#udon-showoff
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Been getting close to releasing v1.1 of my #VRChat Network Debugger! With the next update it'll now reads UASM on build to harvest out all the different data types to show users the VRChat network overhead ingame!
I've always been bothered by the fact that regardless of your avatar's scale, the player collider is always the same size, and there's no way to change that. So a few months ago I started developing a practical workaround, and I've released a fairly rough demo world that showcases how the system works and what it can do.
With it active you can scale up or down, and your collision box, including spaces you can fit through, under, or step over, should match for all players' individual scale, and appear seamlessly accurate to other players as well.
It's still a tech demo and employs a few hacky solutions to work, but the end result is fairly seamless, and requires no stations whatsoever, making for a fairly simple to implement as a drop in prefab once it's ready for release.
If you'd like you can check it out here in my very ugly demo world I made for it (utilizing a free room and cityscape asset that I didn't make but will properly attribute when I edit it next):
https://vrchat.com/home/world/wrld_5f61ec26-37fc-491a-84af-14f4cbafbba5
A brief video demonstrating it in action.
@humble galleon before you deleted the question haha
It clones a specified parent object, strips out any non-collider component (and disables the colliders on the original), and then scales/repositions everything on the clone as necessary. Scaling is only done on player scale changes, so it's mostly just repositioning. Technically you could have several of these at once on different parent objects and toggle them based on player proximity for added performance, but in the above I felt demoing the whole world was a decent test of effectiveness even with the complexity of the scene.
I want to add in support for crouching/prone height scale specific changes, but I'll need to handle what happens when they stand up under a collider if I do.
I see, so it's repositioning everything on the collider clone every frame?
But only scaling on player height changes?
Every FixedUpdate it repositions the parent transform, and updates its scale only on player height changes, yes.
Ah, I see, so there's like a "world parent"?
Yes, a single defined parent that it manages. On initialization it creates the clone and then walks the child components to remove the non-colliders for performance and to remove any unwanted side effects.
It's far from perfect, especially at smaller scales where there's some jitteryness when walking into walls, but it continued to function as expected even with 80 people in the instance. And it's a multiplayer compatible system since only the local world is modified, in a way that respects each player's relative position and scale as it would appear if it were actually their collider size being changed.
I suspect the jitter comes from floating point issues due to the large scale
But that's just a wild guess :p
Player scale being so tiny means their change in position is very small, while the world objects are proportionally very large and their repositioning changes are then magnified immensely, making floating point errors significantly more pronounced.
Yup
Also, if you parent a collider to an object that is really far away (such that its local position becomes really big) it will visually look fine, but on the physics-side it will jitter.
That makes sense yet I hadn't considered that initially. Good note. In particular the little room in the demo seemed to have more noticeable issues than other places did. I'll have to make a note of that in the suggested usage guidelines when I finalize the prefab.
Technically multiple of these could run at once, so for larger areas and those not near the world origin, would be ideal to have a separate prefab in the hierarchy to manage each parent and toggle them as needed, instead of just a single parent for everything.
This is a few meters away from the origin while standing on a box that is parented to an empty at 100k, 100k, 100k
The small jitter seems to be interpreted as movement by VRC's player controller.
If I jump it will nudge me in a random direction.
after i believe about a month, the flowVRC prefab is now released
a trippy world i made
https://vrchat.com/home/launch?worldId=wrld_93b31781-0e0b-4162-8486-bb11634200f4
My newest horror/exploration world, a hidden horror game, you can explore a peaceful nature field or operate the portal leading to a nightmarish sci-facility, hope you enjoy, PC and quest 
engine sound (with dat transmission whine ๐)
VR controls for my motorcycle via head movement
realistic engine simulation in vrchat
ik it's not perfect but like
i really worked hard on it
https://vrchat.com/home/launch?worldId=wrld_1fb34c3b-c502-4c33-bb19-9bbb667a9a1f my new world go check it out ๐
Very cool! Do you plan on releasing the system at some point? Or only use it in your own worlds?
maybe one day when my world gets popular enough ๐
If you do ever decide to start selling it or something I'd love to get my hands on it and play around with it ๐
mmm moners..,.
good idea on the thought of selling it, originally it was gonna be free
but im prolly gonna sell it for around $2-$4
I've released the Scaled Collider System for public use now, with a VRC Creator Companion importable prefab package. Essentially what it does is allow for worlds to effectively implement resizable player colliders, so that the player's collisions with the world match their size, allowing you to run under tables, climb buildings, etc. You can find it here: https://github.com/Prismic247/ScaledColliderSystem
^ This video demonstrates effectively what it does, since the visible effect of it is the same as before.
And here's the demo world for it: https://vrchat.com/home/world/wrld_5f61ec26-37fc-491a-84af-14f4cbafbba5
Did you create the prismic avatar world?
Indeed
Very cool world. Can I friend you?
Have been learning how to use trim sheets as part of #VRChat's Space Jam, and am super happy with the visual quality of what I've been able to make with them! (Also sneak peek of the world Im making for the jam!)
Motion blur or not to...?
(infected mushroom - mambacore)
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very happy about this prefab
it allows you to make a Roblox tycoon but in VRChat
A working drop tower! (others have done it before, but I wanted to try it.)
https://vrchat.com/home/content/worlds/wrld_6f65a698-f45d-473c-993c-313ff6168189/edit
I've updated my VRC Picture Downloader to now also include a way to enter URLs directly from within VRChat!
Soo cool is this still in development
@solemn oasis
hi there
first of all your scalled collider system works pretty good in your demo world
and me and my friend try to test your prefab but we don't know how to set it up and to locate the option of that tool
anyway i found a demo with possible instructions?
https://mobile.twitter.com/Prismic247
but i'm not able to login to that website because i have an old account with email that i deleted it
and i don't want create another account just to see the info you provide in there
to be honest today twitter login wall popop is very intrusive and annoying
i mean it smart on there side because in that way they FORCE ppl to create account just to see couple of wanted texts ah if you ask me that is very sad what they done
so please
are you able to provide me other website links with the guide how we can set it up
thanks in advance ๐
btw
i enter in "add component" scale
and i found scale constraint
is that the right component?
it has instructions in the github repo
but from what i gather you just drop this thing into your scene and then configure it from there
thank so much
i appreciate your help ๐
What Photasma said ๐ If you have any other questions or trouble though feel free to message me or @novel jolt (also me, but I tend to use that one for VRC help request stuff while this account for more personal stuff). And if you do end up implementing it in a world would love to see it ^_^
right... i will keep that in mind
thank you for assistance
I played a bit with the latest Beta SDK and I started to make a GLB file loader in U#
https://github.com/vr-voyage/vrchat-glb-loader
I'm currently playing with texture loading too but the fact that I can't convert PNG/JPEG to textures make things a bit tricky.
This is pretty dope! I was thinking about this at some point but never bothered to actually try it. Good job :)
Thank you ! I'd still like to have way to parse, at least, JPEG files I guess, since for some reasons, Blender loves exporting textures to JPEG
Meanwhile, I'm making a Blender addon to embed textures in "Unity ready" formats like DXT
video is set to private... can I please have access?
in Step 3 of VRChat API Tracker setup, you indicate that a secret be established, specifically VRCHAT_KEY, but I am confused as to where/how to get this. The 6-digit one changes every 30 seconds so that probably isn't correct, and I don't see anywhere a 32digit code is available. Can you help clarify? Are you referring to the list of recovery codes (but those are in xxxx-xxxx format, not 6-digit).
I only setup 2FA as part of this setup.
ah, I scanned the QR code
sorta. I clicked the "enter key manually" as was presented with that 32-digit code, which I copied, then clicked next, which prompted me for a 6-digit code out of Authy... which is given by the app off my phone to when entered provides a "that code didn't work"... regardless of how many times I tryy
fwiw, opening Authy on my phone goes straight to a display of the randomly generated 6-digit codes
yup.. thanks
Okay, I think the login part is working, but I'm getting the following error when deploying on Github:
Exception when calling API: Error calling GetGroup: {"error":{"message":""malformed url"","status_code":400,"waf_code":26497}}
Status Code: 400
VRChat.API.Client.ApiException: Error calling GetGroup: {"error":{"message":""malformed url"","status_code":400,"waf_code":26497}}
at VRChat.API.Api.GroupsApi.GetGroupWithHttpInfo(String groupId, Nullable1 includeRoles, Int32 operationIndex) at VRChat.API.Api.GroupsApi.GetGroup(String groupId, Nullable1 includeRoles, Int32 operationIndex)
at Program.<Main>$(String[] args) in /app/Kemocade.Vrc.Api.Tracker.Action/Program.cs:line 246
...
There is also a warning in the GitHub workflow:
deploy
Environment URL '' is not a valid http(s) URL, so it will not be shown as a link in the workflow graph.
possibly, my inability to complete step 2 might be at fault:
Under "Build and deployment", set "Source" to "GitHub Actions" isn't possible since there isn't any option to do so.
is this because I'm using a Free account instead of GitHub Pro?
needs a few more cents... nearly there.
@mellow thorn any ideas?
@mellow thorn a few days wont kill me ๐
my repository was indeed private, I changed it to public then was able to set the Source properly, but the error listed directly above this post didn't change upon a github re-deploy.
very simple but very funky
ahhh, thanks for that headsup. It's working fine now with the groupID instead of name.
Super duper WIP but finally at the "barely playable" stage so thought would share ๐
Advancing on my little loader (and blender exporter). I can now read DXT5 textures and I'm starting to support most of the textures slots, though, this doesn't work in-game for "Shader variants" reason it seems.
My Excavator Tech Demo is finally public!
https://fxtwitter.com/Varneon/status/1776304693162954859
My excavator tech demo is now public in #VRChat! (PC Only)
had fun there. unity physics delivers, throwing other excavstor 100m in the sky. sitting in bucket is not intuitive
need reset button for unmanned ones
been casually working on this for a couple months, just finished the holsters, which sets up the framework for an armor system. this'll eventually be a l4d2 style roguelite
also have a rifle that i didnt show off in that video, but a quite outdated video can be seen here:
After years of research and hard work, my upcoming vehicle SDK allows for a static 3D model to be fully setup for #VRChat within a minute!
This includes seats, physical steering wheel, audio, third person view, liโฆ
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Bro release if for quest ???
my bad i replied to the wrong embed
just figured out how to do some rather simple stuff & i myself am quite happy with it! entirely controlled by UDON/ C# code ๐(i dont like UI elements so its also just a bunch of meshes lol)
made a breakthrough with my interactions system, and am now able to move levers with body and physics without using rigidbodies with constraints
Also combined my lever interactions with my WIP drink system for some fun fountain interactions
Are you just manually computing the required depenetration?
Yep, easy for linear buttons, a little bit more complicated for things that rotate, as ComputePenetration only gives you a distance and direction, but no contact info. And since these are using triggers, I can't get contact info from that either
Here's another look at our new #VRChat World 'Jetski Rush' (WIP), our multiplayer racing game with items!
This is a preview of our 'Pirate' Course!
Playtesting goes well, and we will show the next course soon!
#VRChat_world #VRChat_world็ดนไป
https://fixvx.com/tom_t0m_tommy/status/1782337216309858680?s=46&t=9I5fHOPdLplJM7mFcEtM_g
Work in progress
Massive shooter game world compatible with 80 players
Multiple maps, weapons, and vehicles will be included
You can play solo too using Bot army
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โขฯโขเธ
โโโพโพเธ
โโ
ๅฟซ้ฉใช40vs40ใฎVRใตใใฒใผใใงใใพใ๐ฆ
Botใไฝฟใใชใๅ ดๅใๆๅคง80ไบบใใฌใคๆณๅฎใง่จญ่จใ้ฒใใฆใพใ
#VRChat #Unity
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i dont think you'd ever want 80 players in a vrchat world due to how many constraints that'd make because vrchat devs dont know how to optimize that properly (at most you'd probably want 20-25 lol and even then that'd be alot)
Constraints are a unity feature and 80 people is very reasonable even on quest if they don't have insanely bad avatars
Advancing on my U# GLB model loader .
I had to code a texture converter to reconvert the textures to BC7 (might also add DXT5 too), since I can't convert PNG/JPEG data to textures since LoadImage isn't available (yet ?) in U#.
Still, this is getting to a part where I can load models from Sketchfab (module a pre-conversion to get the textures).
Blazingly fast
We are getting closer to releasing our next #VRChat game world, here's a short showcase of our new udon gun system!
#VRChat_world #VRChat_world็ดนไป
https://vrchat.com/home/world/wrld_e6f18dc2-b05d-47b0-aa94-7d789a8c3f85
VR version of an art gallery in a gold container. The real exhibition took place in Dubai in February-May 24. But you can visit the virtual exhibition even now.
