#vrchat-jams
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agreeeeed.
next time should be easier to find a team though
we only had a few days before the jam started
not much time to assemble a team
I found out I might be able make something I was working on eligible, but only like 4 days before the deadline. I wasn't able to pull it together and polish it in time.
well, hope you still learned something from the experience!
I'm gonna keep working on it anyway
nice!
I've never made a world solo before - loved this jam, finally gave me a reason to try making stuff
Oh your entry looks interesting, can't wait to try it!
2.28 mb. efficient!
oh by the way... is it possible for the admins to change the default sorting order of the jam entries? https://itch.io/jam/vrchat-sketchbook-jam/entries
I know it's automatically set to random if this were a ranked jam, but I think that would be nice for this jam as well.
hm - you want them in a particular order so you can keep track of which you've visited or...?
ah, doesn't look like there's tools for changing the default order
Ooo, having a set order or even a checklist system would be nice. Similar to what vgl did for the climb jam and that one user created for vket.
looks like the options are all local-only:
yep, though itch has tools for contests to automatically randomize the order for everyone
I guess this isn't directly related to the jam, and more a question of whether itch.io supports that feature for non-competitive jams
There's screenshots of what I was working on in #udon-showoff . It's a shader editor with different options for input. I was going to make the pen one of the inputs.
We noticed a world breaking issue right after publishing our world... Hopefully it should've been fixed now.
oh no
Updating it after the deadline is allowed! Hurry before someone sees it! I've pushed a few microupdates myself haha.
thought my submission got removed for a second, but its still there in its glory
Will winners/featured of this jam have a category for it in the worlds list? :D
that was my understanding! the nicest worlds will go into a separate category for some time after the jam.
👀 hi?
You can just ask the question here, sure.
Just wanted to say thank you for the opportunity to partake in this! It was a very fun break to take between other projects I had going. I look forward to the next one!
I guess linking here too is the cool thing to do, here's @fluid trench and I's entry! It was fun! https://itch.io/jam/vrchat-sketchbook-jam/rate/1063538
Stopped by that a short bit ago. Super fun concept!
Goodnight everyone
This was awesome. I couldn't figure out the ice one ;_;
Yea that's a tough one. All I can say is "perspective".
Yee. Im pretty sure I saw what I was supposed to see. Just couldn't transfer it correctly to drawing it. I'll take another look tonight ^^
Good luck!
Hi all, the latest VRChat World Jam: Drawing + Where Do You Want to Travel? Sketchbook Jam has ended!
You can check out the Jam page here: https://itch.io/jam/vrchat-sketchbook-jam
We plan on putting up the world row this week so you can easily check out all the submissions!
If you missed out this time, don't worry-- we'll have another one soon! We'll reopen this channel once the next VRChat Jam starts.
Our second jam is live now! Taking submissions for Obstacle Course worlds until August 30th at 10am PST
https://itch.io/jam/vrchat-obstacle-jam
A little appointed in how one dimensional the theme seems this time around. I feel like we're gonna see a lot of very similar entries. The prefabs and example project looks really cool tho, very newcomer friendly
I’m sure there will still be people who completely roll their own assets. This does make it way more accessible though
I've been waiting for a long time to have some semblance of a race track prefab freely available, so I'm going to have fun with this. Designing is fun, taking care of the lobby and checkpoints takes some effort.
I am hoping and totally expecting a varying degree of collision and jiggles in the obstacles I run into
Keep up the good work Jammers or whatever name the entry submitters would be called!!!
same....still not sure if i should remix the stuff they gave us or come up with something off-script
I think remixing the course is fine as well, it may not get top billing but it's great practice and may lead to something in the future. make it to make it
sheesh, I have had no shortage of sub themes for an obstacle course. There's sooo many possibilities, one dimensional is the last thought to come to mind. Filled up a good chunk of my graph book with concepts and finally settled on 3 which is 2, too many lol. Just hope I can complete one of them with the distraction lingering of the other ideas.
I'd like to see some of those concept sketches if you feel like sharing
had fun brainstorming some things, ended up pairing up with someone and we're going to do a map together. a backup idea I may develop into something of its own thing too. it's a good thought exercise if anything
I'm just waiting for a pro mapmaker to do an ultimate chicken horse style to the obsticle run, I could never get minuature object constraints to work that would pair with a normal size object on the map
Hey Im having trouble getting a twitch stream to play as texture using AVPro. Does it even support streaming video from web?
wrong channel, check #world-development
I was still hesitant to join game jam lol. No benefit for me….
Gain me a trust level? That all?
Joining the game jam does not gain you a trust level. It does increase your world-making experience, and presents a starter kit and deadline, which many people find motivating.
And the charm of a game jam is to challenge yourself to make something in a week around a theme. And then share it with other creators and players. It's just fun.
having fun, learning a lot about particles so far for player collision stuff. I did end up using an asset pack for geometry since I can't model well
@spiral fulcrum @plush elk
Fine. I’ll put in my 24 hours start this Monday. Don’t want waste my freelancer time.
ending up doing a 10 minute loop of procedurally arranged music too, just playing with little systems I wouldn't normally approach
melon
I mean, if you want something out of it how does name recognition sound? Free press win or lose, everyone still see's your work and your name and that aint bad for a freelancer is it? 😉
Yeah I know. That why I am doing it in 24 hours maximum.
40 hours a week. I am half that.
Sounds like quite a challenge - I wish you luck!
In the starter kit, how would I change how much the minimap camera zooms in?
Or make it zoom out.
position or fov on the reference camera
Pls post relevant information pertaining to #vrchat-jams if you’re participating only.
I'm having trouble understanding how the Checkpoint gates work, when I place them down and test out the game in playmode with CyanEmu, I am unable to respawn with the new Checkpoint that I placed down. It works for the Start Gate, Checkpoint 1, but not for Checkpoint 1 (1) or FinishGate
Are you using the Obstacle Course Toolkit? It takes care of linking the gates.
I just copy/pasted the prefabs
When I use the Obstacle Course Toolkit, I get this, and the checkpoint clones dont work
Can you dropdown the checkpoints in scene?
In the toolkit, click on the checkpoint next to element 0, then hover over your track and press spacebar to drop
I'm learning around with it just like you, so just playing around with it.
I did that and it made a Finish Gate
It works now
What about geting the hazards to make you respawn?
I'm on mobile right now but here's how you make custom Hazards!
https://docs.vrchat.com/docs/build-from-custom-parts#respawn-hazards
Customizations Ok, you've made a simple remix of our demo parts, and you're now ready to add your own custom PowerUps, Hazards and more. Read on to learn how to make new prefabs that interact with the existing systems. Making Custom Checkpoints Here is the hierarchy of the Checkpoint prefab we incl...
Basically you add an OnPlayerDataEnter to a Trigger Collider, and have that trigger a RespawnOnCourse program.
I havent played with the hud yet, I did notice this only takes up half the screen (center out). Is that intended for headsets because my natural instinct is to have it match my screen on pc.
I just prepped the project for tomorrow but I was stuck on very simplest things and minor steps.
Here a link to my post in #world-development
#world-development message
https://github.com/CyanLaser/CyanEmu/releases/tag/v0.3.10 Add this to your project
Now I know that’s no simple steps (!) lol
How much runs on the update loop? If I put in three course timers, would that have an impact? Plan on an easy/normal/hard mode and want to track them seperate
modes you set up as toggles so only one is running at a time. Remember, everything is client side unless told other wise. So if I am running hard, and you run easy. Only hard is running on my end. You can still update the scoreboard with all 3 results though.
your update would use a small if();
if (hard) {} else if(normal){} else{}
which would prevent the timer from running locally if it is not needed.
I was hoping to maintain three scoreboards
which means are we locally running timers for everyone, or, if not local, is it called to synch by the finishing player and only update the scoreboard when complete. I would have the difficulty modes toggle on only the active start/checkpoints for that mode so the other mode timers never start locally
30th is the deadline right? The method I described technically solves your idea I think maybe the concept is just getting lost. No worries though, you have 7-8 days to throw up all 3 timers and test it. If its just a simple timer it should not impact performance hard.
yhea appreciate the feedback I think I get what you're describing
The course program doesn't have any synced variables - the timers are all local: https://docs.vrchat.com/docs/uoc-how-stuff-works#course
How all the different programs and custom editor scripts work together in the Udon Obstacle Course
hmm if timers are local then I would be running all three courses for each player, the overhead is just accepting start time and finish time and not a constant update?
ok so docs say we check isRacing on update and get elapsed time and update display, as a live display? I'll load back into the demo course again. maybe I need it only update on finish and not a constant timer
Playing with a concept where you can build a course at runtime. Starting with the super basics - here you can run through the green trigger to put down a duplicate piece. Next up - get it syncing!
almost done... just need to find out why the scoreboard isnt visible in play mode lol. It's there in a side by side edit while playing, just not there in the game view. blugh
check your layers and camera settings vs the demo scene. Is the whole gameobject not visible or just the texture? The texture itself comes from a RenderTexture, only updated on Start and whenever the score is updated.
more info here: https://docs.vrchat.com/docs/uoc-how-stuff-works#score
How all the different programs and custom editor scripts work together in the Udon Obstacle Course
Question about checkpoints (its not on the doc): Say you split the track to have different directions that can be taken, each direction has checkpoints. Do checkpoints need to be hit in sequential order, all or none to complete the course or is it just for setting a safe point.
