#creator-companion

38 messages ยท Page 3 of 1

fervent wave
safe jackal
#

Thanks for fixing the overlapping text! Though just scaling it down is also a bit weird ๐Ÿ˜…

fervent wave
safe jackal
#

This channel is for discussing the "Creator Companion" app which is in Open Beta. You can try the #world-development channel. ^^

errant lake
#

o sorry

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okey thanks

distant silo
#

Oh...

viral oracle
#

Still observing issues in preliminary checks. Still need check some other things before I can say for certain.

fervent wave
#

I think it might help to add a scene reload after the SDK Reload. The reference to the url input field is broken on the first load but will resolve if you reload the scene right away.

#

But I also only tested with the video player in the udon example scene. If you have a repro with your player, Iโ€™d be happy to take a look.

viral oracle
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(It may have to do with nested prefabs tbh).

distant maple
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Just a simple question.

#

I am trying to make a avatar project from the new VCC and it seems to get a error on load.

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Does this happen to everyone?

safe jackal
#

You need to update your Unity Mathematics

distant maple
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How do you do that, I never had the problem before the VCC so.

safe jackal
distant maple
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Thanks

quasi marlin
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I'm trying to install VCC, however it's hung up on the fact I'm installing Git on D:/ I believe. Upon trying to reinstall it through the actual application it just runs the installer and reinstalls Git in the same place where it couldn't find it, leading to a loop. Do I just need to reinstall Git manually to C:/ ?

#

update, apparently that was the issue.

fervent wave
quasi marlin
#

ah okay, thanks

distant maple
#

So, I updated all the package, copied the manifest to a new project make sure that the package is updated from the start. However still got the same errors.

fervent wave
distant maple
#

It does. Is that what I am supposed to do? Just ignore the error by clearing it?

fervent wave
crimson nebula
#

What is causing some people to see that Maths library error anyway? Is it specifically when people use the SDK from GIT?

fervent wave
robust grotto
#

I made a new project then right away add a descriptor and hit upload the I got hit by that error. I cancel the play then try again and the error did not show and I was able to upload.

#

it was spamming that error in loop

#

Something I saw on a project I migrate. None of the VRChat layer where there. I have to create them myself but a newly created project have them

fervent wave
#

What did you add a descriptor to in this test? It sounds like you may have tried to upload before the project was finished loading, but I don't understand what you were trying to do.

robust grotto
#

I try to speed run upload an avatar. Maybe the project needed to be play once since the error disappeared right after.

#

It was the robot avatar with a descriptor added to it. No physbone in there.

fervent wave
#

Ok, thanks for the details, Iโ€™ll let the Avatar team know.

atomic radish
#

can i get help

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i am using the new blender

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but i dont know how to make one

safe jackal
foggy kraken
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can someone help me upload an avatar

viral oracle
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This channel is just going to continue to get these comments cause people keep misunderstanding the name lmao

viral oracle
drowsy kraken
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They're just spamming every channel they can.

viral oracle
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Maybe I'm too isolated then. I usually stick to just the udon channels lol

fervent wave
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Yeah, Iโ€™d like to make a click-through or something for this channel, and a probably udon-questions, where you need to actually read a sentence and add the right reaction in order to get access.

viral oracle
#

That could help.

regal sequoia
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UPM error happen. I have tried re-install unity editor and git, but this happen in every projects. Why?

fervent wave
#

However, we have a new version of the Creator Companion beta which does not use git. It is in Closed Beta testing now, we will post here when it is released for general use.

regal sequoia
viral oracle
#

fails on exfat
sadge

karmic mountain
#

So I'm curious, how do the User Packages and Curates Packages work? How can they be used, and are they even worth using?

karmic mountain
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yes but i dont feel there's a need for me to do anything with them. If there's a way to import unitypackages into those and predownload them into new projects then that would be fantastic.

fervent wave
next haven
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hello i dont know where to post this but

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i cant find the view ball

safe jackal
azure jay
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hey do u guys know why cant i uplaod public avis rn ??

cursive pecan
azure jay
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oops mybad ^^"

safe jackal
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Why do so many people come in here to ask for help? ๐Ÿ˜…

fervent wave
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I guess the name sounds like something helpful for creators, which is its aim so it's sort of a victim of its own success

safe jackal
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true

static holly
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Ok, Im guessing creator-companion is like a vrc supported/made client to make world development faster and easier?

proven kiln
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it's an external application that manages your unity projects

glossy smelt
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what up with the "base" sdk option?

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do I need the base and the worlds package to make a world?

cursive pecan
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Correct

glossy smelt
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how come there's no base sdk on the downloads page?

cursive pecan
#

From what I understand it's due to how creator companion handles the sdk different compared to importing it yourself into an unity project

#

Do take what i say with a grain of salt tho, don't know how it all really works

proven kiln
glossy smelt
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ahh I see

#

so it's all the same files just packaged differently

slow lark
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I have migrated my world, but now I am getting these errors

#

All of the code in the U# scripts has not changed

slow lark
#

I am getting this error on all UdonSharp scripts, including scripts I didn't write myself

rigid pivot
round mulch
lunar compass
#

Hey! I'm having an issue with UdonSharp. I'm using the Creator Companion, and have added U# to my project. However, when adding any prefabs that require U#, I get errors implying U# is not in the project. How would I go about solving this?

lunar compass
#

Creating a new project with the UdonSharp template works, adding U# to an existing project does not, it seems.