Force feedback support via screen reading and supplying feedback with DirectInput. Supports G27 and Fanatec CSL DD
basically a text to speech program for vr chat mute
Made a quick video explaining how to setup cyan's player object pool. Been asked a bunch and finally got round to make it. Should be useful for people until player persistence is released ^^
https://youtu.be/uB3Jm7hR1fg
Here's a simple tutorial showing how you can setup Cyan Player Object Pool, to give every player in your world one or more objects.
Cyan Player Object Pool asset: https://cyanlaser.github.io/CyanPlayerObjectPool/
This video has been a long time coming (and perhaps a little too late), but hopefully this helps some people that were as confused ...
https://twittervx.com/Maebbie/status/1793031525987909712 made a timelapse video of my new mountainrange world
Come travel through this mountain pass and pick up a Mayu Avatar off the side of the road. She is an excellent rated avatar on vrchat waiting for adventurous travelers: https://vrchat.com/home/launch?worldId=wrld_d1254432-94a2-4835-9250-c69c36cd209e
P.S: I may have gone a bit overboard on the avatar world, as you can see below.
In-game currency will play a huge role in the upcoming desert driving world, so I want to make the process of earning and spending it as satisfying experience as possible.
Here is a sneak peek to the current transโฆ
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started working on a realistic udon piano system, and this is what i have so far
update: midi support i think
i'm really happy with how this turned out, though it's a bit buggy
but the most important thing is that it works ^^
started writing myself a AiO translation system to streamline world development c: basically finds all tmp text components and writes their content into json files, which get loaded by another system based on what language you choose
Should be "than english integrated"
Suggestion: Set the languages in the selection in their native language
english is not my first language, thanks for catching that lol
i have to check if i can check what language the user has, i look into that ~
Me when upcoming VRC Constraint script

if they was to do that & it didnt suck that'd actually be really good ๐ (phys bones was made good so hopefully that would be aswell)
They are making that.
They have some dev updates about it, I donโt quite remember exactly which ones.
Welcome to the Developer Update for 2 May 2024! Todayโs Dev Update thumbnail features ใฑใปใใฎ่ฑ่ฆ่-CHESEDโs JAPAN SAKURA SHIP- by ใฑใปใCHESED! Enjoy watching cherry blossoms from this cross-platform houseboat! It is Golden Week after allโฆ If youโd like to catch up, you can read our previous Developer Update from 11 April. Important Info / Announc...
tysm lol, actually really cool to see & i hope it turns out good
Are those Mario Party sprites I see? 
maybe ๐
https://github.com/BassBoostedDuck/VRC-Vending-Machine my vrc Vending mechine is finaly done, the github is up and running ready for anyone to use it for free. 48 customisable cans, fully animated and network synced.
Ballistics and lead approximation based on range and turret traverse speed
very nice! what are you using to solve the ballistics, RK4? something else?
I went with a range table for this since AI will also be using the same ballistics
What are you using for your Ai?
Iโm currently researching some ideas for a Ai now, but have no where to start.
Blaze Ai turned out to not work in VRC, and Panda BT is my next best bet.
But idk.
Overconfident automated hover transit
New World MARIO KARTING IS OUT NOW! ๐๏ธ๐๏ธ๐๏ธ
World link:
https://t.co/CIb2XSOEFg
Video
https://t.co/6P9BkQeg9P
made a script for staying on moving platforms.
https://vxtwitter.com/jetdog8808_dev/status/1800257494578520411
I needed a script to follow moving platforms in #VRChat, but could not find one that fit what i needed. so made my own.
Its called Platform Link: https://github.com/jetdog8808/Platform-Link https://t.co/7btjtY5a4h
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Might be a bit late to the party, but there is a passed-around solution to this Iโve seen: https://github.com/Superbstingray/UdonPlayerPlatformHook
Just never had the chance to try it- Iโm kinda excited there are options now ๐
not the first one to bring this up.
I did use this script for a while, but for what I needed it was easier to create my own then rewrite that script.
What about it would have required a rewrite? Did it feel less optimized, or is it a personal preference?
big thing was accounting for layer overrides. would also have to optimize a bunch of redundant code. also wanted to try and make it more stable with faster moving platforms.
some smaller things. it does not check if there is a collider between you and the moving platform. and mine will only link you if the collider is connected to a rigidbody instead of any collider.
sounds like a good contender to me, also great to have differing solutions depending on your own designs, so this is great!
another option i saw uses stations to sync the players position on the platform for others. but did not need those extra/jank features for my needs.
realized i should probably also link to the github for others that want a script to follow moving platforms. https://github.com/jetdog8808/Platform-Link
neat
Paper VRC
Oh? How well would that work combined with Saccflights?
๐
are you wanting to walk on planes as they are flying? or just if you can have both in the world?
Yea, like walking on flying planes.
My use is so people can stand in the back of cargo planes, passenger airlines, hell, even the Pelican from Halo :)
may mildly work. some issues that come to mind.
*plane rolling could knock people off.
*flying too fast may cause issues.
*floating point precision may also cause issues.
well the proof of concept is working, time to make a nice environment to go with it and then get this ready to go live on pc and quest :D
Added information:
- 88 constellations from IAU
- 9071 stars
- Realtime update of the starmaps position & rotation based on selected location on Earth and the current time
- client is running 4k @ max settings
so in theory, it should look exactly the same as what the current sky would look like from those positions
Wow! I love this
thanks :D
hopefully ill be bringing it to pc/quest soon
ill link the world in here once its done
Ive got a star system in my world too but its just a particle system really. This would be awesome for stargazing
yeah this is completely accurate to the current night sky. plus with all the constellations in yeah for sure
the world actually will be called "Stargazer" lmao
Oh yeaaah
Working on a Udon# Localization Package for my game worlds.
It includes a editor tool to automatically export language keys defined in the world into Tolgee (which is AMAZING for localization). Then you can import the translated language json files into the world and attach them automatically into the objects! I also plan on doing a bulk import method as well! My main goal is to localize all of my game worlds, so I am making this AND planning to release it as a package for everyone to use in their worlds.
i love custom inspectors
I finally finished this world so I guess Iโll send it here.
https://vrchat.com/home/launch?worldId=wrld_8e2d43e5-7ac5-49f2-8928-418cced76b3c
Had finished a passion project of mines within one of my worlds, here it is! Just wanted to share it here, I'm very happy with what I've done
My Framework is holding up very well. Im just adding more and more behaviors.
Stargazer is now officially live to labs for people to try out. Hopefully everyone enjoys it and ill be looking to keep pushing improvements and fixes moving forwards too so any feedback would be great. also if you find any issues please do let me know :)
https://vrchat.com/home/launch?worldId=wrld_9b56462f-137b-4cc8-aae4-cf6c6b096b6e
@covert night you can try it out now :D
๐ฎ
also does the HUD work in vr, haven't managed to get around to testing that yet
i doubt ill have the time to test it soon unfortunately
okay no worries, i should be getting some feedback soon anyways but i hope you get time to check it out at somepoint to enjoy
๐
(update to this. ill be working on a patch to support VR use a bit better)
Making a debug drawing package! I've been struggling with math-related code, especially in VR. So I wanted to see visualizations in-game. https://github.com/Vavassor/ParaDraw
https://x.com/PeterJCasaey/status/1806581420866810103?t=mcBzrYG7-G0Ut043ZY-DOw&s=19
MORE NPC solutions!!
COD BO2 Raid v1.0 Changelog
You can now play a proper free for all match with others in the lobby, guns now shoot correctly, nearly doubled the FPS on both desktop and quest.
Added:
- glass you can shoot
- FFA matchmaking
- scoreboard
- camera's
- colliders
- out of bounds area
- lod's
Fixed:
- guns now shoot where they should
- occ culling
- audio
https://vrchat.com/home/world/wrld_d3375fa1-4fc2-47ce-9432-d8d9a8a51a9f
i made this out of pure boredom
i put all the stuff in there
and i drew the little guy with my tablet
hello vrc community, I just released my new art world Sensory Rooms and I'd love to share it with you all. please take a look and let me know what you think, thanks ๏ผ๏ผพฯ๏ผพ๏ผ
https://vrchat.com/home/launch?worldId=wrld_3f4e1cf3-9551-4599-86bb-a1945dba41d6
explorable mandelbrot set made with udon
currently has a memory leak
i spent 1.5 hours making that find clicker button, but it was totally worth it cause it saved me 1min of dragging and dropping :)
I love how clean and presentable your custom inspector is!
thanks!
I like climbing worlds so I made my own climbing system and a simple procedural generator that's configurable and synced between players :)
https://vxtwitter.com/geegaz_/status/1810358137246941423
OK HERE WE GOOOOO๐ง
My procedural climbing world is finally published in Community Labs !
- configurable generation synced with everyone
- original climbing system compatible VR & desktop
(Link below)
#VRChat #vrchatworld https://t.co/UJvqjwGgvF
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Some examples of the structures you can make (not limited to vertical structures though)
I am constantly talking about the value of games covering exploring procedural content with friends, nice job getting this out!!
this is the coolest thing i've coded so far
it does everything i needed to do to make this specific world quest-compatible, all in 2 button presses
and it's undo-able if i need to
just updated my TycoonKit prefab to add custom inspectors to everything. these are the best ones
NeoWorlds is VRChat from a whole new perspective. Now published in Community Labs for everyone to enjoy! #NeoWorlds #VRChat
Is there a script in udon for detecting and toggling things on in a world for people who are in a specific group?
like vrc group
I dont think vrc group details are exposed in the API
youd have to use an external api and load that
Here's a simple moderation sys i made. it changes spawn location aswell as a whitlist of who can accually ban users
I love the tycoon prefab you made, it's really nice and simple to use. I'm tempted to make a weed tycoon now lol
iโm glad someone gets use out of it!
only thing is how you canโt really make a quest build for it, because itโs based on physics like real roblox tycoons. iโve been thinking about making a money adder that adds value directly to the money manager, instead of having to physically move there
then it could easily prevent lag on quest, since thereโd be no physics going on
I'm incredibly happy and proud of how well the first iteration of the NPC passenger rig turned out!
What started as a joke, may very well turn out to be the start of a new dynamic framework for allowing NPCs to shโฆ
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varneon, your work is insanely cool
Thank you! ^^
If you woulda just posted that on Twitter with no caption and not in this server I woulda assumed it was made in unreal engine. I'm still struggling to believe that's in vrchat. Just fucking wow
https://www.youtube.com/watch?v=dJMDLxL_hsE
Experimenting with a camera stacking technique that replaces the skybox with the view of a secondary camera. Not the most performance friendly, but tons of fun!
Using camera stacking to replace the skybox with the view of a secondary camera.
that is genuinely sick
is the skybox 3d or a 2d image from the camera?
All 3D and works in VR!
It's a real camera that vrchat renders as 3D, but it has a script to match the player's head tracking data so you can look around.
Hmm, I wonder how practical this would be for larger worlds. Like having a lower clipping plane on the regular camera, and rendering the really far geometry at a smaller size like how Gmod and other Source games do it.
I had the same thought, I actually started out trying to figure it out because of how Gmod skyboxes work. In theory your main camera and the skybox cam could have different clipping distances
You could have the player cam cut out distant stuff like other rooms in the map, while having the sky cam within a small and simple setpeice. Definitely haven't tested the performance impact of this but if done carefully (cull the player layers, etc) I can't imagine it's TOO bad.
my main usecase would be for large vehicle based worlds. The world I'm working on has like a 30 km far clipping plane which causes the floating point wobbles to be very apparent at the start and end of the road you're supposed to drive in the world. If I can seamlessly blend a longer range Far cam w/ a lower range Near cam, I think that can solve some of the floating point wobbling there since the floating point inaccuracy seems to be a combination of distance from origin and the difference between the near and far clipping planes of the camera as I noticed it was less severe when I lowered the far clip distance.
The far cam also only needs to render a relatively low poly version of the map so it shouldn't be too expensive.
Well... sorry for the ping @muted island but isn't that exactly what you're doing for your driving world :D ? I saw you mentioning camera stacking before
I was using a low quality camera 10km in the air in a low quality version of the environment, but I decided to drop it due to surrounding mountains with a custom shader with ZClip False ended up being significantly more performant, by a lot. You still virtually have 4km+ render distance on all cameras with only 1000m far clip.
I'm maintaining high level of performance in my upcoming #VRChat world with a well known camera layering technique, but all in-game cameras (photo/stream/steady/mirror) are broken as a result.
Link to bug rโฆ
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So basically for this you were able to set a clipping plane, but you put the surrounding mountains outside that and were able to get them to render still with that custom shader?
VRC Camera override chase cam. I made this because the default camera does not have features such as velocity based look-at and collision depenetration
Realtime vehicle reflection probes, 3 vehicle mirrors, a backup camera, VRChat steadycam and recording, all on a 1080Ti + 2700X while in VR.