The way it's currently set up, each checkpoint will turn on the next one. So if you want to make branches, you'll need to change the code that automatically sets the checkpoints' indices or the code that turns off all the checkpoint colliders when the course is reset.
rgr that, tyvm
any concepts with randomly generated courses yet?
... Thanks, now I want to start over lol
that's a really good idea 😛
"Once your game is Public"... Sorry, first Jam... Do I need to upload my project to itch.io? Or is it quite literally just
- Title
- Kind of Project: Downloadable
- Click on "Save" at the bottom
- Visibility & Access: Public
?
i think itch is just so they know who all entered
no you just put link to the world
To submit, just choose your game from the dropdown list, add the VRChat World URL in the provided field (should look something like this: https://vrchat.com/home/world/wrld_xxxxxxxx-xxxx-xxxx-xxxx), and click "Submit".
Video from yesterday's multiplayer test..!
Is Merlin's UdonSharp compatible with the vrcjam2 example project?
No you have to make modifications. If you are already setup I suggest not. I had to clean remove the sdk and install the official then udonsharp. But if you have a hiccup all your current sdk stuff will break.
You go to asset manager and switch it to project asset and you will see the sdk as a custom. Choose remove. Dont forget to backup first if you do
He made a special compatible version - I just posted up about it here: https://itch.io/jam/vrchat-obstacle-jam/topic/1601709/udonsharp-package
If you want to add UdonSharp to the jam project, you need this special package which provides it in a compatible format: UdonSharp Jam-Compatible To use it, open your Package Manager in Unity, press t
by the way, is it limited to time trial only, or it can be anything score related competitive? like survive the longest
Your world must have a way for players to time themselves moving through it and compare their times to others. So if they time how long they survive in it and can compare their survival times, that's within the bounds of the theme.
were the world jams updated to the new thing or was it just the theme of the new one that was announced?
The challenges of a massive world. It is 6000x6000. I know there are techniques to optimize it but I am learning as I go lol.
there's a new jam live right now: https://itch.io/jam/vrchat-obstacle-jam
new World Jam row coming Sep 3
well sht lol. That would have saved me some time. 🙂 Nice of Merlin to make a jam compatible version tho.
https://gyazo.com/44bb12adc03309a00428e0611b8a4755 Obstacle animation almost done.
https://gyazo.com/d25c7646d9481308c03020106dbc9c6b Any tips on particle collision triggering the checkpoint respawn?
wow, looks great!
can you explain what you want to happen? Are particles currently triggering checkpoints? Or are they triggering respawns? Or are you trying to make them do one of those things?
tonight's update on my 'build your own course' world - I now have it working synced, and I've made the colliders run the length of each piece so you can drop a new piece at any point. It will snap to the nearest whole unit right now. I also added a way to turn on/off the spawning so you can move around the map without making pieces, and then turn spawning back on.
https://cdn-na.muse.ai/w/16e1c6282f4126699ea7060f31d7004baf8e76da816db896d89a0af11c47de6c/videos/video.mp4
This is amazing! He made it so fast haha Thank you! (just saw this now)
Really?? Awesome I’ll wait for that one 🙂
Did not start on Game jam 2 yet 😅
Was just trying to get particles to trigger the player respawn effect. I think I have an idea but have to try it tonight. was going to subemission on birth or death as needed a small sphere with a trigger collider, maybe that will work
Oh fooma your thing looks very cool
^ It's got my Horde mojo flowing. Those clips bring back so many good wow memories for me and it's not even the same art style. It's beautiful.
Working with redspeeds on it, going to submit under him so he has a map. Hope you enjoy it, got some difficulty modes planned. So far the demo examples have been great in setting up the mechanics of the course without issue
That's perfect! Glad they did a good job with the template :)
We are basically building two overlapping courses. One mode you see what I clipped, another mode you see the track in the demo course style but no visible obstacles- those are only shown in mirrors positioned around the course. So you see the environment I clipped only in the mirror so you have to dodge things only shown in the mirrors. This is so we can force perspective like moving through a section sideways like a side scroller or over-the-top display by having the mirror on the ceiling. Allows us to really mix it up, optional mode. Intended for quest compatability as well
Plan to go back and add a flight-ring time trial to an existing map of mine too, not proper for a jam submission since it’s existing map but this is just really neat mechanics now to include.
For the PlayerDataManager, the PlayerData objects, they have a rigitbody and Capsule collider, can that capsule be made a trigger collider without any side effects, or does it need an actual rigidbody collision?
that capsule needs to have a rigidbody and non-trigger collider so it will trigger all the Trigger Colldiders used for Hazards, Pickups, Checkpoints, etc. What are you trying to do?
just trying to survey collision sources, I see the purpose now
thats interesting. Why did you opt for an external collider attached to the player instead of check checking for the player? If you don't mind
Nvm, answered my own question I think. Makes the player management a hell of a lot easier.
yhea keeps it contained to that pooled object, good stuff
There's a couple reasons I made the choice for this world:
- it's very difficult to go from detecting a VRCPlayerApi object via Trigger to an object/program owned by that Player, but easy to go from an object owned by the player to the VRCPlayerApi if needed.
- There are some issues with people who have stations on their avatars entering colliders, trying to do anything with that object can crash the UdonBehaviour. Same with the Stream Cam. We need to fix the issues, but this was a way around in the meantime since I couldn't get the fixes ready in time.
- Much fewer collisions happening this way - the Player is on a layer that collides with all sorts of things. By using custom layers for the player's collider and the collidable triggers, we can limit the number of collisions happening and keep the detection logic very simple.
asking for a friend….. is there a specific day of the week that your labs gets reset or is it 7 days after your last lab? ty~
https://itch.io/jam/vrchat-obstacle-jam/topic/1601709/udonsharp-package
At first I thought this implied that we should all use this package for the Jam, but then I realized it's just if you want to add it to the sample project.
So that means our submission can use any version of UdonSharp and any version of VRC SDK?
I'm a bit confused about the theme. It mentions both "Obstacle Course" and "Time Trials" on the itchio page. Am I right to assume the theme is "Time Trials" since the "Obstacle Course" is the name of the package?
Some ideas I have would require me to measure the time of certain tasks and not necessarily the distance.
eh, it's more like Obstacle Course is the theme, Time Trials is the requirement with the theme.
everything else in between is you
The requirement is to track the time it takes you to move through a course and compare it with others.
Thanks. So it is specifically about moving through a map (like a race). I'll focus my ideas on that.
world is decently done just adding more content(Tiles)
ooh looks cool!
it also has an import and export funtionality so you can share the maps you make
Is a revised jam kit expected, not that it’d needed but was something that may be possible. About to finalize some programming today
I've revised it a few times, 1.0.3 will most likely be the final version: https://github.com/vrchat/VRChat-Obstacle-Jam/releases/tag/1.0.3
Thanks
So just to confirm, even a new user is able to participate, right? Cos my world cant be published with my current rank lol
technically if its published privately. it can skip labs
Yup. Just have it uploaded and submitted via itch.io. as long at it meets the criteria for the jam and does break tos, it'll bypass labs by manual approval of the vrchat team.
I see. Thanks again for all the help guys!
Any randomly generated courses yet?
I've been working on some runtime creation, which could be used to randomly generate a course once it's ready but not there yet.
@lusty widget i could create them pretty eazely
with the importing its pretty eazy for even someone else to do
atm im exporting everything as hex values for int32's
and then replace 000 as O and 00 as I so its less long
That's pretty cool
Does a reply count as a ping?
I just got vrc +
Cool i got it like a week ago
hehe I think it's totally fine when responding back and quite expected.
You know what I have noticed Momo & everyone else: The respawn collider even though set to the custom trigger respawns the player when colliding with default as well. Took a while to find the cause of my random respawns in early development. Had projectiles hitting a barrier that would do it and the respawn collider hitting the moving water.
Also, the playermods effect display only shows for the first mod hit. After than no other is showing. If it is something I did, I can't seem to find out where. The others are just duplicates of the first mod with changes to the effect. All have the same components attached.
