#udon-showoff
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Yah, that's why VRC gave us groups with ban lists. So people have a choice on who they interact with.
The whole debate of group instances and moderation rights can be a mess and there may not be any good solution at all, like what even are groups
But wait actually that is besides the point, a Udon based moderation system as suggested by the guidelines is a every-instance, world level system, which exists before this whole group/instance owner/world author division even comes into play...
oh I didn't realize the world author had so much control over instances, that seems strange.
The original intent of "Udon based moderation system" is likely meant for world author designed game rules like "if you fail to name 3 types of cars you will be put on a silly hat by a moderator" kind of things.
So group instances banning people they dont like, is an altogether non-world and non-udon problem.
So having Udon based moderation system does not take away group bans, if one so desire, because the two types of moderation can be used in conjunction, because they are on totally different seperate levels...
Especially when Udon cannot actually kick/ban people for real, they can just "loljail" you with some teleport trick
My personal opinion would be world creators should be allowed preemptive ban lists as long as the result is non-inflammatory etc, because they are the copyright holders, but that is a bit beyond the immediate topic
Thatโs how we all feel, but in the end we all know and have full access to the tos and must abide by it
I personally like the idea that there is such Freedom to Associate in VRC, although I will admit persistance can add some complexity to the issues
With that said, with how inherently unsecure the borderline p2p system that VRC uses is, any dramatic attempts to fix it will likely cause more harm then good.
Yeah it is as much a Udon technical issue, and VRChat basic design issue (multiboxing lol), and VRChat anti-hack not very effective issue, and VRChat moderation team capacity issue, and instance moderation rights politics between world author and groups... it is all a big mess
and ToS
It's all bloody tangled
and P2P architecture
what even is VRChat?
And is it being stretched beyond its natural limits thus creating all these unmanageable mess?
Is VRChat Inc, or players, or world authors, expecting too much out of the idea of VRChat?
Yeah, VRChat was initially a college project right?
This explains how I was able to take ownership of a tv in my world lmao
Damn thats a lot of power
Source Engine Movement in VRChat implemented ontop of the NuMovement package
While it's an initial test release, I have published it for anyone to try. It's quite basic so far, only implementing the original equations from Source SDK 2013. It features air acceleration, split gravity calculation before and after walking, and ground acceleration.
Surfing is implemented at higher air acceleration speeds but is tweakable, as is the typical Source Engine where surfing uses values of 100-3000 where standard GMOD uses far smaller values. Can be tweaked to any GMOD feel you want on the prefab.
That's so cool dude!
How anyone overrides vrc's player controller without it being super jittery is beyond me
NuMovement handles the skeleton of the system using a Charactercontroller component in Unity.
NuMovement makes a nice framework to build override controllers that don't need any weird orientation/horizon stuff via a unity Character Controller.
Even then, couldn't you really get silly with it?
For example I changed the velocity from worldup to projecting to the surface normal direction of the thing you're standing on.
Since that's how source handles it to make surfing so nice.
totally. just when it's time when you need to change the horizon of the player's view is really the only thing you can't do
I do want to add CoyoteTime to it just since Nestor didn't have time to implement it themselves.
Can you drop a link? I'll star and take a look at some point.
I have been wanting to be able to bunnyhop so badd
Have you tested this in Build & Test as well? I'm not sure how much this would effect the player controller, but I've noticed physics sometimes work differently between editor and client.
I haven't had the chance to test it fully ingame, though it's a rather minimal difference in implementation. The only differences are in the calculation of the velocity.
What type of differences have you noticed?
NuMovement has code that only executes for ClientSim and code that executes for VRChat. If Tojo has done all of there stuff within the loop for NuMovement then the diffs should already be handled.
Still good to do a B&T tho when you can!
Yes, all code has been strictly within the main loop of the NuMovement class.
A quick build and test at 60fps seems to be the exact same testing as in editor, though let me see if there's potentially some errors with frametime dependency.
Going to the upper limits of 240fps seems stable.
the main diffs you'll see is when there is a large difference between physics steps and framerate. On desktop you'll have to launch with a high refresh rate monitor to see changes in tick rate.
Keep in mind that there is a height diff in NuMovement.
So if you are smaller, it will behave slightly differently to your height.
i trust NUMovement enough that everything will be the same so long as it's contained in the main loop
So far I've only seen one specific incident: a rigidbody with a very low drag value being affected by physic materials would correctly decelerate in editor, but in client it decelerated as an extremely slow rate once it got close to a velocity magnitude of 1.
Oh, we aren't using any form of Rigidbodies!
CharacterController is a kinematic character controller built into Unity.
It's not a physically based simulator but rather very programmable that gives us access to physics data.
It handles some of the more frustrating elements out of the box.
Ahh yah, then it shouldn't matter.
I do have a 280hz monitor and it's seeming completely stable at 5fps and 240fps.
Collide & Slide algo built in being the nicest thing there
It's rather unpleasant at 10fps but all things are, lmao.
After a quick build and test, I can confirm it's 100% stable at different heights and framerates.
I going to guess that it reads user input in Update rather than FixedUpdate (that's what I had to do with my own physics-based project)
I'm noticing no huge difference in control and velocity seems to be the relative same.
Being tiny has me moving at the same speed 'relatively' to being my normal height.
You run slower than larger people of course, but I prefer this heavily.
The worst feeling in VRC is tiny avatars bolting around.
user input is typically read asynchronously for VRChat projects in general. there are events for Movement and Jump separately.
Oh this feels so nice ingame, lmao.
Loooove source movement.
It's my favorite movement algorithm.
Hmm, I see what you mean. The rate at which user inputs are updated might still be tied to fps, but regardless for continuous movement the result of that input could work in FixedUpdate without issue.
My use case for putting stuff in Update (tracking how players move their vr controllers) is pretty different.
that should be done in VRChat's PostLateUpdate for minimal latency reasons
if you are pulling GetTrackingData from VRChat
yah, it's being done in PostLateUpdate; but when I was saying Update vs FixedUpdate, I was bundling all the different forms of Update
ah
So cool, I hope to have a scriptable character controller one day so I can do nice directional gravity interactions to rotate the player without using stations!
Henlo frens. Still WIP (~60% done) but I'm working on an updated version of my internal general-purpose framework - this one I'm hoping* to make public eventually. (see the Drum Hero world for a demo of the old framework ).
It is built around a strict, opinionated MVVM + Services + EventBus pattern. It enforces clean separation of concerns, single source of truth, and a structure that's hard to fight against once you're in it.
- State // single source of truth - holds all data & app state (everything else stays stateless)
- ViewModel // presentation layer - auto-bindings + change notifications straight from State
- View // UI layer - binds to ViewModel properties & reacts to notifications
- EventBus // messaging layer - dispatches high-level events/commands to Services
- Service // business logic layer - listens to events, does the work, mutates State
- Container // containerization layer - acts as a small class to encapsulate parts of your app with cross communication (think Docker)
[These components are designed to be abstract & inherited, so e.g you could build out multiple event buses or global services, etc.]
Heavy focus on simplicity + standardization. Comes with built-in editor Dependency Injector and custom editor tools per behaviour for baking serialized refs, data generation, validation, etc. (working in scene & prefab view).
Visually, it's hard to demonstrate but have a small UI demo below. Mainly showing off how it can handle multiple UIs concurrently with animation, loading, states, etc. (final version won't just be for UI but managing general gameplay objects too*)
Looks nice. Excited to see ๐
ty ty ๐ I feel tempted to upgrade my current worlds to it or maybe better to make a new world to really show off what it can do (and to battletest it a bit)
I updated my grapple mechanics to work with my HeroScriptSystem, and also improved it such that there is no limit to how many people can grab onto the same person
A huge strength of how it works now is that there is no limit to how many people can grab one person https://gyazo.com/5e72cf7b5ce60124eae2778558dde27a
still need to add a few things tho, like different behaviours depending on if you hold someone with one arm, two arms, or if two people are holding the same person, and with the HeroScriptSystem create many ways to customize that
not exactly udon but imo worth showing off, very WIP state atm
unity... but co-op development ๐
Thats really cool actually- is there any possibility of having the coop work on separate machines or is it limited by needing to be on the same device?
im testing networking rn actually, it works P2P so works with anyone even outside of the local network
Woah!! Im v excited to see where you take this- the ability to have multiple people working on the same project would be wild to experience
yee im excited to see if ppl will work together on like worlds and stuff or like avatars since this wont pass your ip to vrchat meaning your account wont get linked to someone elses :p (i think.. im pretty sure at least)
speaking of worlds- would the api work on editing say, the same udon graph and both parties seeing the updates / comments on it?
this isnt built explictly for vrchat and i dont know graph so i have no idea
but as long as it saves as a file it should sync just fine at bare minimum
that's actually insane, i thought it wasn't possible.. i've been thinking for so long how cool it would be to have that exact thing for unity
Came back to this project, implemented AO + Smooth Lighting + actual water
well if you want to use it... its now in open beta! https://github.com/FreneticFurry/Unity-TeamCreate
if there is issues please lmk
Inspired by roblox's TeamCreate feature but just built for Unity! - FreneticFurry/Unity-TeamCreate
I am going to sabotage so many projects with this ๐ค
My work in progress platformer game engine for my VRChat arcade machines
https://youtu.be/SaqHQIZ2Zbw
Oh heck yeah this is amazing, doesn't Roblox studio have something similar?
it is inspired by roblox studios TeamCreate
That's absolutely fantastic
sorta long form video of a dynamic scene loading thing i made (this is similar to runtime string editing of a scene without a reupload if you're working with known assets)
there's a backing asset registry for loading known prefabs, that part isn't especially hard to do over string loading in terms of geometry
importantly it supports networked objects because it's built on my networking (it can either update them in place, spawn them, or despawn removed scene objects)
so at around ~2 minutes the flashlight held by client 1 is updated in place
Finally done with my brand new Udon piano! (Yes my playing is bad)
The code was not an easy task without all the C# features
follow-up with networked doors and a slightly more involved scene edit
This gonna be paid or free? >.>
The map is free, the piano is paid it's already out
(I made a map with the asset so anyone can use it without buying it)
You should drop both here, Iโm pretty sure it wouldnโt be considered an ad since itโs an extension of the show off
Iโve at least seen world links here and nobody bats an eye
yah it'd be weird if they didn't allow you to link info to the thing you're showing off
Sure!
The asset
https://jojos38.gumroad.com/l/jojos38-piano
The map
https://vrchat.com/home/world/wrld_e2328f0b-14b4-41a6-bbd2-9044ce5995e6/info
If you're here you probably like piano or music. Well I have good news for you, because this is the most realistic MIDI piano asset ever made for VRChat๐นPresentationIMPORTANT: This asset will add 48MB to the download size of your map by default. You can reduce this down by compressing the sounds. At 70% compression the asset will only take 33...
The asset is also on Jinnxy but I need at least one order on Gumroad for it to be posted
I wasn't sure if it was allowed
Looks awesome.
Curious if you intend to release a smaller or "lite" version that would support worlds with more people along with having a smaller footprint for size.
I mean it could be made quite easily by just reducing the number of sound samples or the quality
The asset itself is like 6MB I believe, everything else are the sounds
But the less sounds, the lower the quality is gonna be because then it's just a pitch shift
Just curious as I think it would be lovely to see a full lobby and someone on the piano. Darn VRC limitation
been working on a thing
Definitely a game I would rage at lmao
Not the first time I've heard that said, funnily enough
Thanks! Actually had to rewrite a lot of the code when I had a group of people try out the game and realized stuff broke at lower fps. Now I can confirm that the game runs even at framerates so low they instantly cause headaches.
Moar networking...
https://x.com/GuriboVR/status/2038023440435642516
#MadeWithUdon
#VRChat
Finally came back to my UdonVehicleSync and found a solution for the jitter that occurred when reducing the amount of prediction. Now it smoothly transitions between prediction and interpolation. Interpolation is still just basic lerping.
how?
I have released a world game asset that you can put in your home world. You press buttons as they light up, but they go faster and faster... https://mararizer.booth.pm/items/8144511
Sample world link included.