I think I can pretty confidently call this a significant milestone in teโฆ
๐ 0
I really need to learn what you're doing for lighting and world construction, because I straight up don't understand how you get the performance you do
thatโs absolutely unbelievable
ive been working on a IK system and im finally somewhat happy with it, intend to make lil procedurally animated goobers for some funny gameplay stuff eventually in VRC
worked on the IK some more and now its alot more performant & packed with alot of custom features ๐
might release it on github at some point since i think its pretty good for world creation (decently simple Fabrik IK system :D)
and now for what the ik was made for! procedural lil creature ๐ฅณ
I've been working on a profiler for UdonSharp and wanted to show what I've got so far.
It works without you having to modify any of the scripts you want to profile, so you don't have to do a bunch of stopwatch shenanigans to figure what parts of your code takes the longest
oooh, that could be super useful!
Nice! I'm def too lazy about profiling because adding timers is annoying.
Did you make the climbing system? Any plans to sell/release it? ๐ Cool world!
Yep I did, thanks a lot !!!
I think it's in an ok state to release so I might do that soon. There's a previous version available on my Github that includes a zipline/swing/launcher system but climbing lacks the highlighting and has more bugs, so I think I'll archive it and release the climbing and zipline system separately.
Will post them here when I do ^^
awesome stuff
There hasnt been a proper climbing system public since the old SDK2 one
A complaint I got was the lack of "ledge grab" to help you get over ledges without slipping and getting launched back down. Did you have that issue when you tried it ?
I only tried in desktop this morning, i just spammed jump to get over the edge
A decent ledge mantle feature is something all climbing systems miss, does yours have that feature?
Nope but I'm considering it, that's why I'm asking
I think its a good idea
Always love a predictive algorithm. Would it just be checking hand vs head position, against the last known grab starting position, and then checking if that puts you in a wall? Never thought about it before
If you're talking about the climbing itself, at its core it's just a big dumb player.SetVelocity((targetHandPos - currentHandPos) * (1f/Time.deltaTime))
Of course there is some tuning, corrections & QOL features to add but if you want to make a climbing system yourself this is all you need :)
Else if you're talking about ledge mantling... I was thinking about just doing a raycast from the head to the grabbing hand/point when you let go and if the hit normal goes upward it teleports you to the hit point
Simple enough, and should work well in the situations where it's needed
I donโt have any actual code examples to give but as a person who has had massive issues with some climbing systems Iโm excited to try your ledge mount- that has been infuriating for me and Iโve seen many others just get by fine while Iโm constantly plummeting ๐
(In the meantime you can just jump to get over ledges like blueasis did)
(The issue is knowing you can jump while climbing when it's never explained)
I tried the world out a week or so ago. Def had a bit of an issue w/ mantling ledges. Was mostly just launching myself up by yanking and releasing to get some velocity to hop over the edge. Either that or having to bring my controller out in front of me then crouch down to get my hand next to my feet so that the player capsule snaps to the top of the ledge when I let go. Didn't realise that you could jump like that, lol.
Is this available somewhere, or are you still developing it?
yea! it's available as a vcc package
Oh awesome this is usable now!
Ive integrated iconoclass's day/night system into my game world and made it functional, would it be allowed for me to post the world's link in here?
Why not? It would be good if you give a brief description about the Udon part. For example
Physics based turret where the PID controls the torque sent to the turret motor to aim. Targets are tracked inside out via the range to the target and how fast the turret is rotating:
Work was recently done to this ballistics solution to support integration onto moving vehicles
sensical! Then ill record a little bit.
Itll be difficult to show it in real time since the cycle is 20 minutes long lol
but describing should be fine
ooooh nicee
doesn't have to be in video format either! Just some text to get people engaged before checking any links
ah alright! then pictures would likely do it justice better hehe
Ive integrated Iconoclass's day/night system and made it functional for Murder mystery game modes!
The sun moves in real time, triggering different aspects of the world as time goes on. Like for instance, the lights in the courtyard turn on, the music changes, ect...
The night is really dark to allow for player interactions and surprises to happen in the darkness, but thankfully there are some flashlights available
It all been optimized to run on quest, giving a pretty good framerate with a lobby of 16+ players (as far as ive been told)
https://vrchat.com/home/world/wrld_d8448ccd-62ba-4547-bc99-cfef5082d1ee
here @hazy trout hows this?
nicely done
Finally released a prefab for Texas Hold'em that I've been programming for abt a year and a half alongside an artist friend. We've made a snazzy trailer to show it and the worlds we made for it off!
https://vxtwitter.com/ThisIsBennyK/status/1824088188060864950
VRCHAT TEXAS HOLD'EM IS OUT ON ALL PLATFORMS!
Play now, and add it to your world today!
#VRChat #VRC #VRใใฃใใ #VR #VRChat_world็ดนไป #VRChatใฏใผใซใ็ดนไป https://t.co/owkOB0czWd
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This an your other packages are looking crazy useful to me ๐ I need to carve out a little time to try USPPNet, UdonSharpProfiler and USPPPatcher. I'd love to hear from folks who have used them. Meanwhile quick question if you have a moment re: USPPPatcher. I've been looking for an automated way to comment out the comments I place in my Udon# scripts. I use them everywhere while developing so there is no question as to what has happened and when. I assume that I can find my logging statements and comment them?
Logger.Info($"{_instanceId}: just an example");
// Logger.Info($"{_instanceId}: just an example");
And of course bring them back as needed. Am I correct in assuming I could probably edit the code (if necessary) and make it accessible from the Unity menu?
I wouldn't recommend using either of the USPP ones. I'm currently reworking the networking one, and will be deprecating both after I'm done
Oh my. Still I may look the patcher code over to see if there is some parts of it I can use. Thanks.
i'd take a look at the dev branch for the networking lib, it's does it's patching in a better way
https://github.com/DeltaNeverUsed/USPPNet/tree/dev
or the profiler as well
both do it in the same way
Amazing! There will be a casino area in my world, i can feature those in if youd like
Those all work? Wicked. Canโt wait for the world
๐ซก
Wrote a little proof of concept script that downloads a glTF file, all the binaries and the images/textures and then parses it so I can create a mesh and all necessary materials to actually render it.
So this (in theory) would allow for dynamically loading meshes at runtime into a world. However currently the links have to be either hardcoded (at which point you could just include the assets directly) or have to be input one by one by a user...which yeah...not too useful at the moment, but maybe when/if we actually get dynamic URL construction this could allow for some cool stuff. But for now I just wanted to have a bit of fun ^^ (Once this actually becomes useful, I will clean up the code and upload it on my github)
Made a quick climbing system for a project of mine, and put it up on #GitHub made for #VRChat
Calling it Simply-Climbing. https://t.co/g3ag55ntlM
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you should try giving it weight so it can be like "a difficult game about climbing"
Making a simple prefab, a Wanted poster you can set to players in the world https://gyazo.com/1fc238d37a36d5ee24f2234cc97ff8cd
Oh hey ! I've been working on a climbing system too, nice to see other implementations ^^
There's a few things I'm wondering about yours:
- how well does getting over ledges work ? I thought I saw it work at the start but not at the end... this is something I have yet to add
- does it take care of excess velocity when pressing against a ceiling ? Had that issue where you would be sent to the stratosphere after letting go
And not really a question, but good thinking adding a velocity buffer ! I thought about it but wasn't sure about the best way to implement it, so I'll need to try yours to see how well it works
-
to get over the edge this method gets called (https://github.com/jetdog8808/Simply-Climbing/blob/main/Scripts/SimplyClimbing.cs#L173). raycasts if there is a collider the player can collide with and angle is good, then teleports them.
Why the one at the end didn't work was cause that collider was set to the walkthrough layer. -
just checked and that is a issue on mine as well, but I dont encounter it cause i have overhanging colliders set to the walkthrough layer. since some avatars are small and vrc's collider does not scale they cant reach the ceiling.
An idea i had that could solve this is a release if the hand moves too far away from where it grabbed.
For 2. my solution was to store the object velocity & hand velocity separately and clamp the hand velocity to something more realistic (5m/s) when letting go
That way you can still get propelled by grabbing onto a moving object but you can't throw yourself too fast
first time using udon,made this over the past 2 days
Ghibli game?! What a hype moment this is!!
not specifically, its inspired by ToN and will have killers from all kinds of games and movies that i like , or just things i came up with
Still sounds great! You should seriously think about quest compatibility imo, itโll help you reach a huge audience that game currently does not
id rather avoid quest, itd be significantly more work and itd just be trading popularity for game quality and make for a less chill community, an id rather keep the quality and all that
When you are done there isn't a reason why you couldn't just try see how it would look and perform if you uploaded it to Quest.
You can easily remove the Quest version of a world in the worlds details on the website.
i doubt the kind of world its intended to become is even possible to run on a quest
Quest worlds aren't that limited, it is just that you don't have post processing and some advanced shader features just outright don't work on mobile GPUs.
I think it is fun to give it a try.
If you were already optimizing for performance PC side, as you should, then it'd probably run ok-ish on Quest.
its meant to become about as large as ToN, and even some low to mid end pcs struggle with that sometimes, and i dont want to make a quest version either way
like a big problem doing large worlds on Quest is baked lighting because file size goes up with surface area
This helps a lot with lightmap count
I'll definitely have to give that a try
Drift Paradise
https://x.com/ProducrTHNDR/status/1830714056816169203
If you would like to try this map with a friend you can (The currency isn't synced locally still a little bit of work done but It's fine since it's only 2 people supposed to be in the instance
https://vrchat.com/home/world/wrld_7bd3e414-31be-45bf-9fb3-ba8f42d3bf4c
Presenting a VRChat Racing World:
Drift Paradise
#VRChat #VRChatworld็ดนไป
A single player or a Co-op Experience
Build up your drifting skills and as you do so you earn cash to buy better cars. The better the cars, the better you drift, the more you earn!
https://t.co/x8K3bAL5cK
This seems useful. As you probably know you can download the file "indirectly" via a single URL It would require a service on the backend but it wouldn't be hard to have previous/next URLs that set a "value" on a service. Your fetch would get the one that is currently set for return.
Well with glTF you can even have a "all-in-one" binary .glb which then you only need one URL for multiple meshes.
However parsing that is significantly harder.
Also downloads are capped at 100MB per so theres that.
I'm still annoyed at the person who made the canny moaning about there being no download limit..
Generally speaking being able to select what you want would be a benefit. Particularly if you had a bunch of models and wanted to use them in more than one world.
i figured out how to make both hitscan and projectile weapons in vrc
i wanna Thank TheHelpfulHelper for Helping me with the projectile weapon
Looks very clean!
epic, if there's source for the projectile one, I would use it
i can send how the projectile one's code is like
heck yeah
working on a midi visualiser world that supports .mid files. Still needs some work because it seems to lag a bit but idk if its been done before.
I remember a Cirrex post about doing that for a concert at Furality. The whole show was synced 1-to-1 with real life, as well as a laser show that went with the midi files
he's still doing it https://x.com/xCirrex/status/1819403768955380020
Thereโs a lot of worlds where you can play midis live or play midi files uploaded with the world. My world downloads a midi file from a web link, and plays it back. I think he was playing it live thru a midi keyboard.
I haven't seen much other than him do midi stuff honestly, unless you count the midi keyboard avatar prefabs, which I don't
Nice goin
Thx, I just have to figure out why itโs studdering like that to make it sound right and also need to adjust the piano sounds
You create the mesh with U# !?
Yeah. Unity has a relatively straight forward mesh api. So in badically just taking the data from the glTF file and giving it to Unity. Its not super complicated
tradelands world coming
I made this script with mostly cyantriggers. I should be able to plug it directly into bigger ships, just the animators for now and making sure to sync important variables along the way
Plan is to have dedicated spots for cargo, maybe have different rooms you can buy once you get a bigger ship. as in, you get the biggest ship with two room slots, but there's multiple types of rooms you could get, with various cargo/cannons or repair capability if I get that far
Wheelie/stoppie assist for the throttle/brake input
Oooookay it might still be rough around the edges but it's out:
https://vxtwitter.com/geegaz_/status/1834717838994497899
https://github.com/geegaz/GClimbingSystem
Helloooo !
Cleaned up and added some features to the climbing system I made for #VRChat, I'm making it public now ^^
- proximity highlight shader
- ledge help to get over objects
- made with both VR & desktop in mind
Links below ๐งโจ
Basically the climbing system I made for this world, with a few more features & some cleanup: #udon-showoff message
@twin depot you were interested, so here we are :D
My current project
Still very much work in progress but getting there
A centrifugal space station
This was done during the Udon Space Jam in a world I never had the chance to try, just in case you want a reference or comparison https://vrchat.com/home/world/wrld_3727e842-8e98-44f2-9e01-473718424bea
Iโm really happy youโre doing this, I want more worlds with artificial gravity. Iโve always wanted the chance to jump between planetoids Mario Galaxy style with real gravity physics!
