mattshark89/OpenFlight-VRC
Or you can test it out in this world: https://vrchat.com/home/launch?worldId=wrld_e61cba97-a1a9-4c53-93d2-7bb77240a2e7

stable phoenix
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Out of curiosity how does the system detect those 50 Avatar varieties

pale nest
stable phoenix
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I'm not a programmer so looking at the code wouldn't be too much helpful

little wyvern
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(fyi I'm the one who wrote the detection and json side lol :))

pale nest
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ah, so that's where the hash comes from

little wyvern
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I can link the script that does it if u want

pale nest
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that would be really cool actually!

little wyvern
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Permalink leads to the update function, which does all the hashing. It only hashes and checks the json if your scale significantly changes. It also has the loading avatar permanently written into the script, meaning it'll just skip over the json part if it sees you have that armature

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Annoyingly I have to use a udon implementation of JSON, I'm gonna be really happy once we get json utility though, it'll eliminate the initial lag spike that happens when the json first gets pulled from the internet (it lags upon serializing it, but doing lookups isn't laggy)

pale nest
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serialization. my best friend. my worst enemy.

little wyvern
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FYI in case you're worried. The only time end user will have that lag is when they first join the world and it's for like a second most

stable phoenix
pale nest
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it uses the ratio of spine to chest to calculate the scale

little wyvern
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The only time the system breaks is if an armature isn't defined or if for whatever reason you don't have a spine bone defined in your humanoid armature

pale nest
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and then does the comparisons from there

little wyvern
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The tablet prefab itself also scales based on your avatar scale, so it's always usable at whatever size you are

little wyvern
pale nest
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oh don't worry, I made a beeline for that as soon as I opened up the repo :p

little wyvern
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Oop

pale nest
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😄

little wyvern
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Also, PRs are automatically checked for data and json formatting using the data_schema json file

stable phoenix
pale nest
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ah you're an engineer

little wyvern
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Also gotta love having to write custom udonsharp scripts to handle UI interactions and script proxying for the tablet 💀

stable phoenix
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And since it's checking the humanoid bones it's not going to matter if you end up with extra or less bones that are the non-humanoid bones like for example someone simplifying the physics bone chain for quest or generating bone toggles for props

little wyvern
hard sphinx
little wyvern
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And tracking data

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Which all told for what we are doing is essentially useless (I'm only using tracking data for the gizmos for dumb reasons I won't get into)

gaunt night
little wyvern
pale nest
hard sphinx
little wyvern
hard sphinx
little wyvern
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If those aren't assigned I'm sure you'd have bigger problems with the avatar itself looking right than our script failing lol

gaunt night
# little wyvern The only humanoid bones we are using are chest, spine, neck, left shoulder, uppe...

It doesnt matter which bones youre using.
Generic avatars are avatars setup with a generic rig. It basically like telling Unity "this is not a humanoid character, I have my own special rig". Which you can use in VRChat. But it requires a lot of setup and generally doesnt work well.
Its mostly used for characters that have multiple legs like spiders-like, horse-like, and other creatures. Very rare as I said. But can still happen.

stable phoenix
little wyvern
gaunt night
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But yeah for 99% of avatars they will be using a humanoid rig and have those bones set as those are required by Unity any way.

pale nest
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So you can't detect bones at all on a non-humanoid rig?

mortal basin
mortal basin
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VRChat doesn't support it

hard sphinx
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I'd imagine that it would all return null

pale nest
little wyvern
hard sphinx
little wyvern
pale nest
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I've actually never even messed with a generic rig before come to think about it

hard sphinx
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Wonder how many udon heavy worlds you could break by just walking in with a generic rig, gotta be some.

little wyvern
naive knot
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I have verified the script does not crash on an unrigged avatar, though I can’t say I’ve tried a generic one intentionally.

gaunt night
pale nest
pale nest
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Looking at all the jank you've managed to maneuver around you must be too :p

naive knot
little wyvern
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Lol facts

proven totem
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Starting to finish up my Planet Movement system and needed to see the flow of gravity, so I made these arrows!

little wyvern
proven totem
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Controllable stations, give me a sec to record a vid of gameplay

little wyvern
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Ah that's all I need to know tbh. Just was curious if there was another workaround found 🙂

little wyvern
proven totem
little wyvern
proven totem
# little wyvern Doesn't make players look right tho?

It uses stations to desync player positions so I have control on how players look to you locally. Then I move and rotate the world around based on your movements. You are stationed, however, it's a mobile station so you are able to walk and animate normally.

little wyvern
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Does the remote player on their end have to be in a station?

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If so then nvm lol

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I need a non-statipn local player solution to something like this lol

naive knot
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How reliable is it with multiple players staying in sync with each other? I've seen another test world like that, but with four of us there it got horribly desynced.

proven totem
proven totem
naive knot
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Very nicely done. And all IK based, performance is good I assume?

proven totem
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Mainly just the field type Collider. Having multiple collider based fields with multiple mesh colliders on each can bring performance down a bit. I've already implemented a warning for using that type.

little wyvern
proven totem
little wyvern
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A non station implementation for various reasons. I have a large ring world and don't want to have to work around oddities with something like that

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Right now I spoof players with a green cylinder, there's technically ways I could recast everyones avatar visually but it'd be too perf heavy

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4000 meter circumference ring you can walk all the way around

proven totem
little wyvern
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Exactly why I don't want to deal with stations lol

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I have enough bugs with the other systems in the world

proven totem
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I wish you luck on finding another solution

hazy trout
dawn oxide
hazy trout
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nmo did you try the VRC Library guide yet

proven totem
dawn oxide
dawn oxide
hoary nimbus
hardy robin
glossy jewel
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does ANYONE have a udon guns system

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it could be as simple as semi auto or full auto

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just everthing i find is SOOOO COMPLICATED i cant tell what im doing

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im losing my mind

coral sun
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theres a few that exist, but tbh even if you got one you'd need to understand udon well to implement it

glossy jewel
amber gyro
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I made a time bomb

pale nest
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:0

amber gyro
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I mean I only created a member with the type UdonJsonValue and caused that

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restarting unity fixed it, cool?

green vector
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Taking the ammo table with you on the go~!
https://fxtwitter.com/_Xramu/status/1644437249373663264?s=20

Got tired of walking to the ammo table for new mags since I haven't reworked the ammo pouches yet...

My modelling skills are very low but I came up with a small little tool for bringing everything with you on the go!

It could have a lot of other uses too!

#RamusRange #VRChat

▶ Play video
tribal egret
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That's cool! How did you make that bending pointer animation when you move it?

green vector
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I use a Bezier curve between the tool's tip, the spot the tool points at and the current position of the placement "ghost"
Results in a pretty fun Gmod physics gun's type of line.

glossy jewel
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does anyone here have a good flight prefab i could use ive been looking all over but saccfloghts is too complecated

tight panther
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Udon jetpack @glossy jewel

muted island
green vector
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Yes, I have a line renderer with any amount of points on it. (10 points is enough to make it look curvy)
I set the positions with a loop, resulting in the line renderer's points following the curve.

dawn oxide
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That's a cool idea

solemn flicker
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Does anyone know how to do 3D modeling on blender I need help with a problem I have

green vector
hoary nimbus
karmic loom
coral sun
brittle warren
hoary nimbus
proven totem
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Boby’s Planet Movement is a VRChat prefab that allows players to walk and platform around 3D planets using gravity fields. This system can be used to make space-like platforming worlds, 3D puzzles, and spacecraft multiplayer wars. The unity package file contains the main planet movement controller

gaunt night
proven totem
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a single local station, a lot is explained in the documentation.

gaunt night
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Hmm I always avoided stations, because of animation/IK jank. I guess you found a way where it doesnt cause any issues?

proven totem
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eh, animations are locked and 3 pt tracking has feet locked in the station. though some workaround tricks were made to ensure freedom of movement was perserved.

dawn oxide
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Noice!

coral sun
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I remember you asking for help on this a long time ago, I am happy to see you managed to put something cool out!

stone summit
proven totem
muted island
muted island
tribal egret
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since they're not required for fingers in VRC

coral sun
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Very cool that you have a full renderering of it!

royal vessel
drowsy folio
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Been working on a big system for a while that will do a lot of stuff. Here I'm showing off an element related to spawning temporary items that do something on death. worked at making the inspector expose values I wanted so i could stash them as a string, and then send them onto a script so they can be interpreted later to call methods with values https://twitter.com/heroesnfools/status/1649649601954082816

got something working, customEvent reads exactly what values you need, collects the parameters, and has a way to call events using that data, still working out better ways to do it but its working at least https://t.co/kyy6k0rHZZ

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gonna still be working my way through figuring out objects and other generic values

muted island
muted island
icy gate
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I made a Free 3rd Person Prefab for Udon Worlds, you just have to drag the prefab for it to work ! https://drive.google.com/file/d/1CtsqWGevlS4Op6z4t0R2UMJ9lHwa2pPb/view
https://github.com/VoHeLi/Easy3rdPersonUdon

GitHub

Easy3rdPerson - Quick and free way to allow 3rd person in your VRChat Udon world for Desktop players. - GitHub - VoHeLi/Easy3rdPersonUdon: Easy3rdPerson - Quick and free way to allow 3rd person in ...

muted island
glossy jewel
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this sis a stupid question but is ther e mech system? I wanna make a titanfall world and if oossible anything that i can sit in and when i kive my arms the mech mives too

boreal nest
glossy jewel
boreal nest
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Yeah I don't think that's something you can do by just jamming a bunch of prefabs together. You gotta do some custom work at some point

green vector
boreal nest
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In particular, they have a sniper class with a kar98k and it's my favorite because of how fast you can operate the bolt action, it's so satisfying to get it good

green vector
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I'll need to check that out~! Yeah, responsiveness of the bolt action really make a huge impact.
Right now it's two objects you'll have to pickup and drop but I've got a little plan to just toggle between bolt control mode and the gun handling mode without needing to drop and pickup anything in a hurry

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Ah, that looks really solid~!

glossy jewel
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how would i even begin?? Maybe somethignto track the hands and replay at the mecha hands

glossy jewel
green vector
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👆 Exactly

boreal nest
glossy jewel
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bro thats what everyone says cant you just help me? if there is something like that?