SPEED is a chaotic world asset that you can put in your worlds. Test your speed and reflexes with this game! Works perfectly both on PC and Quest! You can try out this asset before buying here: https://vrchat.com/home/launch?worldId=wrld_c719c77c-faf5-4c9d-b9f4-f39c1a9ac1ca [CONTENTS] - A fully
Oh, but there are no limitation to how many people
You can put the asset on a 90 people world if you want, it's gonna be heavy on VRChat's side though but not for us users
Ah ok, I misread the description. Ty ๐
this is awesome, ive just been playing piano using my irl keyboard for like, 2 hours
i wana get it to make my own piano room :D
oh yeah, I was going to try that, I have a keyboard too
Thank you!! Glad you like it!
silly networked turret thing i was trying, with a pretty heavy focus on performance
Hi, today I'm releasing UShogi!
This is a free/open-source VRChat asset that implements automated controls for Shogi, please consider it for your virtual worlds.
Not a virtual world maker but still wanna try it out? Feel free to check out this demo world: https://vrchat.com/home/world/wrld_a5bd56a2-4f34-4372-99d3-9c4dbaa50b42/info
Github: https://github.com/jiray-yay/UShogi
Booth.pm: https://jiraymin.booth.pm/items/8166902
Demo video: https://youtu.be/DJlYpNV2uS0
If you can share this around people who think could be interested, it would be greatly appreciated ๐ (twitter post link in case you are fine to RT it https://x.com/Jiraymin/status/2041122097175425493?s=20)
Github: github.com/jiray-yay/UShogi/
Booth: jiraymin.booth.pm/items/8166902
Music used in this video: "Jumping to the moon" by ใพใใผใไบ็ญๅ
ต
Thanks to Omega22, Coffika, and hnnes6 for their participation in this video.
(I really need to fix that clipping issue on my avatar someday...)
So I like make vrchat worlds
neat
Been working on the interfaces for a world I'm making. Want to make it as toy like as possible, so looking into momentum based 3D buttons, toggles and sliders. Got the system stable enough for my worlds needs, but plan to keep developing them each update with some different approaches to expand the use cases. Aim is to build a decent range of alternatives to Unity UI buttons.
we need more physical based inputs in VRC
yess i love physical buttons and levers so much
that's awesome! 
About a million things to touch-up post Game Jam (mainly small networking issues), but it's pencils down time. Thank y'all who helped me with troubleshooting issues in the last week
Game Jam submission page:
https://growingtreesoftware.itch.io/steel-drivers-legend-of-john-henry
World Access Link (currently in Community Labs): https://vrchat.com/home/launch?worldId=wrld_7eb01af7-e6c8-4bcb-9f37-d2bba66edb46
Recently rewritten in U#
https://github.com/UzerTekton/AutoPosChair
oh neat
neat indeed, wonder if I should use this
Iโm about to set up chair interactions in my world and this would help a lot
same
I wish this was just a component in the SDK, or at least in the examples central. For the vast majority of stations this is the intended use case, only a small amount of stations are used for more complex things that don't need this behaviour.
effectively infinite (to floating point error) voxel sample i've been working on, synced to session players and late joiners
has deform operations like add/remove, a mining laser, a way to save and load modified chunks by region or globally
and tries to support small-ish tunnels (disables colliders above the player, making otherwise impassable tunnels possible to traverse)
Very impressive well done
W
This is awesome. Now if the animation override breaking with full body tracking could be solved, we'd be golden
You mean you want it to override your full body tracking?
Seats doing that is a thing I heavily dislike, very happy the afk animation almost always breaks it.
Yeah, stations have the option for a character animator override. The avatar dance video worlds use it, but if you have full body tracking, you get stuck in a T pose when you exit the station
While I only rarely go to MMD worlds, I thought that was less of an issue nowadays.
-# Seemingly been an issue with every MMD world for all of VRC's life.
Maybe one of these years we'll have more ways to interact with a player's avatar than seat jank... one of these years..
I just released a fully midi controllable, 8 voice, virtual analog synthesizer in VRChat! Definitely my biggest udon project yet. Will keep working to refine and improve it! https://www.youtube.com/watch?v=7v9BMy3-MfU
Introducing Rat Synth: A fully MIDI controllableโ 8 voiceโ virtual analog synthesizer available exclusively in VRChat.
VRC World: https://vrchat.com/home/launch?worldId=wrld_86205822-6f40-4e9a-8707-8d61395e519e
Song: Cover of Enjoy the Silence, by Depeche Mode, created entirely within VRChat using Rat Synth. Excludes percussion and some po...
I am so curious, how did you make it possible to have things such as attack, envelop etc
Much like the architecture of a real synth, the oscillators are always playing! Then, with the amplifier for example, it's just a function of controlling that value of the final volume calculation influenced over time. Of course, the envelopes either reset every note for multi trigger mode, or only on a fresh press with single trigger. Lastly, the amount knob controls scaling the influence of the part of the final volume calculation.
Big fan of your piano, btw. Was playing with my friends last night! Love music things in VRC.
Oooh, thank you very much for the explanation, I was asking because I didn't find much ways to work with the sound when doing the piano actually haha
I'm gonna try your synth today
I'd be happy to discuss more details in game, if you want! Could even hop in when you try it later. I'd love to ask a few questions about your implementation, myself!
I checked it quickly but sure if I have time
Awesome, be there in a sec
sigh
Been working on an experimental VRChat physics puppet theater with 3D streaming and recording. It's still very much a Version 1 prototype, so some of the interfaces are a bit rough around the edges, but the core systems are now working.
Players can create puppet shows, upload the motion pattern videos to YouTube, and then other people can watch them later in-world as recreated 3D performances. Or just mess around with puppets together.
Plan is to improve the physics, interface and overall presentation over time, but I'm happy to have the core functionality working for now.
I updated my gumroad with some free stuff I've been cooking in-house for a bit
https://4bakers.gumroad.com/
- music transition system that only uses 2 audio sources so it supports AudioLink. it also has UTC Time Sync and uses a Boolean[] for muting. pretty bespoke but I'm happy with it
- a basic color mixing drinks system
- the vents from UNDERTALE
- an Amplify-based unlit shader with vertex color support and pixel art sampling (in "Baker General")
nothing super special but it's free so hey why not right
im a world creator too and your world is one of the best places to chill at! ive made a few friends just from them making coool sounds from your machine~ thanks for your service! ๐ซถ
I'm so glad you enjoy it!!!! I'm really happy to hear people getting a kick out of it. If you make anything cool, I'd love to see videos!
Made a Cards Against Humanity style game
https://jinxxy.com/SketchFoxsky/CursedAnswersVRC
how optimized would this be in a world with other prefabs and other udon running consistently? is it expected to be the main event or just one of many?
It's pretty optimized, I personally have it in my own world with my other packages and udonairtime
the goodest of news!
You can check it out at my map WarehouseLoft, just hit the okay and go outside
Behold in all its glory 
wow
Easy Claps
xd
random color synched on interact
that only works for master at the moment. I need to figure out why
Clock and Timer example
https://ask.vrchat.com/t/timer-service/190
I created a TimerService that broadcast an onTimerUpdate event at a set interval to any UdonBehaviors subscribed to it. This can be used for something like a clock which I originally built it for. In the public variables for the timer, you can set timerDelay (seconds) which ...
https://youtu.be/0EaVzpodHqs was the first thing I made in UDON about a week ago ๐ using timers, bool, custom events.
Blinky Lights controlled with UDON timers and logic
Enabling animators, particles, sounds (and sound on particle collision) on interact using Udon.
@valid wind why does that look insanely fun and mind numbing
I made an exploding cube, now to add a curve to the scale speed, and make it proportional to the start scale, and add an option to destroy when it collides with something else instead of at a set scale https://raytracing-benchmarks.are-really.cool/12VvU62.mp4
https://ask.vrchat.com/t/subgraphs-nested-graphs/214
An example of SubGraphs
SubGraphs let you abstract out nodes from your node graph and makes your graphs more simpler, modular and reusable. How to use SubGraphs Start by creating an SubGraph asset in your project folder: Create > VRChat > Udon > Udon Sub Graph Asset Create a UdonBehavior and ...
Already in love โค๏ธ Now I no longer have to play with UE4 
that was fast
here's my progress in learning Udon and making something fun and silly:
https://www.youtube.com/watch?v=4MkPxxdnh30
https://www.youtube.com/watch?v=T9p8Jmxtll8
Having some fun building dad simulators in Udon for VRChat
@strange zodiac now make large field like this for performance stress-testing 
https://cdn.discordapp.com/attachments/541623782201098260/622552920759730196/VRChat_3840x2160_2018-09-02_18-36-52.670.jpg
Music visualizer: https://youtu.be/7bJ6IeEcZbA package available at https://ask.vrchat.com
Music visualizer made with VRChat Udon Visual Scripting Language.
Udon is now in open Alpha.
@junior cipher made this
I have the world record in UDON speedrun dab detector%! #MadeWithUDON https://t.co/kHwWuKaePz
Oh yeah, totally forgot ^^'
#MadeWithUdon added a audio toggle thing in udon that replaces tons of empty game objects and hair pulling animator bullshit. now i can just slap my graph n do it within seconds. thank you udon
song is found here. shabo makes great music https://t.co/i4I4sYSXhw https://t.c...
It's @junior cipher that did it, but yeah (saw that failed emoji Jordo)
(no you didn't, you have no proof)
The possibilities for this interaction are endless
Sync it
The UI only needs one button and that button is dab.
that was pretty cool PhaxeNor with the dab detector
Not me >.< It's Jordo that did it
my mistake but still pretty cool that you can make gesture-recognition like that
Will be better once we actually get access to more tracking stuff
oh yeah that would be lovely to be able to track more yeah how long till someone makes a gesture-based spellcasting system
how long until someone just recreates Minecraft
Already been done (in a way) though ^_^ #PreMadeWithUdon
personally the one I'm excited to see is a good AI pet as I want to go pet a dragon
#madewithudon I've been testing Udon, was able to whip this up in just a few days. The gravity conforms to match any geometry shape and is controlled completely by Udon. No plans to release, this was just toying around. Do not underestimate the power of Udon! ^^ https://t....
154
๐
@west barn Check my world "VRMC". #MadeWithoutUdon We'll eventually replace triggers by udon to greatly simplify the system
With Pose Detection similar to @junior cipher โs I bet an interactive Just Dance world could be super fun ๐
Or obusvr type spellcasting
@strange zodiac I should hope Udon is Turing Complete, we designed it to be so
๐
so go make a simple Turing machine to test
lol Turing Machine? Niiice
Hoping someone makes a tutorial on using udon with particle animations and how to make it collide
To be fair, most of that stuff comes with unity knowledge. I have done some interesting things with udon just because i know unity,
A pitiful attempt was made to make udon run doom.
Unfortunately, udon is currently too slow to parse even a fraction of the WAD's filesystem, let alone read any data from it or do anything with the data. It times out after 10 seconds, and only manages to read the header and the names of 11 maps and their associated lumps in that time. I'll have to wait until they optimize udon a ton more and add native byte array conversion operators before it becomes feasible to do this.
|| I can't believe udon is slower than a toaster ||
Do you make the udon graph manually or write an editor script for this? @alpine sluice
Manually.
The graph is a complete mess. Visual scripting was not made for something this complicated. Somebody, please make a compiler for udon in a real language.
and that's just reading the names of lumps in the wad's filesystem. Imagine how complicated a script that actually reads data and creates a functioning map would be.
literal spaghetti code
udon*
I get the feeling that each time I try to use the array of bytes from the WAD, udon goes back and reads the entire wad into a new array instead of using the old array and that's why its taking so long. Yay for having no control over your variables!
f
handwriting the assembly would probably be a better route xd
That graph could look better when sub/nested graph nodes are supported. That can only take you so far and large scripts will be inevitable so additionally some sort of comment group boxes with user colours that go behind a logical group of nodes, colours/shapes for particular node types and icons should make it a lot more readable.
but if you're dead set on using a textual language it looks like you could make a compiler targeting Udon Assembly
and how about zooming in/out on nodes, i don't know if Udon supports that now
@alpine sluice Yea I believe there is something wrong with reading. I did some performance tests on basic math operations trying to see what overhead nodes have and it's seems fine. Try to save Get Bytes into custom variable (of type Bytes[])
I also did noticed that it's not obious when all "get" operations happens so for consistensy it's better to get thing and immediately save it into temporary variable, as "setvariable" have exec path you know at when it was computed
And I believe set/get temp vars nodes is easier to maintain than all that spagetti lines from a single node goes everywhere
In that case, the assembly generated correct variable usage but would create an additional unused ByteArray for each new connection from the TextAsset get ByteArray node. Some inside loops, which is probably where performance was killed.