Oh wait that must have been it then. I restarted the whole project cos I couldnt find the culprit
I've been having trouble with making things roll, I tried the barrel that came in the demo world and even that isnt rolling in a new scene and I have no clue how come
You need a non-kinematic Rigidbody and a round collider like a sphere or capsule
And a non-trigger collider
I figured out what was doing it, the demo world one has a freeze position constraint that i didn't think about
hi
Optional Mirror-Mode finished. Just now polish before release! (mirrors toggle on or off per sub-area/checkpoint)
Need to remember to submit world... zzzz
You've still got some time ☺️
On that note, when should I release the world to community labs?
Just want to make sure it gets release same time as the game jam ends.
It's your choice. You don't have to submit it to CL at all. If it's accepted into the jam row it will skip CL altogether anyway
Fooms this is epic. You must someday teach me how to do that 😮
It's a bit difficult but I love the effect when it works. normal course averages about 7 minutes. Mirror mode is taking about 19. Been doing a lot of playtesting and adjusting timing of things. Fax's advice is great, planning for days of playtesting has been essential and helped avoid feature creep by polishing what works
Did discover one wierd bug, we use particle collision for some of the traps but it wasn't working on the world master/owner but it was working on other players. we had the particles on custom layers for some of the mirror effects. two days and finally fixed it, apparently the collision particle was colliding with the graphic part of the particle on the same layer and negating the collision effect but only on the master, it was working for other players. Just limiting the particle collision to player local fixed it.
I'm trying to place checkpoints with the toolkit and its throwing an error
oh fixed
Hi everyone, I am finishing up my world today. I am having trouble getting my mirror shader to work. Any ideas?
If this happens again, just press 'Refresh' first.
How does it look when you Build & Test?
DecaMove go brrrrrrrrr
@spiral fulcrum got it to work, TY
Just published, this was a very fun event to participate in
Hello friends, I would like to do a virtual festival of experimental music. It should be free and music and videos can be played. Can you help me? festival would be open to everyone and we can do a previous workshop so that more people can participate
see #world-development this channel is for Jam related content 🙂
@tired ravine oh! Thank you very much 
Using the demo prefab respawn hazards, sometimes multiple players get respawned when one person does, is it something I messed up possibly?
it sounds like it - never had this issue with the demo course
are you using the provided programs for detecting players entering hazards or did you make your own?
one of the things isnt filled out, i wonder if its this
i know whats supposed to go there
if you press 'Refresh' in the utility window, it should get filled in automatically
make sure you unpack your hazard prefabs first though, or it might not stick
I thought unpacking might actually mess with that
aaaaa
hopefully this fixes the problem, i'm pretty much done
I figured the way its set up should make up for big avatars but big avatars seem to struggle
Random deaths still happening, collision was fixed? but also now people are falling through the floor on respawns
Instance owner death it seems?
and it seems to be anyone else is affecting instance owner too
might also be the player cap in the script
actually no i have enough
make sure the respawn collider is set to 'trigger'
just noticed it was not set that way in my current scene, not sure if that slipped through on one of the updates
I sorted it out, it was a dumby thing, all this other stuff fixed some other things though
oh good
I think I accidentally submitted my old project
Does my VRCJam World have to be Public? I cannot make my World Public since I can only upload 1 world per week
Nevermind I fixed it
Try re-scaling the game window, that seems to work for me
Doesn't seem to do anything
I tried restarting the upload too
I've closed and restarted it too and it's still happening
It seems to just work anyways, you just don't get a preview
It had a broken preview for me too, it should still upload. Can you change the logo from the website now?
It uploaded just fine despite not showing that it would
Sorry about this, it's an issue with interaction between Fog and the VRCCam. It still works, as you discovered, but it's annoying not to be able to see the preview. You can turn off the fog in the Rendering Settings while lining up your picture, and then turn it back on before you click Upload.
less than 2 hours left to get in your submissions!
Still haven’t started! I can’t do that in a hour 🤣
Still check out the jam package, some good example functionality there that you can try for another project, and don’t let the jam ending stop you from trying something 🙂
Yeah I did
done 😳
ooo its over
🙂
congrats everybody! Looking forward to checking out all the worlds! 🙌
@spiral fulcrum I couldn't figure out how to submit my world to the jam and the deadline ran out just now. Is there a way for it to make it in
i dont think they will
Congratulations everyone who got something submitted 😄
Lost a lot of sleep and worked all two weeks on it, I guess lesson learned
😅
i had work, so i had less time since I have like 3 days off and 40 hour work week
sure - DM me
is their going to be a live stream? If so or regardless I cant seem to find the VRChat twitch channel lol
VRChat offers an endless collection of social VR experiences by giving the power of creation to its community. Whether you're looking for new VR experiences or have an idea of your own, VRChat is the place to be.
ty 🙂
not that hard to find
we're not planning a live stream this time - 50 worlds is a lot to go through on stream! But we'll record some of our hops
so compiled into a video for youtube 😮
Really hoping mine doesn't break with several people in it 😅
How are you guys going to complete 50 platforming challenges?!?!?
sorry, I googled it and got all the vrchat streams 😛 momo was a faster source.
😁
This was a blast Momo, ty for the Jam, can't wait until the next one!
I didn't have time to make graphics so it's all ProBuilder textures, after this world jam, I will revisit and expand the world, platforming in VR is very fun
i actually thought it was due tomorrow, but i got a little udon code done so it was fun anyways...thanks for putting it together 
Next time I'm gonna make better use of 2 weeks
Did almost the entirety of it in a 24 hour period before it was due 😅
Mega procrastination mode activate
Whatever it takes to get your idea out. I stayed up to 1-2am for the last two weeks working on this, took time off work, and it’s still not finished in my mind. It’s a relief not to have submission stress anymore though
🙂 remember, a jam is a competition with yourself (only). So you are already on the right track if you know what to change for next time.
How long does it take before the worlds tab activates roughly? I'm excited to try peoples levels!
I think they said 9/3
submission got removed 🤣
@spiral fulcrum umm dm me
now warned :/
Just want to resolve privately with the maintainer of the jam
yep yep, we do not @ vrchat team. Momo is watching this channel until it is delisted so naturally they will respond when they have the time. For the next jam try to keep in mind that one benefit of a jam is to push yourself to publish within a deadline. Not that exceptions cannot or will not be made, just good information to keep in mind.
I submitted lol
it was removed for some reason
just wanted to know why so next time ill know why it was removed
mind if i ask the name of the world?
i remember that one. looks like 2 have been removed. was 50
I dont know if it had to do with post proccessing or somethin :/
naw, I have pp on the pc version. not on the quest version
quest version doesnt have it enabled since it doesnt work on quest anyways in game
Why would post processing get you removed unless it was some sort of toxic settings
Its the same settings as another world I had up
😛 it wasnt ur post processing
havent touched it in like a long time and no complaints within 2 years 🤷♂️
it's not pp that did it
probably because it involves meme related things i guess :/
eh, only if it was sensitive memes I suppose
guess, but still good to know the reason as it wasnt done to be malicious in any way
@supple epoch - I believe your world was removed from the jam for being low-effort.
all I needed to know even though i planned to expand it more, just didnt have the time to do so during submission timing
of course we find a bug after submission, object pool isn't synching to quest right, got to fix it ><
murphy's law 😛
telling me, map partner is eu and is asleep so can't push the update, it's simple just thought I was clear of stress of this 🙂 Edit: has been fixed
kek
@supple epoch pls dont give it up
Rigged !!! You go make the best darn jam ever
Stop spamming every chat with the same question lmao
There's #avatar-search-old for a reason
there's a jam going on rn?
You missed it.
There will be another one in few days.
does vrchat have an sdk?
our next jam date has not been announced yet
I hope the worlds tab opens today! I happen to have the day off 🙂
i forget, will there be a tab for the world jam?
there will be a new world row yes, we'll get that up today!
nice 😄
The row is live! We'll keep this channel open for about another week as a place to discuss jam worlds and for creators to post about updates they make to their worlds. You can also leave feedback directly for World creators on the itch.io page for their world: https://itch.io/jam/vrchat-obstacle-jam/entries
Hey! We updated our entry to be quest compatible today and apparently that removed it from the world row. Was that against the rules? We just wanted to make the world to be playable by all players. The world is this one: https://itch.io/jam/vrchat-obstacle-jam/rate/1180174
cool that you updated it! Thanks for letting us know, it's a bit late in the day for us but I'll see if anyone can look into this.
Okay, thank you! Sorry for the trouble!
Hello! I am also looking to update my world to make it Quest compatible. Is it safe to update it without it disappearing from the World Row?? Just wanted to follow up before I republished the world.
Yup. It'll stay in the row even if you update it. Did that plenty of times with my world in the last world jam.