stable phoenix
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nobody is going to walk you step-by-step through the process

boreal nest
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If I had some idea of your skill level I could maybe point you in the right direction but as far as I know you've never even opened an udon graph. And even if you did, really, I can't just architect the design for an entire system. It's your project, you should be the one designing it. If you have specific questions then by all means, but you're being far too generic and high-level

glossy jewel
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i know that i just want to knownif its been done before

boreal nest
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Yeah, I did something like that in SDK2

glossy jewel
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is there a doubke jump feature? I wanna replicate the titanfall jumpsuit

glossy jewel
boreal nest
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no, the thing I did wasn't titanfall, it was just remote control mechs

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it was never really finished anyway

glossy jewel
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as long as the doubke jump stays with momentum i can soeed up walleiding for faster paced and more titanfall like combat

glossy jewel
boreal nest
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eh, I have pretty strong opinions about how bad the wall riding is in that tbh

boreal nest
glossy jewel
boreal nest
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you slide down too fast and it requires looking in a specific direction while pushing your stick in a specific other direction in order to get the most out if it

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it's just nothing like titanfall

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which is fine, if you're not making titanfall

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but using a non-titanfall wallriding prefab to attempt to make a rough facsimile of titanfall just reeks of mashing prefabs together. It's not a great look

glossy jewel
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I see how would i fluendoy mash prefabs to gether for a good look?

boreal nest
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by learning programming yourself

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understanding how the prefabs work and how to modify them to your use case

glossy jewel
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ah i see

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ill look for some titanfall stuff i have all the meshes rigged and guns meshes and pshooters and if im being honest i have no clue how to do the titanfall explosion but ill figure it out or even to call it in

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could i modify a health pack to call down the vehicle just play the animation and make the vehivle spawj in the smoke?

boreal nest
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you can make anything do anything

glossy jewel
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Not what my mom says to my dad

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obviously everything is low poly with a particle toggle and lod groups with unity terrain but i need the to learn how to do systems or else its for nothing

glossy jewel
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the jetdogs prefab car

boreal nest
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sure

glossy jewel
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how woukd i do that i have the stowpoints could i have the button on that?

boreal nest
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use postlateupdate and getboneposition to move a button to your body every frame

glossy jewel
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sounds good to me

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well be prob on about 3 frames so its not that bad

green vector
unique kettle
green vector
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Lmao, true!

solemn oasis
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How do we feel about persistent world data? I have a demo/proof of concept set up in Prismic's Avatar Search where the toggles for the mirrors, video player, and walls, as well as the sliders for the realtime light, hue, saturation, and value all can be changed and persist for a user across world sessions.

It does require untrusted urls to be on to function, but will work for PC and Quest. It also takes a little bit of time to save in this example (doesn't start saving until 5 seconds after you stop changing values, and can take up to ~20 seconds to finish here if you mess with everything). But after the wait if you rejoin, it should all be as you left it (except the chair simply because I couldn't be bothered to sync that).

Only really useful for microdata (small values like a few characters, numbers, etc), but for things like storing visual settings, adventure world checkpoints, personal high scores, etc: that's enough, which is kinda the point. Once I finish polishing it up I'll release a code demo for it.

hard sphinx
fresh reef
#

You have access to names why would you use the ip

solemn oasis
hard sphinx
hard sphinx
fresh reef
#

that is true

solemn oasis
#

That's the novel part imo: no. It's all pregenerated. In the demo I'm storing 16 urls to authenticate, and then another 16 urls per each data item. There's one data item for each of the sliders (so 4), and another one to handle the 4 checkboxes I sync by associating each boolean to a bit in the 16.

So a total of 96 urls in the demo, capable of storing 1048576 unique values. But it doesn't have to be 16, can also support any alphanumeric character up 8 characters long, and I also have support for an add endpoint that can ad and subtract numbers and persist them.

solemn oasis
fresh reef
#

you're precomputing every vrc username ?

solemn oasis
fresh reef
#

how are you getting that hash to your server then

solemn oasis
#

There's 16 possible values in the hex hash. So I pregenerate 16 urls for the authentication step, and it chooses the one that matches the hash. The IP comes freely on the request header, so I don't have to generate that.

fresh reef
#

I see that's quite smart

solemn oasis
#

So it isn't a perfect system either. Different ips will naturally mean different hash for the same user. But it's a relatively minor drawback to the whole. The authentication hash isn't strictly necessary either, but if two people in the same house use VR, it's nice to reduce the hash collision probability.

fresh reef
#

it comes at basically no additional cost so I don't see why not

hard sphinx
#

Yeah that is clever.

solemn oasis
#

It's the cost of 16 urls needed to auth instead of 1, but yeah, it's a finite linear increase at least.

fresh reef
#

my world has well over 140k precomputed URLs and it's hardly noticeable

#

just don't click on the game object

solemn oasis
#

What varies in the urls?

fresh reef
#

I realise it's not a video not very useful click on this answer's answer to see

solemn oasis
#

I meant what was the url data that varied for you to be able to fully cover it. A string of n character of m different values?

fresh reef
#

it's complicated

#

every book has a unique* number assigned to it which gets translated to a path using the digits of the number and at the end there is a seemingly arbitrarely named text file

#

the inconsistancy of the text file name is the biggest problem

#

it would be trivial if I just hosted an API and all you had to input was the number

#

but I can't guarantee that'll stay up

solemn oasis
#

Right, versus mine depending on a controller server to manage requests and the data.

Was just wondering the data space so I could calculate how many urls with a similar system to mine could serve. 3 requests of 64 possible characters plus a terminator character request would cover 262144 possible values, and take ~5 seconds to complete if parallelizing image and string rate limits, and would require only 129 unique urls.

Not suggesting that's a better option especially with the time delay, but just emphasizing what this technique is capable of 🙂

dire oriole
#

So do you check if you receive all 16 requests in a row before you save the data?
Just wondering if I understand correctly what you are doing.

solemn oasis
#

But it's possible to send arbitrary data a single character at a time and "queue it", flushing the queue when it's all done and getting a string (with base64 encoding, could send any utf8 string in only 129 urls). But the time it would take to send such data would be (length + 1) * 2.5 seconds. I've not implemented this though, and don't really have an interest using arbitrary data like that, just storing small amounts of data for world configuration.

fresh reef
#

right now my system takes up about 5-7mb which could be pretty significant in some contexts but it's definitely speed optimized

#

that's not just vrcURLs though, all of the metadata is precomputed

dire oriole
#

I also just read you want to do a code demo, I guess I could also just check that out if you release it.

solemn oasis
#

But those are extreme examples. This is really meant to store mostly microdata: things like boolean values, simple values to identify checkpoints and progress flags in adventure worlds, etc, numeric scores that can be added/subtracted to, etc, to persist between states.

dire oriole
solemn oasis
#

No, I just hand wrote them XD

dire oriole
#

Oh damn

solemn oasis
#

But with only 16 urls, that's not exactly hard

dire oriole
#

I see why the 16 then...

#

I'm just trying to think, and it should be possible to have way more.

solemn oasis
#

I could have chosen 8, or 20, or 90, or 1000, or 10000 urls, upt to 62^8. I just chose 16 for the sliders cause again, good enough, and short enough haha. It's a tradeoff.

dire oriole
#

Yeah, still awesome. Respect for actually implementing this stuff. I kinda picked up breadcrumbs myself all over the place on how to do it, but haven't actually invested the time to figure it out.

#

(Also silently hoping VRChat creates their own way to do it)

solemn oasis
fresh reef
#

It's coming soontm don't worry :)

solemn oasis
# dire oriole Yeah, still awesome. Respect for actually implementing this stuff. I kinda picke...

Thank you ^_^ Not sure when I'll have the demo ready since there's still some things I want to solve for. Right now I can't verify a request is actually coming from a particular world, so someone could for example make a world to hit the same urls and sabotage a visitor's data, or store their own. But I have an idea similar to a totp token shared between the server and world that could mitigate that somewhat.

dire oriole
#

Yeah, making it actually consistent and reliable seems difficult. I'd assume people could just manually call urls too, if they really tried hard enough.

solemn oasis
#

So you could modify your own stuff, but it's pretty resistant to arbitrary external tampering, save in the case I mentioned above if getting someone to visit a world that implements the same urls. So if I can harden that even just a bit, the slim probability of that occuring reduces drastically further. And even then, this is really made for simple stuff, no one should be designing anything mission critical around it lol

#

Oh, there's two special operations I've also built in that don't require anything extra except a query param in the authentication step. One returns a timestamp of the last time that user was authed (marking the last time they visited), and another increments a value everytime they auth (allowing the world to know how many times someone has been there). Allowing for a world to display stuff like "Welcome back for the <n>th time! You were last here <x> days ago!" Not a great example, but has valid uses for things like a world that could change things each time you visit at certain milestones, or tell you what's new since you last joined, etc.

dire oriole
#

Yeah, that's the part that would be better off handled by VRChat's servers.

tribal egret
solemn oasis
tribal egret
#

maybe you could send over a (part of the) username/username hash to authenticate with a series of pre-generated URLs requested in order and then use the IP for that session? And send a request every few minutes to extend the session or something

#

also unrelated question but how are you sending user-typed data (the search query in your world) to a server without the user having to type the full url?

tribal egret
solemn oasis
# tribal egret maybe you could send over a (part of the) username/username hash to authenticate...

I could, but I'd probably need a minimum of 5 characters (0-9a-zA-Z) to avoid collisions, and even with parallelizing that's still over 10 seconds before any data can come back at all. Present solution isn't perfect for everyone, but it can return on the first call, and for most it should still function, and for the rest the probable case is they just fall back to the default, which is no worse than we already get without any persistence, and likewise people without untrusted urls turned on.

That's also why I would suggest this is better used for data that is not of great consequence. Lose your settings? No big deal. Lose checkpoint progress in an adventure world? Sucks, but again, that's already the rule. High score reset? Was only visible to you anyways.

solemn oasis
solemn oasis
# tribal egret also here you say you use both the queue for string and image loading, have you ...

I've thought of the video API, but haven't honestly explored to deep into it. I know I could send data, but I assume people have been using it to retrieve data as well? And if so, what's the fidelity of that response? I'd rather not have to deal with parsing colors from artifacted video frames (assuming that's what's being done) if I can help it XD

Although then again, I do currently only retrieve actual data on the authentication call; all the other calls return no content (or at least minimal content enough to not render as an error). I suppose if I did just use it for sending that would help speed things up even more. Good suggestion! I'll consider implementing it, but probably not relying on it too much since unlike string and image apis, the video one lacking a queue would impact user experience if, for example, they tried to use a separate video player alongside it.

