#udon-showoff

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gusty moth
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i do

compact patio
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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!

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compact patio
solemn oasis
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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 very rough demo world for a per-player scalable avatar collision system I'm working onโ€ค

solemn oasis
solemn oasis
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@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.

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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.

humble galleon
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But only scaling on player height changes?

solemn oasis
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Every FixedUpdate it repositions the parent transform, and updates its scale only on player height changes, yes.

humble galleon
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Ah, I see, so there's like a "world parent"?

solemn oasis
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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.

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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.

humble galleon
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I suspect the jitter comes from floating point issues due to the large scale

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But that's just a wild guess :p

solemn oasis
humble galleon
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Yup

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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.

solemn oasis
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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.

humble galleon
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The small jitter seems to be interpreted as movement by VRC's player controller.

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If I jump it will nudge me in a random direction.

twin depot
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after i believe about a month, the flowVRC prefab is now released

jovial vine
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a trippy world i made

royal vessel
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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 vrcAevSip

meager trench
hazy trout
meager trench
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realistic engine simulation in vrchat
ik it's not perfect but like
i really worked hard on it

wicked gorge
ivory sorrel
meager trench
ivory sorrel
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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 ๐Ÿ™

meager trench
solemn oasis
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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

GitHub

Scaled Collider System prefab for VRChat worlds, to allow for player interactions with world colliders that are scaled relative to your avatar size. - GitHub - Prismic247/ScaledColliderSystem: Sca...

solemn oasis
exotic heath
solemn oasis
exotic heath
compact patio
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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!)

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royal vessel
twin depot
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very happy about this prefab

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it allows you to make a Roblox tycoon but in VRChat

flat totem
twin shuttle
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I've updated my VRC Picture Downloader to now also include a way to enter URLs directly from within VRChat!

royal vessel
dusty bear
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Soo cool is this still in development

inland tendon
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@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 ๐Ÿ‘

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btw
i enter in "add component" scale
and i found scale constraint
is that the right component?

lyric current
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it has instructions in the github repo

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but from what i gather you just drop this thing into your scene and then configure it from there

inland tendon
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thank so much
i appreciate your help ๐Ÿ‘

solemn oasis
inland tendon
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right... i will keep that in mind
thank you for assistance

opal grove
gaunt night
opal grove
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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

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Meanwhile, I'm making a Blender addon to embed textures in "Unity ready" formats like DXT

scarlet rain
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video is set to private... can I please have access?

scarlet rain
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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).

scarlet rain
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I only setup 2FA as part of this setup.

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ah, I scanned the QR code

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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

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fwiw, opening Authy on my phone goes straight to a display of the randomly generated 6-digit codes

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yup.. thanks

scarlet rain
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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

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...
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.

scarlet rain
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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.

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is this because I'm using a Free account instead of GitHub Pro?

scarlet rain
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needs a few more cents... nearly there.

scarlet rain
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@mellow thorn any ideas?

scarlet rain
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@mellow thorn a few days wont kill me ๐Ÿ˜‰

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.

misty gull
scarlet rain
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ahhh, thanks for that headsup. It's working fine now with the groupID instead of name.

hoary nimbus
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Super duper WIP but finally at the "barely playable" stage so thought would share ๐Ÿ˜„

opal grove
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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.

muted island
sharp yacht
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had fun there. unity physics delivers, throwing other excavstor 100m in the sky. sitting in bucket is not intuitive

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need reset button for unmanned ones

cursive finch
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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

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also have a rifle that i didnt show off in that video, but a quite outdated video can be seen here:

muted island
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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, liโ€ฆ

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plucky rampart
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my bad i replied to the wrong embed

misty gull
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just figured out how to do some rather simple stuff & i myself am quite happy with it! entirely controlled by UDON/ C# code ๐Ÿ‘Œ(i dont like UI elements so its also just a bunch of meshes lol)

left badger
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made a breakthrough with my interactions system, and am now able to move levers with body and physics without using rigidbodies with constraints

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Also combined my lever interactions with my WIP drink system for some fun fountain interactions

humble galleon
left badger
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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

limber wraith
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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‹

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green vine
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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

ใ“ใ‚ŒใŒUdon่ทไบบใฎๆœฌๆฐ—ใ ใ๏ฝžโฝโฝเธ…โ‚โ‚โฝโฝเธ…โ€ขฯ‰โ€ขเธ…โ‚Žโ‚Žโพโพเธ…โ‚Žโ‚Ž
ๅฟซ้ฉใช40vs40ใฎVRใ‚ตใƒใ‚ฒใƒผใŒใงใใพใ™๐ŸฆŠ
Botใ‚’ไฝฟใ‚ใชใ„ๅ ดๅˆใ‚‚ๆœ€ๅคง80ไบบใƒ—ใƒฌใ‚คๆƒณๅฎšใง่จญ่จˆใ‚’้€ฒใ‚ใฆใพใ™

#VRChat #Unity

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misty gull
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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)

boreal nest
opal grove
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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).

magic kiln
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Blazingly fast

hidden hawk
glass star
dawn sky
hazy trout
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Force feedback support via screen reading and supplying feedback with DirectInput. Supports G27 and Fanatec CSL DD

lean jetty
smoky bay
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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 ...