Iโve seen a planetoid gravity script for VRchat, and have definitely been thinking about making something like that
After your open world seafaring game I wholly trust you to do a great open world space game ๐
A lot of mechanics could even use similar code if needed, like naturally or randomly generating islands in order to make randomly generating planets, etc.
What Iโd probably do is have one space ship everyone shares, and have planets scattered around that, set unactive until you click on that planet on the map
Then, once you jump out of the ship, youโd be Zero-G until you hit the planet
Itโs the next world idea on the shelf :3
Hmmm interesting
I'm thinking about how to create a microgravity simulator next
I'm really concerned with comfort
Microgravity is a bitch to make comfortable
this is why I started gamedev. to make games that aren't comfortable
I love uneasy feelings in VR, or stuff that gives most people motion sickness
Interesting
I am learning because I want to make things people enjoy
Pretty generic, but I just wanna make stuff that makes others happy, and I love the process of pulling idea into reality
Well definitely don't think about comfort first. Think about fun, and then once you have fun, make the fun optionally more accessible
In my opinion, that's the pitfall most VR devs fall into
If it's not worse than Windlands, it isn't too bad
Stuff that only appears in mirrors is fun
Especially with NPC pathing
If you want to really screw with someone, only make it show up for one person in the instance xD
the third person to press a certain button maybe...
I think I'm gonna make a first person shooter or a bar, haven't chosen yet
I'm doing all my modeling of the world in fusion 360
It's certainly a technique
at the moment I'm a free unity asset enjoyer. Does fusion 360 work well though? I mean, is it worth learning over blender?
honestly they are different programs for different uses
I use it for mechanical parts in my usual day
so I am good at fusion,
however
organic shapes in fusion suck
I see. I'll probably keep to trying to make a donut with blender
I have a little experience with CAD, at least, I've seen it used a bit. But blender works pretty seamlessly with unity
Near-perfectly synced sailing. Technically there's just a player movement delay off client so it's VRchat's fault.
Added an airship sized for avalis
And music, and a ton of stuff I canโt think of rn
Observing people train on the vehicle I wrote the networking for and got the network timing to be accurate enough for moving targets up to 3km
Great to see such a large field for lightcycling, thisโll be a blast to play on!
Looks a lot more like the movie too ๐คค
Tron: Legacy is my #1 favorite
thanks man! I could really use some help tho, I have a great motorcycle script I want to use, but no idea how to implement it
Is it in graph or U#?
graph i believe
testing a new D&D world that my friends urged me to make. going well
they wanted nice custom tokens and a dice roller machine, so I have invented systems for that
i'm an idiot, it's unfortunately in C#, will it still work?
Anything written in C# will need to be converted to U# since VRC supports less stuff. If you want you can DM the script and Iโll see if I can by any assistance!
how'd you do that i must know
Made the parent a rigidbody, and every 5 frames while the sail is down I set the velocity, then if the sail is toggled up it breaks the loop and sets the velocity to zero. The same script just sets the angular velocity to the baseAngVelocity times whatever the sliderโs value is, a value between -1 and 1
So if the slider is 0 in the middle you donโt turn, if itโs -.5 you go opposite direction, half the base angular speed
Then slap a VRC object sync on the parent, make sure your script is synced properly
damn thats genius
I am psyched for this! Ever since the other Tron Lightcycle world was uploaded, I've been itching for some proper tron legacy style lightbike action
take notes :3
I actually made it a prefab. You can sail with your friends now!
The player syncing is the hardest part
My technique is admittedly excruciatingly jank
I definitely watched sadpandaโs networking TLX talk like three times while making this script
Betttt
I made a lyrics player inspired by that of Spotify's entirely in Udon :)
Part of a bigger project of mine, I hope y'all like this UI as much as I enjoyed making it
For the nerds, it's an LRC file player basically. But with lerping! (Thank god for Scroll Rects am I right?)
It's a bit of some basic stuff, but I like how it turned out :3
Indeed
I did have issues at first where it just, didn't wanna vertically lay out instantiated UI elements, but I fixed that by instantiating them, then enabling the Vertical Layout Group a frame later
Do you get any lag from instantiating a bunch of lines from really long songs, or is it generally performant?
I know instantiating performance generally only tanks if the object youโre creating is super complex, but I wonder how it runs if you have a lot of text in the song
I don't have specific statistics on that, but it does instantiate them all in the same frame, but they're just GameObjects with a TextMeshPro UI component so it's not that complex
If need be, before releasing it into my world, I can refactor it to instantiate them only a few lines per frame, and spread it across frames
Iโve tried instantiating buttons for inventory objects in UI in the past and it gets super tanky when you have to customize all the labels and pictures to make it actually look like the item youโre displaying
Maybe just pick like one of the longest songs you know with the most lyrics, something like Rap God or something and see how it does? ๐
Benchmark it, baby!
Haha yeah
The code is definitely like "first run let's hope it works" stuff rn
I don't remember if I even use that regex I have
I should probably get rid of that haha
Okay I used a song with more words, main performance constraint appears to be the amount of text objects lmao
They're still rendering even if masked so I need to figure a way to cull them when they're not visible
LMAO
or you can reuse 5-10 of them instead of creating a billion objects for that 
not really as easy as that; the script relies on a Scroll Rect to animate it, and I want the player to be able to scroll through the lyrics, as you can with Spotify.
Looks insane, mb i doing same thing, but cuz of low known of unity and c# only got driving script so far(not even polished yet)
I've searched for you i will post it in #world-ui-design maybe that will help people
I chose here because it's udon functionality that i'm showing off lol
no, they sent a link to a specific message. they arenโt directing you to post in that channel
it leads to a message showing that a Mask component doesnโt truly mask the text, whereas a Rect 2D Mask does fully mask the text, tris and all
I just implement the on of button with custom anim
I needed a way to tell if someone changed back into the same avatar to reload some saved data. So i made a #VRChat avatar hash system to identify avatars. I put it up on #GitHub for others that want to use it.
Yo, can we talk in DMโs about how you pull a persons avatar data while theyโre in a world? I know of a game that would love to automate this process!!
im fine if you want to dm. I also have the script up on GitHub if you just want the script: https://github.com/jetdog8808/Avatar-Hash
Is there documentation that you used that you could link to that explains the amount of contents stored in a playerโs HashData?
(I got that question from the GitHub, so thanks)!
not sure what you mean by amounts stored in the data.
it takes about 12 measurements between limb bones and converts the data to a base64 string.
the script has some notes for the methodshttps://github.com/jetdog8808/Avatar-Hash/blob/main/Scripts/AvatarHash.cs
It only really says โget unique string to identify avatarโ and you run GetHash on (player), but what exactly does that return? Is it specifically only the avatar name, or are you processing a group of info and only returning the avatar name?
ah, the function returns a unique string. the example then checks if that hash is a data dictionary that has the name of the avatar.
example for runa you can see their hash in the image.
I made a json file of all the public listed avatars hashes and names. https://github.com/jetdog8808/Avatar-Hash/blob/main/DataBase/PublicListAvatars.json
Ohhh okay I see, so an avatar hash is a public piece of information a world can see that is unique for each avatar, similar to their avatar code, but not the actual same as their avatar code?
yep. and example if people use the same avatar base the avatar hash should be the same for all of them.
That could be fun
I think this is cool, but could fall apart with things like immersive scaler
If it's anything like openflight, avatar scaling shouldn't matter since it's all bone length ratios which should be the same for each avatar base regardless of avatar scale
immersive scaler is a blender plugin that makes models more proportionally accurate which is very desirable for FBT
MMD/anime model "standing on stilts" isnt very fun
Oh yeah , I forgot about that. yeah, that'd make your avatar not match up w/ the base
Have you tried having someone using the FBT mode lock all?
If I remember rightly then it can cause the spine to extend and retract
That's why I'm not assuming the spine bones. It's just the arms and legs.
You should make the json file be multiline and minify it using a github web build action instead
I have alot of opinions and tips on stuff like this lel. For example, if you check the hash during avatar change event, you get the un modified rig as IK isnt applied ruing that frame
If you want it to be a public api system, you could use a data object to cache each players current hash and just return it from the cache instead
This would prevent animations from breaking your system
Also, since your using legs, any models with digitigrade and plantigrade versions will hash differently. Its why i dont use them in our system
haven't messed with github actions before so should look into that.
my only issue checking the avatar during the avatar change event is the eye height measurement is not accurate.
Dont need eye height to do scaling
Just need a reference bone
Im on vacation but this is the most direct way i can show you what ive implemented, maybe can get some stuff from it
If you have any questions lmk
I know openflight had a similar system but never actually looked at it. will probably look into doing the calculations on the change event, but would keep the legs since those type of changes i would still want to consider.
Could make it a multilevel system if you wanted to
Do you have the world upload with the current version of the darabase incase the URL load fails?
Plus, you should look into making it into a vrc package release so its easier for end users to install
Plus, you get built in dependency resolution ๐ so if you use newer udon features it will make sure users are on the right ver
I just have the database in the world since its just a example. I dont have any plans to make a giant database of avatar bases. would be too much time.
maybe in the future. currently got a self restriction where i cant work on any big projects cause of irl stuff. so have only been able to push little projects like avatar hash thing occasionally.
i want to work on worlds again. and redo my home world that is still on sdk2
Massive mood, i feel ya
If im bored i might just make a pr anyway to make it a vcc package if youd want me to. No promises but i get bored alot lol
Given i remember too ๐
up to you. I know others have made similar systems but hadn't seen a standalone version anyone could use.
Based dev tho, you actually provide xml comments
Many things on this platform bafflingly dont for some reason.....
I try to if i know others will be using it/public api stuff.
I am bored to see VRChat on Quest/Mobile without postprocess so I am spending some time to port some features like external LUTs, AgX here:
wow looks great, is it near a usable state?
I made it into an amplify shader function that works for on both android/desktop platform but as it is currently implemented as a global shader effect, so it's not affecting avatars or other shaders
I am trying to achieve the same thing directly on the camera so I could make other effects like bloom, etc.. working on mobile, but I currently struggle to have a global HDR input
Interesting
I don't think bloom will work on mobile. I know VRChat on the Quest doesn't support post processing and am guessing mobile won't either. That looks amazing!
โจNew Game Released โจ
DEAGLE DUEL is out now, compatible for PC and Quest! This game is an exhilarating PvP game where players face off in intense, fast-paced shootouts for points armed with the iconic Desert Eagle.
#vrโฆ
Did you make this??
ye!
Wow!! ๐ฅ
Looks epic
fire game i played it
My NPC's can now pickup pickup objects and move them to other places. This is an intentional Desyncing - resyncing event because the physics of the toy is calculated locally, and the dropping of the toy is the resyncing event.
Kitties! Nice job
And all in graph?! Q.Q thatโs insaneโฆ
Yeah, there is a lot of modules that handle many different things. Even a combat system!
Cat combat?! 
Yes, but no. This is an NPC framework i can replace the cats with any other motion asset. So dinosaur or monster combat. Intelligent, scary creatures that are networked synced. (It's just easier to get friends to play with cats)
๐ oh... they can do much more then that. They can turn your VR experience into a borderline TOS violation. I'm a huge fan of the chickens from legend of Zelda. I love the idea of players finding out the hard way what happens if they mess with my cats.
This looks amazing
I'm transferring the Stalker Anomaly game to vrchat, trying to recreate the atmosphere, as well as trying to make the game itself, while having even little experience.
Having successfully created NPCs that can talk to you, there are real working anomalies, when you come into contact, they start attacking the player and so on, I have a lot of things in my project
Here are interesting screenshots as well as a video test.
You can see all the details in my discord group, in my profile, or write to me in personal messages.
nice! is that going to be an update to the alpha, or a different world as a full release version? i saw the original and it was alright, but this one looks amazing
there are some, in the future it is possible that they will be completely relocated
There are 7 locations, here you can try https://vrchat.com/home/user/usr_4385e12b-afc8-487f-8450-234faf9f8138
I made an importer for blender fluid simulations (large gif)
(simulation at 24fps with 50 frames)
Here's one at 60fps with 300frames
(The game is running at 102'ish frames)
oh wait, that gif isn't 60fps
ยฏ_(ใ)_/ยฏ
Wait, Iโm now laying on my bed and thinking. Maybe it would be more efficient to just swap the mesh out on a singular object instead of having multiple
Idk, if I need more performance down the line, Iโll do it. But right now, the loading looks cool
Thats awesome man! Do you sell this motorcycle somewhere?
no but I work on the Vehicle Physics Pro motorbike module so you can try it outside of the VRCSDK when it's released to see the inner workings
GameObject follows Gerstner waves vertex offset shader :3
Thatโs awesome!!