#

Btw, the avatar search world data persistence demo is actually just entirely making use of the img API atm, since the world itself uses the initial string api call for the search data, and I didn't want to be bothered yet implementing the string one as well for this. I would likely be manually queueing anyways if I did this as well for a few reasons, and I'll do so in a proper standalone demo when I get around to it.

tribal egret
#

Yeah in order to not cause collisions with video players in the world you'd probably either have to modify the URL input part of the video player or for a more janky approach make it wait a while when it encounters an unexpected rate limit. If you'd release this as a prefab you'd probably wanna either make this optional or write integrations for popular video players (usharpvideo, proTV and wolfe video player)

Someone else once made a video player text interpreter and just used black & white, and also used more than 1 pixel per block to avoid compression messing up the data. While fully using RGB probably wouldn't work well due compression, you could probably make it compacter by treating the R G and B channels as boolean values, allowing you to store 8 values per block. Then just round the raw RGB values to either 0 or 1

tribal egret
# solemn oasis I could, but I'd probably need a minimum of 5 characters (0-9a-zA-Z) to avoid co...

you could make a small phython script that autogenerates URLs for you and have 2 or 3 characters per url. Assuming the hash consists of 0-9, a-z and A-Z that's 26 * 2 + 10 = 62 possibilities. To have 2 characters per URL it'd take 62^2 = 3844 URLs. Combining that with parallelization from strings, images and videos that'd be 6 characters per 5 seconds. If you want 3 characters it's take 238328 urls which I'm not sure is too much for VRC or not, but that would allow for 9 characters per 5 seconds

solemn oasis
# tribal egret you could make a small phython script that autogenerates URLs for you and have 2...

Good point, was still thinking in single character sends cause I like the ease/simplicity/accessibility of them (easier for the end user to implement too).

If I were to take that approach, it would probably be with 62^2 * 2 urls, since that's only ~8k urls netting about ~15 million possible results, which feels reasonably unique enough for the scope.

But nonetheless, I'm content with the current approach for my purposes now I think. Alongside the added complexity of concatenating multiple calls, detaching a user id from their IP means I lose external tamper protection. That is to say, anyone could send that same set of strings and present bogus data. But as is, only someone on a given IP address can make changes in it's 16 hash space.

solemn oasis
# tribal egret Yeah in order to not cause collisions with video players in the world you'd prob...

I imagine one could probably round for color errors within at least a 4-6 upper bit range and still maintain fidelity, but for the intended purpose of this project at least that's still a bit out of scope I think.

Not trying to build something to send large amounts of arbitrary data fast, just something to persist a small number of rarely changing, limited, predefined things. But it's still really good ideas for what could be possible in other implementations, so I appreciate the ideas all the same 🙂

coral sun
#

afaik its not being allowed on purpose because some people will try to use it to dox people and stuff. There will likely be an official way to do world persistance at some point tho

solemn oasis
#

That's my understanding as well (what Rami said). Dynamic URL creation, while useful and powerful, isn't without some concerns, especially for free unrestricted tracking and offloading of data from users. I understand the rate limiting for the same reason, though I wish it was burst capped instead of hard capped.

#

That would be useful as well tbh, just in general. Prompt when a world makes a request to a url if you want to allow it, and allow saving as well. If anything that would be more secure than just leaving allow untrusted on for all urls

solemn oasis
#

Can't wait to start getting arbitrary code injection exploits from external resources that then load further external resources lol /s

#

This is why we can't have nice things 😔

slow dove
#

I wouldn't be surprised if there are still ways to construct arbitrary urls at runtime, although the methods would get patched out as soon as someone finds out www

devout light
#

@solemn oasis I wanted to ask, what would be the process to have an avatar I own to be removed off of the avatar searcher?

gaunt night
# solemn oasis That would be useful as well tbh, just in general. Prompt when a world makes a r...

That would be horrible :P

If its a pop up, it could get really annoying if not you could easily miss it.
Also if you encrypt the data in the url the user doesnt know what they are accepting. And sometimes urls look cryptic without being malicious. Also character lookalikes are dangerous for those scenarios.

Letting the user decide what they allow is shifting the responsibility, which usually is a good thing, but not always.

warped dune
solemn oasis
glossy jewel
#

i cant figue out how to make any custom PLANES HOW DID YOU DO IT?

#

what models is that btw

#

f-18 I presume?

humble galleon
#

Integrated my tool gun with the little in game inspector panel I created.
Todo: expose more components and rework the undo system.

#

If you have any questions or suggestions please throw them at me!

humble galleon
robust parrot
#

Demolition derby world when? 👀 I wonder if this could be combined with Varneon's vehicles https://vxtwitter.com/ville672/status/1651865722811719680?s=20

Messing around with vehicle stuff in Unity/#VRChat for the first time and managed to figure out a damage system for them too. A perfect way to test the map that I ported from Flatout 2.

▶ Play video
humble galleon
#

Automatic generation of U# components on build is going pretty well.

#

Just need to expose more types of fields.

weak socket
chilly stratus
#

I've added some cool stuff to the VRChat linking bot (Automated Discord bot for VRChat StringLoading, automating Supporters/Discord members being included in the world) (https://vrclinking.com) that I've been working on recently! And that's GuestUsers and Templates

GuestUsers - What does it do ?
It allows you to have "Primary" role - Typically high tier Patreon that can give few of their friends some lower tier "guest" supporter/custom role - in-game
The roles are not assigned to them on Discord.

It has more customizability that is probably necessary but it works amazing!

During the setup you can ONLY select Primary and Guest role from the list of roles that are selected either in hierarchy or always encode role list. IMG-1

I've spent a LOTS of time on End user's experience too IMG-2, Super easy to add users if they are already linked with discord bot IMG-3 and the same UI for adding guests that are not linked with bot as the regular linking process, making it more familiar to users, IMG-4
Removing Guest users is also very easy, IMG-5

Templates
Template which supports the GuestUsers is not entirely done yet, I will work be working on that after my finals tomorrow.

Together with this I also fully released a templating support for the bot which allows you to make completely custom formatted strings that include things you want and how you want them.
Current "Official" templates available are:
"Default"(Done for use with .Split() .IndexOf() and other pre-Json painful stuff,
"JSON" - Ready for current VRChat's open beta JSON support.

#

IMG 4 and 5 due to @robust escarp = stupid

candid sequoia
chilly stratus
#

As in unclear how to setup or ? Probably would be better to dm me if you need help instead of talking in this chat 👌

hazy trout
#

Tire wear and tire temperature

plucky rampart
#

@hazy trout will you ever make the motorbike map public for testing?

hazy trout
plucky rampart
#

Gotcha

dawn oxide
#

Felt a little trigger-happy in VRChat, so I made a gun for the first time. It only has effects and doesn't shoot any projectiles or have any sort of hitscanning

humble galleon
dawn oxide
#

I do know that. I wanted to focus on the script part first. I also wanted to show off the particles and such

#

Perfecto

dawn oxide
#

noice

nimble shuttle
#

CyanTrigger now has its own VCC package listing. Much easier to keep up to date with each new release.
https://cyanlaser.github.io/CyanTrigger/

https://twitter.com/CyanLaser/status/1654865687351885824

CyanTrigger now has its own VCC package listing! You can easily add CyanTrigger to your projects and keep them updated with new releases. CyanTrigger has also been updated to 4.2.0 to use proper semantic versioning and supports the latest SDK 3.2.0 #VRChat
https://t.co/saoFBtqSdz

little wyvern
green vine
#

I built simple Spleef game world in just 3hours : )
https://twitter.com/Tom_t0m_tommy/status/1656700573079732225

こちらのサンプルゲームをちょっとだけ更新しました。

最下層の足場がちょっとだけ広くなりました。
初手で黄金銃を拾いやすくなる、つまりそういうことです。

https://t.co/Hvz0wVt2ok

#VRChat #VRChatワールド紹介 #VRC_CombatGimmick

green vector
unique kettle
muted island
#

I've been experimenting with in-game motion recording solutions for my vehicles, the latest one allows immediate playback with Udon for filming.

All cars were recorded alone in the same single player instance at 40Hz o…

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boreal nest
#

Image loading is also supported similarly to string loading

boreal nest
#

what do you mean by "swap UVs"

#

then yes

#

of course

#

yep

#

you may need to do it a specific way if you don't want to break batching, but regardless there are a few different ways to do it that would definitely work

#

it's really all the same. A texture is a texture

#

yes

#

you can even set global texture and then avatars can use it if they have shaders that read it

#

you can also do all the same with render textures, and have a camera rendering to that render texture dynamically

little wyvern
ashen slate
#

For most of my worlds I've made this script because I don't like the concept you have to go around the world looking for a menu, so I made a wristwatch where you can customize the world, and because I'm adding this on my new world I've decided to make it a bit better, hope you like it! 😄
https://twitter.com/latislab/status/1658815180334153728?s=46&t=Wgx5Z3yYBS0mZVd-EtEZqg

Showing off the menu of Viator Novus that I made, hope you like it!
#VRChat #VRChat_world紹介 #MadeWithVRChat

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devout light
#

Will this ever be up for download/purchase? I'd love to have this in one of my own worlds.

ashen slate
coral sun
#

People are whiny. Try to simplify set up and create documentation / installation instructions. Even if it feels obvious

#

It will save you headaches

humble galleon
coral sun
#

agreed, but dealing with people who barely know how to install the unity editor is harder lol

#

writing code and selling code are 2 skillsets, both challenging in their own ways

humble galleon
#

Absolutely

ashen slate
native pawn
muted island
#

VUdon Events is almost ready for a stable alpha release!

What if implementing UnityEvents into your UdonSharpBehaviours was as easy as declaring couple fields with certain attributes and invoking them via handler singleton?

#VRChat #MadeWithUdon

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wheat merlin
#

me: i don't have attachment issues
also me:

agile bloom
#

At first glance, this may look mundane. But rejoin the world, and the counter will be higher 🤔
I have made a system that calls to a server using the String loader and JSON. It allows for a nearly infinity amount of metrics to be tracked.
This system is written in a way that you need no programming knowledge to track such metrics, as all the programming was done entirely by me within the last 2 days.