Portal gun when?
Neos VR is a free creative social VR platform, that lets you build whatever you imagine with your friends. One of the things we've built is a functioning portal gun!
Steam: https://store.steampowered.com/app/740250/Neos_VR/
Discord: https://discord.gg/NeosVR
Patreon: https:/...
Yeah, i know about the portal gun on Neos, but i was asking for a VRChat one u.u
Iโm really not a fan of visual scripting, has anyone ever made an analog where code instantly becomes nodes or nodes instantly become code or do they just not convert 1 to 1
AI Pathfinding in Udon, which could totally be done without Udon as well but have to give up project as can't find position of player so showing just this.
@covert plover part of udon is that they gave us an assembly language as well as the nodegraphs. I know of a couple people that are writing compilers for udon in real languages already.
@covert plover I'm writing an LLVM-LLC target for udon. However, I can't guarantee all code that compiles LLVM-IR will be able to compile into Udon bytecode that works well. Many optimizations and patterns will have horrid performance. Cannorin is creating a language that will effectively be fine tuned to Udon's capabilities.
๐ค
I wonder what would happen if you then referenced one of them as an argument in an execution loop. Timeout? Crash/freeze?
Im not going to try to find out what happens xD
do it for science
"Game Object Get Game Object" why does that even exist?..
I haven't used graph much, but I'm almost certain red means bad (ie. No assembly is generated)
simple jump thing https://cdn.discordapp.com/attachments/588571090880823296/658171612843212835/2019-12-22_05-58-00.webm
currently there is a bug with setvelocity that makes a tiny helper cube to push you off the ground neccesary. (https://vrchat.canny.io/vrchat-udon-closed-alpha-feedback/p/playerapi-setvelocity-doesnt-apply-before-isgrounded-is-false)
#MadeWithUdon ๐
Inspired by:
https://t.co/MYi8shSJy4 https://t.co/KsyEtNEQUo
I spent some time with UDON and Unity this weekend. I managed to make a very simple virtual joystick to move an object. Excited to see where this can go! #madewithUdon #madewithUnity https://t.co/Dx6Zzgv08Z
@red mirage That looks super smooth! What would you be using an autoCam script for?
@lilac spoke If you were to do a 3rd person controller, then it could be used there, as one example
Passcode/Keypad Terminal in VRChat made with UdonAlpha! #MadeWithUdon
Link (beta client required): https://t.co/Gv5i3aYaiJ https://t.co/1RmUr6Bhc5
i was just talking about something like that lol
Nothing fancy, Just happy I got my first udon world running ^^
Added object avoidance to my birds. #MadeWithUdon #VRChat https://t.co/qSiPwnen3I
I cant wait for full fledged udon :^)
;w;
Sample accurate music sequencer created in VRChat with Udon.
@upbeat matrix
@dtupper You "requested" a real-time Heatmap of all Players so here it is ^^
#MadeWithUdon https://t.co/Qwlw40HCnG
This UdonAsset will store all PlayerAPIs of the current Instance in an Array and update itself if someone joins/leaves.
You can then iterate over it to do something with the APIs, e.g. getting their Position (Most RPCs like teleporting a player remotely are forbidden however)
NEW Files can be found on my GitHub
this may be the coolest thing i have seen in here so far
Hehe well thank you ^^ @ocean citrus
Can you output that to a map? It would be really useful to have worlds with maps that show where there's a bunch of people, by using a heatmap
@gaunt night how did you get 2 players in one world when i test with 2 clients they endup in different instances
@honest solar I actually have two accounts, uploaded the world and joined of myself ;P Thats the only proper way to test Networked things, as the so called "local testing" is pretty unreliable.
@quasi jolt what you see is actually a Quad with a shader that renders on top of it. You can put that Quad anywhere. I'll consider making it an actual prefab
well thats bad thats pritty mutch the thing i dont want to do
@honest solar Unfortunately thats the thing you have to do :/
Or ask friends to come test
Friends who? kappa
made a simple dynamic mesh with vertex handles: https://www.youtube.com/watch?v=9u5-CkHJpoM
post with info here: https://ask.vrchat.com/t/dynamic-mesh-updates/299
Made a simple triangle mesh with handles for realtime manipulation for shared creation in VRChat.
In this example, we update the vertices of a mesh by creating a VRCPickup for each vertex and updating a vertices array with their positions. Optimization ideas: Only update the mesh when a vertex is moved beyond a given threshold. Only update the mesh when a vertex is dr...
That's really cool
Really neat idea. Technically what is being described in this graph is equivalent to skinning a mesh. With regards to optimization, I suspect that the most efficient way to build such a system would actually be skinned mesh with one bone per vertex (if quality is set to 1 bone, it's really efficient). Sadly, unity does not expose a way to update only one vertex without setting everything.
The real interesting udon stuff will show up when you want to allow creating geometry like faces, vertex ops like you see in a 3d editor such as blender. I'm excited to see what mesh editing capabilities people come up with
Thanks for the feedback, @junior knot. This scene is a step in the direction of recreating this, where you can build geometric art through simple mirrored meshes: https://vimeo.com/57420631
So I'll be adding in vertices on-the-fly and manipulating them. Array management is a little difficult right now since we don't have lists or dictionaries yet, so I'll probably wait a bit before taking it further rather than writing workarounds.
More tinkering with UDON & Unity. A controllable RC aircraft controller, with FPV camera rendered to plane. I want to add an interactive joystick to control, then I need to tune the flight model.
@junior knot one can implement mesh editing in shader like the eraser in my 3d copy world. Udon isnโt very efficient for this
Very cool, @lilac spoke! How is it controlled?
Simple calculator in VRChat made with Udon!
#MadeWithUdon #VRChat
Follow-up to my previous Keypad terminal: https://t.co/YM9qJEapPS https://t.co/I0W9VfPcTO
๐
woah holy shit, hail udon
just simple hand trackers if there's someone looking for this.
they put game objects on the hands
In my case I put capsules and of course they have colliders.
lmao
More UDON with @Vrchat and Unity! I managed to get my in-game joystick connected to the drone for fun FPV piloting. Tons of room to improve interaction & iterate on controls, but I want to fix the flight model next :D #madewithudon #madwithunity #vr https://t.co/H5SXyCe0dr
@potent hatch the virtual joystick above is how I plan the control the drones. This is just one idea for input, I plan to explore more controller ideas.
lift/drag component using udon
Crashing these starships with no survivors #MadeWithUdon https://t.co/19nAAa1kGH
That is cool!
Thank you ๐
@pallid kayak That looks awesome! What are you planning on using the lift component for?
wings ๐
proper flying in vrchat?
that is the idea yes
Was toying with nested loops in udon and came up with a tower builder tool. Tower is made of standard unity cubes. Arrow keys change sizing
ooo nice
https://cdn.discordapp.com/attachments/578057712537960461/660963708507389952/unknown.png Here is the main portion of how i set up the nested loops for anyone wondering (rest of graph is just button checks and setting text/variable values)
I played around with music spectrum data and made a fun visualizer!! https://twitter.com/emymin1/status/1211756520251281411
It's now finally possible to make real music visualizers using Udon, no need for shader tricks!!! It's possible to make everything react to music, and it's lots of fun to play around with it! Here's a simple one I made! #MadeWithUdon https://t.co/2BJo2tGuIJ
beautiful work, @formal flame! To trigger the shapes in the background, are you setting threshold levels with the spectrum data in order to show them? They seem smoother than a direct level-to-scale would be.
well, I just spawn them when the first and second sample in the spectrum go over a certain threshold
then it's just a shrinking animation and they destroy themselves once they're done
Thanks, @formal flame, that makes sense.
I made a simple jukebox to figure out Udon - the first minute shows off the jukebox, and then it goes into what was done to make the jukebox work: https://www.youtube.com/watch?v=GIw6mNcrlis&feature=youtu.be
VRChat Udon is out in Alpha, so it's time to figure out how to let people play all their weeb music in the new world SDK.
Questions about Udon should go here: https://ask.vrchat.com/
Getting started info is here: https://ask.vrchat.com/t/getting-started-with-udon/80
That's awesome work man! Agree with a lot of the feedback too ๐
@trail snow "there is no isNull as a function"
There is a null node, and you can then check if object X is null with equality. Requires 2 nodes rather than 1 though.
Ugly, but possible to break For loops with a temporary bool variable... ๐
I agree with so many of your suggestions though.
And passing flow into concat is not neccesary. I don't know if that is a bug or intended, but it will automatically resolve any nodes required to understand an input argument.
For example the following noodle works fine for me.
And for now I can recommend the following workaround when working on interract inputs, as it works both in-game and Unity. In the future it would be great if two flows could go into the same node.
Is there a canny for it?
Not #MadeWithUdon but #MadeForUdon ;D
I should've paid more attention in algebra, this was quite challenging. Pushing myself to learn more! #madewithudon https://t.co/nPg2SxJgOB
TETRIS in VRChat made with Udon!
#MadeWithUdon #VRChat
Levels, scoring, collision detection, SRS rotation, this surely took time!
I hope you enjoy it!!
Follow-up to my previous Calculator:
https://t.co/Z2k9A06TpW https://t.co/MgqAmkGBf6
Visualizing (community-created) Beat Saber-style data in a Unity scene. Using Udon to move a single parent object based on the Audio Source position, this is what syncs everything up.
https://www.youtube.com/watch?v=FdYRg48wQ7Q
Visualizing gompasta's Beat Saber Map for Madeon's song "Icarus" through Unity
@potent hatch Do not talk about ripping content here.
@cedar stirrup - this is UGC from the Beat Saber mapping community, not ripped out of the game (now edited to clarify)
Ah I see, please clarify when talking about it in the future.
will do! Totally understand.
thanks!
I decided my graphs weren't colorful enough
Here it is with party mode off. Random colors from every node.
now these modes are toggle able
colors change every time colorful mode is toggled so you can hit it till you get a combo you like
Just fixed the logo popping up over nodes
Now the background logo always remains in the background
SHA256 hash algorithm in VRChat made with Udon!
#MadeWithUdon #VRChat
Prefab and blog post coming tomorrow. https://t.co/7dTNBJLTRo
That hash looks very short, is it being accidentally truncated?
@wintry current Ah nice catch! Yes, it is being accidentally truncated due to too small hight of the Text/rect transform. Increased the height and it is now working.
I appended the "sha256 : " text before recording, and didn't notice it pushed the text outside.
All unit tests I had made still passed so didn't notice it wasn't printing correctly.
Also, make sure to match NUL termination handling which should be ignored
What do you mean?
Currently it takes a String as input, and runs string.get Length for data length
Try the sha256sum utility in nix, passing a NUL terminated string ignores the last character
I don't really use c# so I've got no idea what it's strings are like
C# doesn't use null termination at all.
And as far as I know that behaviour is specific to sha256sum due to C. Haven't seen that in python or other languages.
None of the hashes match the output of sha256sum or the openssl SHA256 function
@wintry current See here: https://xorbin.com/tools/sha256-hash-calculator
SHA-256 algorithm calculator
If you're on Linux, press Ctrl-D twice to avoid needing the newline termination for the command line
or use echo -n to pass in the string to sha256, but as far as I can see it works.
In other words, the issue isn't with a nul terminator, it's that when you were testing on *nix, you were probably adding a newline at the end.
@west barn This is really awesome! I do wish we would be given more builtin algorithms like hashing, compression etc just as utilities, but it's definitely possible to implement these as udon
as your example shows
Xorbin is actually the website I used to cross-reference it generated correct hashes. Also matches python3.