Actually, if your world had not been published for Quest when the row went live, then publishing for Quest now will drop it from the row. We can fix it but not until Monday, so it would be best to wait until then to publish the Quest version.
huh.
Thanks for your reply 🙂 Not a problem! Ill wait until Monday.
Hey Drak - sorry, I was out on Monday. We can coordinate the update with you today
No problem at all! Ill work on it today and will reply in here when I build & deploy the world.
Just deployed it to Quest and it seems to still be in the World Jam row, so all is good 🙂
oh good! let me know if it disappears and we'll take a look
Will do! Thanks for all your help with this
VR Ball was fun. Enjoyed it heh
Yeh made me a bit dizzy tho
someone race me on vrchat initial d game
please
Thanks! Glad you enjoyed it
Ah sorry. We hope to add some comfort options in the future >.<
Really looking forward to spookality! Last year's had so many good submissions
Definately interested in participating in more worldjams, learned a lot and having a deadline helped with me staying focused to limit feature-creep. can't wait till the next one
Thanks for participating and congrats again to everyone who made something! I'm going to close this channel for now, see you next time!
...and we're back! https://itch.io/jam/vrchat-jokejam
3, 2, 1... Let's Jam!
OwO
Is it the BopTracker methods we need to include? VRCHeadBopTracker may be old naming.
why is the head bopper required? seems kind of random to force that requirement. the ideas that come into my head for something that could work or fit the category of jokes or being funny, the head bopper wouldn't really fit anywhere in and just throwing it in for the sake of requirement would in a way make the world worse since thematically it has no place.
it also kind of confuses me in terms of what is expected for the submissions, as in the style of the worlds. the head bopper thing makes me feel like it's expected that some sort of physical or slapstick humor would be a key component of the world, but that would also be very limiting.
Yes, you should have something that calls Execute on the VRCHeadBopTracker
because System said so 🤷♂️
you can make it pretty much anything you want, though
as long as you call the Execute method on it as part of your world.
huh neat
Odd requirement indeed...
Wait am I crazy or is this new
yep, this is in open beta now, too: https://github.com/vrchat-community/ClientSim
Based on CyanEmu with lots of new features and fixes
Can I use copyrighted music?
ccMixter is a community remix site operated by ArtisTech Media, created by Creative Commons
Aight this could be interesting.
Has some powerful new prefabs that might be fun to play around with even if they look very innocious.
seems to not respect testing for legacy locomotion if its enabled in a world in editor.
system how dare you take over the jam
i like how momo jumpscares us at the start of the video in the tweet
So given this suggestion I'm now kinda confused by what "original asset" means. Which of the following are okay?
- Creative Commons / otherwise permissibly licensed audio assets
- Creative Commons / otherwise permissibly licensed model/texture assets (i.e. from sketchfab and polyhaven)
- Stuff off the unity asset store
- Any of the above three that the creator has used in a previous world
- Any of those three that any has used in a previous world
- Other usefuls from the prefabs database (like 1's UdonToolKit)
- Adapting parts/snippets of Udon systems the creator has previously used in other worlds
Sounds like the copyright rule was written in a way that a bit more restrictive than it was meant to be. :p
I'm mostly thrown off by "original"
I don't think they really meant it when they said "original"
Ah yes! I think we should update that text. The intent is the same as normal rights limitations as content TOS - you can use anything to which you have the rights, including CC-licensed works. I'll discuss with the team tomorrow and we'll word it better.
What was the update
Bopper is a joke requirement for a joke jam. Pretty appropriate I think.
Yeah, I was about to say haha.
Time to get intoxicated while making a funny world after a short work week.
is it possible to make the vrcat attack your friends by pointing the laser pointer at your friends
very important
time to send la creatura after my friends
i feel like this is a good jam to abuse unity AI
this CREATURE
the skrubkly
how does it go so fast
speeds
terrifying
DEAE GOD
this foul creature is up to no good
Vrcat pogging
this looks like a reaction image
The only relevant component I'm seeing is VRCJokeJamTracker. A search in the scene for VRCHeadBopTracker turns up nothing. Is there something I'm missing, or is Fooma right that the name is misdocumented?
Sorry yes, it's the VRCJokeJamTracker - we had some last-minute names changes. Itch docs updated.
I'm wondering if I'm able to join this world jam as someone with new user status
If so then I'll just have to keep playing the game and adding friends and hope I'm able to upload worlds before the end of the jam lol
*if not I mean
Yes, you should be able to upload worlds as New User. You don't need to be able to publish to Community Labs to enter the jam, we'll bypass that requirement for you if your world is approved. Macro incoming:
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
We made some clarifying updates to the Jam notes today! https://itch.io/jam/vrchat-jokejam
Changes:
- Clarified / Expanded on the theme a bit: "Jokes! Gags, gimmicks, and small pranks that make us laugh together."
- Clarified Technical Theme
- Clarified content rights - "You must have the rights to use all content submitted within your world. This project includes a new license which gives you these rights for all the assets included in the project."
Awesome, good to know!
can be Execute function be called by a manually initiated player action on an "automatic weapon"? example, if I am making an automatic gun that shoots grilled toasts 10 times a second, can I call Execute every time the toasts hit something?
the ruling doesn't make it clear whether the initiator of the action has to put a lot of energy into performing the action
hey I'm getting this error when I import it into my project, did I do anything wrong?
sure!
Hm - how did you import it? It only works with the new package versions of the SDK. Best to use it within the Example project for now, or wait for the upcoming Creator Companion Open beta which will manage the SDK and these tools for you.
Might wanna update https://vrchatjams.itch.io/
I went in the package manager, clicked add from git url and then pasted https://github.com/vrchat-community/ClientSim.git
Did you also add these?
You'll need to use the Package Manager to add these, too:
did that and now I have lots of errors
MadWorld Jam 😋
- See if they clear out when you press 'Clear' in the console. If so, you're good to go!
- If not, please wait for the Creator Companion - we're not offering support for this tool until that launches into Open Beta
Ohh this requires LFS
Ah, yes - we could mention that at the top of the repo.
Just curious since humor is suggestive what type of humor or age range of humor is allowed?
As long as it doesn't break Community Guidelines, should be fine.
I already know what I am doing. Just need alcohol to complete it like the last jam 😂
Something that "makes us laugh together" - so anything that's within TOS. Funny but not at someone else's expense.
Like making fun of a creator would push it.
Then it's not funny. Just personal drama.
I'll make a joke about system giving legal multiple heartattacks. 😆
"if you fail to impress me, i WILL delete your account."
- system, 2022
FYI Jammers - we've just pushed an update to the Example Project with an important fix to the Bop system and some helpful respawning logic for the LaserPen and LaserCat.
If you've forked the git project, you'll want to pull the latest from upstream. If you're using one of the zips, you can download the latest version here and overwrite the _WorldJam3 assets: https://github.com/vrchat-community/VRChat-Joke-Jam/releases/tag/1.0.1
There appears to be no spawn assigned to the VRCWorld and ClientSim is unhappy.
trying to click in editor, but its not responding to any inputs
nvm, restarting unity fixed it lol
Go to the VRCWorld and assign a spawn point. Appears to be a bug introduced in the latest version
Or that
So a manual action can be pretty much anything as long as it's routed through that execute functionality? Is there an intended spirit behind the action, or do we essentially just need to track something related to what we build that is relevant to the theme?
Has anyone commented on the font choice yet? 😄
I'm sorry if the question has already been asked.
VRCJokeJamTracker method can be executed in ClientSim,
But it looks like it can't be executed on the online(build 1172).
Am I misunderstanding something?
Thanks for asking - the method will not log in the build but if it does so in ClientSim you should be good to go.
You're the first one to say anything 😜
That's right - as long as you're using the method as the result of a user action, you fulfill the technical requirements.
Are we good to modify that method as well as long as we don't change the signature to one of the other overloads?
Attempting to upload the world leads to this error starting from VRChat-Joke-Jam-Packages-Included-1.0.1.zip
NullReferenceException: Object reference not set to an instance of an object
VRCSDK2.RuntimeWorldCreation.Start () (at Packages/com.vrchat.base@d289087046/Runtime/VRCSDK/Dependencies/VRChat/Scripts/RuntimeWorldCreation.cs:82)
nevermind, happened twice and now it's gone
Any modifications to VRCJokeJamTracker will be discarded client-side, if that's what you're asking
actually this happens often
I'll download that release and try it now to see if I can figure out what's going on.
I see. It's namespaced within the SDK but you exposed a stub version in the package. Assuming it's overridden at runtime with a version that includes internal tracking for verification of usage?
