#udon-showoff
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Oh crap thank you. Just realized it was the wrong text channel for this.
Sorry everyone!
Reading in details from a google calendar to show upcoming events in the users local date/time
Nice work.
That's great
Will this ever be released to the public?
rip quality i tried https://www.youtube.com/watch?v=-cRe0vtrkIw
VRChat pve/co-op world fight against monsters, pick up loot and watch out for traps
follow for more https://twitter.com/twofist3
subscribe to my patreon https://patreon.com/twofist
join my discord server https://discord.gg/TSSAeY7R8e
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
Ahhh, damn.
something I'd love to set up, could always make a quick yt tutorial for it.
love it. i wish i have a copy of that 😛
"What can you do with Udonity in practice?"
It's a little hard to put into words... Kinda everything.
#VRChat #MadeWithUdon
i dont even know how your doing that
UdoWhatity?
Honestly being able to edit the world at runtime like this makes it much easier for rapid iteration.
Dam. Well that's definitely cool.
Could definitely come in handy for debugging and performance testing.
neat o.O
Heh.
1 qt of Dedication
3 cups of Hyperfocus
2 tbsp of Insanity
But for real, it's all just standard Unity UI + UdonSharp running inside VRChat, not much else going on.
Udon + Unity = Udonity, A runtime Unity Editor that you can use in VRChat.
It will be available here at a later date after it has been released: https://github.com/Varneon/VUdon-Udonity
idk is kinda sound like where a guy got Minecraft running in Minecraft (altho me pretty sure it was cheating)
i think i going hope on to test this neat tool
is this effectively streaming a live video of the desktop window?
wait then it wouldn't work in real time
how o_o
Absolutely! Udonity is primarily aimed at being able to edit the world after upload so you can continue working on the world in VRChat and eventually bring back the changes to the editor running on desktop.
Indeed, some of the top reasons why Udonity is currently being developed
No, the editor window is 100% recreated using Unity UI and UdonSharp and is running fully contained in the VRChat world without external connections.
You can test the previous pre-alpha build here: https://vrchat.com/home/world/wrld_f1197ac6-72de-4ee1-a56f-ddcc01f6e75d
how are you exporting changes? just an HTTP api?
I'm not sure if you can use HTTP in udon
Answered a similar question here: https://twitter.com/Varneon/status/1633885926463086594
@ReimajoChan Absolutely!
I'm currently developing a prototype for writing and reading UnityYAML, which will most likely be my go-to format over JSON / custom.
If / when OSC sending will be available from worlds, that would most likely be the most optimal method for realtime changes.
(still going with the assumption http is possible in udon) why OSC over some other networking to send changes?
ah I think I misread, currently realtime changes aren't supported
that like god mode build into vrchat 😛 love it
All outgoing web functionality is currently disabled for security reasons. Until/if OSC is released, VRChat log parser / in-world copy/paste field for data will be implemented
Thank you! 💙
I'm curious on the overhead for adding this to a world. Like how much does it add to world filesize and performance overhead.
if it's disabled it shouldn't have any impact on runtime performance, but if there are a lot of scripts with a lot of code, it could have an impact on world load time even if it's disabled
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.
I'd love world OSC too. I hope they bring that out soon.
I've made an easy way to add captions to audio effects and text in your world! Uses CyanTrigger but works with Udon and U# too. Check it out:
https://twitter.com/jendaviswilson/status/1634237685802885120?s=20
The audio captions prefab is now released! Easily add audio captions to your #VRChat worlds! Works with U#, Udon, and CyanTrigger.
Download for FREE here:
https://t.co/r3JRkZ3GEm
that sounds cool but I really doubt you can bring back the changes outside UdonVM, that would open too many vulnerabilities.
You can write normal unity editor scripts to do whatever you want, including reading logs from a vrchat client. Udon can print arbitrary strings to the debug log so as long as any changes are serialized to a string, they could absolutely be brought back to unity where it can then be re-uploaded with those changes intact
im trying to understand the limitations of this... does this mean basicly any common task you can do in unity for world building can be done in VRC, and does this work with things like pro builder and pro grids?
So... About that connection between Udonity and the Unity Editor running on your desktop...
I think this might just work out!
#VRChat #MadeWithUdon #UdonSharp
would this react with things like probuilder or is that to advanced for something like this?
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.
the component modifications, light edits could be particularly useful, especially when say finding objects missing colliders, or testing out realtime light performance hits, i wonder if this could be used to directly edit shader settings during run time. im really looking forward to this
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
Materials can currently be inspected, modification is coming soon™ https://twitter.com/Varneon/status/1608488857577701378
I have implemented a basic Unity YAML parser into Udonity.
I'm now able to load scene files from Unity Editor running on my desktop using UdonityLink and start reconstructing those scenes with Udonity while in-game.
#VRChat #MadeWithUdon #UdonSharp
correct me but extracting data from VRC Client isn't against your TOS ?
I don't believe its against TOS if its done this way.
Because all you're doing is just reading outputlog which is on your PC
So you're technically not extracting anything from the VRC Client
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
I'm curious how the link from unity back to vrchat works though 
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?
Wrote my own, it's still pretty garbage but the concept works so I can continue working on it and optimizing it as I go.
UdonityLink just dumps the scene file's bytes into the response after a request is made using string loading
Ahh string loading right, very cool
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
Does yaml support arbitrary nesting? I'm not too familiar with it
There's a very recent blog article that I'm currently using to validate the parser and scene loader, might find answers there: https://blog.unity.com/engine-platform/understanding-unitys-serialization-language-yaml
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
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.
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
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
One of the first things I ensured at the very least
Nice
I'm calling it now, we are gonna start seeing udonity packages and plugins instead of unity packages and plugins xD
Btw does this work over network or is it local, basicly can multiple users collaborate on world building using this?
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,
It won't be the most optimized world of course but it's a cool concept
"How do I exit the car on desktop!?!?"
"How do I change to the third person view on desktop?"
The new generation of my vehicles will include centralized controls in the runtime manager and they are visualized on the HUD.
Also, smoother camera transitions!
#VRChat #MadeWithUdon
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Racing themed driving worlds are cool, but I think social VR truck simulator worlds are the ones I'm going to be really exited to work on when I have more time for it.
#VRChat #MadeWithUdon
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Just over a year ago I made a tire deformation shader that can be used with my vehicles in VRChat, but never had a chance to showcase it yet!
Doesn't work well with normal car tires but it's a perfect addition to large off-road tires.
#VRChat #MadeWithUnity #unity3d #shader
Any chance that you'll publish your excavator/world?