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glass hollow
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https://twittervx.com/Maebbie/status/1793031525987909712 made a timelapse video of my new mountainrange world

muted island
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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 transโ€ฆ

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meager trench
meager trench
small axle
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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

solid elbow
small axle
brittle mesa
misty gull
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if they was to do that & it didnt suck that'd actually be really good ๐Ÿ™ (phys bones was made good so hopefully that would be aswell)

brittle mesa
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They are making that.

misty gull
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oh damn

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is there any posts about that i wanna look at what they're saying about it

brittle mesa
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They have some dev updates about it, I donโ€™t quite remember exactly which ones.

hard sphinx
# misty gull is there any posts about that i wanna look at what they're saying about it
misty gull
tribal egret
faint charm
tribal egret
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maybe ๐Ÿ‘€

pale wadi
dawn oxide
hazy trout
hallow pumice
hazy trout
glossy jewel
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Iโ€™m currently researching some ideas for a Ai now, but have no where to start.

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Blaze Ai turned out to not work in VRC, and Panda BT is my next best bet.

hazy trout
glossy jewel
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But idk.

hazy trout
chilly wedge
faint charm
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Just never had the chance to try it- Iโ€™m kinda excited there are options now ๐Ÿ‘€

pliant owl
faint charm
pliant owl
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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.

pliant owl
faint charm
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thumbsup sounds like a good contender to me, also great to have differing solutions depending on your own designs, so this is great!

pliant owl
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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.

woeful cliff
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neat

timid aurora
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Paper VRC

glossy jewel
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๐Ÿ‘€

pliant owl
glossy jewel
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My use is so people can stand in the back of cargo planes, passenger airlines, hell, even the Pelican from Halo :)

pliant owl
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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.

glad barn
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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

glad barn
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hopefully ill be bringing it to pc/quest soon

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ill link the world in here once its done

covert night
# glad barn thanks :D

Ive got a star system in my world too but its just a particle system really. This would be awesome for stargazing

glad barn
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the world actually will be called "Stargazer" lmao

covert night
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Oh yeaaah

zinc tundra
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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.

twin depot
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i love custom inspectors

jovial vine
obtuse cobalt
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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

zenith imp
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My Framework is holding up very well. Im just adding more and more behaviors.

glad barn
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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

Explore the Universeโ€ค Discover all 88 IAU constellations and over 9000 starsโ€š each with detailed information about themโ€ค The night sky is accurately calculated to reflect the precise positions at youโ€ฆ

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@covert night you can try it out now :D

covert night
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๐Ÿ˜ฎ

glad barn
covert night
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i doubt ill have the time to test it soon unfortunately

glad barn
covert night
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๐Ÿ‘

glad barn
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(update to this. ill be working on a patch to support VR use a bit better)

warm pewter
zenith imp
swift granite
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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

๏ผปv0โ€ค9โ€ค0๏ผฝ 1หธ1 Port of Raid from BO2 with matchmakingโ€š classesโ€š PVPโ€š and moreโ€ค

ancient plover
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i made this out of pure boredom
i put all the stuff in there
and i drew the little guy with my tablet

agile lynx
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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 ๏ผˆ๏ผพฯ‰๏ผพ๏ผ‰

https://vrchat.com/home/launch?worldId=wrld_3f4e1cf3-9551-4599-86bb-a1945dba41d6

Sensory Rooms is an artistic exploration of old web aesthetics thru virtual spaceโ€ค This project is a collage of digital artifacts restored from dead sites found on the Internet Archiveโ€š legacy softwaโ€ฆ

meager trench
twin depot
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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 :)

sick plinth
twin depot
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thanks!

shrewd tiger
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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 GOOOOO๐Ÿง—
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)

faint charm
twin depot
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it does everything i needed to do to make this specific world quest-compatible, all in 2 button presses

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and it's undo-able if i need to

twin depot
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just updated my TycoonKit prefab to add custom inspectors to everything. these are the best ones

gusty moth
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Is there a script in udon for detecting and toggling things on in a world for people who are in a specific group?

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like vrc group

coral sun
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I dont think vrc group details are exposed in the API

zealous quiver
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youd have to use an external api and load that

fathom trail
swift granite
twin depot
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iโ€™m glad someone gets use out of it!

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only thing is how you canโ€™t really make a quest build for it, because itโ€™s based on physics like real roblox tycoons. iโ€™ve been thinking about making a money adder that adds value directly to the money manager, instead of having to physically move there

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then it could easily prevent lag on quest, since thereโ€™d be no physics going on

muted island
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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 shโ€ฆ

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twin depot
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varneon, your work is insanely cool

muted island
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Thank you! ^^

swift granite
frigid bronze
charred iris
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is the skybox 3d or a 2d image from the camera?

frigid bronze
frigid bronze
simple berry
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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.

frigid bronze
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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.

simple berry
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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.