Imagine: having a counter to track how many times your mirror has been turned on? How many times someone found a secret button in your world? The posibilities are endless.

slim peak
#

Would this work with untrusted urls off?

agile bloom
#

no, unfortunately it requires untrusted url's as it is an API built by me running on my own personal servers

agile bloom
#

I am open to giving access to the system to other world creators if they would like, with separate data per world

coral sun
fair gorge
#

Some day we'll get it™️

agile bloom
#

well, till then i have something close, and visible from inside the world

clever arch
#

need help for a small toggle on a world to play an animation

muted island
#

Currently wrapping up a pretty big update to my UdonConsole from VUdon - Logger.

All text components have been upgraded to TextMeshPro, added split view for viewing the full log message (also, it's resizable), and log type prefixes are now compact icons.

#VRChat #MadeWithUdon

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tribal egret
humble galleon
tribal egret
humble galleon
tribal egret
humble galleon
tribal egret
#

that doesn't nessecairly always indicate an avatar change right?

#

how? is there an example?

humble galleon
humble galleon
# tribal egret that doesn't nessecairly always indicate an avatar change right?

I can't really think of a situation where it wouldn't.
As you can see in the video "Avatar changed" gets tripped twice.
I think this is due to VRC switching you into a temporary avatar while the new one is loading.
It's incredibly unlikely that both the temp avi, your current avi, and the one you are trying to switch to all have an identical rig.

#

Though all of this is speculation. Varneon might be using a different approach.

muted island
toxic veldt
green vine
#

My 10th game world is out!
Use magic spells and fight with your friends!

https://twitter.com/tom_t0m_tommy/status/1662712339525931009?s=46&t=9I5fHOPdLplJM7mFcEtM_g

10作品目のゲーム「Magic Arena」公開しました!

様々な魔法を駆使して戦うPvPバトルです。
武器は使わず、ジェスチャーでド派手な魔法を発動できます。

https://t.co/NnoQa9IQeK

#VRChat_world紹介
#VRChat #VRC_MagicArena

chilly stratus
#

WIP (U#)

Working on an update to my Custom Networking Solution for VRChat
The new version supports just about every C# and Most Unity types over the network and uses byte[] for data transfer

dawn oxide
#

What would be the best way to learn udon? I have a couple of ideas I have but my program knowledge is minimal.

low meteor
#

learn c#

dawn oxide
#

Thanks.

coral sun
# dawn oxide Thanks.

learn c# in the context of unity, but actually make content yourself (IE dont use prefabs / purchased tools for stuff). Once you got that down, make some single player content in udon, then switch to learning networking

dawn oxide
#

Alright.

#

What would be the best way to learn C#?

coral sun
#

Unity has some beginner tutorials

#

read up on the generals of c# here

#
#

once you got the basics, just jump in and make stuff

#

cant rush experience

proven totem
gusty elbow
#

does anyone know how to fix that i have two mics

spark arch
#

btw wrong channel.

gusty elbow
#

i don't text at all in this so srry

#

im just in here just in case there is a problem with the game

#

which i beverly even play

#

but ty

narrow oar
#

Hey ! I made a prototype of a VR Breaker game, I plan to add more gameplay. Don't hesitate to try it 😊
It's VR Breaker in the Community Lab. It's ready for Desktop and Oculus Quest.

main hearth
narrow oar
#

Daily?! omg glad you like it 😭 It's not even finished, I got ton of ideas
Thanks a lot!

ocean saffron
#

also vrchat does not like when the player goes inside of the tub

#

never happens in the editor tho

#

must be vrchat physics related

proven totem
#

I wish you luck on trying to sync this.

proven totem
#

Added a small update to Planet Movement: Align Gravity with Ground. The best way to walk on concave colliders! Ground Layers were also exposed for changing what the controller sees as ground (Meaning you can have non-walkable walls now).
#VRChat #unity3d

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ocean saffron
humble galleon
humble galleon
ocean saffron
#

Wasn’t as hard as I thought it would be

#

Originally before everything actually synced to late joiners, all props were there but they had ID 0 which was the crane, the biggest prop in the spawnmenu. Caused a lot of lag but I shifted the array up and added a placeholder that only appears for late joiners while everything syncs

#

So that’s fixed

ocean saffron
#

But it never happens in clientsim

ocean saffron
#

And by a bunch I mean like 8

#

Used to be 100 before I started generating them manually in blender/using the originals from source engine

narrow oar
#

So you basically made a Sandbox game inside a sandbox game

humble galleon
#

I'm guessing the props are just one object that can have multiple forms, and then you just have a VRCObjectPool of those

ocean saffron
#

It has welding capabilities built in

#

Somewhat

#

And it’s synced

ocean saffron
#

Although it wasn’t always like that

proven totem
# ocean saffron added a toolgun, fixed cars, and fixed some stuff

just remembered to mention this; you may need to make a custom collision mesh for the bathtub since that can happen if the mesh being used for the mesh collider is not clean or meant for collision. Basically the vrc player controller tries to force itself to a point on the collision, the rigidbody tries to react to that, and both will freak out until the controller breaks free from the collision.

coral sun
#

Yeah if you ripped the physics colliders from source models directly, its gonna be a bit funky

ocean saffron
#

That might be the issue

dawn oxide
proven totem
hoary nimbus
#

Very much WIP and like with everything I do it'll probably never go beyond a tech demo. But thanks again #udon-general for all your support ❤️

hoary nimbus
#

Oh and the VR support, learnt soo much but it took ages lol

narrow oar
#

Omg !!!! Drumsticks, i was going to ask

hoary nimbus
glass phoenix
#

in that case you could just set the grip type to gun (i think it's labelled as gun?) and set grip poses

#

vrcpickup is super flexible tbh

narrow oar
#

(Did you try to create a children and you move your mesh inside this children and offset it locally?)

#

(Or yes probably the good way, i suggested you the unity way)

low meteor
#

We were talking something like this earlier but with the old guitar hero guitar as input device, it's not exactly that but, hey, pretty close

hoary nimbus
glass phoenix
#

you've effectively described rockband vr

#

existed, it's effectively dead now ☹️

#

although that just applies to most Harmonix things

coral sun
narrow oar
balmy drift
#

Row, row, row your boat, gently down the stream...

#

terrain code is working pretty nicely now

#

almost ready to stop messing with terrain meshes and start playing with lights 😁

#

spent a whole day debugging his spline code looking for a slight glitch that turned out to be completely unrelated

#

I should tweak the generation heuristics a little bit before moving on, though

#

and perhaps figure out triplanar projection shaders so my texturing isn't so Quake 2 😛

narrow oar
#

Wow that's a damn good rendering work

#

I love the texture of the boat

balmy drift
#

Thanks!

twin shuttle
#

I've recently updated my VRC Picture Loader!
It's a system that uses the VRChat Image Downloader and adds a lot of extra functionality to it.

Features:

  • UI to see the download progress

  • Manual Load Button

  • Automatic Loading on start and redownloading after a few Minutes

  • keeping the old Image / Picture while redownloading it

  • Support for multiple material properties

  • Support for Unity UI Raw Images

  • Custom Loading & Error Texture

  • Texture Settings (e.g. Mip Maps, Filtering, etc.)

https://github.com/DrBlackRat/VRC-Picture-Loader/

GitHub

Contribute to DrBlackRat/VRC-Picture-Loader development by creating an account on GitHub.

hoary nimbus
proven totem
#

With my World Debug Inspector, you will be able to test multiple things with networking.

You can sync and manipulate local transforms between clients!
#VRChat #unity3d

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hazy trout
#

Hey all just wanted to share again that I am very much looking forward for the next version of Udon with performance increases. This system uses a brute force method (for accuracy) for computing, a lot of checks against Transforms and GameObjects

modest sand
#

managed to get a little rescaling panel set up for people who want to go beyond the inbuilt limits of the new avatar scaling feature. Turns out you can't go below 0.2m, but you can go above the 5m limit it seems.

simple berry
hoary nimbus
arctic ivy
#

I completely reworked my VRDancing world https://vxtwitter.com/VRD_Official/status/1672938551795761152?s=20
I'm very happy with the UIs, they're more intuitive and very responsive. We also now have a really solid queue system 😊

Our biggest world update ever has just been released!

All interfaces have been overhauled in VRDancing 4.0 and tons of new features were added.

We now have a queue system!
Check it out at: http://world.vrdan

💖 0 🔁 0

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proven totem
muted island
#

The new upcoming VUdon Music Player has received a large number of UX improvements and open alpha is getting closer!

Here is a sneak peek to the current setup process so you're more familiar with what to expect when it gets released.

#VRChat #MadeWithUdon

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sand igloo
twin shuttle
#

Urgh that's really hard to do as you cannot dynamically change the URL without the user being required to manually enter it

#

Unless you are talking about some pre defined pictures

#

Cause that would be easy

sand igloo
#

oh, I thought that the channel would have the entire message history as a string and could be parsed into image links from there, but I am unsure how discord stores it to be retrieved.

twin shuttle
#

Yeah no that's not possibly due to string / image loading limitation, you would also need to have some sort of API for it.
Anyway, this is a showoff channel, so further discussions should probably be moved elsewhere. ^^

boreal nest
#

discord requires authentication to see the message history of a channel, so it's certainly not something that udon can do. But a bot could do that, read the messages, grab the image links, and then host redirect links to the discord images

#

but regardless of how get the message history or how you redirect things around, all you need to do is have udon load the link you get from "Copy Image Address" which looks like images-ext-2.discordapp.net

twin shuttle
#

True, that could technically work, as you can just use static links which would then just redirect to discord.It would be quite complicated to set up a bot etc for it though.

boreal nest
#

indeed

sand igloo
#

Yea, and thanks for the insight, I will look into this further from here. :3

dawn oxide
#

Jk jk, this will be very helpful, thanks for giving my partner some help @twin shuttle

#

P.S he said you are cool

chilly stratus
#

Was meant to reply to your other message*

boreal nest
#

yeah I was trying to give the overall idea

ripe bear
ripe bear
#

Thank you! X3

humble galleon
#

That looks very clean!
Glad to see you make so much progress on it :)

pale nest
#

you're doing god's work

stuck juniper
#

i introduce you to the potato code

#

it turns your cpu into potato

dawn oxide
#

pov the mate loads in

chilly stratus
#

I did a thing.. (This actually works)
Prefab release soonish 😅

#

The amount of reflections and Patching the compiler to get this working, I am crying. But works really amazing, performs super fast and great and support insane amount of types.

tribal egret
#

so how does it work? does it require ownership?

chilly stratus
tribal egret
#

awesome

chilly stratus
#

You have to inherit from NetworkInterface and then NetworkInterface handles all the work, there's a ton of reflections all around that populate various references to your scripts automatically so there's basically no work needed from the user, the only issue I was unable to solve is, anytime you add a Networked script into your scene you gotta go to NetworkManager prefab and click one button. I attempted to do this automatically on build but it causes some issues

#

As for performance.. Up to roughly 2-3kb of data sent, there's no hitch whatsoever for both PC&Quest. Above that Quest occasionally starts to get tiny few ms hitches, barely noticeable.
But I personally don't think anyone should be sending over 1kb of data in their method dead

#

Some funny things I had to do

chilly stratus
#

Also UserDefined enums can be transfered too OFC 😅

tribal egret
#

damn

#

that's cool

muted island
#

The legend is back! More aggressive and immersive than ever!