My question was mainly that if we have an event tracker already, could I modify it and use it directly rather than having my own tracker on the side & having an extra call to what would essentially be an empty stub method to fulfill the requirement, since I'm also tracking event state myself. Was more thinking in terms of call reduction. But that answers my question.
I wanted to fill the method in with logic if permitted rather than using it alongside secondary classes to save some cpu time since I may end up calling it a fair amount
Is this bop system our first foray into the upcoming interactive bones? I am excited for this
To the degree where I was considering the optimization
Those bones are in open beta right now
Think I figured it out
But this has nothing to do with that in terms of implmentation
Oh shoot since when is it in Open Beta? I'll have to go experiment with that! I assume it's not compatible with public tho?
Like 2 weeks now? And yeah it's not network-compatible. Head over to #open-beta-discussion
Ah okay thank you! haven't looked in a month or so, so that explains it
I dropped an avatar prefab into the scene and marked it as EditorOnly, so that I could test my cameras in Edit mode, but avatar prefabs probably need dynamic bones and other scripts which were not present in my project
the mere existence of this prefab in the scene (despite being EditorOnly, as I don't need to upload it with the world), seems to make the uploader fail
I'm not 100% positive about this analysis but that's what I have so far
Understood - yes, you'll need two separate calls.
Thanks for the feedback. If you can share a version of that prefab with me (DM is fine) then I can help verify or troubleshoot.
If I'm tracking a potentially large number of things, do I need to call Execute every single time, or can I just track 20 things myself and then call Execute(20) batched at the end of a frame?
I'm assuming there's analytics under the hood and I'm assuming you're doing some analytics/tracking of calls. Don't want to mess with your numbers if that actually matters 😛
The VRCJokeJamTracker should be used to track one type of thing, but don't worry about calling it too much. And there's no difference between calling Execute(0) and Execute(20) right now, it's just that the signature for VRCCustomAction.Execute requires a parameter
Does "success" at a variety of arbitrary actions (all player-initiated) count as one type of thing in your definition?
Or is "success" too conceptual/vague?
Success would be a result of players performing actions. "Success" would be one thing tracked, and it would always be the result of manual actions taken by the player. If you think that's too vague, I do have a fallback of something I can track that's more concrete.
Actually I'll just use that fallback as I think it's more comedic anyways, so scratch that question.
i need for vrc devr or mods i ender in the jam and download the the exelmale pack and i get error's what im doing worng
https://media.discordapp.net/attachments/361741445352259584/956265129375326218/Untitled.png
VRWorld Toolkit is not compatible with U# 1.0 at the moment off the shelf
ok
If you define VRC_SDK_SDK3 it might work
Based on a convo I saw yesterday
Was this built from a fresh project?
mm
i did it in new pakage
how would i do at
Do you need to install the latest sdk with the jam package with packages included?
I'm not able to load the sdk screen
yes you do
make sure you add the sdk into the pack fist
im going to try is again
nvm figured out my problem, couldn't connect to vrc
how do would go about importing the jam pack
oof
Tbh I have no experience with the coding language used here, it'll be a hopefully fun challenge to figure all of this out
I have a very simple world idea for the jam, so if nothing else, the simplicity of it will help me make it happen with limited skills
The prefabs and code they provided helps a ton to study from
I've been taking a close look at it, I'm glad I at least know about coding in general enough to know what prefabs are lol
It's wonderful that it's also clearly commented in detail 
if someone can find what doing worg it would be a great help
Hi how would I fix this issue I have that happenes everytime I load into a world where I can change into one of my avatars and it doesn't let me do hand gestures and acts like a PC players avatar nor does it show in the mirrors pls help I've tried to reset my oculus it doesn't work pls tell me how to fix it
So, I take it there's no rewards involved?
I would like to avoid using this one
why? too many tris im guessing?
Oof, if you don't plan on animating it you could just decimate it
unless the topology is good you might be able to get away with un-subdivide method
therapist: high poly vrcat isn't real, it can't hurt you.
high poly vrcat:
surprised the cat is so high-poly considering the quest
This isnt from the files, its from prefabs google doc, don't worry. The jam doesn't seems to have the vrcat model, or i can't find it.
that cat is probably higher poly than every map in mario 64 at once
yeah probably
probably.
its just a cube mesh
lmao
oh hai kitty
real cat
I have no idea how to import the packages needed for this into unity, could someone explain how that works? I've imported packages into unity before, but they've always been just one file, not a whole folder of files.
The example is a complete project, just open it up in Unity
are we allowed to use content from prior official vrchat event kits? (like the home)?
Yep, any VRChat example is ok
how do would go about importing the jam pack
if someone can find what doing worg it would be a great help
https://media.discordapp.net/attachments/847243121837998091/956285043716784199/unknown.png?width=1017&height=572
It's a Unity Project, just open it in Unity.
try opening the expressions wheel, go to options, obs (or whatever the acronym is), and then enable and disable. it should reload your avatar and fix it.
Thank you so much I hope this helps
never done any udon before, wanting to make a prop that people can pick up, and then when they press the 'use' button it releases a spray of water
The UdonExampleScene has a "PickupCube" example which demonstrates the basics of making a Pickup that can be 'used': https://docs.vrchat.com/docs/udon-example-scene#pickupcube
ah thank you. would the water be a particle system, shader, vfx...?
I agree with @autumn minnow - try some particles first
i suggest looking online for “water drop particles” or “rain particles” to find textures for said water
awesome, thank you kindly for the help!!
https://docs.unity3d.com/ScriptReference/ParticleSystem.html heres scripting api
Is there a way to get proper collision on an object when I hit it with a hammer? I made a ball with a collider and when I hit it with the hammer it moves but doesn't gain any velocity
It also has a rigged body
is gravity enabled? is iskinematic disabled on the ball?
yeah, those are both true
does the ball roll? if so, try lowering the gravity and angle drag. if you think its friction, try adding a physics material to the collider to change the friction
The ball does roll, the issue is when I swing at the ball it only moves out of the collider without any force being applied to it
is the drag value high?
The drag is set to 0
you are sure kinematic is disabled?
yes, it is disabled
not sure then, is any of the constraints accidentally on?
hmm, looks like I'll just have to keep playing around with it
seems like the issue is when you are holding onto and object then that object doesn't have any velocity when it is moving around
Did you test this in VRChat or through unity? The physics are slightly different in the official client.
If there a way to control the remote player in the ClientSim when you spawn it?
If I am correct, ClientSim is a version of CyanEmu which allowed you to spawn clone players but couldn't move them.
I am not sure if this applies to ClientSim but you probably cannot move them like a normal player.
I've had a few world creators voice displeasure about the VRC Custom Action - We don't have very much control over it, which makes it difficult to implement. But it's a requirement for the jam, so... 😬
^ The lack of control is definitely making it a bit difficult to use. My team is currently needing to keep track of bops with our own controller and then just spam the execute function at the end of every match 😢
i did
butkeep get error
Oh yeah. I'd love to be able to subtract too, for example.
I'm thinking about making my submission a public prefabs, but I'm sure what trouble I might run into with the new SDK
or it saiding udonshap not working
Please post the exact error message here!
Why not just call Execute whenever a "Bop" happens in your match?
Cause I can't subtract a bop
At least not that Im aware of
And in our game it's possible to subtract bops
Right, no subtracting. You're working against the basic nature of the class.
here
How did you get the files? It looks a bit like a Git clone without LFS installed
i dowload it from the vrchat jjokeam git
I'll say I haven't started working on my project yet (still not sure if I have time to execute it) but I have no idea how I'd even incorporate VRCCustomAction in a diagetic way
oh, did you do this instead of downloading one of the zips from the "Releases" page?
yes
Download it from here instead! https://github.com/vrchat-community/VRChat-Joke-Jam/releases/
Made that mistake too 🙂
like, the only way I can conceive of using a system like that would be to shoehorn it in incredibly satirically like having a corner with a bop counter and a little sign saying "Legal told me this had to go in the world, so bop this thing a few times or whatever."
Honestly that feels thematically appropriate, lol
for my thing? not really
ok let see what happens
but someone else feel free to use that
Oh probably not for your world. But for the jam it feels appropriate.
Though TBH if wish we had the creative freedom to contribute what we want to the jam 🤷
Is spamming the bop spamming their API?
Good question!
@wanton halo @drowsy jasper @upbeat iron - I'm sorry that the requirement to include an essentially black-box system in your jam worlds is a bit confusing and hard to work in. We had to do a last-minute pivot that made it more obtuse than it was originally meant to be. Rest assured that if you simply include a bare-minimum implementation, that's enough to qualify your world. That said, I do hope to see some creative inclusions of this constraint.
now
My team is definitely doing the bare minimum approach to the system cause there is a lot more to the bopping we want to do than just add them
You're welcome to spam the function as long as it's generated by unique user actions and not simply on a repeating method call or something.