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The far cam also only needs to render a relatively low poly version of the map so it shouldn't be too expensive.

shrewd tiger
muted island
# shrewd tiger Well... sorry for the ping <@132621067213602817> but isn't that exactly what you...

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.

https://vxtwitter.com/Varneon/status/1806821784907637153

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 rโ€ฆ

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frigid bronze
hazy trout
muted island
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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 teโ€ฆ

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timid aurora
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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

twin depot
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thatโ€™s absolutely unbelievable

misty gull
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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

misty gull
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worked on the IK some more and now its alot more performant & packed with alot of custom features ๐Ÿ‘Œ
might release it on github at some point since i think its pretty good for world creation (decently simple Fabrik IK system :D)

misty gull
winter glacier
#

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

covert night
warm pewter
dawn oxide
glass hollow
zenith depot
shrewd tiger
zenith depot
#

awesome stuff

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There hasnt been a proper climbing system public since the old SDK2 one

shrewd tiger
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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 ?

zenith depot
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I only tried in desktop this morning, i just spammed jump to get over the edge

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A decent ledge mantle feature is something all climbing systems miss, does yours have that feature?

shrewd tiger
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Nope but I'm considering it, that's why I'm asking

zenith depot
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I think its a good idea

timid aurora
#

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

shrewd tiger
#

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

faint charm
#

I donโ€™t have any actual code examples to give but as a person who has had massive issues with some climbing systems Iโ€™m excited to try your ledge mount- that has been infuriating for me and Iโ€™ve seen many others just get by fine while Iโ€™m constantly plummeting ๐Ÿ˜‚

shrewd tiger
#

(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)

simple berry
# shrewd tiger A complaint I got was the lack of "ledge grab" to help you get over ledges witho...

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.

timid aurora
winter glacier
covert night
#

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?

hazy trout
#

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

covert night
#

but describing should be fine

hazy trout
covert night
#

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

V1โ€ค1โ€ค2โ€ค1 ๏ฝœ Danganronpa V3's academyโ€š recreated for Murder Mystery gamemodesวƒ Most of the models are property of Spike Chunsoftโ€ค

#

here @hazy trout hows this?

hazy trout
scarlet rain
#

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 #VRใƒใƒฃใƒƒใƒˆ #VR #VRChat_world็ดนไป‹ #VRChatใƒฏใƒผใƒซใƒ‰็ดนไป‹ https://t.co/owkOB0czWd

๐Ÿ’– 1 ๐Ÿ” 1

โ–ถ Play video
ocean dagger
# winter glacier yea! it's available as a vcc package https://github.com/DeltaNeverUsed/UdonShar...

This an your other packages are looking crazy useful to me ๐Ÿ™‚ 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?

winter glacier
#

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

ocean dagger
#

Oh my. Still I may look the patcher code over to see if there is some parts of it I can use. Thanks.

winter glacier
#

or the profiler as well

#

both do it in the same way

solid ridge
covert night
lean mesa
#

Those all work? Wicked. Canโ€™t wait for the world

quartz ledge
gaunt night
#

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)

misty gull
drowsy folio
shrewd tiger
# pliant owl https://vxtwitter.com/jetdog8808_dev/status/1826733126938493063

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
pliant owl
# shrewd tiger Oh hey ! I've been working on a climbing system too, nice to see other implement...
  1. 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.

  2. 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.

shrewd tiger
daring escarp
faint charm
daring escarp
faint charm
#

Still sounds great! You should seriously think about quest compatibility imo, itโ€™ll help you reach a huge audience that game currently does not

daring escarp
#

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

hard sphinx
daring escarp
#

i doubt the kind of world its intended to become is even possible to run on a quest

hard sphinx
#

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.

hard sphinx
#

If you were already optimizing for performance PC side, as you should, then it'd probably run ok-ish on Quest.

daring escarp
#

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

stable phoenix
#

like a big problem doing large worlds on Quest is baked lighting because file size goes up with surface area

high seal
#

This helps a lot with lightmap count

stable phoenix
obtuse cobalt
#

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

DRIFT PARADISEโ€š THE PLACE TO DRIFT TO YOUR HEARTS CONTENT AND STILL HAVE FUN MORE VEHICLES TO COMEโ€ค OTHER VEHICLES GAMEPLAY IS AIMED TOWARDS REALISTIC HANDLING MAINLY SINGLE PLAYER EXPERIENCE CO-OP๏ผˆiโ€ฆ

ocean dagger
gaunt night
#

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.

high seal
ocean dagger
toxic salmon
#

i wanna Thank TheHelpfulHelper for Helping me with the projectile weapon

weary rune
toxic salmon
weary rune
sick flame
#

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.

weary rune
weary rune
sick flame
weary rune
#

Nice goin

sick flame
# weary rune Nice goin

Thx, I just have to figure out why itโ€™s studdering like that to make it sound right and also need to adjust the piano sounds

tiny sentinel
gaunt night
weary rune
#

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

hazy trout
weary rune
shrewd tiger
#

Oooookay it might still be rough around the edges but it's out:
https://vxtwitter.com/geegaz_/status/1834717838994497899
https://github.com/geegaz/GClimbingSystem

GitHub

Contribute to geegaz/GClimbingSystem development by creating an account on GitHub.