The original muscle car that was used for the development of my first driving world has finally been recreated with the Lite framework and it will be available in the new world on release.

#VRChat #MadeWithUdon https://t.co/tjRxvF4JKk

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dawn oxide
#

What do you use to make roads?

muted island
dawn oxide
compact patio
#

For an unannounced #VRChat project, we needed dynamic lighting that ran well on Quest, and here is a stress test of the results so far! This is 25 lights that run at 35-45fps on a Quest 2 in VRChat. #MadeWithUdon https://t.co/5d24ASuNH5

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deep sorrel
muted island
# deep sorrel do you have a tutorial on how to make a driveable car?

I did start writing one, but due to the number of ongoing projects I haven't had a chance to continue working on it for a while.

I'm actively working towards the eventual release of an SDK for Udon vehicles (same one used to create the existing vehicles), which is taking top priority. A tutorial for creating a simple car for VRChat will likely come out after the release of the SDK when I have more time.

inland tendon
# muted island https://fxtwitter.com/Varneon/status/1659940389212626946

it's cool project no debts about it 🙂

as if i understand it correctly
this project of yours can port or i shod say SIMULATE functional unity into an vrchat udon world
if this is correct thought than it's wonderful thing to have in vrchat
because this simulation will help vrchat users to easier learn the unity and other things about as well
vrcLike

quick rampart
#

At all the things inside this script is admin proms tp set player avatar to save and stuff like that on right now I also added a player randomizer but need a new script for it because of storage system command with send network event (servers a lot of work )all in all crazy admin panel with udon graph in mind with used of player id

#

Disclaimer this a few 5 hours ago now a bit different

#

I went mad with power one starting to make it

#

And love invalid and branch notes it saved breaking the script

#

Like (end)

#

Also found out how to crash player using is owner script

#

If there player is not the owner then crashed the hole game

chilly stratus
#

NetworkedEventCaller V3.0.0

After many days of agony and pain, I finally finished the Rework of my Networking prefab/overhaul. Figuring out the way to patch UdonSharp correctly and gather all internal method names.. Well, it was pain to say the least 😅
But It has been done and it now allows you to write your networked methods in regular C# fashion. As well as serialization into byte[] which saves the data usage from previous versions and also performs a lot better, impact is basically not noticeable.

Example:

Sending

    public override void Interact()
    {
        SendMethodNetworked(nameof(CoolMethod), SyncTarget.All, Time.time, new DataToken(transform.position), new DataToken(transform.rotation), new DataToken(Networking.LocalPlayer));
    }

Receiving - Regular C# method with addition of NetworkedMethod Attribute

    [NetworkedMethod]
    public void CoolMethod(float time, Vector3 position, Quaternion rotation, VRCPlayerApi player)
    {
        Debug.Log($"{time} - {position} - {rotation} - {player.displayName}");
    }

Also, support sending over network more types than you're likely ever gonna need-
Both Array + Normal Boolean, Byte, SByte, Int16, UInt16, Int32, UInt32, Int64, UInt64, Single, Double, String, Decimal, VRCPlayerApi, Color, Color32, Vector2, Vector2Int, Vector3, Vector3Int, Vector4, Quaternion
Normal Only DateTime

Github https://github.com/Miner28/NetworkedEventCaller
VCC https://miner28.github.io/NetworkedEventCaller/

dawn oxide
slow tartan
dawn oxide
slow tartan
dawn oxide
obtuse cobalt
#

Ken Block's No. 43 V1 Hoonicorn IN VRCHAT!!! The Driving System is Chikuwa Udon Vehicle System 2.0 and I've been working with wheel colliders for a good while and its Advanced Wheel Collider Function. It's way too slippery!!!

weary kelp
slow tartan
muted island
#

Thank you! ^^

#

It is a modified prefab from "Particle Pack" by Unity on the Asset Store, which is free.

mellow thorn
#

I've got a new package designed to make DataToken/DataList/DataDictionary classes a lot more useful.
It adds proper generic type support to all three, as well as LINQ-like conditional filtering options for DataDictionary[] such as WhereValueEquals, WhereValuesContain, etc. with more functions to come in the future.

Would appreciate any feedback or suggestions for additional functionality!

https://github.com/kemocade/Kemocade.Vrc.Data.Extensions

GitHub

Contribute to kemocade/Kemocade.Vrc.Data.Extensions development by creating an account on GitHub.

mellow thorn
#

Also, since I'm proud of this chart, here's all of the DataToken-to-generic conversions it's able to do:

hoary nimbus
# hoary nimbus Hey all, so good news I did upload an initial build of this. Search "Drum Hero" ...

it's been about a month since I started work on this, so have a little progress update to see the before and after. Note all the features and gameplay shown in the video are live but this specific chart/song I'm holding onto for a Friday update next week so ssshhh!

  • Fully supports any Clone Hero, Guitar Hero or Rock Band chart containing a Drum chart
  • Desktop & PC/Quest VR support
  • Up to 4 player multiplayer support with spectating (code is still a bit wonky but when it works it works!)
  • The drums now have audio & haptic feedback based on how hard you hit them in VR
  • I've learnt a lot about GPU instancing recently, locally I get 60 fps now on desktop and 120fps in PC VR!
muted island
#

The motion recorder for the new vehicles now supports wheel smoke and engine audio!

I'm getting very close to being able to record and play back 100% of the different elements from real time driving for videography.

(Everything recorded in singleplayer)

#VRChat #MadeWithUdon https://t.co/CqBHRbQUJC

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simple berry
#

Every time you post I'm always in awe at what you've been able to do w/ what vrchat exposes.

glossy jewel
muted island
opal wolf
#

hey all just joined, and i wanted to show off a little project if thats possibe,i was advised iot might be something that vrchat community might like as a staple
its only a rough draft
but its a streaming world, where 2 people can stream games together or host a tournament by syncing up either two twitch streams /youtube ect
https://en.vrcw.net/world/detail/wrld_f327be61-cbd4-444d-9dfa-799595424e47 if anyone is interested
Thank you all for yout time,and i hope people might like it

Information about world [Eissport] on VRChat.

weary kelp
bitter pewter
# weary kelp Development update on my world, focusing on the weapon system for the world: htt...

Impressive as always! I'm glad you're bringing experiences to VRChat, something unique and exciting that people will remember and talk about, instead of a mirror with an HD world around it.

Side note, with all the updates to VRC games and experiences are becoming more fleshed out and developed. Do you think VRC will be comparable to Gmod ever, and if not what would need to change for VRC to be more about experiences and games rather than mirrors and small talk?

weary kelp
#

I don't think games will ever overtake hangout worlds, they will still remain the core experience of vrchat because like 95% of the community want to sit, hangout and talk with friends

#

and there's nothing wrong with that either 👀

#

Worlds in general will be 2nd to actual socializing for people

#

but for the few that enjoy adventure/game worlds, I'll be making adventures for them as long as possible 😄

#

I personally struggle to sit in one place to talk for a while and much prefer an objective to do together, but I have good friends that prefer the opposite 🙂

#

and both are valid!

bitter pewter
#

Of course, they're both fine. I find myself doing that often too, especially to take a breather and meet new people. I just hate how youcan world hop for hours and everyone is just.. not talking much, looking at themself in a mirror? I would love to see VRC become a more dynamic hangout place again.

weary kelp
#

there are communities dedicated to world hopping together

#

I used to host my own world hop event every saturday for a few years but I was burnt out on hosting for a while so haven't hosted one for a while now (and also hard for me to take a break from world dev :lul: )

#

now that we have groups, it might actually be easier to find those too but I can recommend some places that are focused on exploring

bitter pewter
#

I'll have to check those out, thank you! I can imagine developing the experiences you make are time consuming. Any sort of quality of life or user comfort addition to a vrchat world feels like you're fighting the SDK.

bitter pewter
weary kelp
#

my own worlds especially take a long time to make

#

current one I've been working on it almost daily for the past 2 years now

#

and this project has been working on an off before that for another 2 years

#

I had a protoype world for it in 2018 lol

#

but hopefully it'll be worth the time and effort once its finally out 😄

bitter pewter
#

Holy hell. That's as long as it takes to make an indie game. Thank you for your service 🫡

weary kelp
#

❤️

bitter pewter
#

One last question, is there anything VRC could add to make it easier to develop worlds like yours? I brought up Gmod earlier because their main claim to fame was LUA. Lua allowed anyone to make and distribute assets and create interesting scripts.

weary kelp
#

I sorta have everything I need although vrchat's persistence that they're slowly working on would be a massive help (would be a built in save system for worlds basically). There are ways to do saving already by the community though too.