I was doing it on my phone and the terminal emulator was adding the characters. Whoops
@junior knot Haha thanks! Yes, I don't see anything stopping us from re-implementing everything, except the performance drawback. Will optimize more, currently takes on average 50ms per calculation, I can shave off some of that, but any implementation like HashSet or other compression algorithms in Udon vs raw C# would make big difference when in turn implemented in something else. After every project I'm doing right now I have to go through and optimize, as when I launch it in VRChat for the first time it always brings me down to single digit FPS... ๐ Noticed GetProgramVariable has huge overhead, much more effective to fetch a variable once and save to a local variable, and then use GetVariable e.g. in a loop.
Also I'm not really sure what SHA256 could be for use in a VRChat world, this was primarily a proof-of-concept... ๐ค
@quiet salmon did you by chance implement zooming in udon graph?
I attempted it, it's not trivial.
yeah sadly also did a bit of digging but its too hard to fix especially cause it will probably come as a feature anyway soon
this version of unity broke it
is it using the same windowing system as the animation controller?
It uses an undocumented (legacy) Graph API
without zoom though
While messing around with the new movement options for worlds in Udon, @Phasedragoon and I realized we could do some pretty cool stuff now without weird workarounds and jank, and this is a few things I made in just a few hours: https://t.co/g28SPARdBN #MadeWithUdon #VRChat
#madewithudon got an update today that removed stutter step and overall greatly improved the player controller. Combine that with the playerapi setvelocity node and you can do things like this without dirty hacks. I am so excited to see what people will make with this! htt...
A ton of trial and error using Udon but finally made it to this point. Still a lot to learn ๐
just wanted to say thank you guys for what you do, I can't wait to see what you guys can make in the future!
#MadeWithUdon #vrchat with the last beta update vrc added set player speed. so now i can change player speed based on avatar height. its a bit crude on measurements but hopefully i can improve it with udon updates. https://t.co/Ac8QvRZN3v
was foot IK changed? The feet appear to step at pace with the ground far more accurately
in your video, at least @compact patio
The IK wasnt changed, which part of the video are you talking about?
For those who want to delay events, I made a prefab to help with that
https://twitter.com/CyanLaser/status/1219200712665468928
https://vrcprefabs.com/browse
I haven't done much with Udon yet, but I did notice that people were having trouble with delaying events. So I made an Udon graph to automatically do it for you. You can find the TimerQueue in the Udon section of the prefab database. https://t.co/EvysBgkGbl
#MadeWithUdon #...
Playing with some VR HUDs
Looks incredible so far
I like this!!
More progress on this stuff :3 Now it has flight
Oh >[]<
@dawn oxide oh lord i remember having to make one of those egg catching games in game development class.
we had to do it with written code though
@unique agate Oh I feel ya. I've originally made my rabbit game using Corona SDK back in 2013-2014. Coded it using Lua, and released it for Android devices on Play Google (Currently removed for now). Just reusing my assets and trying to port it over with Udon haha.
So you are making a Superman 64 simulator? Bold move.
This is the fourth time it comes up and it actually makes me wanna stop working on because Iโm afraid to end up like Superman 64
it already looks like it controls better. So I wouldn't give up
@violet vapor that's AWESOME
๐
will try to get it somewhat more polished for the community meetup (if it will be in open beta again), so... wink-wink ๐
is there a limit to this rewinding? minutes? hours? years? ๐ฎ
till you run out of ram ๐
I set it up so it only rewinds up to the last 10 seconds though
@crude echo how does it work? animator playback?
no just made a circular buffer that stores the transform matrix
how much memory does it take for 10 seconds worth?
Not too sure but it doesn't take up that much memory, but since each object that can be rewound gets updated it starts getting laggy with more objects
Array storage should be really efficient. A transform is a matrix of 16 floats, plus some vtable stuff let's say 2 pointers so like 80 bytes
80 bytes * 100 objects * 15 fps = 120kB/second
120kB * 10 seconds = 1.2 MB
If you wanted an hour of 100 objects with this formula that would be 432MB of memory which is less than the download size of some worlds so hours should be ok for a simple world. So it adds up and I'm kind of guessing at the overhead per object: it could be more or less.
Wow both demos are super amazing. Really excited to see where they go.
@violet vapor is the flight done in a station so the player can be rotated/tilted? I really love to be able to fly upside down, however disorienting it is...
Aww I want a version with stations. Rotating the player can be an option
slowmode here, better discuss in prefabs ๐
I know this is starting to look like a bit of a spam, but wanted to share a general direction this is going. now I have a vision of what i want to end up with and will be focusing on game objectives and polish
please orels spam more with updates about that, it look so good
Agree. lol
hi
@junior knot affine transform only needs 12 floats if you want to save memory
@violet vapor I have #udon-general here.
How to track controller pos?
@jagged monolith
Networking.GetLocalPlayer > PlayerAPI.GetTrackingData(Left/Right/Head) > TrackingData.get position/rotation.
Please still ask questions in #udon-general and not here.
Finally! I know what does that node mean.
First test with udon, very interesting
Awesome!
who knew that some noodles could do so much magic huh
noodles are magical
aside from some limitations, udon is pretty much just programming so if you know how to implement something you can do a lot
Sneak peek at the exo-suit system being created for a much larger Udon project! #VRChat #MadeWithUdon https://t.co/JdDfBE8wFq
Udon-native implementation of UIText
https://twitter.com/Foorack/status/1222184367918931973
Input text fields are broken in VRC open-beta SDK3, so I made an implementation in Udon. Not perfect, like lacking clipboard and support for localized keyboards... but better than nothing?
Next step? Computers and Coding IDE's here we go?๐
Proof-of-concept: https://t....
UIShape was taking too long to be fixed so I just started recreating its functionality myself: https://twitter.com/Centauri2442/status/1222425148873170944
Due to the UIShape script not functioning right now Ive recreated basic button pressing functionality using Udon. It will just call a custom event on whatever you're pointing at (As long as it has the right tag in its name) In this example it resizes a cube. #MadeWithUdon ...
I am happy I finally got my first Udon creation working.
https://twitter.com/GamingFrenzied/status/1222717965482766338
@VRChat Took me some time, but I finally made a fully working Enigma Machine. #madewithudon https://t.co/QHDoNj0lwh
I created a preprocessor for UASM to allow you to setup heap variables from UASM.
https://github.com/Toocanzs/Udon-Extended-Assembly
https://cdn.discordapp.com/attachments/472748197941608450/672883132223193088/unknown.png
https://cdn.discordapp.com/attachments/472748197941608450/672883252393934878/Unity_2020-01-31_14-17-06.png
A little overview of all the new stuff in my flight world i'm working on :3
This is SO cool.
I've released Noodlebowl, a project Ive been working on for awhile now that is a large set of ever-expanding UDON prefabs made for creators of any experience level! Information and download can be found here: https://t.co/hm7CP8rsG3
#MadeWithUdon #VRChat
Following my UdonPie guide and Centauri's NoodleBowl - I made a Pile o' Pies!
It is a collection of UdonPie program sources with setup instructions, some extra tips, snippets and so on. Cleaned up UnityPackage is still in the works and will contain compiled .uasm files
https://www.notion.so/orels1/Pile-o-Pies-3cab00c83ff44bb080821fa4e1cade43
Contributing to the great pile of Udon projects, here is my GitHub Repo for all things UDON
I will only upload things that are generally useful and not (too) specific for personal projects.
Also this is my first time using Git so please if something is broken/missing/misformated let me know, so I can fix it and dont be too harsh ;-;
https://github.com/TheHelpfulHelper/UDON-Collection
Currently includes:
- Event Subscription System
- VR Detection
- Player Manager
(All of them use the wonderful Extended UASM by Toocanzs so please check his Repo out as well ^^)
PS: I do not use Graphs so everything is written in (E)UASM. Its all commented and should be relatively easy to understand however.
Sooo. UdonPie was a total game changer for me, so i was able to rewrite the whole flight system. So since the last week's preview:
- Everything got migrated to UdonPie
- A new hover/descent logic was added helping immensly with controlling vertical acceleration at low speeds
- To help with takeoff and landing - i slow you down when you're close to the ground, helps a lot when trying to land in the exact spot near other people or objects
- ADDED GLIDE! (this is quickly proving to be the most fun part of the whole thing, now you can zoom around the world while I maintain your altitude automatically)
Currently working on building a completely custom player controller, using a Rigidbody. This is more or less just a prototype, because of how limited uasm is right now. (Missing and broken features in uasm and the serializer) I will upgrade it as soon as the required features get fully implemented. ^^
It currently only supports Desktop, but it has the structure to support VR in the future.
(None of the movement you see in the video is handled by VRChats Character Controller!)
Awesome! What are your plans for it? Like, what will it be used for
I personally dont plan on using it for anything right now. But maybe something in the future ^^
(I will release it when its feature complete and tested it a bit.)
so your using a rigid body as a character controller?
@dawn oxide Yes, because we have no access to the Standard Unity "Character Controller" Component.
Hey
Hey

Hey 
Started creating an advanced combat system in Udon. So far Ive made the basics of melee combat, and the damage done to the target changes based on how hard you hit it. All of it is coded in C# using @MerlinVR_'s compiler! #MadeWithUdon #VRChat https://t.co/WyIUs7fbb9
More work done on the combat system! Ive created the first ranged weapon, a small pistol that has knockback alongside its normal damage. Bullets use actual physics, and have bullet drop! CONTINUED 1/2 #MadeWithUdon #VRChat https://t.co/Yj4w9onBsT
1/2 Today I completed basic ranged weapons, and the bullets now have a damage modifier based on their velocity. (And drag) EX: A player shooting down a hill will do more damage vs a player shooting up a hill, as the bullet velocity will be greater #MadeWithUdon #VRChat CONTI...
Quick demo of a WIP PoC Audio Visualizer using Udon and a custom Shader ^^
Basic explosives are in! They launch rigidbodies/players based on their distance from the explosive and their position behind walls! The audio changes based on explosion size and distance from the player! Later I'll also be adding damage based on distance!๐ #VRChat #MadeWithU...
Boom
๐คฉ Centauri your combat system is so cool!!
Ended up completing my save/load system on stream lastnight. it's time stamped to where i test it
https://www.twitch.tv/videos/562234035?t=02h32m22s
Pretty much all it does is encode a string of data eg position,level,exp,strength into numeric values and gives the user that code to copy. than in a new instance of the world they can paste it back in and get all there data back!
Love seeing this kind of job around save states. Amazing job!
cheers ๐
Finally figured out enough things to redo the 3rdPerson Controller I made a while back in Udon (100% thanks to Udon#)
https://twitter.com/VowganDesign/status/1235784374416797697?s=20
Finally got my #VRChat Third-Person-Controller fully rebuilt with #madewithudon. The FPS is much better than Twitter is willing to show off for some reason. If there's any add-ons or requests anyone wants, feel free to comment them! https://t.co/NUKDXEKjYx
Looks great!
Progress on my Music Visualizer powered by Udon, special thanks to @cerulean sandal @fierce oak and @woven hamlet for giving me some tips and generally helping me out.
(Also: Compression Algorithms hate this trick!!1!)
nice! The background looks great
Had a sudden realization that it would be pretty cool to modify the Skybox shader ;D
I've just today made one synced to the active stage palette ๐
I'm currently streaming some Udon development work, if anyone gets a kick of seeing world dev work (using Udon C#) -> www.twitch.tv/fairlysadpanda
Can people share their udon worlds here so i can test them myself?
Yeah, I definitely want to test some of the things shown here. That would be great.
seems to be an impressive gameplay script please make it public so we can play =p
Looks delicious
https://gfycat.com/DarlingEqualAsianpiedstarling
Inverse Kinematics with Udon, kinda like FABRIK, had to make an editor script for debugging
very impressive!
Does it support bumpy surfaces? ๐ฎ
Noice. Now what if some of the legs are not on a surface? :P
Yeah maybe give it like a minimum angle, but other than that impressive ^^
spoodz
can we have it as a mount?