#

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

twin depot
#

yaay

#

iโ€™ll probably update my climbing obstacle course to use that

raw crow
#

My current project

#

Still very much work in progress but getting there

#

A centrifugal space station

raw crow
faint charm
#

Iโ€™m really happy youโ€™re doing this, I want more worlds with artificial gravity. Iโ€™ve always wanted the chance to jump between planetoids Mario Galaxy style with real gravity physics!

weary rune
faint charm
#

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.

weary rune
#

What Iโ€™d 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, youโ€™d be Zero-G until you hit the planet

#

Itโ€™s the next world idea on the shelf :3

raw crow
#

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

weary rune
#

I love uneasy feelings in VR, or stuff that gives most people motion sickness

raw crow
#

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

weary rune
#

In my opinion, that's the pitfall most VR devs fall into

#

If it's not worse than Windlands, it isn't too bad

high seal
#

Especially with NPC pathing

#

If you want to really screw with someone, only make it show up for one person in the instance xD

weary rune
raw crow
#

I'm doing all my modeling of the world in fusion 360

#

It's certainly a technique

weary rune
raw crow
#

I use it for mechanical parts in my usual day

#

so I am good at fusion,

#

however

#

organic shapes in fusion suck

weary rune
#

I have a little experience with CAD, at least, I've seen it used a bit. But blender works pretty seamlessly with unity

weary rune
pale wadi
mortal harbor
weary rune
#

Added an airship sized for avalis

#

And music, and a ton of stuff I canโ€™t think of rn

hazy trout
#

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

candid dawn
faint charm
# candid dawn

Great to see such a large field for lightcycling, thisโ€™ll be a blast to play on!

#

Looks a lot more like the movie too ๐Ÿคค

#

Tron: Legacy is my #1 favorite

candid dawn
#

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

candid dawn
#

graph i believe

weary rune
#

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

candid dawn
faint charm
weary rune
# keen forge 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 sliderโ€™s value is, a value between -1 and 1

#

So if the slider is 0 in the middle you donโ€™t turn, if itโ€™s -.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

quasi jolt
# candid dawn

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

weary rune
weary rune
#

I actually made it a prefab. You can sail with your friends now!

raw crow
#

My technique is admittedly excruciatingly jank

weary rune
keen forge
subtle oriole
#

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

faint charm
#

Looks great!

#

rect magic is so neat in canvas stuff in general

subtle oriole
faint charm
#

I know instantiating performance generally only tanks if the object youโ€™re creating is super complex, but I wonder how it runs if you have a lot of text in the song

subtle oriole
#

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

faint charm
#

Iโ€™ve 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 youโ€™re 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? ๐Ÿ˜‚

#

Benchmark it, baby!

subtle oriole
#

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

subtle oriole
# faint charm Benchmark it, baby!

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

misty gull
#

or you can reuse 5-10 of them instead of creating a billion objects for that vrcSad

weary rune
#

epic script

#

donโ€™t change a thing <3

subtle oriole
viscid bone
dawn oxide
subtle oriole
twin depot
#

it leads to a message showing that a Mask component doesnโ€™t truly mask the text, whereas a Rect 2D Mask does fully mask the text, tris and all

subtle oriole
#

Oops

#

Oooohh

long cargo
pliant owl
#

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.

โ–ถ Play video
faint charm
pliant owl
faint charm
#

(I got that question from the GitHub, so thanks)!

pliant owl
faint charm
pliant owl
faint charm
#

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?

pliant owl
#

yep. and example if people use the same avatar base the avatar hash should be the same for all of them.

solid elbow
#

I think this is cool, but could fall apart with things like immersive scaler

simple berry
#

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

solid elbow
#

MMD/anime model "standing on stilts" isnt very fun

simple berry
#

Oh yeah , I forgot about that. yeah, that'd make your avatar not match up w/ the base

hard sphinx
pliant owl
little wyvern
#

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

pliant owl
little wyvern
#

Dont need eye height to do scaling

#

Just need a reference bone

#

If you have any questions lmk

pliant owl
#

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.

little wyvern
#

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 ๐Ÿ™‚ so if you use newer udon features it will make sure users are on the right ver

pliant owl
#

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.

little wyvern
#

Youd be surprised, the community will gladly do free labor ๐Ÿ™‚

#

107 ish PRs ๐Ÿ™‚

pliant owl
#

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

little wyvern
#

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 ๐Ÿ˜…

pliant owl
#

up to you. I know others have made similar systems but hadn't seen a standalone version anyone could use.

little wyvern
#

Based dev tho, you actually provide xml comments

#

Many things on this platform bafflingly dont for some reason.....

pliant owl
#

I try to if i know others will be using it/public api stuff.

dawn oxide
#

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:

weary rune
dawn oxide
#

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

weary rune
#

Interesting

sudden pagoda
hidden hawk
#

โœจNew Game Released โœจ
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.
#vrโ€ฆ

โ–ถ Play video
covert night
hidden hawk
covert night
weary rune
#

Looks epic

keen forge
zenith imp
#

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.

crimson jay
#

Kitties! Nice job

faint charm
#

And all in graph?! Q.Q thatโ€™s insaneโ€ฆ

zenith imp
faint charm
#

Cat combat?! catJAM

zenith imp
# faint charm Cat combat?! <a:catJAM:740741236033454130>

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)

faint charm
#

Oh yeah I remember the old conversation now!