The excavator demo world will be published as soon as I get an opening in my schedule for wrapping it up

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
https://vrchat.com/home/world/wrld_74d85604-b4b0-4c53-a5f3-c97aadbc41fd networked synced NPCs that also can sync their state machines. I do believe this is the closest and most flexible version yet.
There are at least 30 completely independent npcs in there. They even work if a quest is master of the world.
I do not know the upper limit
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
Wish someone would create a desktop sharing asset for vrc that is quest compatible..... that would be epic
Wish someone would solve the halting problem... That would be epic
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
https://booth.pm/ja/items/1752066 you mean this
Working on a little something with string loading
Nice
I made a library for U# that allows for (mostly) transparent NetworkEvents with parameters
Example(s) on github: https://github.com/DeltaNeverUsed/USPPNet
Documentation might be a bit ify as of right now
oooh you do it by patching the udonsharp compiler? No idea how stable that is, but I like the ambition 😁
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
Achieving that without modifying or forking udonsharp is impressive
i wanted it to be the least hassle to setup as possible
this seems like something that can be written straight into the compiler as a fork, no?
eh, it's good that it's separate from udonsharp because this is very much outside of what udonsharp is supposed to be doing
yea, it's better as something that plugs into the compiler rather than having to maintain my own fork
Hey, it ain't much but it's honest work. Thank you everyone in #udon-general for helping me learn some Udon ❤️ (I was worried in VR the ball lock on camera would make people feel ill but surprisingly it's fine for everyone I've tested with)
@azure coral thought you might like this ^
oho
Now in a convenient hand-held format
still not done and still need to rework it to be pretty but half way there
Trying to create slide animations for different guns using a bunch of YouTube videos as a reference.
https://fxtwitter.com/_Xramu/status/1642899280640835590?s=20
M14 slide and bolt animation.
#RamusRange #VRChat
You think I can copy that code. Seem useful
It will be available on github soon
I'm just ironing out the kinks
Looks great
It looks interesting and very curious, I would also like to do this.
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
Out of curiosity how does the system detect those 50 Avatar varieties
Community users can make pull requests in order to add their own avatar bases to the list.
Why not take a look? 🙂
I'm not a programmer so looking at the code wouldn't be too much helpful
It uses the locations of multiple humanoid bones in order to make a integer hash. Two bones are used to establish the player scale, then the rest are used in the hash generator
(fyi I'm the one who wrote the detection and json side lol :))
ah, so that's where the hash comes from
I can link the script that does it if u want
that would be really cool actually!
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
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)
serialization. my best friend. my worst enemy.
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
So does that mean like one of the Avatar variations can be shorter than the original and it's still okay because it can use the height bones to figure out the new proportions?
Yep exactly!
it uses the ratio of spine to chest to calculate the scale
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
and then does the comparisons from there
The tablet prefab itself also scales based on your avatar scale, so it's always usable at whatever size you are
polish 🤌
great stuff
Here's the raw Json that the script is using if you're curious
https://github.com/Mattshark89/OpenFlight-VRC/blob/main/Assets/OpenFlight-VRC/data.json
oh don't worry, I made a beeline for that as soon as I opened up the repo :p
Oop
😄
Also, PRs are automatically checked for data and json formatting using the data_schema json file
That is awesome
ah you're an engineer
Also gotta love having to write custom udonsharp scripts to handle UI interactions and script proxying for the tablet 💀
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
Yeah theoretically every single avatar that is set up to work normally in VRChat is going to have all of the humanoid bones we are using assigned
You can't detect non-humanoid bones at all.
Pretty much the only thing you can learn about an avatar is visual and from the humanoid bones.
And tracking data
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)
That is not true for generic avatars. But those are really rare.
The humanoid bones we are using should be assigned. If they are not you're going to have really weird behavior
looks like they aren't flying!
Wasn't it also used for the actual controller position?
Honestly, I'm not sure you'd have to ask Matt
Was just asking if something had changed, or I had misremembered.
The only humanoid bones we are using are chest, spine, neck, left shoulder, upper arm, lower arm, hand
If those aren't assigned I'm sure you'd have bigger problems with the avatar itself looking right than our script failing lol
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.
So it's highly unlikely a user is going to break their modified avali
Never seen that behaviour then, but we haven't run across it in our 50 ish avatars so far. From what I see, people usually always use a humanoid one even if it's non humanoid. Either way you can force it on
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.
So you can't detect bones at all on a non-humanoid rig?
LocalPlayer.GetTrackingData([Pseudocode LeftHand/RightHand]) is used for flapping specifically. I believe this is controller data
Nope.
VRChat doesn't support it
I'd imagine that it would all return null
even if they match up with humanoid?!
Yeah, and the only time it wouldn't detect is if they modify the armature. But they could also add that edit into the json too
Quite sure about that.
Humanoid bones are special
The function actually returns world 0
I've actually never even messed with a generic rig before come to think about it
https://docs.unity3d.com/2019.4/Documentation/Manual/GenericAnimations.html
This is the Docs on Generic Animations / Generic Rigs in case youre curious
Wonder how many udon heavy worlds you could break by just walking in with a generic rig, gotta be some.
In any case, the script won't crash because of this, it'll just give a hash, which presumably would apply to ALL generic armatures
I have verified the script does not crash on an unrigged avatar, though I can’t say I’ve tried a generic one intentionally.
You shouldnt. In most cases. As I said its only used for creatures/animals that do not have two legs, two arms a head and some kind of spine.
Which generally is not what you want to wear as an avatar in VR. Because you are humanoid (presumably) :P
You shouldn't
But I can, and that's enough reason for me (I am a glutton for punishment)
Oop
Looking at all the jank you've managed to maneuver around you must be too :p
I can assure you, they’ve complained about the jank :) lots.
Lol facts
Starting to finish up my Planet Movement system and needed to see the flow of gravity, so I made these arrows!
How is udon moving players like that? Seats?
Controllable stations, give me a sec to record a vid of gameplay
Ah that's all I need to know tbh. Just was curious if there was another workaround found 🙂
Do you have a generic rig avatar I could test with? I'm kind of curious what hash it spits out now
I do have another version of the system where it does the opposite of the station method. Best I can describe it is the world revolves around you.
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.
Here's what the gameplay is like:
How do you desync like that? I might have a use for that then
Does the remote player on their end have to be in a station?
If so then nvm lol
I need a non-statipn local player solution to something like this lol
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.
there is a great VRC Library book by CyanLaser that goes over Desynced Stations:
https://vrclibrary.com/wiki/books/repositioning-remote-players
The version in the video uses one local station. All networking is handled by VRChat's IK networking, so it doesn't have any problems with many players. I've tested up to 80+ players at the same time with no issues.