@ashen zephyr btw, is it supposed to be a spider or ant there? the amount of legs is getting confusing with the body lol
no
can somebody make a model, so it looks like the cute little spidey. I always wanted to pet a spider in VRChat
I have a fully-working port of Codenames in Udon but can't publish it to community labs due to lack of trust ๐ฆ
oof
@trail snow I'd love to see it - can you send me a link to the world?
what's codenames?
a board game
btw @west barn I saw your Udon Arcade today - very impressive!
https://vrchat.com/home/world/wrld_37a037cc-7422-4507-a992-3491acca6b64
@potent hatch Thanks! It was originally made back in December, so completely in graphs-only as U# didn't exist back then. 8hr/day for 10 days, almost lost sanity. By now about half has been rewritten in U# for performance reasons.
oh wow! That's some dedication ๐
going to check it out later, seems cool
Incredibly thankful to Merlin for UdonSharp, otherwise big projects would not be feasible. I feel like it would be difficult to show-off a compiler, but he is enabling a lot of stuff to be made. I want to give Kudos to him as well.
indeed! He's doing a great service to the community. And I'm hopeful we'll be able to combine all these efforts down the line.
I made this with a lot of evening and weekend work during the Udon open beta for the alpha of the open beta.
It's Codenames! A cracking game by Czech Games Edition. You can play it with your friends in VRChat! It will probably work most of the time!
Took me absolutely ages
congrats @trail snow! Looks awesome. Post up the world link when it's available, I'd love to try this out.
How long do I have to hang out in game for to get out of New User
๐
I'm stuck there!
Once I'm out I have a UI button to fix and then I can upload it properly
Otherwise I can invite people to play it ๐
wouldn't mind taking a loot at it at some point. I've had a "working" codename since the last years udon closed "beta", but a dead project at the moment ๐
It's a good test game for the engine
Because the rules are simple and there's a network requirement
Yours is a tad bigger than my version.
Mine was created to be a small table game. (With multiple other smaller games in the world)
Have you interacted with anyone else? Pretty sure you need to make friends to get out of the New User tag.
I've spent most of my recent VRC time making the world
Ah yeah, understandable
I do believe the trust system expects some sort of social interaction as part of it
https://gfycat.com/forsakenbeautifulamberpenshell prototyping a working car, it moves too i just haven't added acceleration yet
yep, stuck in new user also. got real interested in making worlds since vrchat is about the best platform for 3d art on vr
am artist, will make interesting things for user status
@trail snow wanna collab ? this is me - https://sketchfab.com/strangelet/models
Will need artist help once I am making more complex stuff ๐
I have an art-free project coming up first though, a UI thing
very well ๐
@scenic lily excellent work
o7
I'm petrified of spiders. how dare someone request a spider. i'm gonna die
@turbid cipher That's awesome, can't wait to see a finished version
Been working on the new world for the Community Meetup event.
It got some neat features like event time that is local to your time zone (and does count down to the event time)
There is also Hosts status (which will get a added feature to show our location in the world.)
The world itself is almost ready, just missing a few things and waiting for VRChat to add support for Player Audio Override so we can use that, which is required for a event like this.
@red mirage Is player detection achieved through cross referenced DisplayName or Player ID? If so; is this native support or does it involve a larger node throughput.
@verbal socket itโs pretty much native. Just make a string array and loop over that until you find one that match, then continue from there
@verbal socket random info, playerID is just an index for each user in a room, starts from 0 and if someone disconnect new joiner can't take that number, (it will keep increase)
If a person disconnects, then rejoins later in the same instance, do they get a new number or retain their old playerID?
New
Yeah
Neat, when is the event? I'd like to see your work
Itโs on Sundays, 10 PM CET / 4 PM EDT
Though itโs not going live yet. We require Player Audio Override to work, which doesnโt atm
What's CET in the UK
ah, 9pm
That is during a game I run alas
What do you need overriding for? An anti-troll move, or a specific feature?
For people to hear the hosts talk, weโre 40-70 people every week.
Correction on the time:
4pm EDT / 1pm PDT
Also CEST, so UTC+2 now and not UTC+1 for those not doing this time switcheroo ๐
Heads up btw I'm doing U# development at my Twitch channel for a few hours if people want to come say hi -> twitch.tv/fairlysadpanda
Counts as showing off I think ๐
๐
Been working on my Custom Controller again thanks to Merlin's U# keeping me sane. Showing off something you can do with it...actual crouching/crawling. Still has a lot of problems, but I'm getting there. Currently only supports Desktop, but I'm planning on supporting VR as well ^^
(So none of the movement you see in the video is actually handled by VRChat)
I'm so excited to see this
Gunga ginga
My Udon world is out and playable now: https://vrchat.com/home/launch?worldId=wrld_18019b93-59b1-49e2-8199-966e300307fe
working on a fishing map, everything is buggy and complicated but its progressing day by day :happy: lots of things i dont understand for now :NotLikeThis:
https://streamable.com/83n6ry
https://streamable.com/75qo3r Lasers with Udon :)
oh that's nice, is it using peak detection to switch the animations? would be really cool to have different lights on different frequency bands to have it all procedural
I'm using a form of peak detection (derivative + minimum value) and animation triggers to do the switching. Trying to look for a way to do some cool stuff with the frequency... But I'm a bit stuck on finding ways to extract rising and falling pitches from the frequency bins
If it helps anyone, I make a short tutorial to help people get started with Udon. I make a button that toggles a gameobject on and off, with the first half being in the Graph editor while the second half was with UdonSharp. I hope this can be of use to someone!
https://twitter.com/VowganDesign/status/1247015962970374145?s=20
Just put out a tutorial on setting up a basic toggle button using both Udon and UdonSharp. Hope you enjoy!
#VRChat #MadeWithUdon
https://t.co/najMC8S2Ve
Might not look super exciting but I promise it is https://twitter.com/Phasedragoon/status/1247139936962146306
Now I have never touched C# at all (though I have picked up a few things), so I started working on some things to help me learn Udon. I noticed no one has made a working analog clock, that uses actual rotating objects, yet (as far as I've seen), so I made one using one of the free clock assets from the Asset Store (This one from Webcadabra https://assetstore.unity.com/packages/3d/props/interior/clock-free-44164). I also used some examples from @shadow sequoia and @drifting oar with some modifications of my own to maybe help streamline it. I don't think this is perfect so if anyone wants to tell me what I should do different that would help โค๏ธ
The script doesn't have any comments in it as I think its simple enough to follow, but I can add some if needed.
Got my #MadeWithUdon UdonSharp POC of a portable world UI done. Hope this gets people thinking about the kinds of extra features we can add into worlds. https://t.co/vPqMgCsfQp
Nice!
Hit a button, Udon goodness, take the UI with you across the world
there's still a ton to do with this but i really really like the current state it's in https://youtu.be/nFhKZ9g2MmI
test run of the 370z on fujumi kaido. mainly done just to stress test the vehicle controller for vrchat.
my uber driver kinda cute doe ๐ณ
That looks amazing. Kitani
working on somting simular or almost the same. wish o could se how u made it work ๐
doing a fujimi kaido run with no stustustututututu
Thats awesome Kitani, couldn't help but laugh whenever you slammed the shifter though, just looked funny.
New video up! Here we do more complicated implementation of buttons, getting them to interact with other scripts by using the same buttons.
#VRChat #MadeWithUdon
https://t.co/4LBzAlJ8OA
imma follow you on twitter cuz that part in your first vid where you mentioned duplicating otherwise fine udon graphs has saved me a lot of headache
#VRChat #MadeWithUdon I published my test worl: https://t.co/lDZiOaI6T9
you can also download my test project: https://t.co/5gC8ypIf09
I will be updating it as im working.
First demo of my arcade dance machine prototype in VRChat #UdonSharp #MadeWithUdon #VRChat https://t.co/aKyETH8Tpt
Here's a short tutorial on setting up movement speed and jumping using Udon, as PlayerMods isn't a feature within SDK3 and we can set them up ourselves. Enjoy!
#VRChat #MadeWithUdon
https://t.co/KeY0OTGy0i
Am going to be streaming dev work in U# for a few hours as I work on my event emission concept: www.twitch.tv/fairlysadpanda (will nuke this comment when I'm done)
first milestone is done. two-handed gun with animations, with a score tracker for when you hit other players. never done any programming before and this is really fun to make!
its a little slow right now when you hold it with one hand because of the rigidbody in the grip, but once its in hand it tracks well!
The 2018 update added a new conponent we can use, constraint component. It has multiple variants, google it and look through unity docs. It could fix the issue.
'scuse me whilst I dab furiously https://twitter.com/Huw_Dawson/status/1248045557807013889
VRChat Udon: Event Management System https://t.co/mZphwAfjjk via @YouTube #MadeWithUdon <-- Complex network events in VRChat!
Totally circumvent SendCustomNetworkEvent ๐
Use synced strings for complex events with payloads
Works for all characters who join the world ๐
Complex events == chat system, complex networked games
@dawn oxide sure this is the rigth chat?
Considering the context, no.
Working on a chat system on my Twitch tonight, will link it in VRC streams
Got my chat system working. This is very early days, but is the cornerstone of rich networked games in VRChat. :) #MadeWitUdon https://t.co/9cEJOBuK6W
?

Eyy it works, creates chunks around you and unloads as you move far enough. Tiny stuttering with this 5 chunk rendering distance though. So much looping over arrays to ensure they are used efficiently.
@slim plume This is awesome! I hope you thought about making it local the to plaeyer
@red mirage When you say 'Continue from there' I've completed my check of displayname and get a Bool value out of it. Question is, is how do I turn said Bool into a Function or a if true then type of statement? ๐ In reference to changing in-game when correct player is detected
Run said bool in a branch, (true/false), then go from there
Not really sure what weโre referring to here ^_^ but if anything else letโs do it in the questions channel
^
@proper obsidian it's local, you only see your own chunks. Could be funny to see everyone else tho. Maybe each player shows only specific parts of generated terrain/objects. One shows floors, other walls, third shows interractable items.
The performance of it right now would be too bad for something like that. I hope my other design of the generator/renderer will work out as it would be way faster, fairly certain at least twice as fast.
The UdonVM is very very slow compared to normal C#. You most certainly want to avoid O(n) problems or even worse O(n^2).
So iterating over an array is bad, and it gets worse the bigger the array is.
Lmao let you should one of my functions, every time I call them, there is massive spike in cpu useage
Also lets go to #657394610913411084
Alright
Undertale dialogues on Udon C# (on last dialogue it was ability to skip dialogue like in game)
VRChat Udon chat system (pre-release): This needs a little more refinement, but overall this is close to done. https://t.co/pp6QOPwTmb #MadeWithUdon
Made an XML parser library for Udon
https://twitter.com/Foorack/status/1249089195236372482
XML, not JSON? Cursed.
@trail snow No. XML allows us to parse HTML. I am currently also working on a ZIP extractor, which would allow us to parse entire DOCX files.
https://youtu.be/YoO8Ao-hujI Worked on some simple orbit physics, works for two objects at a time, still have to test with more
I made a simple orbit script with udon. It only creates one relation at a time, so you can make two object orbit a third one, but they won't have an influence on each-other's tragectory. Might improve that if I get time.
Imagine extracting zip files using Udon
Can I get some votes on this issue with SDK3? I want to see this and other light-based ideas making use of Udon!
works in editor, not in vrchat
Also had some cool ideas for my cinema, but ditching realtime lighting cancels that.
stepping sounds with randomized sound input from an audiosource array! #MadeWithUdon #VRChat https://t.co/SSgm9HdET3
Finished my chat world prototype. UI on the hand, you interact with it, it opens a UI, you type stuff, other people see what you've typed. https://twitter.com/Huw_Dawson/status/1249537645321076737
My Udon chat program is finished! #MadeWithUdon
https://t.co/kpxUlPgduR https://t.co/82BpgYYbBE
Works in flatscreen mode via hitting K ๐
I added a shop, some weapons, and destructible environments! Check them out in action here #VRChat #MadeWithUdon https://t.co/q5056aHV8g
@peak lantern
preety sure u can make your own updateGI script with udon
@crude lake I couldn't find any nodes matching the names for the functions in the manual for updating GI
https://youtu.be/itdFvPHveTg
UdonSaber light events test, I might not be able to work on this project more (My heart can't take so many flashy lights) so here's a preview of the events and stuff
Impressive! ^^
I've got a release of my UdonStringEvent code out. It includes a keyboard. https://github.com/FairlySadPanda/UdonStringEvents
I should big this up more. Hey, on the release page is a package.