I wonder if this could help apply wave physics to something like that dudeโs pirate island game, for boats and mobs ๐ค
i doubt this is worthy to go here, but i am curious what people think of it
https://vrchat.com/home/world/wrld_94303b21-8164-4919-82a9-306c91979d92?backLink=%2Fhome%2Fworld%2Fwrld_94303b21-8164-4919-82a9-306c91979d92
it kinda only works for visual effects. once you involve other players riding the wave it breaks because player position networking is delayed. i guess you can do some hacks with seats but ehh...
good point, didn't think about that
Nice! Did you implement the Gerstner wave on the Udon side too?
fairly simple room generation (instant generation without destroying frames with a total of 200 rooms & supports 20k before it needs to do some unfunny batching)
thatโs really cool. i donโt know what an actual use-case would be, but itโs still awesome
My NPC's now make sounds while walking around..... fart sounds temporary. Also I have a new script that mimics network calls so i can test requestserialization in client sim. Thanks to @pallid smelt
Thanks
My thought was maybe like realistic water crashing against rocks. But after seeing the white liquid, I keep thinking of that famous rainbow dash post.
Idk yet, currently really busy with uni
i want to see if it's possible to add particles from the simulations too.
foam, spray, and bubble particles add an insane amount of realism
but i tried by loading it as mesh, but rendering 91k separate triangles is a little demanding lol
A real gallop is just two sounds playing back-and-forth in a pattern, I hear the gallop in farts, it sounds great ๐
@faint charm but it's customary that all temp sounds be farts. There is no other way.
Yeah, implemented it in Udon. It wasn't that difficult to do. Still need to make some utility stuff to copy the params from the shader
Neat :)
Wow, this is epic. What true progress looks like
whipped up a proof of concept.
also found out that vrc sdk supports normally importing my kind of meshes.
now i can add even more detail.
I'm missing a good water material, but idk how to make one. So light it is
adding particles would definitely be awesome, but I can't spend any more time on this atm. Uni is stressful
@raven turtle whoa!!! like... is this a shader, an object? what am i looking at?
is this an mesh sequence? isn't that very expensive?
it's 300 meshes baked from blender.
But it runs surprisingly well.
currently running at 100'ish frames with 450k triangles
that is before build. I'm going to check it out in vrcaht now
Update: I'm getting about 360fps at 2k resolution ingame. I should be able to pack more details into the simulation
it's not even expensive apparently
but yeah, image the use cases like in a fountain, waterpark, heavy realistic rain colliding with roof, all sorts of moody atmosphere
apparently lag free too
I'd imagine you could also have objects or debris interacting with the fluid sim and import it in the same mesh sequence. Or use the same idea for other physics sims like rope/cloth
Yeah exactly. Itโs baked, so thereโs a lot of options.
Explosions, smoke, softbodies, idk
Can you control what frame is being played? I'm imagine some cool effects as if the different mesh is like a sprite sheet. You could get cool "clay stopmotion" effect with a character.
Yeah, definitely. Tbh, itโs just an array with a lot of meshs. Yeah, itโs just like a sprite sheet, but with meshes.
But half million triangles without lag, is quite impressive tbh.
I even tested it in vr and no lag at all.
https://www.youtube.com/watch?v=6_LaJP-Gd6g Basic, I know but I'm proud of my progress
woah thats so cool
So update on NPC's the Cats and Cow actually use the same framework of scripts. Pretty neat. Combat is slowly becomeing a thing. I have have to make reaction to it more organic.
This sorta shows all the functionality of it so far
its suppose to launch me at the end with a punch sound
im fine tuning the NPC's hitbox
Thanks again @sharp yacht for helping me navigate u# to control LTCGI lights~ I was able to set it up a little further, pulling a float for color intensity from the main udon graph script whenever the LTCGI miniscript is run~ Then I used the same lerped intensity for the emissive material to light avatars ๐ธ
I love how smooth this looks!! Put this in every bathroom in every world please ๐
Had a network stress test of my system last night. https://x.com/PeterJCasaey/status/1851645201887928363?t=OgE0UNNUAieEpFlI1-jf2A&s=19
Step 1 : Go watch the 2007 film "Sunshine" if you want more background (not required)
Step 2: Visit https://vrchat.com/home/launch?worldId=wrld_47f8cc73-389c-4675-aa60-a2adaf63c612 in game
Step 3: ????
Step 4: Become a crew member ๐
Lots of animation and Udon work went in to making it possible. Enjoy!
Hello, I wrote an article explaining the DarkClass mechanism, which is a way to create user-defined classes in UdonSharp (you can make new instance with your class), and its automatic generation tool. Please give it a try if you like.
https://power-of-tech.hatenablog.com/entry/2024/11/02/181349
what!?! i kept wanting custom classes. Thank you.
now U# seems more usable
Thank you โค๏ธ Published it now โค๏ธ
https://vrchat.com/home/world/wrld_6f6c2df8-6b98-4982-9b3e-2cb8a1c30484
Didn't want to do uni homework, so i made particles work with my blender baked water sim
how about some particles to the water sim
(the snow is because testing world)
you can't see the "spray" particles due to unity not rendering the back-side of a face
idk why it says cross-platform, it's only for PC, but here's a link. please tell me your performance if you check it out.
I'm running 4080S in debug with 100+ fps. I want to know, because i want to increase simulation quality
https://vrchat.com/home/world/wrld_185d9f34-2148-4e60-9fe3-82323095a166
sure ill check it out in a sec
mb, i forgot to mention it's only for PC
yea im gonna hop on deskie rq
i wish i had time to join, but i really need to do homework...
Love the concept, though strangely it looks like one of the meshes got stuck when I loaded in.
On another note I'm getting about 180 fps on a 3080, CPU usage is about 5%.
I think the only major performance draw at the moment is the realtime directional light you have going on as I get 220+ fps when looking the other direction.
But get your uni work done first, I'm in the same boat rn xd
oh yeah, i forgot to disable that frame. It was used for the world image.
but this shows great potential!!!!
For sure, I can totally see this being used for some really cool stuff!
thank you and thank you for testing! I'll increase frame rate of the sim next
np, I'll keep an eye out in the various channels for updates
The demo mesh is removed. I have also started to bake 60fps (3xfps) with 3d particles
i wonder how long before vrchat sets a limit to max world size lol
baking while doing homework
Are the meshes the main reason for the file size?
yeah. they're even decimated/triangulated, so the unessesary details should have been removed too
fx. I made the entire underside of the water a flat plane, that should have saved a ton of faces. i'd say almost half
idk, pc worlds don't have a limit yet, and i'm trying my best to compress it
ah ok, I know there's some mesh compression settings when you import a model. Might be worth playing around with those if you havent' already
you just saved them 155.6MB (432.96MB -> 277.36 MB)
thanks for the tip lol
I'll fix the lighting at some time in the future
Awesome, also I wouldn't say the lighting is a problem I more just meant it's worth considering when benchmarking for performance.
@raven turtle i got pretty good fps 115 average with max settings in everything i have a 4080 and i9 14k laptop and it did hit my cpu a lot i usually get 30 to 35 % on my cpu with max settings and there i got a stable 50 and my gpu was only hitting 35 max so thats really good for what i usually get
huh interesting.. thank you!
i'm assuming you're in vr right? that's not bad at all
oh and with a exclent avi i got 250 fps
avi? what is that?
no im on deskie rn
avatar
ah! that makes sense
but if you did this with like more than 5 people with poor avis on in vr everyone would hurt
true, but i hope this is good enough for a proof of concept. (I'm not a good mapper)
yea! its super cool you should try changing the mat on the water i think it might look sick
yeah, i tried but because these meshes don't have UV, it doesn't play well. (I could add Uv but it would almost double size)
anything you can recommend?
this is a free popular water mesh
I'd probably suggest looking at a non-texture based shader, something that could make use of a grab pass for refraction and maybe some depth buffer edge fading.
I'll get an example one sec
It's taking a hot minute to load, it's an old 2019 project that I've not touched in a while xd
Aight that took 20 minutes and the shader is just not there ๐คฆโโ๏ธ mb
ahhahaha
i am importing 900 frames into unity atm
it has taken 1.5 hours so far to bake, export, and currently importing
oh yeah, thank you for trying though, i appreciate it.
lol
boom 3d particles and 30fps
i'm still maxing out my actual frames. the only limit now is my memory/RAM
lol, i can't build. my desktop only has 32gb. I'll use my laptop then
Triplanar mapping, matcaps, or cubemaps are all ways to texture without UVs. Might be hard to find a water shader that doesn't use UVs and handles transparent triangles overlapping each other.
Mochie's uber shader has "refraction" settings. So a water matcap and refraction together could look decent.
3D water is similar to slime, too. So I'm sure someone has settings for poiyomi shader to make slime that could be adjusted to look more like water.
huh, thanks for the tip :)
i have throught about it a little and i want to say that the particles don't need materials.
I think it's only needed for the water
this is wild, i'm running with so high quality, but still 140 fps ON LAPTOP
but it requires 26GB of ram to play and 1.5GB world download (non-vr), so I don't think this is a good idea to upload
Oh yea, I was mostly suggesting for the water. The particles wouldn't need anything too fancy.
Iโll look into it. Iโm going to try optimizing this version first tho
Turns out I was importing 2 materials per frame. Which is 1800 materials. Thatโs a little much when not used lol
Updated the Dark Class Generation Tool. The type auto-detection function was provided by Chiu-san (https://x.com/ChiuGameProject) and is now easier to use!
Also, a bug in Boolean has been fixed.
Here's an update to my sim. now at 30fps and 300 frame (before: 12fps and 300 frames)
https://vrchat.com/home/world/wrld_185d9f34-2148-4e60-9fe3-82323095a166
I have thought about a waterfall if I continue with this. Then I could easily add sound.
Finally finished a playing card system I've been working on the last month
https://youtu.be/AfB_3dIGwek
Playing Card System developed for vrchat worlds.
Gumroad: killedbycode.gumroad.com/l/hidsk?layout=profile
World Link: vrchat.com/home/world/wrld_d77a0661-4802-4393-bacd-6f80e73ade21
Nice to see what could be normally available to people maybe 6-10 years from now
Finally finished a world I've been working on for over 3 years now, its out on November 22nd ๐
All playtests took over 8 hours to complete story mode, which does not include all the bonus new game+ modes you can unlock after such as boss rush mode. Supports saving and loading. Every environment and character models are made by me (which is one reason it took so long to make ๐
)
https://fxtwitter.com/LakuzaVR/status/1856759181291700625
Excited to share the release date trailer for
Bullet Time Agent
A free-to-play, action-adventure featuring time-control, bullet-hell combat, puzzles, platforming, & exploration, with 8+ hours of content!
Out November 22 on @VRchat on PC/VR
& stage 1 on Quest/android
#VR #BTAVR
I tested earlier in VR and it used max 2.5GB of ram during play, and got max frames.
I am currently making a waterfall map, and I'm planning on including sound.
Waterfall sounds are much easier to fake than waves
public static T GetComponentInPlrObjs<T>(VRCPlayerApi player)
{
var objects = Networking.GetPlayerObjects(player);
for (int i = 0; i < objects.Length; i++)
{
if (!Utilities.IsValid(objects[i])) continue;
T foundScript = objects[i].GetComponentInChildren<T>();
if (Utilities.IsValid(foundScript)) return foundScript;
}
return default;
}
I wrote a small little generic static method to fetch the first component of a certain type from a player object for the new PlayerObject system in the beta SDK, here it is in case anyone else finds it useful :3
Lakuza over here casually dropping a polished game on vrchat. you Mad'lad
if by casually, you mean 3+ year grind
Hope you enjoy it though once its out ๐
Color Clues is a 32-player color-guessing board game where a player has to describe a color, while the rest of the players guess that color! This game is perfect for those community game nights, content creation collabs, teambuilding, networking and more!
Check it out here: https://vrchat.com/home/world/wrld_a61d7b77-256b-4f20-8540-c84d57a0c5c2
Automotive clutch plate implementation for equalizing the angular velocity of two spinning shafts of varying inertia. Shown at 1/10th time
Work in Progress Bhop system for VRChat.
Currently tweaking velocity values to feel as accurate to source movement as possible.
Once everything is polished and feels good, I plan to package and release a prefab that contains all necessary components for people to make their own worlds with the movement system!
I will also probably make guides on how to port your favorite source maps into unity, as there is a pretty simple way to do it after some research ^^
Lmk what you guys think ๐
(Also yes this does work in VR as of right now, it needs some tweaking though haha)
pretty cool
A while ago, I made a VRChat world that uses a bug which gives the ability to make portals to specific instances. VRChat patched this bug since then, but the concept still fascinates me.
The idea was simple: a world with a code-locked door that could open portals to private instances or worlds if you knew the code. This allowed for immersive experiences, like ARGs with hidden VRC worlds or secret party instances accessible only via the code. The code to itself could be generated on a website and later modified to update the world/instance ID.