Ok good
which zip did you download?
this one
what im do wrong im instaill it worg
I just released a new version - try this one: https://github.com/vrchat-community/VRChat-Joke-Jam/releases/tag/1.0.2
which one do i download
do i do this one again
did you click on my link? Your screencap shows a version which no longer exists...
ok
ok
let download it
and see if it fix
just inmort it into the package
the new at you update
and shill did the some thing
@spiral fulcrum what sould i do , im inporting it worng
what do you mean "just inmort it into the package"?
i did
There's no import process - you just open up the project in Unity
like open the fold up[ click on the scean
let me try reeal quick
so i got this
Are you opening up the project from INSIDE THE ZIP?
You need to unzip it first, my friend.
ok let me try at
what version of unity is needed to open the example project? I've been using 2019.4.31f1 for my other vrchat worlds but the unity hub says the example project needs a different version of unity
that's the right version
hmm, I'll double check that I'm trying to open the right folder
so i unzip it
so did what ask of me
sorry for me being dumb
but more errors yeah
Why do you have files in Assets/VRCSDK?
I've gotten the project open! at last I can start making my world
How do I get ahold of the SDK required for this world jam without using the kit?
Add these packages to your manifest: https://github.com/vrchat-community/VRChat-Joke-Jam/blob/main/Packages/manifest.json#L3-L6
And add this file to your project so you can reference it: https://github.com/vrchat-community/VRChat-Joke-Jam/blob/main/Assets/_WorldJam3/_Systems/Bop/VRCJokeJamTracker.cs
Where is the script for the world scene setup? I tried pulling in the VRCWorld prefab, but the script is missing.
Run “VRChat SDK > Reload Plugins” in menu
Ah. Dank.
That runs automatically if you load a scene with the prefab in it (like the demo scene) but didn’t know to run yet when you start from scratch.
Does it have a spawn set?
Click the triangle next to spawns in the Scene Descriptor
thank you for all your help
you been a big help for me i can bee big dumb some time
Is there anything out about when the next World Jam might be? This one's happening at almost the worst time for me... 😬
For advanced creators, is the VRCJokeJamTracker explicitly part of the technical requirement? Or is the general VRCCustomAction component usable as is?
You've gotta use the VRCJokeJamTracker component specifically.
they seem to be every 6 months or so?
Momo?
We're thinking roughly 4 jams/year including spookality, so the next one will probably be early summer, yes.
Momo can I have a tiny chat in DMs or here it’s really nothing big
Is it about the Jam?
No, I’m aware of all aspects of this so no
This channel is specifically for questions about the Jam, sounds like your concerns would be better discussed somewhere else.
Any prizes for this Jam?
The best worlds will skip Community Labs and be featured in a World Row starting April 1st
Can i make a world thats just the loading scene 1:1
The world loads in 1ms bc its optimized af so ppl wont notice its not the actual one
players would be immobilized like in the real one
aint that a fun joke, no?
blocking menu access too
You can make any world you want. If you want it to be possibly featured in the jam, you'll need to meet the requirements listed here: https://itch.io/jam/vrchat-jokejam
6 days? oof
it was 10 when it started 😛
Does the VRCJokeJamTracker need to be under /Assets/_WorldJam3/_Systems/Bop/?
Nope, it can be anywhere within Assets
Ok. And It should be printing out "Bop received" when Execute runs right?
Only in ClientSim
Oh? Interesting.
Is It a problem If some mechanic of the map are tedious for desktop user when it come to the bop system
Its hard to get a balance between both type of player
It's not ideal, but we understand that it's tricky to design for both
anyone know why udon graph would skip a node in the flow like this? the big yellow circle should execute before 3 in the log but gets completely skipped
I don't know how VRCJokeJamTracker.cs works.
Even if you look at the source code, you can only output the debug log, and you can't understand what the int value of the argument is used for or what should be set.
I'm assuming we are not supposed to know.
It will be revealed and activated if your world is accepted into the featured row. You only need to send a '0'.
Is the any difference in significance if we send something other than a 0? Say, the current "Bop" count?
Not yet…
Are we allowed to use vrchat specific prefabs that are in free or paid for use from booth? such as skeeball, InvisibleWargame, or VRCBillards?
If there is a bug that only affects the quest version that we don't discover until the quest version is more widely deployed because the world is published and we aren't able to fix it by the 1st (as we don't know about it) but we have it fixed at some point before judging is finished will that be part of the judging?
I'm stuck in a situation where I don't have a quest and the person I'm working with doesn't have a quest and we can get other people but you know how development goes when it comes to that
we'll do main functionality judging in PCVR
👍
Aye got 2 Questions: Is it possible to use the JokeJamTracker to for example if I bop an object with the hammer, that I can increase the counter of a certain persons bopCounter? And is it allowed for the JokeJam to not have the counter get the count for the HeadBops but rather for the count of how many times an object got bopped?
sure, you can count object bops instead of people bops.
Will there be a Quest user on the dev team checking out the world? I ask because of my world's strange mechanic in the JokeJam world
Can you speak to if that extra functionality is going to assume we are using it to track a bop?
they are checking for quest usage it seems
And I just realized I quoted the wrong message
We assume nothing
👍
my script crashes when calling the execute on the jokejam component
and it works when i do local testing on build and test, so what is diferent between this and public?
ah i see why
is this a bug or am i doing something wrong?
2 things:
- You need to check Utilities.IsValid(Action) before calling Execute.
- You should only be calling Execute with the parameter '0' for now.
ok then il do a null check and call it with 0
I'd recommend using Utilities.IsValid rather than a null check when working in Udon.
i know i just call them null checks
BTW, are there any docs for UdonSharp in the official docs yet? I. e. a changelog of what's new in the 1.0 version?
udon sharp isn't officially made by vrchat
It is, actually! 😄 The creator of UdonSharp was hired by VRChat a while back.
You can find it at https://github.com/vrchat-community/UdonSharp.
Yes, that community is owned by VRChat! It's maintained mostly by @spiral fulcrum , who's on VRChat's staff.
there's a GitHub page for just vrchat themselves.
that's also managed by momo n others
@warped holly I'd really encourage you to check out the other packages! It includes the official osc implementation, the new ClientSim and the package to the official Joke Jam packages. https://github.com/vrchat-community
ocs packages and jam stuff and others are also available on github.com/vrchat
Some of the previous jams, yes! But most of the new stuff is on the new vrchat-community account.
For example: https://github.com/vrchat-community/VRChat-Joke-Jam
also udonsharp has a few issues that id recommend be ironed out before going on docs.vrchat
This is actually the 1.0 release of UdonSharp! It's been available since the end of 2021, but has not yet had a public release.
i am aware
This is the first time that UdonSharp has officially been packages with something VRChat has made, so I was hoping to find the changelog.
tbh whyd 1.0 go on the docs if if isn't even released publicly yet
even if it is official it ain't even public yet according to the message im quoting
besides that it's confusing that they put official stuff on the GitHub labelled "vrchat community"
The Joke Jam uses 1.0! I know we can use static methods now, but I was wondering what else was new.
This is where we're releasing our open-source work from now on, where the community can interact with it more deeply.
you could just put it on the regular github because that's what GitHub is all about (open source stuff and having contributors from the community) but i see what you're coming from
names are weird.
yeah
i believe we're all seeing eye to eye now.
itd be wicked to see udon sharp on the official docs tho
It's planned - but this convo would be better moved to #udon-general if there's anything else
stuff made by the community, turned official. i like to see it.
also question are you planning to move over everything from the old github to the new one or is that done already
because i prefer having everything in one place
eventually™

jam channel back open? 
Yep - for the Jam running until Friday: https://itch.io/jam/vrchat-jokejam
So as I understand it for advanced usage:
Due to script protections (or some other blackbox mechanism) the VRCJokeJamTracker script appears to be null only in game. Reference works 100% in clientsim.
It is then required to wrap the VRCCustomAction reference in Utilities.IsValid in order to prevent null errors.
This is because the script's hidden feature(s) is not going to be allowed/activated until the world jam is over and the world has been accepted.
Once it has been accepted, the reference to the script would then be allowed and the hidden feature(s) activated.
Is this correct?
i dunno you know but the jam started on my birthday (march 21st) which i thought was cool
Yes, you have all the details correct 😄
I've got a Question: is using assets under Creative Commons licenses that don't allow Commercial Use allowed? Specifically this one: https://creativecommons.org/licenses/by-nc-sa/3.0/
I'd assume no, but gonna ask: Will there be an issue if multiple VRCJokeJamTracker scripts exist in the scene? Or would the script be better served having only one instance and everything else feed the Executes into that instance? The easy example being multiple hammers in the world using a custom (advanced usage) udon script.