That package should be pretty easy to get working
And it would give you text chat in your world ๐
This events system will certainly save a lot trouble. I am wondering how it handles packet loss? Actually has there been word on if udon uses tcp, udp or something custom built on top of udp for networking?
I believe events are sent reliably: you will crash the instance if you send too many
The synced variables, however, no guarantees
And no known way to pass data with an event.
This is all similar to the trigger (sdk2) syncing
What I mean by no guarantees is a particular update may take unspecified time to propagate and updates are not guaranteed to arrive, I believe
Take the example of a synced int with value 0. On one frame you set it to 1. On the next frame set it to 2
Will any clients ever see the value 1
It is what it is
Releasing first version of GotoUdon, a helper unity tool that allows you to test udon code that affects players in unity!
https://t.co/rbNUuqsw7d
Still a lot of work and improvements needs to be made for this, but I hope it will be useful even now!
#MadeWithUdon #VrChat http...
I have also finished my StringEvents project. My version aims to be as general and non-intrusive as possible.
A little friendly competition cant hurt right? @trail snow ๐
https://github.com/TheHelpfulHelper/UDON-Collection/tree/master/THH_StringEvents (Requires UdonSharp)
Ouch ๐
For event firing, much like any distributed event-based architecture there would be a need for the various buzzwords like monotonicity and idempotency
This is the same as sending custom network events
You must guard against race conditions.
Synced Variable Updates are unreliable by nature. You might not even get an update. So yeah this is more of a toy than a mechanic.
They will give us Events with payloads eventually just needs time.
Synced var updates are not unreliable. I have seen no such occurences in my testing.
If you can get a repro case or similar let me know
As it would be worth getting it over to the VRC devs
If you can get 24 people into the chat world I made and start spamming it might well fall over, but from my testing it was reliable at low world pop numbers
The reason I made that world be 24+1 capable was to stress test
Actually now that I think of it, you can add Ack/Nack functionality into the system I wrote pretty easily (receive an event from an emitter, call the emitter's send custom network event function with eventName + Ack and Owner as the target)
Then have the emitter await receiving an ack of the emitted event, if that is important
You can code in a way that does not need to know every frame. Just speak the entire current state
IE if a variable counts up, and you get a 3, you know it was 1 and 2 in the past, even if you didnโt receive it.
Bingo. A great use case would be to sync the properties of a GameObject, because you only ever care about the latest version you received.
As long as you know what event guarantee paradigm you are working around, you can structure your events accordingly.
For example, if SendCustomNetworkEvent is best-effort at-most-once, and synced vars are eventually consistent and at-least-once on their delivery (because from my research Photon offers an option of repeatedly sending out the state of a synced object even if there is no change) you can decide on how to use your networking to make things work properly.
You know, the only winner of this race is going to be the first one of you to implement a swipe-type keyboard and emoji into the interface. And public key encryption.
(I kid, I kid.)
Or someone could make VRCoin built on a block chain that uses Udon and Udon sync to do transactions of a currency between people in the same world.
D:
OK I'll implement Twitch emotes
I made a 13 minute overview of my system. https://www.youtube.com/watch?v=77Z2nvkVsf4&feature=youtu.be
I've recorded this to be as (hopefully) clear as possible. Please let me know if there are any further questions regarding this system.
It should explain its use and how to extend it
I hope you release it so I can try it
yes i will
i thot this was something else
Thatโs not your udon. You stole it from the internet. Poser.
caught in the act
Does any body know how to solve this
@dawn oxide this is the wrong channel bud. Go to #general-media
Physical buttons in my 'Balls Pit in Space' world ๐
@alpine lake I hope you didnt forget about desktop users :P
I did not ๐
udon is fancy for
holy shit we can have more freedom making maps and stuff.
How do you have so many rigid bodies without lagging into oblivion
Once I get around 20 I stutter
probably because the server calculates them or something
yeah, mine are just local simple sphere colliders
sphere colliders are very efficient
@alpine lake tried out the ball pit today - the buttons are very satisfying. nice job with making the UI board grabbable, too
https://www.youtube.com/watch?v=KCdSXK6CNwM it works perfectly fine #madewithUdon
For those messing around with synced variables, I did some probing for latency and throughput limits, experiment results here: https://ask.vrchat.com/t/how-to-sync-with-udon/449/6 . tl;dr Udon's about as fast as a 56K modem.
I did some probing into the throughput limits of synced variables in Udon. tl;dr Udon is roughly as fast as a 56K modem in terms of throughput, if you pack your data into 8 UdonBehaviors each with 2 synced strings and update them every 200ms. I set up a simple loop on an Udon...
what is this?
i am getting this as well
how to fix
Added some boards you can nail in place, making them block player movement. Makes for a good defense against zombies https://twitter.com/Dinky_Studio/status/1250988572875743233
I added a barricade system to slow the infected down!
#MadeWithUdon #VRChat
https://t.co/6gkzHUu5Hq
@potent hatch thanks! ๐
I'm thinking of making different type of buttons and switches and share it as a unitypackage ๐
Oh, that would be great!
Hi. I made a " background music play list " using vrchat udon.
It's a little strange, but I tried my best.
If you have any advice on this udon, please advise.
Have fun ..!
AO1Z227bRhD9FYPPWmPvFwN5SJy0CAq0ARL7pTCE2VvKliFdUUrqOvmyPvST+gsdSrZ8IaOyjpLKcSHDAGWRnj0zc86Z0V9//HlevIVqkYqDH8+LvKiq7+ENXhQvz9p5evO8ngu+P50++3UBVTudrt79wf+cwvzy6knTVAnqYlIsyoh3GpY0DVoTrsESKYQj3nhNcpaUKu6FzBk/fNq05bxs6uLgvPitODDa7tNJcVYcEK74Pv0wKeompqPnT1sMrUjJcueiJC7LTKTkCR9qgOATNUhwYHV4T/GxPBrhAwWiRZBEOhqJjRmI0ikrFR3VWuIHTyZFrpp3F48/Wf2z4w6IdonEoi7nZ6tzHq/gOS/Kup1DHdLzp8VBF187n5X164s/F8WHyd1uO+luvIb8McxK8FWaHnUPe1a/Luv0eBHL5mWzmIW0xjkK0MpoR6g2Bk/qNIEYFOHSOy5NBOtkH2e5hlkNwIyfv/rZGYxWdbb/cvnmZO9NG5pZVfrJ3nGatXi0R3Kfdq/J3uGimi9m6VGdFvMZVJO9FwtfleG7dPaq+SXVj7qaUUFp5oRM1Lr30AHbroD9pOAuumC70b2aLXYxrG+QC+4a17+o98OqPH08m8HZuuSzVixxCYRHyomkwIlzzJGYbbTSWG8165c8l/T/mr9d8wHB3cHSehAVP0zsKLNtmk+7xEwHe+FScI8bbIZ1SzipYoiUMM0Uqi21BKVQEiZ4SMzakDLvtwRjXSNcyC3TvZ5QTIVEhSdcCE1QsA3xkQv8JXyyTAPLbim3jmnqFUo8M1IQaZgk3oMhIgmrlHE5GtOT2yJGx0W2geSAgiWj88RmyQlo7Rn4lIU0xU6J8kdT9hpTVrYvKjjD+z9miQKwCIFHgnodESU8OVDHCAtCRx+tkiFukmrO7V1T9DkI7TY43yIGlyy+PvOY+DadmXHap+rtn+Yz8uwogza+0roaG6SAUd3UpwBF6RYo4FZnb6lrR1UYwpwy1UAC784NFo8clMLBIKsgBWOBDZ0bSfHy3Fbe8xIbZYh6aD6ZYbA/XXWq9dzFYAkNKnYS4omTHEcmBTrbRA31oY+j5WsYhezT05gpsF8+kKw2nZDZCDjmUYZjHrOUUK6CsDxjxjvVGSV6X7ASx0ynAyOvpV8P2QEYCtojCWWHKdHMYDMaRSDz6BmagczpSDTHjPAb0RR9NrtfYEaVkhCMEpVCQAQ4dmQUgSTnbBZGAzquf1aO9fyE4tEBPb220xl2mOsUjLF1m6mV9QetMXy9NJXGMZAOJAkgUTg7p2QNCGICgJcCqUr2ueO/n9WWwG63EAbI++ZirjmdPo5xmYSb+b2R62sXV+ppPXoDnYjJAqUDBCU+SUuw9hhVyooEAymWm9d0KEed5ZBEU4OmwUh8qPeOWG90olJ5HvUyxQ80eetdx1BGRnV9PyNiPckpPeBnHtp2o5uf2/L3XdwiPIjlxi1zyQWTFFkBqzg6IjnquM9IM1ynFEwGUEoNKAm/EvMBNR8zTw/MJpNCy6gizV0gyEoy085p2kiEy0nrLBUG9CWN4xi+3EjCTAwsNO+V17mbcdxIpKMe2UNVX/tq5MsT6eeTIcJ2j6Tr5t2OLqA/hQx3Na4BEzlIRmPIcRMZCTP47coYp9ln61Fbia+C27aU00GBGTNKbRzk3H2fpe+mL8/epno+PTqNML8CExKFqFggzPOEDSJyt+aRqNs04nQcUlADax4uN1iZW0U/yi3dBnxUc4/crPV8WBfyKvplo/e721mmGWVAKMPRXjqExxlniaLJi+gCdni/u7+KmtlS3x42eMOgjxkD7VDONN20mb135uUEX38D
is this flood or some udon thing i dont know-
Thats the node paste. Essentially you can select nodes and Ctrl+C Ctrl+V
Got the gate and event horizon hooked up to the DHD, still need to make the opening and closing effects. The DHD also now has an address book of valid inputs.
#VRChat
#MadeWithUdon https://t.co/WiWNGsxTvK
Holy fuck I need this
I've been trying to find good Stargate stuff for my world forever
What a legend
Man just hearing the sounds is asmr
I added a dynamic crafting system!
#MadeWithUdon #VRChat
https://t.co/pMS8hWJkSq
steering wheel operation with a motion controller!
https://github.com/kurotori4423/KurotoriUdonKart
@granite pollen is that world public?
@dawn oxide here https://www.vrchat.com/home/launch?worldId=wrld_4c412f59-dc47-4953-b647-1be876706807
All of you doing such fancy stuff and i almost jumped out of my chair because i got my door to open and close ๐ https://puu.sh/Fzqn1.mp4
Also anyone who knows udon better than me would probably hit me when he sees this: https://i.imgur.com/28x3HVN.png xD
Yikes. But every expert was once a beginner, and you never stop learning ^^
I mean i know gamedev and its actually my job, but i can't find the stuff in udon that i normally use in c# xD
ill have to scroll through all available nodes when i am bored to see what im missing out on right now
Then try this @lucid dagger https://github.com/Merlin-san/UdonSharp (discord at the bottom for support)
Uhh fancy ๐
Made a little something ^^
Just a prototype, lots of things to improve...
#MadeWithUdon #VRChat https://t.co/LbD0EHPTSW
Thatโs so cool. Is it like The Forest?
Took some inspiration from that yeah ^^
Oh sorry thaught i was in that chanel. My fault xD
the scope of this map grew a lot but it's finally done! a small VR simulation of the physics from the mistborn trilogy https://t.co/xD5GU4dkbd #VRChat #MadeWithUdon https://t.co/0tbdaDumiJ
@granite pollen the best part of your map in my opinion is the mountain next to spawn.
We found you can launch off it and had great fun XD
So, thank you ^^
Just uploaded the Oculus Quest version of my 'Ball Pit in Space' world ( https://vrchat.com/home/world/wrld_f9ac509f-b358-463e-ac46-7ca8707f8f84 )
but had no chance to test it (I don't own Quest)
so I will be grateful if someone will test it and tell me if it works fine ๐
@alpine lake here I was asking about your world in the udon general and here you are posting this world right here ๐
Really nice work on that world, me and my friends have really been enjoying it. As kind of a sidenote to the fun that is ballpit, I wanted to ask if you'd be willing to share how you did the amazing button panel?