Very nicely done. And all IK based, performance is good I assume?
great performance, however, it does depend on how the gravity fields are setup. Mostly depends on the type of field and how many the controller is in at a time. The fields don't do anything on their own other than hold data.
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.
Oh so since the local player is still in a station it's not really viable for what I want then 🙂 just was curious
what are you looking for exactly?
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
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
This dev world if your curious
https://vrchat.com/home/launch?worldId=wrld_e6a78bcb-8984-4e61-9352-23b6e0a0e9c5
4000 meter circumference ring you can walk all the way around
The only issue you may have to deal with the desynced station method is that OnPlayerTrigger functions won't work and users may not be able to drop portals. (I know there are ways to reposition portals through udon but world portals may change soon.) You can get around the trigger issue by having a collider on the PlayerLocal layer that follows the player around.
Exactly why I don't want to deal with stations lol
I have enough bugs with the other systems in the world
I wish you luck on finding another solution
Trippy, I love it
Nice! Do you plan to make a release?
nmo did you try the VRC Library guide yet
I do, hopefully soon.
Not yet but i'll check it out.
Sick.
combine this with Floating Origins 🔥
oooo, when this does one day get released. I think i could make more mario galaxy worlds that i couldn’t due to planet gravity
does ANYONE have a udon guns system
it could be as simple as semi auto or full auto
just everthing i find is SOOOO COMPLICATED i cant tell what im doing
im losing my mind
scroll up a bit
theres a few that exist, but tbh even if you got one you'd need to understand udon well to implement it
could you link it? Idk the first thing and prob would scroll right past it
I made a time bomb
:0
oh wait, this seems like a bug
I mean I only created a member with the type UdonJsonValue and caused that
restarting unity fixed it, cool?
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
That's cool! How did you make that bending pointer animation when you move it?
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.
does anyone here have a good flight prefab i could use ive been looking all over but saccfloghts is too complecated
Udon jetpack @glossy jewel
do you use a Line renderer? or
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.
That's a cool idea
Does anyone know how to do 3D modeling on blender I need help with a problem I have
More of the funny line renderer
https://fxtwitter.com/_Xramu/status/1645785832899633152?s=20
Tweaking the table tool and added snapping point detection!
Lots of UI work too, I'm liking the orange vibe so far~
#RamusRange #VRChat
Still very early in dev but thought I'd show off, you guys like AI traffic sims?
Just casually taking the ally in the car lol Greatwork!
Certainly neat, are these cars picking various predefined paths?
This IS exactly what i wanted for my Mario Galaxy home. You are a hero for me ! Hope this IS gonna be release soon
HALO
Not predefined, once they get near a branching node they do a Random to choose. But could be extended to a start / destination system tbh
Boby's Planet Movement is out now!
https://fxtwitter.com/BobyStarYT/status/1646863256114417664
https://bobystarvrc.booth.pm/items/4690338
Just finished a new prefab for VRChat Worlds! Planets, gravity, flipping, floating, space, and more.
Boby's Planet Movement:
https://bobystarvrc.booth.pm/items/4690338
Also available on @VRCPrefabs! https://vrcprefabs.com/browse
#booth_pm #VRChat #unity3d #VRChat_world紹介
Im curious what you used for the player controller. TeleportTo? Stations? SetVelocity? Something else?
a single local station, a lot is explained in the documentation.
Hmm I always avoided stations, because of animation/IK jank. I guess you found a way where it doesnt cause any issues?
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.
Noice!
I remember you asking for help on this a long time ago, I am happy to see you managed to put something cool out!
Ohh fun. I'm building up a spaceship wargame in VR, I'll be able to use these I think. Can it do a hollow earth style sphere? Gravity outwards?
yes, just change the strength of a sphere type gravity field to -1
Haven't had a chance to work on the excavators much recently due to ongoing work on their dependencies, but things are slowly starting to shape up and the trucks can now be loaded.
It will also kick up some dust when dumping a bucket.
#VRChat #MadeWithUdon
For the last few days I've been working on my new finger tracking solution for worlds and this is what it looks like right now.
In short, I'm calculating the two previous bones and extrapolating the finger's end point and it seems to work for most avatars.
#VRChat #MadeWithUdon
what about avatars that don't have a finger distal bone?
since they're not required for fingers in VRC
I have done a ton of work on this problem myself and intend to even release a small library for this. Can confirm I essentially used this method
Very cool that you have a full renderering of it!
I have integrated GPT-3.5 into VRChat and needed a stress test if any of you are interested and wanna try it out I would appreciate a bunch
https://vrchat.com/home/launch?worldId=wrld_2da2b20d-f43b-4753-8e3c-f8e9665cb6e4
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
gonna still be working my way through figuring out objects and other generic values
Yes, finger tracking works without distal as well.
Awesome, looking forward to seeing your solution to the problem!
The mission behind VUdon ecosystem is to offer standardized, performant and scalable solutions for worlds.
Here is a short demo showcasing some of the use cases for my new player tracker in the works, a drag & drop solution for adding touch for worlds.
#VRChat #MadeWithUdon
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
I was asked to make a garage door with a physically interactive chain hoist.
Here you go.
#VRChat #MadeWithUdon
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
That's a very involved thing, you're going to have to either make it yourself or find someone to make it with you
well the problem with that is i can use jetdogs cars to move the legs scale a gunsup i think to fit the mechs hands add a running animation when it moves and move the seat but then what? I can figure out hiw the arms would work if im inside the mech?
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
Nice! If you haven't already, I'd really recommend trying out light brigade for some ideas, I think they're the gold standard for operating guns smoothly and quickly in VR, with a lot of polish details that I think people usually miss which makes things clunky
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
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
Ah, that looks really solid~!
how would i even begin?? Maybe somethignto track the hands and replay at the mecha hands
solid? It looks amazing!!