Today, Iโve decided to make this world public, though without the original instance functionality. (You can still create doors with instance links, but VRChat will filter them down to standard world portals) I hope someone finds this idea interesting. Link: https://vrch.at/wrld_c24f4acb-efd2-48b7-8d3f-db480928011c
i like the new persistence system, made a pretty simple position saver in my world for simple testing
may i inquire what solution you used for volumetric lighting?
its my own shader that i intend to release on Github eventually as i have more performance and quality improvements to make :p
well damn, impressive
I've been begging him for it for months lmao
I wanna do Quest supported underwater effects with his volumetrics
Descending into the depths will look so great and Quest players get real FX for once
Are you only saving when they actively leave the world?
how do u write ur shaders? do u use a ide like vs studio? i have tried to write shadrs for unity but idk where to start
i use VSC for shaders
the persistence saving is happening every 5ish seconds and it has a check to see if im saving in the same spot and does save if i dont need to save
ShaderToy is a good place to just generally learn how shaders work
but its not the same language as unity?
its not the same language as Unity its just a good place to get familiar with shaders
i started on minecraft shaders initially lol
with VSC do u get code corrections like vs?
if you have extensions then yeah
vs & vsc are roughly the same so vs would work just as easy its just personal preference
thx for the info
https://www.ronja-tutorials.com
This is where myself and a few friends learned about shaders in Unity. Lots of good information on there.
Also there are extensions in VSC that allow for syntax highlighting in Shaderlab. Just search for "Shaderlab" in the extensions tab and you should be able to find some popular ones
damn this is sick!
ill be checking this out
the VoxK directional one is decent, i used this as a base that i gutter and re coded the shader for to work in a better way but the base version works alright for some cases
ใใชใฅใผใกใใชใใฏใชใฉใคใ่กจ็พใๅบๆฅใUnity็จใขใปใใใใใฑใผใธใงใใ ใใชใฅใผใ ใฌใณใใชใณใฐใซใใฃใฆ3ๆฌกๅ ใฎใฉใคใใทใฃใใใVR็ฉบ้ใง่กจ็คบใใใใจใๅบๆฅใพใใ ๅฎ่กๆใซในใฏใชใใใไฝฟใฃใฆใใชใใฎใงVRChatใงใฎไฝฟ็จใๅฏ่ฝใงใใ Directional Lightใฎใฟใซๅฏพๅฟใใฆใใพใใ ใปunitypackageๅฝขๅผ ใปBuilt-in Render Pipelineใซๅฏพๅฟ ใป้็บ็ฐๅข๏ผUnity 2019.4.31f1 ใปQuest(Android)ใซใฏๅฏพๅฟใใฆใใพใใใPC็ฐๅขใงใฎใฟๅไฝใใพใใ ใปๆฌใใใฑใผใธใซๅซใพใใฆใใใตใณใใซใทใผใณใงใฏใPost
i didnt know that was a thing so i may check it out aswell since that looks pretty cool imo
This is absolutely mentalโฆ I played the rain dance demo years ago. So happy to see this finally out in its final form.
thank you ๐ yeah its been one long grind making this x_x
After 5 years of hard work we have finally been able to reach 1:1 vehicle-to-player ratio in my upcoming PC driving world.
Thanks to the latest Persistence update, a full instance of 80 players can now have over 80 vehicles in the world, with one assigned to each player with the help of a VRCPlayerObject! Players can also customize their personal vehicle and keep it across instances.
We have just reached a monumental milestone regarding social VR driving experiences!
Thanks to the Persistence update every player can now own their personal vehicle which they can customize and keep across instances!
...And we're only getting started!
#VRChat #unity3d
Could this theoretically be applied to wall running as well๐
If you ever release it, I may be able to use it in tandem with some other prefabs to make a Titanfall movement system
Made a package that adds support for calling SendCustomEvent with arguments in U# in case it's useful to anyone - https://github.com/NGenesis/UdonCustomEventArgs
I almost have all of the systems I want to implement finished, I'd say by the end of next week I should have something released publicly. (hopefully at least)
The world is live if you want to test it out yourself
https://vrchat.com/home/launch?worldId=wrld_964bfa44-164a-4d81-abf1-fd1e90d35689
and yeah I'm sure you could probably create a wall-running system similar to the Titanfall movement, you would have to just mess around and try stuff till it works lmfao
I will say, custom movement systems are kind of tricky (at least the ones I looked into implementing, namely the Quake3 movement), mainly because you cannot access the Rigidbody component of the local player via Udon (not exposed).
but clearly you can get something to work, just about trial and error :p
I made something very similar a while ago, might as well also share it here. There's a few examples in the readme.
It's got it's own little serializer, so it supports types like VRCPlayerApi
https://github.com/DeltaNeverUsed/UdonSharpNetworkingLib
I made a super simple idle game.
Super configurable with an infinite amount of possible 'Buyables' (Screenshot is old version, new version has a dropdown with each buyable)
WIP so changes are constant, Playable currently in my home world (Find it by the mirror in the main room): https://vrchat.com/home/world/wrld_d577a818-a144-4ded-a9a1-499702effd89/info
Still continuing my little 3D Model Loader (GLB/VRM at the moment) in U#, and the export addon for Blender ( due to https://feedback.vrchat.com/udon/p/whitelist-imageconversionloadimage-in-udon )
Greetings, I'd like to have access to the 'ImageConversion.LoadImage' method from Udon : https://docs.unity3d.com/2022.
With VRM support, minus preconversion and no armature at the moment ( https://feedback.vrchat.com/udon/p/whitelist-unityengineboneweight-in-udon )
Greetings, I'd like to have write access to UnityEngine.BoneWeight data structures from Udon. https://docs.unity3d.com/ScriptReference/BoneWeight.
I've been looking for something like this since forever. Thank you!
I think your Unity Logo is upside down?
Indeed
Thought it's about time I finally share this:
https://github.com/PupBrutus/BrutusTagSystem
It's a system where the world creator can create various tags that players can choose to display any/all above their heads. Good for social clubs where people can highlight their interests etc.
Huge thank-you to the folks here that helped me troubleshoot my initial versions.
i was wondering how to add more stuff to my world to keep people in it for longer, and it turned out vrchat added world savedatas only a few days ago, so i added Quests/Missions
there's a whole system and everything i could go over, but the quests are objects in the scene if thats simple enough
the target music state variable is for a music system i programmed but dont have time to record in action
pretty cool
Gorgeous visuals and volumetrics! Any plans to support quest in the world? ๐
What's the world name?
it is "Minecraftหธ Story Mode Season 3 - Gamedoxes Luxury Resort"
Not sure.
May be out of the bucket lol
holy fuck that looks good
itโs rare to see good minecraft ports, but thereโs finally someone else who has good baked lighting, and even interact-ability
is it all baked, or do you have a mixed directional light in there?
It's a mixed light with a lot of the interiors being carried by baked GI
It was my second time using unity's baked lighting but it looks decent
I have a lot of Minecraft Story Mode maps on vrchat too which use baked lighting directly ported from those games
I thought I'd also mention that I had made some scripts to help optimize the geometry without breaking UVs, the world already ran fine on quest, but it never hurts to try to score some extra frames
Mineways does have an option like this, but it always made the generated lightmap uvs really bad
it wonโt really work if using minecraft textures though, since it uses an atlas. even if the UVs arenโt technically messed up, that would still change the topology, therefore messing up the textures
because every face has to be a square for minecraft textures, so that each face can be mapped exactly into the same space to have the same texture
so if the face isnโt a square, you canโt map it onto the atlas the same way
I don't use atlases since they don't mipmap well
youโd disable mipmaps for minecraft textures anyway. at least, i do
and for pixelated textures like that and you donโt want mipmaps, you can use something like Silentโs Pixel Standard to keep the anitialiasing, so the textures arenโt so sharp and jagged at a distance
I met the owner of mineways irl once, they moaned at me for breaking their service by bypassing the upload limit a few years back XD
mineways has an upload limit? for what?
i just use it as a tool to export MC worlds. i donโt know what else mineways has
They used to have a website where you could upload a schematic iirc
Something along those lines
This was a good few years ago before it became well known
Oh actually it might have been printcraft
Saying that, I do seem to have emails with the mineways guy from back in 2013 too lol
itโs a good program for exporting MC stuff, itโs UI is just a bit dated-looking is all
functional but oldโข๏ธ
That sounds really neat!!
modular tire physics framework for testing slip conditions with motorcycles. My current motorcycle controls only work in non-slip situations and this implementation is a gateway to controlled sliding.
whatโs that supposed to be? i canโt really tell what it does
You build with voxel with a pen-like tool. Im just testing out my save system.
a voxel pen sounds really cool tbh and having it save would be be pretty interesting (though if someone wants to troll they can just fill the entire map with voxels so im unsure how you'd go about combatting that)
I already have an "only owner can build" toggle and a "secured ownership" feature which doesnt allow the next owner to save what was already built and the previous owner will have a chance to get back to the instance and retake ownership
knowing how unpredictable public instances and random people are, generally if you want to build something that you want to keep, a private instance with friends is the way to go.
I'm planning to make a place in the world that have pedestals to display creations.
I am here once again to showoff by arcade games, Space Invaders script is nearly complete and has a nice new circus themed skin. And made a optional stool seat so you can play it in desktop with space bar and WSAD. The seat also auto adjusts so you can always see the screan
Also old test of my Animatronics that move and dance to whatever music you play, triggering animations via the beat
Improved wobble recovery at high speeds (usually after landing a jump) on the legacy motorcycle tires that previously resulted in highside crashes. Seen at 0:31, 0:54, 1:38, and 1:55
i makea the world
At first glance it reminds me of Roblox worlds where you collect randomly spawning items within a certain area
that's literally what it is...
the concerning thing is I have never played or watched anything related to roblox
but I found a pretty much 1:1 version of what I have been working on in Roblox
at least i have a cool UI thing going for me
Yeah I love that it matches Minecraft mods, so itโs automatically familiar and feels very usable o/
Sorry to burst your bubble ๐
Doesnt webfishing have something like this?
oh wow that looks really nice
whereโd you get a font file for the smooth minecraft font?
it's an (almost) pixel perfect replication of the Minecraft mod WAILA
The minecraft text font can be found pretty easily online, however I have nostalgia for faithful32x, so I used their font, which someone uploaded on a font website
The backdrop effect is created with a custom made shader; All MC fonts will come without this dropshadow
image from minecraft
Faithful32x still looks very familiar within that UI, I feel like Iโve seen it used on WAILA before
entirely custom userplate for worlds that uses discord roles (later will also display achievements that players get in the world aswell)
Very cool! Are you using shaders to hide the default nameplate? I've been looking for something like that for my world
yea its just a shader to hide the default username then im using udon to remake a new nameplate
Is the shader something that's available for download?
https://github.com/FreneticFurry/VRChat-Udon-Anti-Cheat-System/blob/main/AntiMirror_Camera.shader
yes it is ๐
(the anti cheat itself has a few problems that im currently reworking but the shader is working fine)
to hide playerui you just do
the object with the shader also needs to be visible to the player so just attach it to their head or make it really big
Thank you!
np, the asset for doing Custom nameplates will also be released later if you'd wanna use that aswell (just trying to perfect some stuff currently lol)
Possibly! Might be a fun gimmick
I tried to do this in a world of mine and I'd be curious on the implementation details as getting billboard with custom text proved a bit of a challenge
its just using start() to perform a check on who is already in the instance if anyone is in the instance then using OnPlayerJoined & OnPlayerLeft to create new objects and add them to a array and use Update to set the position, size & rotation from a prefab (if they need to be moved and if they dont need to be moved then it just doesnt do anything)
the icons are using a custom website to get discord information and enable or disable things for the user (there is alot more to it like checking if someone is blocked, checking size, checking distance, checking if someone is talking, etc etc misc stuff)
literally just points at the head so camera's would see them weirdly lol
Ah so it uses a Transform.LookAt or something similar for the billboard?
I'd personally like to avoid Udon especially Update for something like this, but position is indeed necessary which I do have a more optimized method of looping. If rotation can be handled by Unity's native code for billboarding that would be fantastic, but I think I just figured out the missing piece on how to actually do all of that. Might explore that later.
Thank you for the inspiration again
yea for the time being, i was working on making the shader itself point and resize things instead (just wanted to mainly see if things worked mostly)
if you do make your own i would love to see it as i think the implementation of custom nameplates have alot of interesting ways it can go
I got pack tactics working. So there is a lot that happens, NPC gets injured, NPC gets info on player that injured it, NPC decides to attack player, NPC decides it needs other NPCs help, NPC makes a shout out call to others to respond, Other NPCs respond and switch Network ownership to Players client. All engage in Attack owner.
Please tell me youโre gonna keep those sounds
Even if they placeholders, theyโre amazing
its incredibly easy to add any sounds. cause I have a module that just handles sound banks.
it works so beautifully. I cannot stop laughing.