I am adding a realtime udon elevator in one of my worlds and I would looove to have a push action button. You seem to have mastered it ๐
@tame ibex thanks! ๐
I did it with triggers, the math, and some magic ๐
I will share ready to use solution in one package later today (player colliders manager + push buttons component + example scene), just need to fix some issues first
https://twitter.com/ThatGotoFinal/status/1252183656120057857 I've updated my udon tool for testing simple udon scripts in editor recently, fixed some bugs and added neat feature to start multiple vrchat profiles with 1 button, with option to quickly upload world and start these vrchat instances already in that world.
I was supposed to make a small game, ended up making tools ๐
GotoUdon 1.0.5! Now with automated test builds with multiple #VRChat clients on single instance using alt accounts, all with just single button! Also a lot of fixes and now with vrchat SDK version checker and updater. https://t.co/2K2UQu6xaC #MadeWithUdon
Enjoy guys ๐ https://twitter.com/kovaloid/status/1252389824234831878
Physical button component #MadeWithUdon for #VRChat world making!
Download project and unity package: https://t.co/Z0w4SOrdGG https://t.co/gQLnYgUtNC
thanks so much @alpine lake!
do you have a patreon? would love to support you for sharing your work
@alpine lake this is incredible. Thank you so much
Seriously y'all these buttons are incredible. When you try pressing them you won't wanna stop ๐
thanks ๐
Great job @alpine lake! โค๏ธ
Wow these look great indeed, thanks @alpine lake
I've been working on a voxel art world!! It's really basic for now, but it lets you place voxels of different colors and materials in a grid, as well as move, rotate and scale the voxel space! Made a sakura tree to show it off! #VRChat #MadeWithUdon https://t.co/0F205zmojV
Wow that's really cool! Awesome how it's 3D and you can grab it as you draw
thank you!!
progress so far showing the game is functioning. i still need some tweaks but its working.
Second teaser for Relaxation Haven, an Udon experience coming to VRChat this Friday! #VRChat #MadeWithUdon https://t.co/6zCk9JaMbQ
Second teaser actually shows an udon system, so I'll post it here lol
@compact patio what's the Udon system?
In that video specifically it is the waterbee Im moving around with
A lil 2 handed vehicle to move around underwater for those that don't feel like swimming
oh cool! Hard to tell what it is in the teaser, I look forward to riding it!
Heh heh heh
VRChat Udon - Guns, Knives, and Explosions!!!
#MadeWithUdon #VRChat https://t.co/q8zd3Zwj9H
freeze tag gameplay https://www.youtube.com/watch?v=eckAPfZSwb8
if you would like to help support me consider helping through patreaon. https://www.patreon.com/jetdoglabs
https://twitter.com/jetdog8808_dev
I finally finished up with the kawoosh and closing effects, it took several iterations to get it here and I could still continue to mess with it forever but its time to work on other features.
#VRChat
#MadeWithUdon https://t.co/QRKCBRZ43T
Published my world. https://twitter.com/jetdog8808_dev/status/1253220466791198720
Its late at night but I published my Freeze tag #MadeWithUdon world. https://t.co/o5T24z9YzP
#VRChat
https://twitter.com/MOONVRCHAT/status/1253226890493603840 Speedrun is now Live!
Check out my new #VRChat world "Speedrun" ! A Fast paced platformer! Beat your friends highscores while boosting with lightspeed around obstacles! #MadeWithUdon #MadeWithVRchat https://t.co/DzQqVpVjAj
@late prawn That is amazing! You should totally make the event-horizon whoosh kill impatient players though. Also if you can get a water shader involved, the surface could ripple around players entering.
Thank you. And yes there is a kill box on the kawoosh, just have not added my player health tracking script to that world yet because spawn is actually inside the kill zone atm ๐
Just a test dont hold me to the fluid sim being the the world yet, I need to set up a way to not only let the player toggle it but switch the resources around so that its only one set of render textures used between all the gates.
I loved how it looked already knowing that it actually kills you makes it even better ๐
been working on for a while a xenoverse udon map. I have flight going one which is alright, but i now have a system in place which can dynamically assign an existing set of "fists" which will act as colliders for the punching mechanic. This should also reuse ones from people who leave, and keep them in sync without ever having to pick them up ๐ https://gyazo.com/d025f6ed51d8c4c42f1b1fd5cb0dbf3f
looking great nono
did you get the ring to actually rotate or not?
Anyone else experiencing this? https://twitter.com/GuriboVR/status/1253421812450332676
This is a serious issue in UDON: there is a lot of packet reordering going on in my world for some reason. I am manually making sure I change the synched varibles only 4 times a second but even with that the aircraft constantly gets teleported to locations that arive late #VR...
Need help spawning objects through Udon? Here's a quick tutorial! There's a couple bugs on VRChat's side, but if you know to look out for them you're home free.
https://t.co/zkU3P66jPr
@pallid kayak yeah, i found the positional sync pretty unreliable. For other [UdonSynced] variables though, I did some local experiments and found I got 0% packet loss or reordering at a 200ms update interval, so I'm surprised you're getting late/reordered packets
There may be some weird bugs with the interpolated variables like Vector3 and Quaternion; you may have better luck serializing the values into strings and back out again, or if there's a way to turn off the interpolation
@pallid kayak - are you using SyncType.None in this case, or something else?
I am using SyncType.None after i tested the different synctypes and saw the other two just causing the value jittering for a bit before settling. I am also making sure that only the owner can change the UdonSynced variables while the others can only read.
Ok thanks, that's helpful.
@alpine lake is it a known bug on your ball pit world that some avatars on-spawn will permanently break collision-based things in the world instance for everyone? (both balls and buttons stop responding to all players), I was on it earlier today with a friend and every time he pulled out this one avatar that wasn't overly fancy we'd have to create a new instance, changing back out of the avatar to the prior one wouldn't fix it
@jade temple no, I didn't know about this ๐ can you give me this avatar Id, so that I can test it?
DMing you
https://vrchat.com/home/launch?worldId=wrld_39791d2f-dd20-47cb-8b12-55db16bb0f32 https://www.youtube.com/watch?v=y8GUcuVWCkM
This is a world being constructed to show off the power of Udon in VRChatว It is first being released for the Udon rowโ with many updates planned for the futureว
This is the the trailer for the first release of Relaxation Haven, a VRChat experience created using Udon, a new way to program worlds!
Music - Happy Together - Turtles
https://ask.vrchat.com/t/featured-udon-worlds-row/783
I created a forum account to participate in Featured Udon Worlds Row, and when I tried to write, my account was temporarily put on hold.
If you can, would you be able to join us from this message?
Calling our creators! Weโre going to premiere a โFeatured Udon Worldsโ row on our Worlds menu for a limited time. Create a post in this thread to submit your creation! You must include a link to the world so we can visit it and check it out. Include some simple information o...
https://www.vrchat.com/home/launch?worldId=wrld_c094d522-5a54-4c89-8299-8f040b019877
Pick up a BiRocket, fly around the sky and touch the target to get a score!
This is a 4 player game.
It comes with a mini-map so you can see where your next target is and what other players are nearby at your fingertips.
The position of the mini-map can be changed to right hand, left hand or head.
Spectators who do not participate in the game will be able to watch with an overall map and a camera that captures each player.
@misty pendant - sure, I'll add your world to the list. Visiting them all right now for a final look!
A new adventure by @bluasis and I has just gone live in community labs! #MadeWithUdon @VRChat #VRChat https://t.co/YLIRFj3U2S https://t.co/gk8xrJggUL
@potent hatch Thank you! arigato!
So i made breakable mirrors for mirror haters xD #VRChat #MadeWithUdon https://t.co/MnwzErordW
@boreal nest @zenith depot guys you did a PHENOMENAL JOB on the map and the mechanics!!! It was really fun even on desktop. I hope you guys would be willing to share a little bit more info on how its implemented when you get your use out of it ๐ I can see these kinds of mechanics being used on so many interesting and fun maps
๐ โค๏ธ
This was probably one of my favorite things to come out of udon
so far
not only that
but the stylistic assets were very cool
and I know how much BlueAsis focuses on that
great job you guys
๐
i think we are releasing everything as a pack for people to use?
but phase is the man to ask for mechanics
Yeah I shared a little bit of the code in the forum post
The part that matters the most at least, the setvelocity part
I'd like to read it
๐
and yea I believe its based on a raycast with limitations on the far distance
then animators
so and so
and then idk what component for the force to go towards an area
aha
almost forgot
that other thing with the playernames displaying
was a very nice tough
touch*
There are Soo many different way s to do setvelocity. You have to program that yourself. A very common thing I've seen is just velocity = current velocity + additional velocity which ends up in a very floaty system that takes forever for you to change direction
I BRING PREFAB https://github.com/FairlySadPanda/UdonStringEvents
1.1 of UdonChat is out! You can get it for your world at the Releases page. UdonChat can be dropped in on any SDK3 world which has UdonSharp installed on it. You can use the prefab to see how the underlying UdonStringEvents system works, or just allow people in your world to type in text chat.
The new updates to UdonStringEvents are pretty huge. You can use it with both U# and UdonGraph code now thanks to the offloading of event handling via a simple interface which any Udon implementation can work with (!!!). There's also a new kind of EventReceiver that can be owned by a specific player and allows for events to be targeted at that player, which is great for when you want to pretend your master player is a server. ๐
why isn't my world on the udon world list
Looks like they kept the list pretty small- mine isn't either
Aw man that's sad, I really liked allomancer's playground. I know a lot of people had trouble getting into it though because the pull was maybe a bit too weak
But honestly if you relied on the pull it would have been the same deal as all the other grappling worlds. Could have leaned into the push by having more ground objects
is that an index thing
the pull generates the exact same force as the push, but i'm an oculus user
https://www.youtube.com/watch?v=9tSmwmgjyHg i mostly use the pull in this video to go super fast
Woah that's waaay faster than what I saw
I tried it maybe a week ago, did you change it?
Index should be applying the exact same max amount, it's just binary, 0 or 1.
it's always been the same since i first released it
I tried to recreate the grappling hooks of Windlands and I'm quite happy with the result
https://streamable.com/en405v
I also managed to remove the instant stop of the player and replace it with a custom friction
and added an air control system, so the player moves less in the air
it still need some tweaking but if anyone interested I can send the custom player physics
๐ Open Microsoft Word files in VRC! #MadeWithUdon
This demo only supports simple text i.e. no formatting, but would be easy to add more.
This means we could now develop real PowerPoint presenters in VRChat! Just paste in your document and present! Imagine in presentation ro...
Here's a tutorial on using animators with Udon! I'll be putting up assets for tutorials now on my Patreon, so feel free to join if you'd like to play with the assets used in the video, or if you'd like to support me and my work! https://t.co/1VLSUxYuzC
Thanks @violet karma!
@hot moss It seems when index players pull the trigger fully it doesn't push at all :{ i have to pull it to the point where the trigger doesn't click.. so unfortunately wasn't able to make it work :[ but i still think you did a fantastic job!
Made a world where you can 'touch' other players. If you hold one of the blue checkered spheres and touch another player, a haptic event plays on your controller.
I built a floating platform udon behavior that lets you turn any object into a multiple point buoyant object. There is a working example of it at my world where we have a basketball hoop that floats, and all of the other toys in the world float as well!
Also there is neo flight swimming physics inside the pool. Pool party!
Well it took all of last week but I finally got my combat system donehttps://twitter.com/Dinky_Studio/status/1254385977981689856
VRChat Udon - Upcoming Zombie PvP Game
Added the groundwork for a combat system!
Exciting additions to follow!!!
#MadeWithUdon #VRChat https://t.co/TSGktvNX2Z
Made a portal system for a world I'm working on:
https://twitter.com/_Lati_/status/1254389493085372416
Because #Deltarune HD will have more than 1 location, I've decided to make a door portal where you can teleport to other places :D (sorry for the cursor in the center of the video lol)
#MadeWithUdon #VRChat #undertale https://t.co/68CDdvaEZr
Wow that's insanely cool. Wasn't sure what to expect but when the door opened I was blown away
Thank you! It's still not perfect and a bit laggy, but so far it's the best I can do lol
I'm working with trying to get portals working as well for my own project. Currently trying to get seamless teleport working.