#

โ€ฆcan they pick up people yet

zenith imp
#

๐Ÿ‘€ 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.

charred iris
#

This looks amazing

unique kettle
#

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.

twin depot
#

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

unique kettle
raven turtle
#

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_(ใƒ„)_/ยฏ

raven turtle
#

Wait, Iโ€™m 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, Iโ€™ll do it. But right now, the loading looks cool

drowsy river
hazy trout
cursive birch
faint charm
#

Thatโ€™s awesome!!

#

I wonder if this could help apply wave physics to something like that dudeโ€™s pirate island game, for boats and mobs ๐Ÿค”

swift crown
cursive birch
faint charm
#

good point, didn't think about that

humble galleon
misty gull
#

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)

twin depot
zenith imp
#

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

raven turtle
#

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

faint charm
zenith imp
#

@faint charm but it's customary that all temp sounds be farts. There is no other way.

cursive birch
humble galleon
#

Neat :)

weary rune
raven turtle
#

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

zenith imp
#

@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?

raven turtle
#

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

warm pewter
#

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

raven turtle
#

Yeah exactly. Itโ€™s baked, so thereโ€™s a lot of options.

Explosions, smoke, softbodies, idk

zenith imp
raven turtle
#

Yeah, definitely. Tbh, itโ€™s just an array with a lot of meshs. Yeah, itโ€™s 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.

eternal oasis
zenith imp
#

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

glad wedge
#

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 ๐ŸŒธ

faint charm
zenith imp
scenic robin
#

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 ๐Ÿ™‚

Lots of animation and Udon work went in to making it possible. Enjoy!

Inspired by the 2007 film 'Sunshine'โ€š board the Icarus II and reignite our dying sun to save humanityโ€ค Warningsหธ Musicโ€š Mild Flashโ€š Rumble Effects ๏ผˆBe sure to be seated or you will be tossed around๏ผ‰ โ€ฆ

tulip marlin
#

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

This is an article explaining the improved version of the Dark Class. It also explains how to use the generator that automatically generates the Dark Class.

raven turtle
glad wedge
raven turtle
#

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

raven turtle
raven turtle
keen forge
raven turtle
#

i wish i had time to join, but i really need to do homework...

slim peak
#

But get your uni work done first, I'm in the same boat rn xd

raven turtle
#

oh yeah, i forgot to disable that frame. It was used for the world image.
but this shows great potential!!!!

slim peak
#

For sure, I can totally see this being used for some really cool stuff!

raven turtle
#

thank you and thank you for testing! I'll increase frame rate of the sim next

slim peak
raven turtle
#

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

slim peak
raven turtle
#

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

slim peak
raven turtle
#

thanks for the tip lol
I'll fix the lighting at some time in the future

slim peak
#

Awesome, also I wouldn't say the lighting is a problem I more just meant it's worth considering when benchmarking for performance.

keen forge
#

@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

raven turtle
keen forge
#

oh and with a exclent avi i got 250 fps

raven turtle
#

avi? what is that?

keen forge
raven turtle
#

ah! that makes sense

keen forge
#

but if you did this with like more than 5 people with poor avis on in vr everyone would hurt

raven turtle
#

true, but i hope this is good enough for a proof of concept. (I'm not a good mapper)

keen forge
raven turtle
#

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

slim peak
#

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

slim peak
#

Aight that took 20 minutes and the shader is just not there ๐Ÿคฆโ€โ™‚๏ธ mb

raven turtle
#

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.

raven turtle
#

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

warm pewter
# raven turtle this is a free popular water mesh

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.

raven turtle
#

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

warm pewter
raven turtle
raven turtle
tulip marlin
raven turtle
raven turtle
#

I have thought about a waterfall if I continue with this. Then I could easily add sound.

honest bay
feral burrow
weary kelp
#

Finally finished a world I've been working on for over 3 years now, its out on November 22nd ๐Ÿ‘
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 ๐Ÿ˜… )
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

โ–ถ Play video
raven turtle
tribal egret
#
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

zenith imp
weary kelp
#

if by casually, you mean 3+ year grind vrcSkull Hope you enjoy it though once its out ๐Ÿ˜

zinc tundra
#

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

A social color guessing game for 2๏ผ‹ playersวƒ Describe a colorโ€š then players have to guess the color based on the descriptionวƒ

hazy trout
#

Automotive clutch plate implementation for equalizing the angular velocity of two spinning shafts of varying inertia. Shown at 1/10th time

stray hatch
#

https://streamable.com/90qz7n

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 ๐Ÿ˜„

Watch "VRChat Bhop Preview 20 11 2024 02" on Streamable.