What is this, minecraft creeper AI? 
gpu rain particles. i've also partially implemented the realstic rain streak rendering from garg et al. (i still need to implement light sources)
yo this looks incredible
I've been waiting for someone to make some actually nice rain
How would people go about making rain? Iโm a newbie to unity in general, but I have some python programming experience
almost always is done with a particle system
but it's pretty challenging to make them look realistic
most worlds don't bother
that's why Nara's thing is impressive. Never seen rain like that
That would be a good project to try. I would like to make rain at some point.
it's a lot of fun to play around with particles, there's a lot of wacky things you can do with them
highly recommend just adding the component and playing around with it before looking anything up
if your interested in implementing something similar, read the "nvidia rain sdk whitepaper by sarah tariq" and "photorealistic rendering of rain streaks by kshitiz garg" (google it). if you use gpu particles you need to use an extra camera capturing a depth buffer from the rain's perspective to prevent rain from clipping into covered areas. i used vrcgraphics.drawmeshinstanced to easily add more particles. the most difficult part is moving the particle space with the player without moving the particles themselves, i'd recommend reading a bit into linear algebra and transforming between different vector basis.
with just unity's particle system you can get pretty close, if you invest some extra in making the shaders look good. unity particle system also have basically free (as in almost no effort to add) world collision
linear algebra? transforming vectors?
sorry when math is involved with my code I get scared
and shader things. those scare me
but fuck I've had a lot of very cool ideas that involve really nice rain and this is like exactly something I need
Linear algebra isnโt that bad parabolas on the other hand are a pain
not even mentioning roots, logarithms or integrals
so question. Are you actually using a particle system at all here? I'm wondering why making the particles themselves not move is a difficult problem and requires funky math to solve, because with a particle system you just set it to world space and it won't follow the position of its emitter
all particles all done on the gpu. i don't keep track of particle position, it's all based on particle id and time, keeping track of particle position would hurt performance since we don't have access to compute shaders
with unity particles you can just move the emiter source and have particles behave in world space. one down-side is that it'll take some time for new particles to appear on ground level
:)
Wow, the rain reflects the light.
Thatโs cool thatโs really cool
you gotta release that at some point
a lot of people could get use out of good rain particles
especially if it runs better than 2000 unity particles with collision enabled
I'd pay for it
https://github.com/s-ilent/udon-spawn-memory
Here's a simple script I made as an example of how to use persistent player objects. Spawn Memory records the player's last position in the world and moves them there when they rejoin. I wrote the code to be easy to read so it can be used as a reference for other people interested in the system.
Just submitted a test world for my game Jump Lane to community labs
https://vrchat.com/home/world/wrld_7edbbd61-c86a-4f6d-b860-425ed3dde5c4/info
It's a cool little game that allows for you to have a tiny-massive space battle above your coffee table.
In time I hope to make the prefab available to add to other worlds, needs more testing first.
It's time to start adding small social games that actually make use of VR.
(Don't get me wrong... I like chess and battleships... but we can do much, much more)
is there a platform hook udon script thats smoother than Superbstingray or a way to adapt it to be smoother?
I've had luck with Jetdog's platform hook https://github.com/jetdog8808/Platform-Link
Udon script for VRChat to link players to moving platforms. - jetdog8808/Platform-Link
i still slide a bit with this, what rigidbody settings do you have
Pretty basic rigidbody settings. Im also using udon airtime though I dont know if that'd affect it
Though, I just tested my world ingame and its sliding way more than it used to with the rafts https://vrchat.com/home/world/wrld_55c4ed1c-c729-414d-b7f5-187b721577f7
I last worked on the world in July and it didnt slide at all. Did Vrchat change something 
fuck
https://vrchat.com/home/world/wrld_5f761a2b-5781-4393-bc50-46553328ce64/info even with the airship being slow as hell it still slides ๐ญ ill try contacting them and maybe we can fix it
here is a quake movement port to vrchat, still a work in progress but in a usable state (desktop mainly, vr atm has some bugs that need to be fixed)
https://vrchat.com/home/world/wrld_05260e22-0141-4a7e-8e0c-99e778f79917
holy shit thatโs awesome
just something simple & hopefully helpful to someone https://github.com/FreneticFurry/VRC-Respawn-Tracker/tree/main
Why would someone want to use this over the built in OnPlayerRespawn Event
because the OnPlayerRespawn event does not give you information about remote users respawning
I think this kind of solution could break apart if multiple people respawn at the same time
already known, already working on that currently as i know how to fix it
Wouldn't that entail every player owns a separate Object? As far as I know, you cannot queue ownership transfers
At that point, I'd say that type of approach is purely based on world architecture and putting more networked objects is overhead
it is possible to queue ownership transfers its just kinda weird
Oh. Now that I would actually be interested in.
maybe not as currently its just a theory ive got on how to do it (it could be kinda slow to work but yk making a attempt at least lol)
Fleshed out the tire and drivetrain physics more. Went with the sum method for the Pacejka combined force for now. Ideally I want to implement the brush tire model but I am having some issues at slow slip percentages
Massively better than Unity Wheelcollider in any way at the cost of Udon performance but it now lands jumps and slip angles (see rear tire sliding during heavy braking in first scene) at high speeds
Another extreme demonstrated. Previously it would have wobbled and crashed - I think Unity incorrectly borrowed over from PhysX wheels and as a result have botched the suspension part and had resulted in weird grip values under different loads (https://discussions.unity.com/t/wheel-friction-curve-revealed/487227)
I found a neat tutorial for a seed-based procedural generation system for hexagonal tiles and added in an animation when regenerating the world! This is the basis of an RTS game I recently started working on :3
I wish I could make it like... 3x as big, but VRChat (or Unity itself?) doesn't really appreciate thousands upon thousands of tile objects 
Wow that animation turned out super cool!
very cool, can't to play that once it's done
I saved this world when you posted it and finally got around to trying it. The game is a lot of fun! It's a game that takes VR into consideration really well
but does make it a little more challenging to play in desktop, my friend struggled a little playing it, but did manage to win a game or two
Yes, desktop controls are currently problematic.
I have some ideas on how to improve them, but at best it'll be a compromise compared to the VR controls
I think the only real problem he had was being able to tell what direction the ships were going to go, if it was easier to notice in desktop I think it'd be fine
curse desktop and their lack of depth perception
if your limiting factor is raw GameObject count, then maybe it would be worth exploring https://creators.vrchat.com/worlds/udon/vrc-graphics/#vrcgraphicsdrawmeshinstanced
Udon has access to a variety of Unity's graphics functions.
Would that not be less performant because it only draws each mesh for one frame and therefore requires to be run in update? Also Iโm using the names of generated meshes to get info about them so they need colliders and a specific name, which are features that seem to be lost if youโre manually building a mesh from the GPU
Assuming what you are doing isn't being generated on the GPU then it is better, but it is limited to 1024 instances (which makes it kind of useless in most cases, especially with how it is significantly slower to run that function in Udon over normal C#) and yes, these instances would only exist on the GPU so there wouldn't be any collider data or names attached to them.
What that function is doing is sending one singular draw call to the GPU for all those meshes and an array of where they should be placed and other info, so if you need duplicates of the same mesh and it needs to move independently (meaning it can't be mesh combined) then this is a better solution than just game objects, assuming you can deal with the limitations.
It is neat that we have it, but I wish we had DrawMeshInstancedIndirect, then you wouldn't even need to keep it in an update loop (and no 1024 limit).
Yeah that wonโt work for the playability of my game
thanks for all the info!
Are you stacking then vertically?
Iโm not stacking them, I just made a model thatโs 30 units tall so I can lerp them up and they look nice side by side. The reason it reaches thousands is because this is currently 42x42, which is 1764 tiles. At 50x50 frames are absolutely crap and itโs at 2500 objects. To reach something like 90x90โฆ I donโt think itโs possible lol
It'd technically be possible to have big groups of hexagons as a single object/mesh. And then use shaders to do vertex displacement and coloring so they can be different heights/colors. But I'm not sure about collision/gameplay concerns, that'd only help with visuals.
Does each hex have a udon script on it?
I'm just kinda surprised 2500 hexagons are causing this by themselves
When each tile had udon scripts it was way worse performance, so I swapped it to be handled by a single script now
... What happens to your performance if you have 2500 hexagons on screen but that one final script has been removed
I'd be curious mostly where the bottlenecks are. Rendering bottlenecks are solvable by just making sure you're using a technology that properly matches the situation, physics bottlenecks could be solved by being creative with unity tricks, udon bottlenecks could be solved by writing ECS-style code or reducing the frequency of updates to tiles that don't need it.
Wherever it sits, I think it's entirely possible to get larger numbers than that
https://github.com/NGenesis/UdonCustomEventArgs
Added support for calling SendCustomEventDelayedSeconds/SendCustomEventDelayedFrames with arguments and adds support for TryExecuteCustomEvent which can call methods with arguments and get a return value.
I've developed an auto-localization system, which can automatically switch text, audio, images, and GameObjects based on the player's set language, and also save their last-saved language persistently.
You can check out examples for it in my world!
https://vrchat.com/home/world/wrld_1a81c31f-1545-45dd-8be9-a6feed69d43e/info
In general my goal is, even if you don't know how to code or use Udon, I want people to be able to do what they want to do with their world. Often people just need the right tools to do this
Oooh thats what the animation was for. Nice!
Whats the tutorial?
Thanks for watching!
Don't forget to like and subscribe:)
In this feature highlight I am making a procedural hex-grid-landscape for my upcoming mobile game, made with Unity!
Chapters:
0:00 - Intro
0:18 - Make Project
0:58 - Hex Grid Script
3:17 - Perlin Noise for Water and Trees
5:13 - Infinite Variation
5:33 - Interaction
6:48 - Replacing Til...
Sick, ill check it out later โ
Only a suggestion... I implemented a language localization system as well. I didn't "automatically switch" however. Someone with Spanish set as their language can be learning German (for instance) and might like to see the world that way without changing settings that stick.
that's why there's also buttons to change your language
I feel it's far more often people would want to read stuff in the language they know how to read. So that will be the default
I would like to share my world that got recently updated. It's a Voxel builder and a place to showcase your creations with displays.
https://vrch.at/88mzpxyr
thats so sick
dude.. this worlds TTP score is one of the quickest ive seen in a vrchat world
TTP?
i sent you a dm. ๐คฃ
๐ gang is strong!๐ซก
I lesson to all creators out there.... never.... NEVER EVER.. let chat vote on your next feature for your game..... ๐ญ
this seems perfectly reasonable.
This will be gaming in 2050 ๐คฏ
Project prototype I have in very early development. The station is static and the universe around it is rotating so that I will be able to make use of much nicer baked lighting inside the space station as well as make it more detailed inside once I actually get around to it. This is just going to be the lobby for a game I'm working on. Whole project is decently planned out. Shown assets are developer placeholders
@empty tendon possibly. but it's hard to tell when there is detail being lost when recording a screen through a phone camera. Here is a link to open source broadcaster that you can use for recording your screen. https://obsproject.com/
OBS (Open Broadcaster Software) is free and open source software for video recording and live streaming. Stream to Twitch, YouTube and many other providers or record your own videos with high quality H264 / AAC encoding.
Needs clutter
Based
Made a clock (model by me), with some simple udon c sharp code.
New publish in LABS
FLY without gravity
Made a udon script to translate txt files into navigable menus.
It was as hellish as you imagine..
Ooh that's cool! I've walked down that path as well but haven't had as much time to devote to it lately, so it never really got anywhere. If you want to chat and compare notes some time I'm available
I'd love to but I've been coding for the last 5 hours. And my code ain't pretty.
The good thing is that it should only have an impact on startup.
There is still a lot of things to fix. But I'll make a git repo at some point and post a link here.
oh I know how it goes lol
I just fixed all the bugs. I am gonna prepare a repo later today and post the link.
If anyone has questions I can chat when I post the GitHub link.
Hopefully nothing is broken
Idk how prefabs work, so if they are broken tell me.
Took a while to comb through the code, but refactored the code to be generalized so that you can add custom actions that the buttons should execute.
Contributions are very welcome. I am not used to Unity nor C#.
I still need
- Make it to a VRChat Package
- Figure out proper prefabs for the provided buttons
- More types of interactions like sliders, toggle buttons ect
- Finer granuality in the config syntax to allow specifying types of layouts
Network sync!Done
List goes on and on.
Showcase of a Whack-a-mole style game I made for vrchat, works with my persistence highscore management system, the moles/jacks sync for players but not the type of mole/jack, there are three types of moles/jacks (Normal +10 points, Bomb -10 points, Punchers +20 points), the punch ones knock the hammers from your hands
Updated to work with quest and put on labs
https://vrchat.com/home/launch?worldId=wrld_4855b5fb-a007-419c-9756-b57a16df7dd1
1st impression:
(1) Sometimes the menu stay stuck in "load mode" (desktop)
(2) The save string (player menu) didn't persist on rejoining so I guess it's still being worked on
(3) I needed to make the voxel bigger to reach it when having to transition from crouched to standing.