YO i had the exact same idea lol
im gonna work on that after my avatar
keep me posted would love to see the progress ๐
how do u create teleporting like that?
Now, this might not be as impressive as a working Tardis within VRChat but I finally have a working door using Udon! ๐
I am quite new to this 3D content creation world but I am getting along nicely. I am quite limited to what I can do, like code for example...I do not have much knowledge of it.
(the noise you hear from the audio can be blamed on RTX Voice)
Made custom jumping in VRChat, a charge jump
I just finished a small feature for my next map if someone is interested in that. The cup laying on the table can of course be filled the same way as the wine glasses, just forgot to say that in the video https://twitter.com/realTelio/status/1254778491729408003?s=19
Just finished the first feature for my "romantic getaway" themed Vrchat World #MadeWithUdon. https://t.co/niD9yRPzG1
@untold inlet that is super neat! I am always interested to see how people do stuff if they are willing to share, and I've been wanting to add refillable cups in my world too so lmk. Either way it's really cool and congrats!
@strong ocean is the door global?
Should be? Animator is set to public. Not sure if that determines it to be global.
my first working prototype of a trivia game! currently no scoring system and singleplayer, but I plan to keep working on this and make it into a multiplayer trivia world.
this is all written in U# and uses @west barn's UdonXML to load questions.
some gravity gloves I made
https://streamable.com/28kcyg
Making progress on my dbz fighting map! I got the sync working with punching. So right now you can fly about, teleport, and punch each other ๐ (gonna work on ki blasts and kamehamehas next)
https://gyazo.com/4207955acb2a874e0fa692026d311c38
looking good, also nice start to the combo with just gently touching his butt ๐
XD
That's super cool!
today i added imparting velocity, so as you punch them it now knocks them about, if you punch them enough in succession you'll send them flying in the direction you punch
@tame ibex Thanks mate ^^ I'd love to make it availabel to everyone but at the moment I just can't afford to do that. I don't know how yet but some way or another I'd like to make this on a regular base with a bit of income which is why I'm holding onto the scripts etc for the moment, sorry mate
Lol all good
The time it takes to learn how to implement Udon with minimal documentation should be worth it's metaphysical weight in gold, so I get it haha
Lovin those gloves Pebble
Finally got my combat system to work over the network. This is a video of me testing it with a second computer hosted online in a private VRC world. Also I made a machine that thematically uses the teleport to "instantiate" we gotta work with https://twitter.com/Dinky_Studio/status/1255761283103600640
I added the Infected team and their shop the
"Pack-A-Munch" machine
Here is a display of Infected team start and network PvP (hosted in an official private VRChat server with my testing buddy Buster) #MadeWithUdon #VRChat https://t.co/QFkTEpSjcC
It's not much Udon, and could maybe be done without udon, but it has a little udon at least.
You can now control my lights.
https://twitter.com/Foorack/status/1255968744851062784
You can now control my apartment lights FROM VRCHAT! ๐ก
Why? For fun. How? Join the world. Where? On Twitch and status page at https://t.co/7n8JDRYjU6
โก๏ธ https://t.co/atIVk5yMCP
pls no spam ._.
@VRChat #VRChat #MadeWithUdon https://t.co/SpqeFRkjvk

@strong ocean Is that the synty space station? I always wanted to explore that in VR!
Good thing! I will be bringing it to life soon.
โค๏ธ
i've been porting the characters into VRchat (with varying levels of success :/)
Custom sound occlusion, doppler effect, falloff etc. https://twitter.com/GuriboVR/status/1256132251722579968
I wanted to keep it secret but failed. #VRChat #MadeWithUdon https://t.co/XG4vwwRHh4
Very nice, too bad twitter seems to kinda ruin the sound quality, especially when it forces low quality in the beginning of videos for more.
This gets me thinking, so the audio mixer is not supported in udon?
That audio 
Oh my god that was awesome. One of the things Vrchat always sucked at was audio but that sounded real! Are you gonna be making this publicly available at any point? Could massively benefit driving and shooting worlds. @pallid kayak
I made a grappling hook system and custom player physics with acceleration, deceleration, variable air control and editable sidestep speed
https://streamable.com/hmbke1
I think I'm gonna release the world publicaly soon
@woven matrix do you have it set up to do proper client side hit detection?
@ivory sorrel I might after some refactoring and more testing
Yes! I played freeze tag yesterday with my friends and I can recommend we had a blast. Ping differences because Europe and US definitely exist but did not hinder the experience!
Great game!
I've discovered that if you click respawn while tagged, it unfreezes you
so basically it gives you a second life
No other glitches than that!
https://twitter.com/VirtualFurence/status/1256663672853839873
All in UdonSharp, no physics or colliders at all
You can push physical buttons now! Works ๐ฌ๐๐ฉ๐๐ค๐ช๐ฉ colliders or rigidbodys, purely in UdonSharp code, super performant! @VRChat #MadeWithUdon Also, our map is twice the size now! (@KeksTheFurry) https://t.co/qZJjaKj1RJ
so cool ๐
@undone spruce That's pretty cool i must say.
VRoombas are now available to download! (For free!) Go ahead and try out some fun (though rather dumb) AI for your own world, or try them out at the World link on the Booth page!
https://t.co/GjR04qlpgt
#VRChat #MadeWithUdon
I got PvP guns to work in Udon https://twitter.com/Dinky_Studio/status/1257386478646235137
Quick little update video as I've been silent for a few days. I was mainly making the Game start and end/reset system which doesn't make for a good video. Here have some working guns #MadeWithUdon #VRChat https://t.co/nYM62dIAkI
Awesome, now we can actually have blood :D
wait, you are telling me that robots had blood all along?
I'm finally content with what I've been making this past month. x_x Still have more to add to the rigs though.
https://twitter.com/TsuyuriAika/status/1257426755863875593
I've been really quiet as of late when it comes to new bullet hells on #VRChat. I've been working on making the rigs from Azur Lane as a new standard for my bullet hell maps. Here's a preview finally. Rigs will have three weapons.
#madewithudon
https://t.co/hKEEt7ZmeK
https://twitter.com/TheHelpfulHelp/status/1257792903520423936
I really need some friends to record these demos with ๐
Portals that work with Avatars ^^
Not perfect. But close enough๐
#VRChat #madewithudon https://t.co/oa2qJwTfDb
so much potential and I'm just picturing a one hallway big world with the scooby doo doors xD
Made a video showing off my new DBZ Time Nest Udon world, which i just made public on community lab ๐ https://www.youtube.com/watch?v=M6ooSt8-2r8
I made a DBZ Xenoverse Time Nest map with udon in VRChat, allowing you to fly around, teleport, shoot ki blasts, and punch each other about. This is as close to DBZ VR as we can get to this point!
VRChat Link: https://vrchat.com/home/world/wrld_de730e74-7c20-45ee-9551-b0ae06...
Wow that world is really coming together, looks like a fun time
ye :3 im gonna work on two mini games for it next so there'd be more to do
wow looks really good!!
Nice stuff! I was thinking about doing a world like this designed for 1v1 fights ๐
will mention getting the punchs to work and be fair will be difficult, even here the pos sync is a little slow, and can cause it to do unpredictable actions
@pliant owl Does this mod utilize the VRCPlayerAPI[] list by chance? For instance, when a round starts, does it loop through all VRCPlayer's, adds them into the VRCPlayerAPI[] list, and then assigns each player ownership of a capsule/role for the game? Or does it skip the VRCPlayerAPI[] list completely?
We cant use lists in udon at the moment.
Is there a way for looping through all players and assigning each one ownership of a game object?
Going to move to #udon-general
First test of my WIP drivable car
Made using UdonSharp:
https://github.com/Merlin-san/UdonSharp
Link to my UdonSharp journal:
https://ask.vrchat.com/t/varneons-udonsharp-projects/447/2
My Patreon, which helps me create more interactive and immersive experiences for VR:
http...
@muted island Rate me 5*, mr. Freeman
That looks awesome, can't wait!
haven't seen this posted here yet. but this is great
yes it's a very good world
๐ญ You can't just add a world to the Udon Showcase tab, that contest had a deadline
๐ Ha ha ha ducks go nom
It's such a cute thing ๐ฎ
@trail snow we're going to refresh the row on a somewhat regular basis going forward.
Only a joke! ๐ But that's good to hear.
First attempt at a simple AI in Udon
Just a little side project Im working on to scratch my horror itch I haven't been able to scratch since my Severn map
Made a new @VRChat world with Udon! The Udon Bird Sanctuary. It's got ducks, they wander around, and you can feed em! #MadeWithUdon Link here: https://t.co/zhNOQ480ES https://t.co/gvrjgC8Cvq
138
436
Ducks in VR!
Think it is copy protected asset from Bethesda and the creator is it not?
Hello I created a ' background music sync player ' using udon.
Please enjoy this ๐ And I wrote a detailed tutorial on playing music in Udon. Thank you. https://ask.vrchat.com/t/how-to-play-music-in-udon-music-sync-time-playlist/998?u=yealhee
(upgrade : music sync time) " Hi, nice to meet you ๐ I donโt speak English very well, Iโm sorry if you donโt understand Iโm not an expert, I just wrote this because I want to share my thoughts and help Please tell me about the information that I did not think was wrong. A...
Ducks and VR are the best combination the world has seen, thanks to you we finally took a step closer to god for once instead of away
The hadoken world is pretty cool
The new finds for the spotlight world are great
My event system / text chat program for UdonSharp has received a lot of bug fixes in the latest release. https://github.com/FairlySadPanda/UdonStringEvents/releases/tag/1.2
https://twitter.com/ThatGotoFinal/status/1259381013463085056 New version of tool to test udon, now will file networked event locally so it can be tested in editor too + better detection and customization of vrchat client launcher for testing in vrchat. and some other small stuff
GotoUdon 1.1.1, now just easier to use.
Includes small avatar for emulation.
Better search for vrchat executable + customization.
SendCustomNetworkedEvent will now fire event locally.
#MadeWithUdon #VRChat
https://t.co/MKO5rw8TOa
https://i.gyazo.com/fefedf0df52e60abcb29765661420fb9.gif
Working on a hud manager that can give and take away player huds of different kinds easily using a few prefabs
It supports huds only you can see, and huds everyone can see.
That looks so freakin' good
@glacial bloom nice!! Great work, I'll have to try it out today ๐ thanks for making fun world's, not more "club" worlds ๐
@glacial bloom I'd love to see how you got around managing players and colliders. Did you use graphs or U#?
@digital slate Graphs! Im not a experienced coder so having the visual feedback helped me a lot
Basically everything is handled in the gun itself. when you pick it up your avatar starts tracking a collider. Hits, deaths, score and music is then all handled from there
ah okay, so it only works while holding the gun then?
exactly!
Good idea but doesn't work for what I need sadly.
That looks amazing :D
I need to try it out today
What it's out already?
@glacial bloom thanks on behalf of the steel n gold community we've been waiting for stuff like this since steel n gold got removed
@dawn oxide Its not public yet, no. However i have killed of a few extra bugs that has popped up while testing the world ๐
Gotcha
Good luck on it I'm looking forward to it
If you want someone who'd go all in testing crazy Benji would be good he was obsessed with steel n gold
Supper hacky, but synced network instantiation is possible, at least for now. Proof of concept showing a recreation of prop spawner from sdk2 instead of object pooling to give every player a synced object.
https://twitter.com/cyanlaser/status/1260548533804863488?s=21
Omg but how???
I just got a player ID list working that can be used to index pooled resources.
I like OwlBoyโs response. Yes itโs black magic called understanding vrchat networking. Once I do more verification, Iโll release the prefab so others can use it, but everyone should know that this is very hacky, unsupported, and will probably break soon. I know it will break in long lasting instances already.
My solition can only handle about 10 users because apparently sycn'd strings can only go to 40 chars XmX
I'm just not sure if we should be keeping the understanding of how to network in vrchat as secret black magic
I said that is a guesstimation. Take it with a grain of salt