#

I'm not really an advanced creator in terms of having scripting knowledge

#

when I started world building, I was new to game engines entirely let alone unity. I had and still have zero coding experience

#

so I'm kinda learning as I go along with each project, using cyanlaser's cyantrigger system helps me a lot and its helping me learn coding terminology too

bitter pewter
#

Oh right persistence! That's really cool, you dedicated yourself to VRC and Unity and produced noticeable results.

weary kelp
#

I just want to keep playing adventure worlds, not enough creators making them so I gotta chip in too XD

bitter pewter
#

Ty for responding and giving me some insight into your works as well. It was cool meeting you! Take care and keep building 😄

weary kelp
#

thanks, you too ^_^

stable phoenix
coral sun
#

persistence and a way to at least send some basic variables over network within a call would be great, these have been in the backburner for a while afaik

pale nest
#

coming in less than 1.5 months maybe (never)

coral sun
solemn oasis
#

The above PR discussion was why I decided to wait to release the remote server based persistent storage I built for the avatar search world that saves the room settings. Plus it's fairly complex to implement relative to a built-in storage system. But I really hope the planned release timeline they mentioned holds, since it's already been 1.5 months and we've yet to hear an update that I'm aware of (although it does seem like avatar scaling has had to undergo a number of reworks, so it's possible that world persistent storage is just delayed behind it in the pipeline).

warped dune
woven mortar
#

Sorry @weary kelp just read the entire profile, sorry >_<

weary kelp
#

no worries, my dms are open if you had a question or anything 👍

open palm
quartz ledge
devout light
warped dune
#

Its a little complicated xD

dawn oxide
#

Looks like it was generated with a world builder type addon

#

Nice though. Hate to see what happens when you run a stop sign.

dawn oxide
dawn oxide
# warped dune (scale)

Can you add airliners like Boeing 737?
And a real airport also with a pushback function also with an animation and
full scripted cabs where you can use the pedals for steer while taxing?
Build taxiways with taxi lights and runways with runway edge lights.
add real working flight instruments
The pilot sits left.

humble galleon
dawn oxide
#

I'm just a too lazy person

ripe bear
inland tendon
#

where is a world where we can fight aliens with flying saucer attacking our base on multiple islands with joump and speed pads?
me and my friends used to play that game 2 years ago
i think that world is made by some japanese guy or something

ripe bear
inland tendon
#

i think so
i will check it out tomorow
because i have to goto sleep
but anyway ... thank you so much 👍

ripe bear
#

X3 all good

inland tendon
#

yup that's the one i was locking for vrcLike

ripe bear
twin shuttle
#

I've just released AudioShrink!

This tool allows you to scale your Avatar to music using AudioLink. :D

Features:

  • Select what AudioLink Band to react to
  • Set a default scale
  • Set a max amplitude scale
  • Safe Zones in which you are unaffected by scaling
  • Master Only settings
    • Master Disable (disables AudioShrink for everyone)
    • Master Control (Master sets AudioBand, Default & Max Amplitude Scale for everyone)
    • Sync Settings (AudioBand, Default & Max Amplitude Scale)

https://github.com/DrBlackRat/VRC-Audio-Shrink

GitHub

Contribute to DrBlackRat/VRC-Audio-Shrink development by creating an account on GitHub.

coral sun
#

This is hilarious

narrow oar
twin shuttle
#

But yeah, that's why it has a warning

#

I showed it during the community meetup and most people were actually fine with it

twin shuttle
#

(had the wrong link in there, updated it)

little wyvern
sudden owl
little wyvern
sudden owl
little stone
#

I've released Udon Crowd Height for #VRChat.
This allows world creators to define height limits on avatars and zones where the limits do and don't apply.

Giant tactless eboys be warned.
https://t.co/NeWXfQ9z3G
https://t.co/mXE6dIHFdG

psky.app

I've released Udon Crowd Height for @vrchat.com
This allows world creators to define height limits on avatars and zones where the limits do and don't apply.
Giant tactless eboys be warned.
https://jokerispunk.gumroad.com/l/udon-crowd-height
https://github.com/jokerIsPunk/udon-crowd-height/releases

green whale
warped dune
ripe bear
glossy jewel
twin depot
#

it's not as crazy as some other things here, but i'm proud of this

hallow pumice
#

Anything executed well is worth celebrating.

chrome moth
twin depot
#

thanks! i love that sound, and it’s perfect for a world like that

open palm
inland tendon
little stone
inland tendon
#

nevermind i was stupid
i didn't read it completely
it was a future not a world
sorry about it 😦

green whale
severe lichen
dawn oxide
severe lichen
dawn oxide
#

Nice ok

severe lichen
ivory sorrel
#

Sick! Never thought I'd see twisted metal in vrc

thick mural
#

my lovely Home World i made, already 17k Visits Emmitt

hazy trout
#

Combined with the rumble strip sounds, it adds to the experience of having the car lifted up and landing back down

split minnow
#

man that's great

dawn oxide
#

triple A

tidal orchid
humble galleon
remote kestrel
#

goddamn thats sick

quasi jolt
#

I'm so tired of vehicles in worlds feeling completely weightless and rigid, and getting caught on everything

hazy trout
#

Hmm make sure they weren't boats or hovercraft

quasi jolt
#

They sure feel like it sometimes. No proper suspension half the time

severe lichen
#

missiles now fire

zenith imp
hazy trout
inland tendon
#

🤠

dense steeple
slim peak
#

👀👀

solemn oasis
rich mountain
#

The 2nd installment of myVrchat world series, called "Nebula Hub". Have fun in a futuristic cyberpunk-style environment full of great hangout spots and a portal to the 1st installment of the series "Nebula" (Club world (PC Only)). Stop by, kick your feet up, and enjoy yourselveswitho the many refreshments and foods supplied by the World.

Don't wanna drop by first...
That's okay. Here is a trailer that may just peek your interest.

I Hope to see you around!
https://youtu.be/vuIN2Edbf0A
https://vrchat.com/home/world/wrld_71e1af19-db23-4d26-befd-986f32815a2c

This is the official Trailer for The VRChat world known as Nebula Hub. Thank you all for watching I hope to see you all in Nebula Hub!!! I will put a link to the world below to where you can get a little more information about it there.

✨World Link✨
vrchat.com/home/world/wrld_71e1af19-db23-4d26-befd-986f32815a2c

Thank you to...
Atiks, Sallyfac...

▶ Play video
jovial vine
#

hihi! i thought it would be worth posting my first vrchat world here.
I’m planning out a series of worlds to create, with deep lore.
This is heavily inspired by these vrchat worlds:
“Beyond A Bit” (by EstyOctober)
“The Light of Digital Hope” and “The Abandoned City” (by Sournetic)

I hope y’all enjoy the animation :>

https://vrchat.com/home/world/wrld_6d242663-2a08-425f-8f98-7272192dece9

The first world in the Silent Shift series․ (v1․0․1) [Late Joiner Bug Fix]

muted island
#

I finally got a chance to start fixing Waltzer's platform locomotion, which got broken by the unexpected data returned by VRCPlayerApi.GetRotation() ever since the latest VRChat update.

It seems like it might now be even more stable than before.

#VRChat #MadeWithUdon

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royal vessel
humble galleon
gaunt night
# humble galleon How are you passing so much data out?

You can see it at the bottom of the screenshot. Its a pre-set link that you append your message to apperantly.
Not sure what the "auth" is doing there. And if Im correct, you need to enter your name everytime you send a message, which would be odd.

So not sure thats all to it

tribal egret
#

that's awesome!

fresh topaz
#

Woah…

wicked hawk
#

https://vrchat.com/home/launch?worldId=wrld_31d13229-1eb8-4d48-8eda-f3d2f284347d
Released my first world to Community Labs and thought it would be good to post here!

Its main feature is a system that can convert 3D player animation to a 2D pattern that players can record and upload/stream online. This means anyone who has a link to the video, can stream it back into the world, where the system converts the 2D pattern back into 3D motion for an in-world puppet to act out.

I plan to add more tracking points as I update it, but thought it could be a neat feature for VRChat performancer.

hazy trout
#

Nice! Thank you for taking the time to show the Udon aspect of your advertised world

desert creek
royal vessel
royal vessel
opal solstice
weary kelp
#

One of the new enemy types I've been working on for my current vrc world project. (for context, the weapon has a bullet time mode that slows down red bullets. This is the first enemy I've showed off so far where they can use blue bullets, which speed up during bullet time mode)
https://vxtwitter.com/LakuzaVR/status/1701284404302172332?s=20
showing this off on desktop mode right now (I wish vrc would lets desktop users hands stay attached to the pickup x_x)

One of the tougher enemies you'll fight outside of bosses in Bullet Time Agent.
Replaces the "Elite" bots from the old sdk2 version in 2019, that a few may remember from old private demo/tours I gave. Check my rep…

💖 1

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zenith imp
#

@pliant owl PVP attack on titan when?

#

no wait... it would be Shadow of the Colossus.

sour juniper
#

Anyone really good at creating games and worlds in VR chat that is looking to do this to get paid. Have lots of work and some really cool stuff would love to work with the best VR chat creators!

vestal berry
scenic schooner
solemn oasis
# vestal berry https://x.com/CraziumGames/status/1702834879795486753?s=20

It's funny that we ended up developing the same idea in a silo unaware of each other, but seems we drew from the same root inspiration, and I do love the effort that's gone into the polish and theming (and the impermanence is it's own very special occasion) 😊 Excited to see the themes change each day, and how the art evolves relative to how it has on VRCanvas 🙂

#

I must admit I'm a little sad that it got Spotlight on day one while no such love for VRCanvas over 2 weeks. Not for lack of PlaceHolder deserving the honor by any means (it's the complete package), but just because it suggests to me that my utter lack of artistic talent likely means nothing of mine will ever be able to earn such a distinction lol 😭 Ultimately that's just my own vanity though. More than anything, it's just cool to see innovative new ideas push the boundaries of what was possible before in VRC

azure zinc
#

Prismic I love your world way more.

#

I could go into detail why i prefer yours over placeholder but i dont want to come off as rude or disrespectful to Crazium

#

also your canvas does have more pixels and faster place time does it not?
however both worlds had so much effort put into them, love to see it!

solemn oasis
# azure zinc Prismic I love your world way more.

It's not a competition between them to me. I have a portal to PlaceHolder in my world cause I want people to go there and see and experience it. It's an awesome world, and running for a limited time only, and worth it to experience while people can, and very much deserves it IMO 🙂

Like I said, it was more just cause Spotlight doesn't exactly have a criteria that I had some hopes on grounds of innovation and unique experience alone, but given VRCanvas wasn't picked even in a vacuum of a couple weeks, it means it didn't earn it, so just means there's areas I need to improve on to be worthy, and that's okay. Sucks that I suck at making pretty things lol, but it's also okay by me. I can be proud of what I did regardless, and proud of them too!

obtuse cobalt
#

Just the Hoonicorn V2 I worked on for a few days a few weeks ago using the Chikuwa Vehicle System.

ripe bear
left badger
#

I need some testers for my Immersive Interactions (buttons) system!