โ–ถ Play video
#

(Also yes this does work in VR as of right now, it needs some tweaking though haha)

drowsy orbit
#

pretty cool

proud hawk
#

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, Iโ€™ve 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

misty gull
#

i like the new persistence system, made a pretty simple position saver in my world for simple testing

swift crown
misty gull
faint charm
#

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

faint charm
swift crown
#

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

misty gull
#

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

misty gull
swift crown
#

but its not the same language as unity?

misty gull
#

its not the same language as Unity its just a good place to get familiar with shaders

#

i started on minecraft shaders initially lol

swift crown
#

with VSC do u get code corrections like vs?

misty gull
#

if you have extensions then yeah

#

vs & vsc are roughly the same so vs would work just as easy its just personal preference

swift crown
#

thx for the info

stray hatch
#

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

covert night
#

ill be checking this out

glad barn
# swift crown may i inquire what solution you used for volumetric lighting?

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

https://booth.pm/en/items/3368655

ใƒœใƒชใƒฅใƒผใƒกใƒˆใƒชใƒƒใ‚ฏใชใƒฉใ‚คใƒˆ่กจ็พใŒๅ‡บๆฅใ‚‹Unity็”จใ‚ขใ‚ปใƒƒใƒˆใƒ‘ใƒƒใ‚ฑใƒผใ‚ธใงใ™ใ€‚ ใƒœใƒชใƒฅใƒผใƒ ใƒฌใƒณใƒ€ใƒชใƒณใ‚ฐใซใ‚ˆใฃใฆ3ๆฌกๅ…ƒใฎใƒฉใ‚คใƒˆใ‚ทใƒฃใƒ•ใƒˆใ‚’VR็ฉบ้–“ใง่กจ็คบใ™ใ‚‹ใ“ใจใŒๅ‡บๆฅใพใ™ใ€‚ ๅฎŸ่กŒๆ™‚ใซใ‚นใ‚ฏใƒชใƒ—ใƒˆใ‚’ไฝฟใฃใฆใ„ใชใ„ใฎใงVRChatใงใฎไฝฟ็”จใŒๅฏ่ƒฝใงใ™ใ€‚ Directional Lightใฎใฟใซๅฏพๅฟœใ—ใฆใ„ใพใ™ใ€‚ ใƒปunitypackageๅฝขๅผ ใƒปBuilt-in Render Pipelineใซๅฏพๅฟœ ใƒป้–‹็™บ็’ฐๅขƒ๏ผšUnity 2019.4.31f1 ใƒปQuest(Android)ใซใฏๅฏพๅฟœใ—ใฆใ„ใพใ›ใ‚“ใ€‚PC็’ฐๅขƒใงใฎใฟๅ‹•ไฝœใ—ใพใ™ใ€‚ ใƒปๆœฌใƒ‘ใƒƒใ‚ฑใƒผใ‚ธใซๅซใพใ‚Œใฆใ„ใ‚‹ใ‚ตใƒณใƒ—ใƒซใ‚ทใƒผใƒณใงใฏใ€ŒPost

misty gull
#

i didnt know that was a thing so i may check it out aswell since that looks pretty cool imo

fresh topaz
weary kelp
muted island
#

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.

https://fxtwitter.com/Varneon/status/1861152882369720755

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

โ–ถ Play video
glossy jewel
#

If you ever release it, I may be able to use it in tandem with some other prefabs to make a Titanfall movement system

wanton plover
stray hatch
#

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

winter glacier
# wanton plover Made a package that adds support for calling SendCustomEvent with arguments in U...

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

GitHub

UdonSharp RPC with parameters. Contribute to DeltaNeverUsed/UdonSharpNetworkingLib development by creating an account on GitHub.

agile bloom
opal grove
opal grove
polar ore
#

I've been looking for something like this since forever. Thank you!

glossy jewel
opal grove
#

Indeed

tawdry frigate
#

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.

GitHub

Brutus Tag System for VRChat. Contribute to PupBrutus/BrutusTagSystem development by creating an account on GitHub.

shy lichen
#

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

drowsy orbit
#

pretty cool

warped dune
faint charm
# warped dune

Gorgeous visuals and volumetrics! Any plans to support quest in the world? ๐Ÿ‘€

shy lichen
warped dune
twin depot
#

itโ€™s rare to see good minecraft ports, but thereโ€™s 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?

shy lichen
#

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

shy lichen
#

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

twin depot
#

it wonโ€™t really work if using minecraft textures though, since it uses an atlas. even if the UVs arenโ€™t 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 isnโ€™t a square, you canโ€™t map it onto the atlas the same way

shy lichen
#

I don't use atlases since they don't mipmap well

twin depot
#

youโ€™d disable mipmaps for minecraft textures anyway. at least, i do

#

and for pixelated textures like that and you donโ€™t want mipmaps, you can use something like Silentโ€™s Pixel Standard to keep the anitialiasing, so the textures arenโ€™t so sharp and jagged at a distance

high seal
twin depot
#

mineways has an upload limit? for what?