👆 Exactly
It's probably best to work your way up. Start with the basics, get familiar with udon itself. Do something more common that has lots of tutorials, like a mirror toggle or a door. Figure out the different methods udon has for inputs and outputs so you can piece together what you need to do
bro thats what everyone says cant you just help me? if there is something like that?
nobody is going to walk you step-by-step through the process
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
i know that i just want to knownif its been done before
Yeah, I did something like that in SDK2
is there a doubke jump feature? I wanna replicate the titanfall jumpsuit
it has sliding double jump and wall run
no, the thing I did wasn't titanfall, it was just remote control mechs
it was never really finished anyway
this has double jump and wall riding, but it's not exactly like titanfall. You'd have to modify it a bit to match https://github.com/squiddingme/UdonAirtime
as long as the doubke jump stays with momentum i can soeed up walleiding for faster paced and more titanfall like combat
what kind of remote control mechs?
eh, I have pretty strong opinions about how bad the wall riding is in that tbh
I don't have any videos of it I guess
lol what abiut it
what was it like tho? Hiw yo control it? Have you ever seen real steel? Like that but only arms and i go with it
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
it's just nothing like titanfall
which is fine, if you're not making titanfall
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
I see how would i fluendoy mash prefabs to gether for a good look?
by learning programming yourself
understanding how the prefabs work and how to modify them to your use case
ah i see
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
could i modify a health pack to call down the vehicle just play the animation and make the vehivle spawj in the smoke?
you can make anything do anything
Not what my mom says to my dad
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
can i have a vehicle respawn come with me on my vest? Like a button re spawn a vehicle infront of me like calling in a titan
the jetdogs prefab car
sure
how woukd i do that i have the stowpoints could i have the button on that?
use postlateupdate and getboneposition to move a button to your body every frame
The hungry Kar98k. No amount of rounds will satisfy its hunger
https://fxtwitter.com/_Xramu/status/1650579014170337297?s=20
Clips? I don't even know anymore...
#VRChat
This is how my grandmother feeds me at home
Lmao, true!
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.
Just guessing at how you are doing this, are you using the person's IP as an identifier?
And several links that each transmit pre-determined bits of data.
You have access to names why would you use the ip
A hash of it yes, along with a single hexadecimal character hash of the username to help prevent collisions when multiple users are behind the same external IP. I don't store either the ip or the username, just a final 16 character hex string to associate to the data being saved.
You are constructing VRCurls at runtime?
Because can't construct VRCUrls, so no way to send arbitrary data.
that is true
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.
And yeah, what he said. While I could technically send arbitrary text data, it would be time consuming because of the delays imposed on the string/image loading API, so it's not an intended supported feature.
you're precomputing every vrc username ?
Nope. Don't need to. Just a single character hash of the username to avoid collisions on the same IP address.
how are you getting that hash to your server then
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.
I see that's quite smart
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.
it comes at basically no additional cost so I don't see why not
Yeah that is clever.
It's the cost of 16 urls needed to auth instead of 1, but yeah, it's a finite linear increase at least.
my world has well over 140k precomputed URLs and it's hardly noticeable
just don't click on the game object
Oh wow! That's a lot XD But fair since previously that was the only way around it.
What varies in the urls?
I didnt want to depend on having a server up so every possible URL is pre computed
I realise it's not a video not very useful click on this answer's answer to see
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?
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
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 🙂
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.
No. Only one request is made of the 16 pregenerated urls.
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.
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
Ahh, thanks. Yeah, the delay would be too high.
So then your data is just limited to 16 values per data? So your sliders are saved in increments of 16?
I also just read you want to do a code demo, I guess I could also just check that out if you release it.
It's not limited to that, but I chose 16 for the sliders cause it's a level of resolution I felt was good enough. The backend I allow to store alphanumeric characters up to 8 characters in length. So each key can store 62^8 values. Well, plus 99999999, cause I have special handling for the add endpoint that can also go down to negative 8 length numbers.
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.
I see, so you have an editor script that generates the VRCUrls for the resolution you provide?
No, I just hand wrote them XD
Oh damn
But with only 16 urls, that's not exactly hard
I see why the 16 then...
I'm just trying to think, and it should be possible to have way more.
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.
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)
Oh yeah, this is definitely meant to be a stopgap for an official method of persisting data.
It's coming soontm don't worry :)
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.
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.
They could, but there's a small barrier of entry that prevents browsers from making the request (though you could spoof it in an API client). But even if you do, you could only make changes to the data for the 16 possible hashes on your IP.
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.
Yeah, that's the part that would be better off handled by VRChat's servers.
what if the IP changes? It depends on the ISP but some ISPs change the IP on a regular interval or on a router restart
Then yeah, it wouldn't persist then, as noted...
...here
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?
also here you say you use both the queue for string and image loading, have you tried using those in parallel with the video player requesting to have 3 urls every 5 seconds? The only downside of the video API is that it just returns a rate limit error in OnVideoError if you request too much instead of queueing it, so you have to program the queue manually but that shouldn't be too hard
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.
By not sending user typed data 😉 The database comes to you and the search occurs locally. But that's it's own set of separate UdonSharp shenanigans at work to make it search a million results in seconds with little to no lag.
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.
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
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
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.
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 🙂
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
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
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 😔
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
@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?
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.
Process is explained on the panel in the world. Just send me a message on discord and I can remove them.
you make this with Saccflight???
i cant figue out how to make any custom PLANES HOW DID YOU DO IT?
what models is that btw
f-18 I presume?
I think that particular one is the F-15 STOL/MTD
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!
The package includes a readme that explains the process.
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.
Automatic generation of U# components on build is going pretty well.
Just need to expose more types of fields.
Today, I made Animation Controller in integration with the Animation Synchronization System.
https://twitter.com/Sayabeans_0011/status/1652633708409794560
It's now available!
You can control Animations in integration with the "Animation Synchronization System" which I am distributing for free!
[Free] Animation Controller [UdonGraph] | Sayamame's store https://t.co/6xpWHnxYoL #booth_pm #VRChat #Udon #UdonGraph
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
unclear how this link to vrchat. o.O
Hm ?
As in unclear how to setup or ? Probably would be better to dm me if you need help instead of talking in this chat 👌
Tire wear and tire temperature
@hazy trout will you ever make the motorbike map public for testing?
Not yet. The arcade handling is not satisfactory and the physics based handling eats dirt over 100kmh
Gotcha
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
You can determine a set grip orientation so it picks it up correctly automatically.
I do know that. I wanted to focus on the script part first. I also wanted to show off the particles and such
Perfecto
noice
CyanTrigger now has its own VCC package listing. Much easier to keep up to date with each new release.
https://cyanlaser.github.io/CyanTrigger/
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
Client sim scheme go brr
https://media.discordapp.net/attachments/1093385150894710825/1105196077893828628/image.png
I built simple Spleef game world in just 3hours : )
https://twitter.com/Tom_t0m_tommy/status/1656700573079732225
Attachment shenanigans
https://fxtwitter.com/_Xramu/status/1656991692006850561?s=20
Sketching out a new killhouse challenge.
This one is going to have a little underground section!
#VRChat
Wow, great job! Making a weapon system is very cool but also definitely difficult, I will always dream that I would do this 👍 , but at the moment I only make maps for Stalker 🤷♂️ .
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…
Image loading is also supported similarly to string loading
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
This is how audio link works btw 🙂
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
Will this ever be up for download/purchase? I'd love to have this in one of my own worlds.