It's a free, open source prefab set that allows users to add physically pushable buttons and switches. It tracks fingers, head, hips, and feet as well, so you can head butt or stomp those buttons if you'd like, and works for almost every avatar I could test.

But obviously I'm one person, I'd love it if some peeps were able to give it a shot. Either testing it in my test world with their avatars, or downloading the package on VCC or github and attempting to make use of it given my guide. Feel free to DM me any feedback, or create an issue on github.

https://github.com/Janooba/immersive-interactions
or
https://janooba.github.io/immersive-interactions/ for immediate adding to VCC

celest pumice
#

looooong button

viscid junco
left badger
viscid junco
#

then it'd be perfect ^^

#

and I also wonder if there are actual doors that you can grab by the handle and open them? I could always try making these, though I don't have vr so I'd need to test it in a very cursed way or need others for that

left badger
#

The system only currently supports push buttons, and rocker switches, but I've got sliders almost done, and I plan to include levers, dials, and more like doors in the future.

candid acorn
tribal egret
left badger
inland tendon
ripe bear
inland tendon
#

ah ok then

ripe bear
inland tendon
#

oh yes i saw it
and i must say it's very great game world
vrcLike

ripe bear
#

^^Thank you~

hazy trout
#

I was working on my doppler testing rigs and accidentally made an air traffic spawner. Basically just spawns within a radius and must always cross the player.

#

here is the OpenAL documentation for doppler implementation

hazy trout
twin depot
ripe bear
ripe bear
zenith imp
ripe bear
twin shuttle
#

It even has some nice error messages :p

solemn oasis
left badger
left badger
pale wadi
humble galleon
#

What are you doing to detect the localization?

pale wadi
#

the document is outdated, both ClientSim and VRChat client support language udon feature

humble galleon
#

Thanks!

left badger
solemn oasis
dawn oxide
#

pls vrchat never fix this its so fun :P

ripe bear
inland tendon
#

vrcLike
awoooooo

ripe bear
#

X3

barren beacon
#

Sharing my bicycle system prefab. Feel free to use it in your worlds.
Works in VR (left handle is brake, right is ride) and Desktop (wasd or arrows)
https://github.com/FoggyMind/vrc_bike

Example in world https://vrchat.com/home/launch?worldId=wrld_d367312f-fb29-48bb-a069-21c369685812

GitHub

Bike system prefab for VRChat worlds. Contribute to FoggyMind/vrc_bike development by creating an account on GitHub.

v1․03 Added portal to new world

arctic ivy
#

Heyaaaa!
I just released my art studio world! There are tons of custom udon features in this world and its definitely one of the most advanced projects I've made 😊
Just generally really happy with how polished everything feels c:

You can checkout all the cool features in this trailer:
https://vxtwitter.com/MixieVRC/status/1710355866442989678?s=20

Visit the world here:
https://vrchat.com/home/world/wrld_93dc2a1f-60f6-474f-ba8b-f86ad2fd8025

zinc tundra
#

Hey everybody!

Udon Exploding Kittens on VRChat is finally live! Playable from up to 2-10 players, and Quest Compatible!

Exploding Kittens is a highly-strategic‚ kitty powered version of Russian Roulette․ Players draw cards until somebody draws an Exploding Kittenǃ

Thank you to all my friends for playtesting and reporting bugs/feedback! You can access the world link here: https://vrchat.com/home/world/wrld_9702a1fd-53ba-42d6-878a-665790104047

| Alpha Release | Automated Exploding Kittens card game‚ powered by Udon․ Exploding Kittens is a highly-strategic‚ kitty powered version of Russian Roulette․ Players draw cards until somebody draws a…

zenith imp
#

it's been a long journey learning

#

it starts to get wacky at the 1 minute mark

exotic solstice
#

unexpected item in bagging area 😩

zenith imp
#

@exotic solstice

near creek
winter glacier
gaunt night
azure veldt
winter glacier
gaunt night
winter glacier
#

give me a minute to try and figure out how to communicate, it's a little complex

winter glacier
# gaunt night Well how do you sync?

So, I made a thing a while ago that allowed me to do networked events with parameters, then I made a replacement for vrc's object sync that could sync objects in groups of people for the world "Magnetize" using that.
Since the original intent for the object sync replacement was to sync objects in groups of people instead of globally, I used a manager system for sending event calls and parameters to specific groups. This allowed me not to have to worry about the baked in network ids.

And now I'm messing with it again, trying to improve it for a new project, and got Instancing synced prefabs working.

all the code for this stuff is on my Github if you wanna check it out.

gaunt night
winter glacier
ripe bear
little talon
#

Mans going to get the vrchat version of locksmith lawers tailing this man lamo

ripe bear
#

XD

muted island
#

I've used VUdon Vehicles Lite to turn @NinjaSteeve's "Cthulhu" model into a drivable car for Project Postmortem.

Steve has done an incredible job combining the art style of #Edgerunners anime and the details of #Cyberpunk2077 and I can't wait to see more!

#VRChat #MadeWithUdon

▶ Play video
spiral crypt
warped dune
little talon
desert leaf
#

i recreated my bedroom into vrchat via a 3d scan using the iphones lidar sensor

tropic gust
sudden owl
tropic gust
#

Thank you! 💜

ripe bear
short stream
tropic gust
#

No, but you can mess around with the alpha version using the test portals in my old Ridge Racer world

short stream
tropic gust
#

That’s the plan!

green whale
tropic gust
#

Thanks! Multiplayer is not properly set up yet, but single player should work just fine

muted island
#

Support for full steering wheel setups (incl. H-shifter) is back on the roadmap!

I finally decided to revisit my research on game controller input mapping and I was positively surprised that I got everything to work again!

Tested with VUdon Vehicles Lite.

#VRChat #MadeWithUdon

▶ Play video
short stream
hard sphinx
muted island
#

Everything is raw input coming from the steering wheel with no additional software in between.

fierce wedge
#

Inb4 you somehow find a way to get force feedback too

silent egret
#

https://youtu.be/5Eg7ebNy3As
whew. Just finished editing the Official Launch Trailer for our Spookality World, "Self Checkout of Horror" . Enjoy!
Thanks to @broken furnace for voicing this and the game and the unbelievable partship @zenith imp have created to bring this experience to you, more to come! Big shoutout to all the extras that helped for this trailer as well.

Watch the VRMart: Self Checkout of Horror trailer to see what you can expect from the "game jam" release of this game experience created by Peter J Casey (Pikapetey) and myself, Chris Campbell (foxotic). Venture into the mystical world of VRMart, where you will be enchanted by the debut of VRMart's ImmersiScan™️ Technology.

VRMart: Self Checkou...

▶ Play video
celest pumice
#

Unexpected entity in bagging area...

swift granite
#

GTA III: VRChat Edition v0.9.1

  • 15+ cars
  • 5 bikes
  • 1 space ship
  • car + bike customization
  • 30+ interiors
  • optional PVP
  • fully working minimap/HUD system
    - Quest 3 gets 50+ FPS

"this is like a VR version of GrandRP or FiveM" - random VRChat user

preview video is very outdated, please don't watch it
https://vrchat.com/home/world/wrld_eda481aa-5858-4ed2-b530-3eae47c9516b

swift granite
swift granite
twin depot
sacred dragon
drowsy folio
inland tendon
#

hi @swift granite

excuse me if i ask
but where is the button to start a game?

i ask that because we could not find any button to start your game
all what we see is how to play the game and bounch of other options

btw
the most of us are in the DESKTOP mod
and we followed the game instructions but we couldn't spawn anything nor to start a game

swift granite
inland tendon
#

thank you we will try this

hoary nimbus
# hoary nimbus it's been about a month since I started work on this, so have a little progress ...

I return 4 months later! ( sorry for uploading 3 videos, I don't have any video editing software other than ffmpeg atm lol! )

[NERDY BITS]
So I've been pretty much no life hyper focusing this project since the last post. I've actually written my own general purpose framework on top of U# now and converted all of this game worlds code to it (went from 150 to 70 scripts). It's a hybrid MVC/MVVM style framework with built in observer pattern and dependency injection bits, main focus is on code organisation, separation and rapid development. There is barely any documentation for it yet and I'm only using it internally at the moment but once it's battle hardened I'll share 🙂
[END OF NERDY BITS]

New features:

  • world now supports 8 players (fully network synced with Quest support)
  • active afk detection system
  • co-op and competitive multiplayer UI

Note: none of the new stuff is live yet, doing an update friday

first video is a stress test of spectating 8 players, second video is a demonstration of the group multiplayer and the third is a VR showcase of some of the settings and gameplay (warning lots of VR camera shake!)

swift granite
hoary nimbus
swift granite
hoary nimbus
chilly stratus
#

NetworkedEventCaller 3.1.2
Just released a new version of NetCaller that includes more efficient data encoding for Int Types and more efficient type serialization and migration from VRCObject pool
It also now syncs 1 single byte[] array that includes information about everything
Next up ~days is support for Player Targetting, which will allow you to target specific player over network, skipping the decoding part for all players that are not supposed to receive the data.
https://github.com/Miner28/NetworkedEventCaller
https://miner28.github.io/NetworkedEventCaller/

jovial vine
chilly stratus
inland tendon
#

@jovial vine
i like this concept of yours very good job 🫲
i wish that we have this in every vrchat portal

but...
could you also make a let's say "sucking spiral animated portal"
that when you get closer it also suck you in
that will be even more cooler

or wait how about if you make a "black hall"
now that could be little scarry ah 🙂

old mountain
#

Some stuff I made with U# this month.

hazy trout
keen forge
hazy trout
keen forge
hazy trout
#

Nice to meet you, my name is Techa

keen forge
hoary nimbus
hazy trout
#

This one has the GP and Tourist layout in one

swift granite
#

GTA III: VRChat Edition Update v1.0 changelog:

Added:

  • Fog
  • 3 Safehouse's, 2 Burgershot's, 1 Ammu-Nation, 1 clothing store (total of 53 interiors!)
  • 3 Easter eggs (total of 6, three of them are from R*)
  • Discord Feedback
  • Mini-map quality settings
  • Water quality settings
  • Chainsaw, Colt .45, Flamethrower, Gold DEagle, M4, RPG, Sawed-Off, AK47, Tec9

Adjusted:

  • Increased sniper scope range
  • Increased view distance
  • Increased weight for the Audi, Charger, DeLorean, Space Docker, & Coquette Classic

Fixed:

worn moat
#

Take your Tarot study and practice to the next level with the much anticipated

Tarot System 2.0 at VR Mystery School

For PCVR & Quest. Includes a new deck, several useful new features, a completely redone and intuitive UI, and several books worth of Tarot theory. Try it out in the VR Mystery School world in VRChat at https://vrchat.com/home/world/wrld_73fe73a5-3819-475b-a75c-2504c2376b61 Bug reports and other feedback are welcome in https://discord.com/channels/652801018001883136/846792652832768000

wicked hawk
#

A while back, I made a system for magic shapes in VRChat, you draw shapes in the air, and the system can recognize them and use them for comands to do stuff. This December I'm wanted to try and make a game world with it, so I'v started working on using it for a magic combat system. This video is day 2, showing the basics of the first spell working.