(4) At first I was thinking mousewheel was for the aiming depth since palette is already covered by numbers. xD
(5) With some getting used to it a workflow can be found but the voxels being solid also get in the way of getting close enough sometimes. (probably user issue since it's my first time in the world)
Notes:
As expected, I missed the "handle" option during the blind visit so (3) is probably a non-issue even in desktop.
However (5) may still be one for more complex pieces or when it's time to hollow-out a piece to optimise it a little.
(Looks like it's required for desktop. I'm probably too tired if I miss that many infos ^^")
The missinterpretation of (4) comes from how hold items works usually in desktop .
As noted (1) and (2) are expected from a beta, being WIP
Being able to "TP piece to player" is nice QoL for working on it without everyone overlaping, good call.
An option to lock rotation may be good, for when you have to move it around with the handle
(but it's easy enough to just reset the values to zero)
I always lose track of where is "can build without solid voxel" somehow. Since it may need to be toggled often, I search it in "quick actions" instead of "preferences". My bad... xD (but I get why it's there since it's desktop specific options)
Oh, looks like a canvas size 0-0-0 makes it a small 8x8x8 size. Honestly not bad to try it out without being overwhelmed
But it's already a strong start for this world, sculpting the voxels themselves was fun for the most part.
Can't wait to see where you make the world go in future updates! 
Thank you for your feedback!
(1) I would like to know how that happened... Usually it will have a status text to tell you what's wrong. it would stop loading and continue as normal.
(2) The save string would not be possible to persist for larger creations as the maximum possible save size for one partition of a creation is ~4MB. ~32MB if all 8 partitions are used. The save size of a partition may vary depending on how many voxels are solid. It can be 10kb or lower if very little is done into a partition or even in the "Unified" save format.
(3) Ah, yes. There is a user experience deference between VR to Desktop mode. In VR, the default voxel scale is alright to work with and the collision is disabled on start so the VR user can build without getting pushed away. In Desktop mode, I agree the scale is not ideal. Whenever I build something during my breaks, I just max out the voxel scale and max out the flight speed to havea better experience. I should have add an info text somewhere in the world for desktop mode users on how to change the settings for a better experience. The collision is enabled on start for them so that they can build against solid voxels. I wasn't able to get the collision layer matrix to work in VRChat because of a limitation. But, the collision can be toggled off
and still be able to build in mid air, but it needs time to get used to with the building range.
(4) I am used to Minecraft's mouse wheel hotbar cycle, so I think there's a lil bit of bias on how I prefer to build. haha. I think thats agood idea to make it into a aim depth cycle.
(5) I think I explained the issues and settings changes to improve the desktop mode experience in (3).
I don't really know for 1 and 2, right now (I'm still in the world) when I load it still gives me the flower I did before instead of the current sculpture
for 2 I wonder if it tried to save the empty voxels. I mean, would make sense for a 1st visit's user error
the difference in canvas size is quite huge between 0-0-0 and 1-1-1 tho...
0-0-0 gives me a x8V (x1 C)
1-1-1 gives me a x128 V (x16 C)
2-2-2 gives me a x256 V (x32 C)
from 1 to 2 makes sense, but 0 to 1 seems off
When I was saving it was the default 1-1-1 canvas
I see a "include air blocks" in the "clipboard actions" but not save, maybe it really did try to save everything
.
not sure what I'm doing wring since it seems to not be a float?
or it's just because I'm azerty and don't find the correct key for the comma... ^^"
For 4 like said before my bias is held items in VRchat (desktop mode) so to each their own. xD
Maybe an option to toggle (1-10 for precise depth control could work too to be fair) would be best for both type of players
But ye, I can picture players quickly changing colors with the wheel and adjusting the depth with numbers, just like the other way around, both can work
anyway, enough review for tonight, I'll try to break the world again another day xD
Hi all, I made a chair prefab in udon and would like to invite you all to stress test it before releasing it on Github
It can adapt to most if not all avatars and it may be the closest attempt to finally fixing the vrchat chair
Oh, I remember one existing but I don't think it was free. Sure sounds useful tho
This one will be free
there was one ages ago that was free
probably verrrry old by now so nice to see a freshly made one
maybe not the same one I think of from booth then. Unless I mistake it for being one of those pages with two downloads (free and "same content but support me" ones)
I got it from VRCPrefabs
but yeah new ones is always good. I'll probably jump to the world to test it now xD
ok so probably not the same one, if it's free somewhere I don't see them making it paid elsewhere
If you find any ways to break it pls let me know
there were multiple attempts in the past anyway
I may be too tired to break it on purpose today but I can try. wanna join me in an instance? xD
sure let me hop on vrc
also it's almost 2am I should really go to sleep soon
I'll stay till end of this hour I guess
Im a bit confused by the canvas size you said.... It sounds like you could set the canvas to 0-0-0?
OMG! I just found out lmao
This should not be possible! SO its a bug
The input fields aren't supposed to be editable xD
So you were working in a unsupported build canvas. Maybe thats why the load menu was acting up.
It's my mistake to keep the inputfields, they were remnants of the old UI design.
Could you send me by direct message of your save string that you're having issue with?
I think I overreacted a bit and didn't finish reading all what you said. As for the Clipboard function, It's not a save feature. It copies a designated volume of your choosing using 2 pins. If you enable "Selection Gizmos Visible" you can see the selection pins that you can move around.
Copying something doesn't mean it get's stored into your computer's clipboard, no it doesn't. VRChat doesn't allow that. Voxelpiece has its own clipboard which you can paste to other locations of the build area.
oh, no I ment the save page doesn't have a similar "include air blocks" option so I assumed it tried to save everything (which was too big)
the small canvas is nice tho, it would be sad to get rid of it xD
or smaller canvases in general, I'm not sure how your scale work (I assume by 16 chunks?)
even on that 1C scale that was already fun to make a small sculpture
for the flowers earlier a 4C would probably ben enough as well
I left the world to test that other user's chairs, but maybe we can meet and see if I break things again another time
I see, sorry for misinterpreting the first time. Dont worry, it only saves chunks that have a solid voxel in them. So it doesn't matter how big the world size of the Voxelpiece. But loading the save string will retain the same position of solid voxels as you built them.
It used to have a more customizable world size where you can set an obscure world dimensions. (Which is why I still had them as inputfields that are supposed to have edit disbaled.)
I decided to make it into size presets instead so I don't have to face complicated issues during user support. lol
So it's okay to have 1p,1p,1p (16c, 16c, 16c) (128v,128v,128v) as the smallest build size because the save system only saves chunks with a solid voxel in them.
Lemme know by DM when you want to meet if you find something weird or unclear.
I don't remember seeing borders between chunks (but I was tired last night so take it with a grain of salt xD) but doesn't that mean a player can accidentally start to build at the frontier between 4 chunks? well 8 since it's 3D, my bad.
I mean sure it's very unlikey but can happen. Having chunks the unit of canvas size would make sense since it's also the unit for saving
new in Labs
Why only upload for quest??
in my opinion virtual reality cannot be seen with the PC but only with the VR viewer
โฆ but you can use VR on PC too
No, standalone
Standalone VR is the same experience as PC VR
Theyโre both just VRโฆ
Desktop and PCVR are the exact same platform, so currently the only people who can visit your world are standalone Quest and Mobile players
and if your world can run on Quest, might as well just upload for PC too.....
Pico4
sure sure those too
but like a good majority of the playerbase won't be able to go to your world lol
the only time I see Quest-only worlds are to purposefully keep PC players out, most of the time as a joke
I always see it as technology racism
I also create worlds in Spatial, the single BUILD is sent for all platforms, I don't understand why they are separate in Vrchat
seems like clearly it is not sent to all platforms
never heard of Spatial
with the beta SDK you can build to multiple platforms simultaneously :)
it's pretty neat
https://toolkit.spatial.io I have no idea what this is but this wonโt work with VRChat
They would need to manually support this and I guarantee they donโt
NOW AVAILABLE: Travel from Welcome Island to Renewable Energy Island!
This is Welcome Island, the first in the Futura Hub archipelago! Here, you can explore the philosophy of tomorrow's energy through interactive activities, workshops, and live entertainment.
Futura is an ecosystem composed of five continents, on five different metaverse platfo...
NOW AVAILABLE: Travel from Welcome Island to Renewable Energy Island!
This is Welcome Island, the first in the Futura Hub archipelago! Here, you can explore the philosophy of tomorrow's energy through interactive activities, workshops, and live entertainment.
Futura is an ecosystem composed of five continents, on five different metaverse platfo...
ok...
so sure this platform works for Unity applications, but VRChat definitely will not play nice with it
bruh what is that ๐
There are thousands of Meta Quest and Pico4 owners so I don't feel like I'm addressing a small audience.
never said you were, Android audience is big, but PC is the whole other half of the playerbase
PC WAS the playerbase of VR for a long time...
majority of Quest players are not regular players, usually kids just playing around for a bit. Your active, long-term players, who would be willing to show off your world to others, are the PC platform players
This page will describe various limits in place for the Oculus Quest version of VRChat. These limitations are in place in the interest of performance, user safety, and discouraging malicious behavior.
and Quest platform is so restrictive that you could change literally nothing in your world and you can upload it to PC. takes next to zero effort to allow the entire other half of the playerbase to visit your world
^
Lowkey a world optimized for quest (if u do it nicely) will look just fine on PC.
All it takes is swapping the build and an upload
No but by not uploading for a group of players that could run it youโre essentially making yourself look bad
Any PC player who hears about you will think youโre a bad person ๐
I have a FB group of 600 people, all adults, no children
that's not really the point I was making.... but hey man it's your choice which platforms you wanna upload to we can't stop you
just means I'll never be able to check out your cool world
I'm 59 years old, I don't make games for children, but rather very serious things like this historical reconstruction of 300 BC
yeah man and it'd be really cool if I could see that! but I can't because it's not uploaded for PC
perhaps this could be an incentive to get other people to buy a Meta Quest or Pico 4 viewer
mate I've already got VR..... on PC. I'm not going to buy an entirely separate headset just to visit your world.
It's 2 clicks in the SDK to upload it to PC.
I hope he's making royalties on all the sales he's gunna drive
I guess he's just confused about the difference between PC-VR and Desktop mode?
Because yeah if it can run on Quest it sure can run on higher end VR headsets that fall into the PC category in VRchat
Ci sono molti visori VR che richiedono di essere collegati a un PC per funzionare. Se non costruite e caricate per โPCโ, impedite a migliaia di giocatori VR di visitare il vostro mondo senza motivo.
||There are many VR viewers that require being connected to a PC to function. If you don't build and upload for "PC" then you are preventing thousands of VR players from visiting your world for no reason.||
I think he's just confused.
The language barrier probably doesn't help either.
I'm late to the conversation, but I tried Spatial when Altspace shut down. It's entirely WebGL, which is why the single build works everywhere. The performance of most worlds on a Quest was pretty bad if you had many avatars in there. @plucky pelican , VRChat builds native code, so you need a separate upload for each system. It's pretty straightforward to do with the toolset. If you use shaders, be aware that Spatial is URP while VRChat is BRP.
Small update on the text to UI
It now supports: custom button actions, network syncing, menu titles
Shaping up to be pretty cool, but I can imagine still incredibly jank
Hopefully it is not jank. I've attempted only to push features to the repo which work fully. If you find anything not working correctly, please tell me. Also if anything is hard to understand/weirdly setup, I'd be happy to change it.
Note: One jank thing which I have not fixed yet is setting a max amount of UI elements. It can be adjusted in the UIGenerator. I'll at some point make dynamically sized arrays. I just have to find a good solution which is also fast. This will also allow you to load new UI components in during run-time, which is pretty neat
I am working on making it easier to make prefabs. Currently working on making it possible to add new gameobjects in an array in the inspector, which you can call from the text setup. So you can essentially have any number of prefabs in the UI menu you want.
I read that last sentence like:
"Be aware that Spatial is [BURP SOUND EFFECT] while VRChat is [A DIFFERENT BURP SOUND EFFECT]"
Okay, that gave me a chuckle
Now I will never unsee BRP as that burp with reverb.
I love how fuck and ass are allowed.
But DONT combine them.
Lmfao
Thanks Discord
I pronounce it too. "urp" and "burp" is what I usually say.
Itโs the same with to and fuck, donโt combine them. It brings me so much rage that this is a problem at all lmao
I made this mirror UI entirely in code, so without using any animators!
It's technically a prototype but you can use it now if you want to. :D
https://github.com/DrBlackRat/VRC-ModernUIs/releases/tag/0.0.0-alpha-1
Mirror UI Prototype Release!
This is the initial release of my Mirror UI prototype!
It features a quite well looking Mirror UI for VRChat!
4 different styles
beautiful animations
highly customiza...
Time to grab that and mess with it till I remake my old RPG menu with it because why not! xD
Kinda reminds me of how my own ObjectSwitcher works but, WAY prettier and probably more optimised.