I'm afraid it's unclear exactly what constitutes "commercial usage", it would be best to get in touch with the creator of the asset to ask specifically what they mean.
It would be best to have just one VRCJokeJamTracker in the scene.
good to know. Thanks.
I figured I should ask, I'm going to stay away from using that asset then.
Got my submission in through a friend’s world. It’s a dunk tank! Dunk someone in water or cook them in a bonfire. The person in the tank can move the target up and down to further taunt the thrower. Thrower can increase target size for easy mode. Balls are adorable little squeeking fox balls.
If someone wanted to also add it to their world too let me know, I prefabed it
is it possible to use only one of the assets in the joke jam package?
or d you not need any? i was thinking of using just the hammer to bonk people back to respawn in a cat v mouse maze
i made the maze and goal, just need to implement the joke jam asset lol, im EXTREMELY late to the party XD
Sure, that's fine. You need to at least include something which calls the VRCJokeJamTracker
ok~ ty!
Just submitted!!!
Me too! Here's what I made.
im having trouble with compiler errors with "already exists"
do i delete duplicates?
Can you give a little more info? It will help to know how you created this project
i uploaded sdk, then udon sharp, then joke jam package dl
here are my compiler errors
Do you mean imported? How exactly did you import the SDK? By dragging the .unitypackage into a new project? Into an existing one? By using the new Package Manager versions included in the Example Project?
It looks like you dropped all the JokeJam files into your assets folder
yes
The JokeJam assets are a project themselves
oh... ._.
If you want to use them, open them up as a project and then work from there
what do i do first?
when i import the joke jam, theres no sdk,
so i make a new project, import sdk?
Just open the main folder as a project in Unity
if you're using the Unity Hub, press "Open", then choose the folder which has Assets, Packages, etc. in it.
ok, and I import the latest sdk and udon sharp?
ill try again, i did open the asset as a new projject, but got compiler errors saying udon sharp was missing as well
that was my first projecr
im opening the joke jam as new project atm, hold on....
Ok, i did it, now this happened..
Ah - check the Scene Descriptor on the VRCWorld object to make sure there is a Spawn set under 'spawns'
Congrats! :>
Ok, i got to build my world again from the joke jam projecect, now im trying to make it so Master of instance can bonk players back to a spawn location
Q: do i need to add new udon behavior to make a new collider on bonk hammer to affect players' location/respawn?
Maybe ill make it so the hammer can be stolen...
Anyone know how they did the url click board to that leads to the demo page? On the downloaded demo is seems disabled / not active
One more question, are we able to update our submissions after the jam ends and worlds are featured in-game?
Opening URLs is limited to internal worlds, sorry.
sure!
Finished!! : D
Submission has been uploaded. Work in 2 and a half hours. Seems like a good usage of time, and totally not a reason to use some of my PTO that I have been putting off using 
Thanks! I'll make it a public prefab after the jam (as the jam SDK isn't compatible with live worlds)
I included VRCJokeJamTracker in my project and now I can see the debug logs on ClientSim every time I run it.
Does this conform to the technical theme?
finished here too
Does I need to make the map public to be able to get a url ?
I believe you can submit without labs and if chosen it will skip labs and be automatically published
Based on the rules as described you are counting something based on a manual action, thus it is valid
Yes, it does
TWO HOURS LEFT TO SUBMIT!
Post here if you have any issues with itch.io and I will help.
(while I frantically finish my own submission, heh)
how do i know if my vrcjokejamtracker worked?
i submitted my entry, it has a bop hammer that works, it doesnt have a counter screen, just the hammer and whats under it, + the jokejam tech minus the laser pen and boxes
If you got 'bop received' when running in the Editor, it's probably working. If it's not working but you clearly made an effort to include it, we'll be able to see that and will consider it.
ok, let me check!
Just a small question, do we have to select an existing project when submitting?
It auto selects one of my previous ones for me.
So I tried it and yeah, you need to create an empty project. And then probably submit it with with the URL below.
EDIT: Also realized the instructions are on the bottom of the page 🤦♂️
I can't see bop recieved, but it used to work where it did.
I put a new, separate collider that gets in the way of bop hammerhead that teleports players that get hit
thats probably why it doesnt show, since it teleports player/me before i can get bop
just submitted with 34 minutes left 🥳
Me too! It was close.
I was able to submit it.
I have reached the point where I can play, but I would like to update it for a while.
When will the world be released?
We'll be visiting worlds over the next few hours and making our selections. Probably within about 4 hours.
submitted the windows/quest build with 5 minutes to spare
Submitted with -16 seconds to spare. Talk about a close one
Woo! Submissions closed!
4 hours!!
Thus starts a 15-minute grace period. If you had an issue and couldn't get your world in on time, let me know here before 15 minutes after the hour and I'll help get your submission added.
i just noticed they said my link doesnt point to a valid world
while i click on the link i have no problem
Is there a way the host look at it again
Is that VrCat-Apult? I actually just checked that and saw that the link works now, all good.
thank you i was scared
when will worlds be up?
Was close with my submission, didn't get to fully playtest it, hope nothing breaks 😓
Like, mine is in community labs atm, will there be a section for the jams today?
Does it have to be in community labs at all btw?
We'll be visiting worlds over the next few hours and making our selections for the World Row today. Probably within about 4 hours.
nope!
Hyped to check out everyones worlds!
these worlds are gonna troll me so hard
Any estimation on how many worlds will be there in the row?
somewhere between 0 and 39
Okay, thanks!
This has been the most hype jam yet, can't wait for you guys to check it out!
@spiral fulcrum just discovered that the tracker was throwing a null reference exception only in build because of a missing is valid check we're publishing a fixed version now is that going to have cause issues with our submission during judging
It was not documented that the stubbed out version just downright might not exist 
@robust prism

Well it's fixed now 
That sucks if that just caused us to have to be disqualified damn.
We TECHNICALLY met the theme by calling the method
I believe momo said that they'd detect the attempt of using the joketracker, even if it failed in build and test.
If they are testing it with the secret turned on, the script probably will work fine.
Momo can confirm when they pop back in.
Well the world has been updated. We didn't catch it because crashing that one script didn't physically break anything because it was the last call in the script there for all the other code that visually updated the world had already executed and I only went and did the action one time
Just wrapped it with is valid and made it public instead of serialized private to make it match the tracker to the best of our ability
Worst case, learning experience
Quite.
I thought it said there were like two hundred submissions or was that two hundred people who had joined
Analytics. ANALYTICS. YESSSS
The row is live! Congrats to everyone who made it in, and thanks to everyone who participated!
https://hello.vrchat.com/blog/joke-jam-live
If your world did not make the featured row, you have received feedback through your itch.io submission page.
If it were really a prank, we'd have them take you to OG home or something
You say that as if we didn't consider snagging the asset pack used to build OG home when making cyber talk
Yay, my (rather rushed tbh) world got in!
also analytics sounds cool, it sounds like this is a response to some world makers wanting some sort of online interaction (IE, the questions about get requests and stuff?)
I mean there's currently ways to do analytics but they're janky and require untrusted URLs
And they're relatively popular
So a proper system is the next evolution
A full analytics system has been in the works for some time - this is a little toe-in-the-water to get some limited functionality out. It will still be some time before we can roll it out at-large, but happy to have a select few play with this version and give us some feedback on what they'd like to see.
Anything that helps us gather automated analytics would be great! I often have trouble getting players to voice their opinion.
So your bonk tracker was a good example.
Even a barebones implementation will be massively beneficial. So I'm sure everyone's looking forward to trying it out 😋 Wonder how we'll access the analytics!
You can see the current total of whatever you're tracking in your world on your world page! Only you can see this:
may be too early a question, but will it be supported to have a self hosted bot or something to scrap off this kind of data from our world using personal tokens to see it, to then mirror it publicly? Like lets say I want a discord bot that posts ina channel of mine every time someone hits a button in my map
Methods for retrieving the data are a bit undecided, but more likely to be a typical API endpoint with which you can authorize and then query to retrieve your data.
Thanks! Wow, more than I expected.
kinda want to create another world that just spams bops, and see at what point the counters overflow
Your thumbnail is wonderful. 😄 https://d348imysud55la.cloudfront.net/World-Bird-Joke-Image-2019431f1_.file_af004373-3a3c-4e64-adfc-a6b3f6de91cc.5.png
Haha good luck with that! You should be able to send a higher number now, right?
Time to do the scariest thing. Publish a change 45 minutes in to make the conversion rate of noodlebucks more fair
can't wait for unity to fail me again
I think it might be too expensive lmao
amazing
revolutionary feature
game is twice as good now
I love that the we can see the total amount of bops between all instances, seems like something that'll be really fun to track
currently sitting at 27k bops.