Next is deciding the interfaces for removing spells, moving them before I move on to adding more. Think the system is decently novel and hopfully fun to play with when done.
https://www.youtube.com/watch?v=ylqjyb662JE

Between sprints on the Ragdoll game, I thought I would take December to try and do a smaller project, being to make something playable, with the VRChat magic system I developed a few months back.

My goal is to make a basic combat system and training area, where you can draw and combine shapes, to make different spells. If people are interested ...

▶ Play video
green vine
#

13作品目のゲームワールド「Ghost Hunt」公開です!

仲間と協力してゴーストを倒そう!
でもご用心、すぐそばに裏切り者がいるかも・・?

https://vrchat.com/home/world/wrld_5600b597-b28e-4cbd-b395-86d50dd637b1

#VRChat #VRChatワールド紹介 #VRChat_world #VRC_GhostHunt

💖 0

hazy trout
#

I fixed up my physics based leaning method for motorcycles. Next is to write custom tire physics for motorcycle tires.

#

This keeps itself upright via the assisted steering input

#

The issue I was having was a stray minus in the math

muted island
#

The new generation of my vehicles will have a heavy emphasis on accessibility, allowing users with missing controllers to still enjoy the experience.

Everything is still in early stages, but the final goal is to support any kind of hybrid configuration using VR controllers, racing sim setups and game controllers.

https://fxtwitter.com/Varneon/status/1735379001252720750

Accessibility presets and input bindings are finally on the horizon!

This has required a major rewrite of the vehicles, but has also allowed me to take a more streamlined approach to handling inputs, which will definitely pay off in the future.

#VRChat #MadeWithUdon

▶ Play video
split minnow
#

wake up babe new varneon post dropped

low grove
cursive finch
#

we edge rocks here

#

apparently its loosely similar to Deep Rock Galactic, a game ive never played. cant believe they stole my idea years before i had it 😤

paper iris
#

Horribly complicated mess that I abandoned like a year ago. I'm really proud of the local behavior, but the networking has always been incredibly finicky and unstable.

On top of that due to how complicated it is under the hood its incredibly difficult to debug. Still, its a really nice system and I'd like to clean it up / finish debugging it one day

#

The way the cards stack depends on how you drop the second one in a stack. when you pick a card out of a hand it becomes its own stack and you can instantly put cards into it without dropping it. Holding down trigger in this mode allows you to alternate between grabbing single cards and the whole stack. Finally there's a shuffle box that will shuffle the cards upon activation

lofty fox
#

Any punks here?
I blew off work yesterday and made this world instead....
Operation Ivy Live in Concert at the historic punk dive club, 924 Gilman St!

It is VERY basic. Just built for nostalgia for a small subset of punk fans who might appreciate it.

Though... I would love to have some help tweaking it. Right now there is one concert that plays (from YouTube) on a video player. I want to be able to change the synced video that is being played by pressing a button. Basically I want to be able to play a few different live shows - just load one of 5-10 specific URLs into the video player and play it.

Any help or feedback appreciated 🙂

https://vrchat.com/home/world/wrld_2d99afda-75d9-4492-a803-2aa9f3c29223

One of the most historic punk rock venues of the 80's․ 924 Gilman Street in Berkley California was a launching point for tons of great bands․ Enjoy one of Operation Ivy's live shows in this tiny dive…

muted island
#

Arriving at the new gas station in VR for the first time with a semi truck felt absolutely unreal.

One step at a time I'm getting closer to making my dream of a VR truck simulator experience a reality!

#VRChat #MadeWithUdon

▶ Play video
urban lion
worthy mountain
wicked hawk
#

About 20 days since I started this world, and I now have clearer visuals, some targets with animation to practice on, and syncing kind of working. In theory, spells should appear properly for everyone, and each player is given a random colour.

I now just need to increase stability then sync the targets and damage. It's been a ride working out Udon networking... and objectpools... but at least things are starting to fit into place.

sharp grotto
cursive finch
#

gun im making for my roguelite. has some technical difficulties but nothing i cant fix, this is the first test of the reloading and ammo counter

white imp
#

This is still in early dev - it converts SVG path data into a series of waypoints for objects to follow. Not sure of many good use cases outside of doing smoke trails and simulating laser engraving, so if you have any ideas I'd love to hear them 🙂

Also happy new years 🙂

median lake
hazy trout
#

the leaning is maintained via the front steering angle

white imp
#

I came across Dubin's path algorithm when looking for ways to make a plane follow an SVG path while making somewhat realistic turns. I'm not sure if this is what the algorithm was intended for, given that in an attempt to follow an exact path, it puts the start and goal position on the same point. It adds a small bit of compute and memory overhead, but leads to some better looking animations. The scene view displays the waypoints for the Dubin's path segments in blue and the regular SVG path segments in green. I still need to make the rotation of the plane more natural, and handle the cases where the curvature is really tight like those for periods and dots. Overall, learning about the algorithm and other general path planning techniques is very interesting, and I have a few other ideas that I might implement later using them 🙂

white imp
#

I had this sitting around while working on a tweening library, and decided to publish it since it can be used as a standalone. I couldn't find equations for more advanced animations like jump and punch, so those were left out. Let me know if there are any issues, or if you have any requests 🙂

https://github.com/zoebuffer/UEase

GitHub

A collection of easing functions made for use with Udon. - GitHub - zoebuffer/UEase: A collection of easing functions made for use with Udon.

muted island
#

The amount of dirty hacks I had to do under the hood to make this work with Unity WheelColliders...

The steering algorithm and tire friction still need some work, but it's getting there!

#VRChat #MadeWithUdon

▶ Play video
tidal orchid
#

https://www.youtube.com/watch?v=VqmA5SnSlok
Releasing a fully playable VRChat replica of the Asteroids game!
https://tanukiart.booth.pm/items/5411453

Fully playable Asteroids Arcade Game for VRChat. Powered by Udon.

Now available on Booth:
https://tanukiart.booth.pm/

▶ Play video

Ever wanted to play the classic arcade game "Asteroids" in VRChat? This fully playable, hand modeled, SFX-included U# powered Asteroids game by TanukiVR is sure to please! Import, drag and drop, and have fun playing one of the funnest Vector Graphics-Based games of all time!

muted island
#

Yes, I could have just parented the vehicles to the trucks for towing, but I had to make them realistic and rig the physics and the suspensions of the vehicles.

The added realism of making the vehicles bounce and the springs compress will go a long way!

#VRChat #MadeWithUnity

▶ Play video
swift granite
#

GTA III: VRChat Edition Update v1.1 changelog:

Added:

  • Scrolling text banner above Portland tunnel
  • Neighborhood location text
  • Trees/bushes Up State (Ghost Town)

Adjusted:

  • Players are now shown on the "Teleport Menu Map"

Fixed:

This is the final update for my GTA3 port unless a new bug is found. I am shifting my full focus on GTA Vice City: VRC Ed.

feral hatch
green vine
#

https://fixvx.com/Tom_t0m_tommy/status/1747916067408957927?s=20
Made a system for upcoming Event "SANRIO Virtual Festival 2024"
This is the very first VR-show with shooter game experience

For non-Japanese speakers, EN subtitle is available

Udon職人、製作メンバーとして協力させていただきました⁽⁽ฅ₍₍⁽⁽ฅ•ω•ฅ₎₎⁾⁾ฅ₎₎
大迫力のVRライブとシューティングゲームが融合した、新感覚のパレードです!🦊

#VRChat #サンリオVfes #Unity

【QRT of SANRIO Virtual Festival 2024 (@SANRIO_Vfes):】
'/
新作パレード🌏Twinkle Guardians ティザー動画公開✨

宇宙空間…

💖 4

▶ Play video
limber wraith
#

We are working on our own ObjectSync! #VRChat ObjectSync is great for general purpose, but lags behind quite fast. We implemented snapshot interpolation to smooth the motion. Our goal is to make what everyone sees approximately the same. We could use it for a Jetski Race World!👀

▶ Play video
drowsy folio
#

took a break last couple of days and I got a drawn gesture system working https://fxtwitter.com/heroesnfools/status/1751198451214557290

So I got something working for a udon gesture recognizer, I have 3 set up gestures and could make many more. This is using the PDollarGestureReconizer as a means to accomplish this (I had to completely convert it to udon)

▶ Play video
tribal egret
#

that's a pretty nastly lagspike

#

you might wanna consider splitting the processing over multiple frames if you're supposed to do that often in your world

drowsy folio
#

i still need to test what its like if you have many gestures to compare in the training data

humble galleon
humble galleon
drowsy folio
humble galleon
drowsy folio
#

however its 2d based, so i had to make a system that collected strokes in 3d space and translate them to 2d

humble galleon
#

This sounds like way too much for Udon to do in one frame

drowsy folio
#

it not really that bad, there's probly ways i can optimize the way i adapted it too

#

also, i woudlnt say way too much, considering the worst there was a slight stall that lasts a fraciton of a second

#

however, i will admit, the more gestures you have to compare it too, the longer it will take, but with only a few its not doing a whole lot

gusty moth
muted island