I'm still not sure, the thing is it's a bit hard to set up, so it's not just a drag and drop prefab that just works, I'm trying to make it as easy as possible, if I can do that I'll probably consider to make it public or sell it 😄
People are whiny. Try to simplify set up and create documentation / installation instructions. Even if it feels obvious
It will save you headaches
Making good instructions is sooo hard 😢
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
Absolutely
Yup, if I'll do it I'll probably make a simplified version with the most userful stuff and a easy installation, so everyone can do it without touching any code or trying to understand what some things do, mostly because even if I want to release the code that's difficult to setup I don't have much time to give any type of support after releasing it lol
https://fxtwitter.com/hare_ware_0/status/1659772415621181444?s=20
Funky lil' avatar menu using VRCStringDownloader & VRCImageDownloader
Made a fancy avatar menu #vrchat #madewithudon
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
me: i don't have attachment issues
also me:
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.
Would this work with untrusted urls off?
no, unfortunately it requires untrusted url's as it is an API built by me running on my own personal servers
^^
I am open to giving access to the system to other world creators if they would like, with separate data per world
reminds me of that old metrics system vrc demo'd a while back, wonder what happened with it
Some day we'll get it™️
well, till then i have something close, and visible from inside the world
need help for a small toggle on a world to play an animation
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
how do you detect avatar changes??
You can measure the length of the bones on an avatar.
how? I thought you could only get the bone position?
Just take the distance between the positions
but that wouldn't work if the player was sitting down or changing pose or something right? since the bones change positions normally then?
You need to do it correctly.
that doesn't nessecairly always indicate an avatar change right?
how? is there an example?
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.
The distance between them will still be the same. Just uh, complicated
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
super cool work
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
What would be the best way to learn udon? I have a couple of ideas I have but my program knowledge is minimal.
learn c#
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
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
Need a nice debugging tool for getting fps from everyone inside your world instance? Surprise, now you can!
https://t.co/5J6Ew5zv03
#booth_pm #VRChat #unity3d #VRCPrefabs @VRCPrefabs
"What is Udonity?"
It's time for another updated preview of what Udonity can actually do.
#VRChat #MadeWithUdon
does anyone know how to fix that i have two mics
You got a mirror on it seems. and Its going to mirror the ui.
btw wrong channel.
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
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.
Finished adding Search to my World Debug Inspector! You will be able to search and quickly inspect game objects in a world. #VRChat #unity3d
Cool
i play this daily - awesome work
Daily?! omg glad you like it 😭 It's not even finished, I got ton of ideas
Thanks a lot!
added a toolgun, fixed cars, and fixed some stuff
also vrchat does not like when the player goes inside of the tub
never happens in the editor tho
must be vrchat physics related
I wish you luck on trying to sync this.
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
It already is
The bathtub flinging you is a certified mesh collider moment
To what extent?
Late joiner compatible?
Yea
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
A lot of props do that actually, both laundry baskets seem to do it as well
But it never happens in clientsim
It’s actually a bunch of square ish mesh colliders forming a non convex collision model so it’s more accurate
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
So you basically made a Sandbox game inside a sandbox game
Are the joints and welds synced? Do you just have a vrcobjectsync on all the props?
I'm guessing the props are just one object that can have multiple forms, and then you just have a VRCObjectPool of those
Nah it’s mmaleons smart object sync
It has welding capabilities built in
Somewhat
And it’s synced
This is true
Although it wasn’t always like that
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.
Yeah if you ripped the physics colliders from source models directly, its gonna be a bit funky
That might be the issue
That's pretty awesome. I hope it works with rigidbodies in the future.
it does! you can use gravbodies with rigidbodies to have them be effected by the gravity fields. though i recommend you use no-more than 4 since they are quite expensive.
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 ❤️
^ i cheated with the audio and used Moonscraper but eventually I'd like to use a YouTube player for audio? It can also understand any .chart files for Clone Hero so might also be able to use String Loading to get any songs/charts?
Oh and the VR support, learnt soo much but it took ages lol
Omg !!!! Drumsticks, i was going to ask
Yeeee and no damn VRCPickup, grab/drop, adjust nonsense! they just auto follow your hands 😛
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
(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)
@vivid musk what are the chances, look at this. 
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
Oooooo, imagine that + a vive tracker or something to track the plastic guitars position in VR
you've effectively described rockband vr
existed, it's effectively dead now ☹️
although that just applies to most Harmonix things
A lot of personal projects start as mere tech demos, good luck!
Omg I just checked the world stats o_o
500 visits in one week while I was only around 100 last week!
Thanks a lot anyone that played it! 😄💕 I just updated the world with bugfixes and improvements!
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 😛
Thanks!
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.)
Hey all, so good news I did upload an initial build of this. Search "Drum Hero" in community labs if you'd like to give it a go. Just about to add a custom song tester tool to it. It might be a bit buggy and unpolished at the moment but finally uploaded a world ❤️
For udon network debugging!
https://fxtwitter.com/BobyStarYT/status/1671778738155945984
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
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
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.
Here's hoping we get that world menu panel that attaches to the hand held vrc menu. This would work really well w/ that.
Lots of refactoring/rewriting/etc but very basic multiplayer implemented 😄
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
Components can now be synced between players in the instance with my upcoming World Debug Inspector!
https://fxtwitter.com/BobyStarYT/status/1673535861755871233
Just syncing components with my World Debug Inspector! Nothing too crazy.
#VRChat #unity3d
Details in reply.
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
Will there be support for getting pictures from a discord channel directly using this loader? or is there no way to make a URL that can be used with this? I would love to cycle through images one by one from a single channel on a community server for example.
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
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.
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. ^^
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
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.
indeed
Yea, and thanks for the insight, I will look into this further from here. :3
No
Jk jk, this will be very helpful, thanks for giving my partner some help @twin shuttle
P.S he said you are cool
Well can't be redirects, redirects are still not allowed with image and string loading, it would have to download the image and send it from itself
Was meant to reply to your other message*
yeah I was trying to give the overall idea
I made a trailer for my working-in-progress game world 
https://twitter.com/JZU_vrc/status/1674567124172537856?s=20
Trailer for my working-in-progress VRChat VR-Focused PC game world! Zombie World Beta Early Access is available on my Patreon page! Welcome to Join Discord! #VRChat #MadeWithVRChat #MadeWithUdon
Patreon: https://t.co/U9oNsWmHAu
Discord: https://t.co/ywhSqILdFD
Lookin good
Thank you! X3
That looks very clean!
Glad to see you make so much progress on it :)
you're doing god's work
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.
so how does it work? does it require ownership?