#

i just use it as a tool to export MC worlds. i donโ€™t know what else mineways has

high seal
#

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

twin depot
#

itโ€™s a good program for exporting MC stuff, itโ€™s UI is just a bit dated-looking is all

#

functional but oldโ„ข๏ธ

tacit bronze
faint charm
#

That sounds really neat!!

hazy trout
#

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.

opal solstice
twin depot
#

whatโ€™s that supposed to be? i canโ€™t really tell what it does

opal solstice
#

You build with voxel with a pen-like tool. Im just testing out my save system.

misty gull
#

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)

opal solstice
#

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.

solid ridge
#

Also old test of my Animatronics that move and dance to whatever music you play, triggering animations via the beat

hazy trout
#

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

solemn geode
#

i makea the world

faint charm
#

At first glance it reminds me of Roblox worlds where you collect randomly spawning items within a certain area

solemn geode
#

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

faint charm
faint charm
thorny ridge
twin depot
#

whereโ€™d you get a font file for the smooth minecraft font?

solemn geode
solemn geode
#

The backdrop effect is created with a custom made shader; All MC fonts will come without this dropshadow

#

image from minecraft

faint charm
#

Faithful32x still looks very familiar within that UI, I feel like Iโ€™ve seen it used on WAILA before

solemn geode
misty gull
#

entirely custom userplate for worlds that uses discord roles (later will also display achievements that players get in the world aswell)

spark wagon
misty gull
#

yea its just a shader to hide the default username then im using udon to remake a new nameplate

spark wagon
#

Is the shader something that's available for download?

misty gull
#

(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

spark wagon
#

Thank you!

misty gull
#

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)

spark wagon
#

Possibly! Might be a fun gimmick

solid elbow
misty gull
#

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

solid elbow
#

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

misty gull
misty gull
zenith imp
#

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.

median crest
#

Even if they placeholders, theyโ€™re amazing

zenith imp
zenith imp
warm pewter
cursive birch
#

gpu rain particles. i've also partially implemented the realstic rain streak rendering from garg et al. (i still need to implement light sources)

fathom igloo
#

yo this looks incredible
I've been waiting for someone to make some actually nice rain

median crest
#

How would people go about making rain? Iโ€™m a newbie to unity in general, but I have some python programming experience

fathom igloo
#

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

median crest
#

That would be a good project to try. I would like to make rain at some point.

fathom igloo
#

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

cursive birch
#

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

fathom igloo
#

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

median crest
#

Linear algebra isnโ€™t that bad parabolas on the other hand are a pain

azure veldt
#

not even mentioning roots, logarithms or integrals

fathom igloo
cursive birch
# fathom igloo so question. Are you actually using a particle system at all here? I'm wondering...

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

cursive birch
median crest
#

Wow, the rain reflects the light.
Thatโ€™s cool thatโ€™s really cool

twin depot
#

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

fathom igloo
#

I'd pay for it

fossil yew
#

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.

GitHub

A simple system for respawning the player at their last position. For VRchat. - GitHub - s-ilent/udon-spawn-memory: A simple system for respawning the player at their last position. For VRchat.

stone summit
#

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)

A new simple to learnโ€š hard to master ๏ผ‚minitures๏ผ‚ game made for VR Chatโ€ค The gate has openedโ€š get a invasion force through it before your enemy doesโ€ค

native magnet
#

is there a platform hook udon script thats smoother than Superbstingray or a way to adapt it to be smoother?

gleaming ocean
native magnet
gleaming ocean
#

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 vrcThinking

An optimized abstract pool map perfect for partiesวƒ There's a lot of waterโ€š a hot tubโ€š and a nice bonfireวƒ It also has Swimmingโ€š Airtimeโ€š Floatiesโ€š Beachballsโ€š Beer Pongโ€š Lazy Riverโ€š and Moreวƒ

native magnet
#

fuck

bleak rover
twin depot
#

holy shit thatโ€™s awesome

misty gull
solid elbow
misty gull
solid elbow
#

I think this kind of solution could break apart if multiple people respawn at the same time

misty gull
solid elbow
#

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

misty gull
#

it is possible to queue ownership transfers its just kinda weird

solid elbow
#

Oh. Now that I would actually be interested in.

misty gull
#

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)

hazy trout
#

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

opal solstice
faint charm
#

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 ZeriSweat

warm pewter
#

Wow that animation turned out super cool!

fathom igloo
#

very cool, can't to play that once it's done

fathom igloo
stone summit
#

I have some ideas on how to improve them, but at best it'll be a compromise compared to the VR controls

fathom igloo
#

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

boreal nest
faint charm
hard sphinx
#

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).

faint charm
#

Yeah that wonโ€™t work for the playability of my game ZeriSweat thanks for all the info!

stone summit
faint charm
# stone summit Are you stacking then vertically?

Iโ€™m not stacking them, I just made a model thatโ€™s 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 itโ€™s at 2500 objects. To reach something like 90x90โ€ฆ I donโ€™t think itโ€™s possible lol

warm pewter
#

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.

stone summit
#

I'm just kinda surprised 2500 hexagons are causing this by themselves

faint charm
stone summit
#

... What happens to your performance if you have 2500 hexagons on screen but that one final script has been removed

boreal nest
#

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

wanton plover
#

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.