I also went world hopping tonight through all of the joke jam worlds, everyone's worlds are amazing!! Great job to everyone who submitted!
please do not catapult the cat
I submitted my Jam before the due date time, and there was a notification that it was deleted. why?
@visual rock i think you'll like this world
yes
as expected
Did you receive a comment on your project before it was removed? Which project was it?
I checked some worlds, and at least one is not valid for Joke Jam rules. Did you check all worlds to make sure they're not falsely applied for the event? They must use some Joke Jam parts. One of them is the hub and has really nothing. Now the world gain easy attention to just stand in the Joke Jam list but it has just nothing to play with Joke Jam parts. This world should removed.
(Has nothing for Bops too)
If it must have Bop system, then some worlds has not it. (it means no visual bop score or so)
Or generate false Bop, like shooting but there is nobody.
For me, world must feels it's really made for Joke Jam with visible elements with some game. I might make list for it what i see.
Most worlds have bops by hitting others (players).
The only technical requirement is to use the VRCJokeJamTracker script that has Execute() method triggered by a player-initiated action. There is no requirement on using the JokeJam kit's contents, other than that script. Additionally there was no explicit requirement listed on the itch.io page that specified that one must "display the bop count" either.
I know one of the worlds is made as hub where you fell through the floor. I think that falling part is used as Bop trigger, but the world is overall standard hub and applied really nothing for Joke Jam. It doesn't feels worth as Joke Jam world. There was no score visible to let you know. I feels the world is just used to gain more attention for some worlds - which is kinda advertising for some world. It use Joke Jam event to advertise worlds and that is somewhat unfair in my eye.
Use Bop system in world that has nothing for Jam, is not fair. Too easy and compared to other worlds it's even not qualified.
I see people working so hard to make nice worlds with Joke Jam elements. My respects. But i don't respect people who make it way too easy just use Bop System and advertise other worlds. It just doesn't feels right. The world will often visited because it uses Joke Jam row.
I tried play in the hub world but i don't see visible working parts from Jam. Bop tracker was invisible and poorly applied too, i didn't see well what is going on.
Let me say you for example: i grab bop tracker, hide somewhere in world, and apply it as Joke Jam world without visible Joke Jam elements (or made with funny game parts like demo world). Then my world will placed on Joke Jam row automagically. Is that not too easy for you? Is this fair apply? For me it's not. Not compared with other worlds who people made good use of Joke Jam elements and clearly visible.
Enough talk here. It's up to you. I still disagree with the hub world.
Not even sure what world you are referring to anyways. I've looked through all the worlds in the row and they all meet the thematic requirements of the jam imo, either through slapstick, jokes or parody.
The ‘hub’ world’s portals are fakes, complete with fake loading screens that take you to the other ‘worlds’. It’s actually one big joke world.
The worlds are fakes? Well, that can problem for some people who don't understand well, because they just don't want join other worlds, and will completely miss the purpose of the world. I also are not interesting to touch other "portals" because i don't want see other worlds right now. That is maybe problem there, there is no information at begin. Without information (like go try some portals) i will just leave world already.
Well, then i am sorry for the hub, but i think if world is not clear enough what is adjusted, nothing will happens.
if creator managed to look very exactly, good job, but can also a problem for some people 🙂 They will ignore it and leave.
Then world is too good it will not show well what is fake. 🙂
Now i know, i go take a look again.
I agree it’s not completely obvious and requires a bit of ‘taking a chance’.
Some constructive criticism is good, but I’ll ask that you not use this channel to disparage other people’s work.
Any idea if a hub/new category exist for all jam world?
There's a row for the Featured Worlds. You can find a list of all the worlds at https://itch.io/jam/vrchat-jokejam/entries
Yes I know about that.
But I mean a vrc hub or a list ( like we have for vket) for this jam event
Something more simple than use the search bar
Yes, there's the JokeJam row
Hey guys, just a question, where did the third Jam go? or am I missing something.
We had the 1. Sketch Jam, 2. Obstacle course Jam, 3. MIA, 4. Joke Jam
spookfest
Wasn't that separate?. If not and that was actually number 3, that's gonna cause so much confusion in the future when people try to match them up hahahahah
Yeah, when setting up this jam, we accidentally skipped Spookality since it didn't have an example project. This was actually Jam #4. We'll drop the numbers entirely moving forward
So what is this channel about?
the world jams they do
We have actually found from monitoring public instances that visitors and new users are far less hesitant to go through the portals then more experienced players. The exact opposite of what I would have expected.
That kind of surprises me because I intentionally made the portals look jank enough that I felt any more veteran player would recognize that they are clearly not real, but I also didn't consider the fact that when there is a world portal, you don't have a player count or anything else over it, you only have the name which is probably making them look more realistic than I meant to.
That clicked last night when I was talking to someone and they thought it was real because it didn't have a player count or anything over it.
I'm actually planning on modifying it a little bit to try make it more obvious. I might make the portal into a rectangle instead of an oval to distinguish it enough from the real portal design
In some ways it also makes sense that visitors and new users have less hesitation about going through a portal because they are probably more used to going to various Hub worlds where you have portals in them and then going through the portals to explore further. They don't have the same hesitation that more veteran players have when they see a world portal because the more veteran players don't want to be taken away from the world they are and where as newer players probably are more willing to go explore that way.
We've been doing a lot of sitting around in public world's getting feedback just for fun and of everything we noticed that was the one that interested me the most. That based off of observation, newer users were less hesitant to explore
I do greatly appreciate this feedback. Our hope was that people would recognize that the portals are not real and would go and check them out but I also understand that if you don't approach those portals there's a good chance you don't notice the markers that they're fake. And even if you do a approach them, there's a good chance that I didn't make them look fake enough. We were trying to strike a balance between authenticity without going overboard in either direction of making it look too accurate or making it too jank.
I'll probably change the shape of the fake portal to make it more clear as to what is going on and maybe we can add some form of text next to the Noodle Bucks counter that encourages you to go explore to collect Noodle Bucks.
@uncut cape
The sheer amount of hesitation that we have found surrounding the fake portals has been the most interesting component to me
And I could probably point to a few different things such as them looking fairly realistic (albeit missing the alpha fade around the edge, wrong font, and the particles not being 1:1 but being close enough that if you're not the kind of person that looks at that detail closely you very well may not notice)
They look too real compared to everything else. To me it sticks out like a sore thumb but that's the kind of detail I pay attention to. I also made it so I know the flaws
Got a request and a half for your analytics @spiral fulcrum. Being able to get the trust rank, session type, and platform of a player with an analytics event would actually be incredibly useful because we can use trust as a rough gauge as to how much an individual plays vrchat and use that to find trends where maybe something is not accessible enough to people less experienced with vrchat, or, the opposite. It could also help build trends to design around how people who frequent public worlds play versus people who don't. A trusted user who spends a lot of time in public worlds is probably playing vrchat very differently and has a very different experience than a trusted user who spends most of their time in private worlds. Well I wouldn't expect that level of granularity (where people spend their time) , we could draw trends if we get enough rough data.
Having that analytics would be amazing for game worlds where we could tune things for maximum accessibility based on how people "play" vrchat.
Even stuff such as the kind of VR controllers somebody's using could be incredibly useful because it could give away if people using Vive wands are having substantially more trouble with a task versus people using index controllers.
Will there be a place to discuss potential ideas for this analytics platform down the line?
Obviously you all have to draw some form of line around anonymization as well as not revealing too much data that could give World creators business sensitive insight, but I'm just thinking about so many things that could be incredibly useful for world developers, which in turn could also become incredibly useful for the vrchat developers to get reported up the chain as feedback in the case of things such as finding platform-specific bugs
I'm thinking about all this data as something very far out on the development timeline of this analytics system but there are so many things I can think of that would be anonymous once aggregated that could be incredibly useful for tweaking worlds.
I thought it was instantly obvious that they're fake. The particles were too high quality 😄
But I can see how a new vrchat player might be confused? I suppose it's in the spirit of the joke jam, in a way.
the newest VRChat players are actually less confused about the portals since they don't 100% know the mechanics of things yet
I found Users hesitating more than Visitors.
oh I see that was said now lol
Constructive feedback always appreciated. Made some changes to try and mitigate those issues and make it more clear what's going on as we don't want to downright scare people away (although people thinking the portals is real is a pretty good joke in its own)
is there any docs on how the analytics stuff can be used in the future? such as the bopper
Its still in development, so the page for the world jam is the main thing for now
For the moment, assume you can return ints for analysis
examines public api for VRCCustomAction
||sees VRCUrl as an override||
🤔
i like jam
were is the meme channel?
there is none
u heard me. not every server has a meme channel
dude this game lives and dies by the memes i cant belive it ho well