It uses a pool, 1 object per player so each player can send stuff at once
awesome
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 
Some funny things I had to do
Also UserDefined enums can be transfered too OFC 😅
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
What do you use to make roads?
EasyRoads3D Pro + all add-ons available
Cheers!
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
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.
look forward to it
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

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
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/
That's very cool. I have to use dynamic in some of my stuff, so I wonder how this could be made to look if the target were more realistic graphics. Hope your project goes well.
Usable FLUDD from Mario Sunshine im working on for a future world
Very cool. Have you tried emit over distance for your particles? It solved the issue with spacing at speed with mine.
ill try it, for the particles I asked my friend to help me out so i just mostly went with what he said
No worries. Glad to see more platforming on the way! I love that stuff.
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!!!
Making good progress on my adventure world, been working on the logic for a sniper class unit this past week:
https://vxtwitter.com/LakuzaVR/status/1678798688070631425?s=20
Completed most of the logic for the Sniper unit in Bullet Time Agent. Really happy with its melee combat😁
#madewithunity #VRChat
💖 1
Full working boss from Mario Sunshine using FLUDD
Just a quick reminder, this is VRChat.
#VRChat #MadeWithUdon https://t.co/yg5x1qC0wu
Thank you! ^^
It is a modified prefab from "Particle Pack" by Unity on the Asset Store, which is free.
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!
Also, since I'm proud of this chart, here's all of the DataToken-to-generic conversions it's able to do:
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!
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
Every time you post I'm always in awe at what you've been able to do w/ what vrchat exposes.
i NEEDS TO KNOW what did you use for the grass ? And the ground texture?
Grass is native Unity terrain detail, ground textures include but not limited to assets from: Rocky Hills Environment - Pro, VegetationStudio and EasyRoads3D Pro v3
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
Development update on my world, focusing on the weapon system for the world:
https://youtu.be/ADp7f2U1KlI
World Development update 2 focusing on the weapon players will use during this game.
0:00 - Time weapon intro
0:26 - Energy system
1:43 - Level Up System
3:09 - Combo System
3:49 - Pickup changes
4:33 - Design changes
5:09 - Outro
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?
thanks
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!
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.
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
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.
Please do! After I'm done packing and moving to a new place I'd love to find some groups like that.
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 😄
Holy hell. That's as long as it takes to make an indie game. Thank you for your service 🫡
❤️
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.
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
Oh right persistence! That's really cool, you dedicated yourself to VRC and Unity and produced noticeable results.
I just want to keep playing adventure worlds, not enough creators making them so I gotta chip in too XD
Ty for responding and giving me some insight into your works as well. It was cool meeting you! Take care and keep building 😄
thanks, you too ^_^
chill hangout spaces aren't going to go anywhere as those are a lot more achievable for the average person to make than a whole game map
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
coming in less than 1.5 months maybe (never)
good to see an effort in communication though
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).
What if you could just... Destroy everything!
#VRChat #MadeWithUdon https://t.co/xBe5IPJe70
(scale)
Sorry @weary kelp just read the entire profile, sorry >_<
no worries, my dms are open if you had a question or anything 👍
HOLY that is COOL
You will now get hurt if you drive irresponsibly.
#VRChat #MadeWithUdon https://t.co/Y1k8RqrxGM
crash boom car flip crash boom
Where do you get large terrain assets like these?
Heightmaps, stitched together
Its a little complicated xD
Looks like it was generated with a world builder type addon
Nice though. Hate to see what happens when you run a stop sign.
amazing performance. I will play the game.
How did you made the terrain?
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.
There are already worlds that do all of this
What? Really?
I'm just a too lazy person
Hello~ I released my Beta RPG Game Udon dungeon, welcome to check it out X3.
https://vrchat.com/home/launch?worldId=wrld_1d4f5a2b-78f1-488a-a81b-034481744cd0
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
i think so
i will check it out tomorow
because i have to goto sleep
but anyway ... thank you so much 👍
X3 all good
yup that's the one i was locking for 

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)
This is hilarious
As a person affected by motion sickness, i'll never touch that but that's funny x)
No worries, it's off by default nad has safe zones :p
But yeah, that's why it has a warning
I showed it during the community meetup and most people were actually fine with it
(had the wrong link in there, updated it)
I did a thing
was that a starbound teleport animation xD? ?
yeah all my avatars have that
thats fun 😛
https://twitter.com/jokerispunk/status/1686540641558302720
https://psky.app/profile/jokerispunk.bsky.social/post/3k3wsn37bhj2n
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
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
Work has finally started on a time trial framework for the new upcoming driving world!
#VRChat #MadeWithUdon https://t.co/9M0ZBlphoT
It’s honestly so hard to spot that this is built in VRC. Incredible work as always!
Thank you! 
Small scale Zombie Game‚ for getting familiar with the basic weapon․
https://vrchat.com/home/launch?worldId=wrld_ec3d34a5-2985-47cc-83b7-8beca536fe3e
this is too impressive omg
Anything executed well is worth celebrating.
Omggg the Mario 64 teleport sound too 🙂 Good job!
thanks! i love that sound, and it’s perfect for a world like that
aww, dont down play yourself! half of us couldnt even bother learning so this is really cool to the average person :o
sounds from games; they have a purpose; and that tp sound is literally perfect :D
i try'd to find your new world but no luck
i entered on search list "Udon Crowd Height" but i didn't have any related result
i go to your profile and there is no such a world under that name
so is your world in public or in private stage?
it's a software package, not a world. download it from github or gumroad, the links are on twitter
nevermind i was stupid
i didn't read it completely
it was a future not a world
sorry about it 😦
Skid marks now smoothly fade out over time and tires leave tread marks on soft surfaces like sand.
#VRChat #MadeWithUdon https://t.co/X9OU8mu2m3
Dropped a new prefab again! Dual Laser, for worlds with keyboards and world UI.
https://t.co/liM9svoEgm
#booth_pm #VRChat @VRCPrefabs #VRCPrefabs https://t.co/o5Oq2ySae4
It’s very pleasing to see how Your Vehicles handle such speeds with remarkable stability and predictable movements! Have You ever made a Test map to push these vehicles to their absolute limits? Maybe similar to BEAMNG’s Grid map? (I apologize for such a winded response)
twisted metal like vehicle controls prototype vrchat twisted metal clone
Have you considered sacc's prefab?
I have, I preferred to make my own because I want to have my own functions and feel to it.
Nice ok
Good way to learn too!
now can fire!