GitHub

An UdonSharp package for VRChat that extends support for executing custom methods using SendCustomEvent and its variants with support for arguments, return values and overloaded methods. - NGenesis...

fathom igloo
#

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

An example scene to showcase my Auto-Localization systemโ€ค Available on Gumroadโ€š links available in worldวƒ

covert night
faint charm
# covert night 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...

โ–ถ Play video
covert night
ocean dagger
fathom igloo
#

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

opal solstice
zenith imp
opal solstice
#

TTP?

zenith imp
#

i sent you a dm. ๐Ÿคฃ

opal solstice
#

ah that

#

the first thing my friend made was that so im not surprised

zenith imp
#

๐Ÿ† gang is strong!๐Ÿซก

zenith imp
#

I lesson to all creators out there.... never.... NEVER EVER.. let chat vote on your next feature for your game..... ๐Ÿ˜ญ

meager igloo
#

this seems perfectly reasonable.

slim peak
solid elbow
#

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
#

Do you think my world is ready to be published?

zenith imp
#

@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/

high seal
#

Needs clutter

keen forge
rapid steeple
plucky pelican
#

New publish in LABS
FLY without gravity

rapid steeple
#

It was as hellish as you imagine..

boreal nest
rapid steeple
boreal nest
#

oh I know how it goes lol

rapid steeple
#

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.

rapid steeple
#

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.

solid ridge
#

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

solid ridge
exotic crow
# opal solstice I would like to share my world that got recently updated. It's a Voxel builder a...

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! ayaka

opal solstice
# exotic crow 1st impression: (1) Sometimes the menu stay stuck in "load mode" (desktop) (2) ...

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).

exotic crow
#

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

fierce flare
#

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

exotic crow
#

Oh, I remember one existing but I don't think it was free. Sure sounds useful tho

fierce flare
#

This one will be free

fathom igloo
#

there was one ages ago that was free

#

probably verrrry old by now so nice to see a freshly made one

exotic crow
fathom igloo
#

I got it from VRCPrefabs

exotic crow
#

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

fierce flare
#

If you find any ways to break it pls let me know

exotic crow
#

there were multiple attempts in the past anyway

exotic crow
fierce flare
#

sure let me hop on vrc

exotic crow
#

also it's almost 2am I should really go to sleep soon

#

I'll stay till end of this hour I guess

opal solstice
#

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?

opal solstice
# exotic crow 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 x25...

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.

exotic crow
exotic crow
#

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

exotic crow
opal solstice
opal solstice
# exotic crow the small canvas is nice tho, it would be sad to get rid of it xD

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.

opal solstice
exotic crow
plucky pelican
#

new in Labs

faint charm
plucky pelican
faint charm
plucky pelican
faint charm
#

Theyโ€™re both just VRโ€ฆ

fathom igloo
#

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.....

fathom igloo
#

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

faint charm
#

I always see it as technology racism

plucky pelican
fathom igloo
#

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

faint charm
#

They would need to manually support this and I guarantee they donโ€™t

fathom igloo
#

huh ok

#

surprised even the Quest upload worked through this

plucky pelican
# faint charm https://toolkit.spatial.io I have no idea what this is but this wonโ€™t work with ...
plucky pelican
# fathom igloo seems like clearly it is not sent to all platforms
fathom igloo
#

ok...

#

so sure this platform works for Unity applications, but VRChat definitely will not play nice with it

left sluice
#

bruh what is that ๐Ÿ’€

plucky pelican
fathom igloo
#

never said you were, Android audience is big, but PC is the whole other half of the playerbase

left sluice
#

PC WAS the playerbase of VR for a long time...

fathom igloo
#

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

left sluice
fathom igloo
#

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

left sluice
#

^

#

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

faint charm
#

Any PC player who hears about you will think youโ€™re a bad person ๐Ÿ˜‚

plucky pelican
fathom igloo
#

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

left sluice
#

ull be missing out on this audience. simple as

plucky pelican
fathom igloo
#

yeah man and it'd be really cool if I could see that! but I can't because it's not uploaded for PC

plucky pelican
fathom igloo
#

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.

left sluice
#

I hope he's making royalties on all the sales he's gunna drive

exotic crow
#

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

zenith imp
#

what did I just read in this chat?

#

@plucky pelican brutha... PC VR is a thing...

humble galleon
# plucky pelican in my opinion virtual reality cannot be seen with the PC but only with the VR vi...

Ci sono molti visori VR che richiedono di essere collegati a un PC per funzionare. Se non costruite e caricate per โ€œPCโ€, 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.||

humble galleon
#

I think he's just confused.
The language barrier probably doesn't help either.

sudden pagoda
#

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.

rapid steeple
#

Small update on the text to UI
It now supports: custom button actions, network syncing, menu titles

solid elbow
#

Shaping up to be pretty cool, but I can imagine still incredibly jank

rapid steeple
#

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.

zenith imp
pale ocean
#

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

sudden pagoda
faint charm
twin shuttle
#

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

GitHub

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...

exotic crow
#

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.