Sick! Never thought I'd see twisted metal in vrc
my lovely Home World i made, already 17k Visits 
Updated how suspension and chassis flex sounds are played. Got new sounds for them too
Combined with the rumble strip sounds, it adds to the experience of having the car lifted up and landing back down
man that's great
triple A
Made an interactable Ramune marble soda asset~!
https://twitter.com/Tanuki_Art/status/1693515520706830511
My newest #vrchat asset is now available! Yummy fizzy Ramune that can be really opened, with realistic marble soda sounds and particle bubbles! Available now.
wait is that in vr chat?
Yes.
goddamn thats sick
this looks so nice. Finally some cars with a real sense of weight to them
I'm so tired of vehicles in worlds feeling completely weightless and rigid, and getting caught on everything
Hmm make sure they weren't boats or hovercraft
They sure feel like it sometimes. No proper suspension half the time
Oh .... my....GWAD!!! please drop a link to world!
The night time one isn't available, a public one would be Touristenfahrten with the "GPS map" as the preview pic
🤠
ProTV 3.0 is now in beta: https://protv.dev/news/protv3-beta
👀👀
Currently beta testing, but r/Place for VRChat. A 256x256 canvas that's editable, and the changes are persistent and shared across all instances
https://vrchat.com/home/world/wrld_39edd804-a211-467e-bace-c95afbfc8e50
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...
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
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
I have made an horror game where you can talk with people in other instances! https://vrchat.com/home/launch?worldId=wrld_2da2b20d-f43b-4753-8e3c-f8e9665cb6e4
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
ohhhh
that's awesome!
Woah…
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.
Nice! Thank you for taking the time to show the Udon aspect of your advertised world
https://twitter.com/MissStabby/status/1700639396926509117
Quest Stabby Cinema world is out!
#Quest version of Stabby Cinema #vrchat_world
has just been released for #vrchat!
Let me know what you all think!
I have re-created the original Slender Man in vrchat, PC and Quest compatible and allows you to speak with people in other instances!
https://vrchat.com/home/launch?worldId=wrld_93010c8e-08b1-4cc3-a0f1-cb88044ef8b5
Hey! as of this, the username is saved locally so you just need to type your message at the end, the auth is to make sure requests are only coming from VRC, it can also connect to different words not only instances! I made a external Node JS Server for it (which does end up being bit expensive due to the extremely high number of requests) and there's also an online user count
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…
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Was working on a hitbox system in #VRChat and realized I can have people walk on it.
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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!
PlaceHolder is now out!!!
Our #VRChat world is an r/Place inspired world event with an open canvas for the next two weeks!
With a unique environment for each day, we hope you enjoy the work we've put into the world :>
Can't wait to see what everyone draws!
#VRChat_world
hook junkies and other grappling hook worlds are fun, it be really fun to combo that with pve
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
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!
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!
Just the Hoonicorn V2 I worked on for a few days a few weeks ago using the Chikuwa Vehicle System.
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
looooong button
Now you can actually make the "don't press the button" game in vrchat, could be silly
Like make other buttons appear on button press
Absolutely. I'd love to see that lol
and maybe some clicky or pop'y sounds when pressing, depends on the button
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
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.
well, here's the first thing i've ever made with Udon!
https://www.youtube.com/watch?v=WL0hgHtPNDA
the first world i created for vrchat! featuring the song The Frostlands from the Octopath Traveller OST
you should test it with some avatars that don't have the finger distal bones, the fluffy dog or taidum bases by irix for example, you could probably find a bunch by just searching for an avatar world for them or something
ty, I have tried with quite a few finger set ups, but more is always good! I think the only time it currently glitches out, which I still gotta fix, is hands with no fingers at all. Should be an easy fix tbh, just haven't gotten around to it
I'm not able to find your world in vrchat world section
i only found this world:
It’s a wip world, currently only available on my patreon page for patreons to get early access. ^^
ah ok then
X3 if you like check the trailer made previously
oh yes i saw it
and i must say it's very great game world

^^Thank you~
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
ah yes, "accidentally"
Let's talk this out in DM
oooo, when might that be fully released? it looks super cool, and i’ll definitely bring my friends there
thank you~ the early access is available on my Patreon, welcome to check it. The update detail is also available in my discord server.
Zombie World Beta_ 水筒の更新
- ゲーム中に水を集めて火をつけて暖めます
Zombie World Beta_ Water Canteen update - Water collect in game and light fire to warm up
Zombie World Beta_水筒の更新:
キャンプファイヤー~ 沸騰水システムを追加
Zombie World Beta_Water Canteen update:
Campfire~ Boiling water system added
Just published @vrchat.com my Simple String Loader!
It adds a few use full things to VRChat's String Downloader:
- automatically load strings on world join
- reload strings after a set amount of time
- support for Text, Text Mesh Pro and Text Mesh Pro UGUI
- use Loading & Error Strings
It even has some nice error messages :p
Is the world still working as shown? Finally got around to hopping in to check it out, but wasn't able to get flip the switches/push buttons with any avatar contacts, or get the skeleton to show up
Should be, unless an udon update broke it. Mind DMing me and we can troubleshoot a bit?
Actually I think I know what's wrong. I'm a dummy. I'll update it later today
You can interact with Players in your world through the VRCPlayerApi. Each Player has a VRCPlayerApi Object, and your world fires the OnPlayerJoined / OnPlayerLeft events on any UdonBehaviours that listen for them when a player joins or leaves.
the document is outdated, both ClientSim and VRChat client support language udon feature
Thanks!
Sorry for another ping, but the worlds fixed! Just tested it
I'll check it out later, cool 🙂
@zenith imp
A short tutorial video for how to use Medical items & make fire.
Discord Server: http://discord.gg/s3NwQrKTn7
Patreon: http://patreon.com/jzu

awoooooo
X3
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
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
My new world is live! I am super hyped for you all to finally experience my udon-enhanced art studio!
You can visit Finishing Touch - Art Studio & Gallery right now: https://vrchat.com/home/world/wrld_93dc2a1f…
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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
Got the event handler working and synching! So excited!
it's been a long journey learning
it starts to get wacky at the 1 minute mark
unexpected item in bagging area 😩
udon is pretty funny
https://fxtwitter.com/ChimkinsVRC/status/1714105704691236936
We just released Zombie Survival 2.0 for VRChat!
Check it out here~
https://vrchat.com/home/world/wrld_f557959f-6fde-4164-be36-31f1d40bb9a5
#spookality2023 #MadeWithVRChat #VRChat_world紹介
Synced instancing without an object pool
Im curious what you used here, synced strings?
synced arrays would work too.
synced string for?
Well how do you sync?
give me a minute to try and figure out how to communicate, it's a little complex
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.
Im just curious what primitive data type youre using for synching 😅
vec3s for position, quat for rotation
as for the actual instancing, I'm using a string for the path in the scene to instance the object at, and an int to index into an array of prefabs to spawn
ロックピックのやり方を説明した短いチュートリアルビデオ。
A short tutorial video for how to lock pick.
#VRChat #VRChat_world #MadeWithVRChat
Mans going to get the vrchat version of locksmith lawers tailing this man lamo
XD
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
I've published an Uno game world, scripted with U#: https://vrchat.com/home/world/wrld_3b608290-a852-494c-9d4e-a022bddfff8b
This is still VRChat.
Not bad at all like it
i recreated my bedroom into vrchat via a 3d scan using the iphones lidar sensor
Daytona USA world progress 
how is this vrc ?
why havent i seen anything like this
you can always tell if a game is made in vrc , but this is like a completly different game
Thank you! 💜
A tutorial video for how to operate all the guns in the game.
- Combat Pistol
- Pump-action Shotgun
- Assualt Rifle
- Revolver
- Mauser Pistol
- SMG
- Sniper Rifle
- Double Barrel Shotgun
- Winchester
Discord Server: http://discord.gg/s3NwQrKTn7
Patreon: http://patreon.com/jzu
Is this a published world that can be played?
No, but you can mess around with the alpha version using the test portals in my old Ridge Racer world
Will it be available in the future?
That’s the plan!
From only knowing You for Your Art, this talent for world development is a huge shock for Me! Keep up the amazing work! Let me know if You need an opponent 
Thanks! Multiplayer is not properly set up yet, but single player should work just fine
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
No way. Support for steering wheel inside VRchat?
I knew i tried it before
Guessing, but would assume it is using the midi support worlds have, so with a third party program, yeah sort of.
Everything is raw input coming from the steering wheel with no additional software in between.
Inb4 you somehow find a way to get force feedback too
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...
Unexpected entity in bagging area...
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
This is so amazing it's inspiring. Absolutely amazing work!
How much of night city are you porting? If you need any help baking the lighting with bakery or setting up mats so it's 1:1 I'm more than happy to help out, I can send my previous work. I've also got a 3090FTW3 + 5950x + 32GB ram
i'm proud of this
Love to try this out and the army truck one you made some day.
Got a means to calculate a math string now with a way to replace values. I plan to use this in my system to have different types of values to replace, such as user stats defined in the system, or values extracted from udon behaviors https://gyazo.com/2e3444b5d96dcd7bbcf7c825d67c6fdb
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
It's a bit confusing and the wall of text makes it worse, my next gta ports won't have this issue.
Spawn a car just spawn it in
- all cars spawn at the capitol autos car lot (use teleport menu)
Customize cars/bikes by driving them to the pay n spray
Enable pvp in the game settings page
- guns are found at the two gun stores (use teleport menu or drive there)
thank you we will try this
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!)
This is bad ass, is the world public yet?
Hey, yee world is live look for "drum hero" (amazing world naming skills lol). Though I'll be posting this update in a few hours once I finish work 🙂
If you want I can port a Rockband map and bake all of the lighting and then send it to ya so you can upload a separate version called Rockband VRC Edition
Don't really want 2 or more versions, more caretaker work for me getting them all updated lol. I was thinking of eventually making a portable prefab version so anyone can shove the game in their world though. ( Thank you for the offer though ❤️ )
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/
i made a world that has a portal with physics, that act on any player when they get near it. when you're close enough, it sucks you inside.
https://vrchat.com/home/launch?worldId=wrld_39c014cf-3b0e-40ca-b94a-93e3b3eae5af
3.1.4 Released
- Added support for more advanced Player targeting allowing you to target specific players/Master/NonMaster etc.. 
@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 🙂
Making something in Unity everyday.
My code: https://pastebin.com/4d3xWyjK
Their music: Lukrembo - train covered in white
Making something in Unity every day.
Their music: Lukrembo - Autumn
My code: https://pastebin.com/P1jEg7Fu
Taking at least half an hour a day to build something in Unity. I was making a length limit of one hour before, but... it's fun.
Music is "Imperfect" by Lofiru.
Code is here: https://pastebin.com/AzBXYtrw
Some stuff I made with U# this month.
finally made it so that desktop users can look behind them while in the seats
bit clearer at day time
can i play?
Yes
whats the name
Nice to meet you, my name is Techa
nice to meet you
Looking fantastic! Is that the full Nürburgring?
This one has the GP and Tourist layout in one
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:
- all missing parts of the map have been added
- all missing textures have been added
https://vrchat.com/home/world/wrld_eda481aa-5858-4ed2-b530-3eae47c9516b
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
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 ...
https://fixvx.com/tom_t0m_tommy/status/1733718462495859044?s=46&t=9I5fHOPdLplJM7mFcEtM_g
Published my 13th game world🦊
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
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Our new weapon interaction system for our next project! (WIP)
#vrchat #madewithvrchat
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
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.
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
wake up babe new varneon post dropped
This is amazing and I want to help you test it
super duper early starts to a roguelite im making
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 😤
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
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
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
Do you Remember? it's 2003 and you play games on miniclip 😄 2 decades ago!!! 😱
https://vrchat.com/home/launch?worldId=wrld_c923b7a6-364a-444e-983b-af033ba272af
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.
My new gun world featuring a gun loadout, recoil, and pvp system.
https://www.reddit.com/r/VRchat/comments/18qpq4z/my_new_world_neo_gun_range_weapon_recoil_pvp_and/
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
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 🙂
#VRChat_world紹介 #VRC #madewithvrchat
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A tag based sorting system base on MyroP’s portal world.
Updated the automated steering to handle high speeds much better
the leaning is maintained via the front steering angle
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 🙂
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 🙂
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
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/
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
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:
- broken teleports in Ghost Town have been fixed
https://vrchat.com/home/world/wrld_eda481aa-5858-4ed2-b530-3eae47c9516b
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.
IT looks great honestly, but , we dont have backup cameras. ( or in my 28 years of otr driving , ive never had one ) (also if you need any info from a trucker - you can DM me any questions) But really looks amazing!
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✨
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宇宙空間…
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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!👀
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)
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
its likely due to the use of instantiate to show off some effect
i still need to test what its like if you have many gestures to compare in the training data
You mean the instantiation of the single prefab after the gesture has been recognized?
Training data? Is this a neural network?
It's apparently a $P Point-Cloud Recognizer. I converted the code for the recognizer from one that someone else converted for use for unity

however its 2d based, so i had to make a system that collected strokes in 3d space and translate them to 2d
This sounds like way too much for Udon to do in one frame
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
Experimenting with rigged suspension and drivetrain.
#VRChat
Those leaf springs are a work of art
Thank you! Some of my earlier posts on Twitter showcase the weight painting process in Blender in case you want to see more.