azure jay
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Has anyone been having issues when creating a new project from a prefab? Every time I try to make a project using a prefab unity says it cannot find the build version, and then when I go to fix it the project boots up and deletes the VRC stuff from the project

azure jay
fervent wave
azure jay
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It's my C drive lol

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Default storage

fervent wave
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Yes, but it is formatted as FAT32? exFAT?

azure jay
elder comet
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I assume this isn't supported on Windows 11 yet but upon installing the app I get what looks to be a template UI rather than anything usable. None of the buttons work.

safe jackal
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I don't have any issues on Windows 11

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(even in the beta channel)

safe burrow
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I'm using CC to make a world.
Do I need to use the VRCWorld prefab that comes in the samples folder or can I just make an empty gameobject and add the scene descriptor onto it?

fervent wave
safe burrow
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Ok then. I'm running to an issue then.
When I add the scene descriptor to an object I get this error and the scene descriptor looks like this

fervent wave
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Does that error go away when you press 'Clear' in the console?

safe burrow
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Yes

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But if I click off and click back onto the object the error comes back and the scene descriptor looks the same

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I tried making a new project and the result is the same

fervent wave
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Aha! You have found a bug. Here is a little fix until we get the next version out - click on the blue text in the console to open up the file. On line 23, replace if (sceneDescriptor.spawns.Length == 0) with if (sceneDescriptor == null || sceneDescriptor.spawns.Length == 0) and then return to your project and the component should work again.

safe burrow
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It does work again. Thanks for the help

limpid swift
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I clicked the update button in the CC and it just stays on Please Wait.... been like that for 10 minutes now

fervent wave
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That version has an issue with Updating - if you're still on it, you'll need to re-download the installer from the SDK Downloads page, sorry.

thick kraken
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is there a video or something that goes more in-depth on making a template?

fervent wave
thick kraken
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damb

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editing json files n shit got me mad confused

fervent wave
elder comet
safe jackal
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I mean the beta channel of Windows 11, not the Creator Companion ^^

elder comet
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Oooh, gotcha

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I'm on stable, not really sure what happened with this install but im going to try again (v0.27)

elder comet
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Is there any way I can get logs and post a bug report for this?

fervent wave
elder comet
fervent wave
# elder comet The logs are completely empty ๐Ÿ™Š

Aha - it looks like the Creator Companion doesn't have permission to write to your Documents folder. Found this in our remote error system:
UnauthorizedAccessException: Access to the path "C:\Users\Takanu\Documents\VRChatCreatorCompanion\settings.json" is denied.

#

You could try running the Creator Companion in 'Administrator' mode

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Do you have any special permissions set on your Documents folder? That's typically writeable without elevated permissions.

elder comet
fervent wave
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If an admin account on your machine can't write to your Documents folder then there's something strange going on. Can you right-click on your VRChatCreatorCompanion folder and choose "Properties", then "Security"? Here's what mine looks like for reference:

elder comet
limpid swift
elder comet
minor summit
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I'm trying to use the creator companion from the VRChat website to create an avatar for myself, but when I launch it, it tells me I need to install Hub & Unity. I click install, but all it does is go to the download screen and do nothing. It just sits there. It didn't do that for the GIT

drowsy kraken
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Do you have Unity Hub installed?

minor summit
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I was trying to through the Creator Companion, but it just sits there and does nothing. I was able to do the GIT through the Creator Companion, just not the Unity & Hub

elder comet
fervent wave
glossy smelt
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is it possible to use the quick launcher to get multiple characters into the same local test world?

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I tried checking "watch worlds" but when I built the world it just sent them to two separate instances

viral oracle
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I'm currently using a menu option to copy the last build URL.

glossy smelt
azure jay
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Hi! I'm new to VRChat development, but have used Unity for quite awhile. I have a question about installation. Will installing Creator Companion cause any problems with my existing Unity Hub projects? Also, will the Creator Companion created projects show up in my Unity Hub? Just want to be prepared. LOL Thanks!

gentle warren
azure jay
round mulch
#

if you create a brand you project with VCC it can't really corrupt it[since there is nothing there to corrupt].
and they should show up in unityhub after you opened them with unity. and if not, you can just add them to the unityhub list like any other unity project folder not on the list yet.

#

and personally, I prefer having the imported SDK be a package as opposed to files in the asset folder, since it's less stuff in the asset folder, and no chance for no longer used files to be left behind when you update.

#

but those benefits don't require VCC specifically, if you know how to tell unity to add the packages manually

lime wadi
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What packages folder is it asking for?

fervent wave
fervent wave
lime wadi
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ah, so i need to clone a git repo before adding it

fervent wave
solemn dew
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anybody know why is this happening?

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here is the full log, ignore the foreign language

echo swift
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Packages created with the creator companion (The left) do not have plastic scm but the deprecated unity colab tool

On the right side is the same unity version but created just with unity hub has plastic scm , migrated projects also still have it

Is there a way to either fix this or a workaround ?

#

some people might not use it but it definetly came in handy for myself and my use cases

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i know there is other programms to do the same but this one as it was build in was very easy and handy to use

fervent wave
safe jackal
fervent wave
echo swift
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Both run on the same unity version, just somehow its not there in the creator companion unity project

fervent wave
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Ok, so you're talking about creating projects. Can you add the Plastic package through Unity's Package Manager?

echo swift
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I have tried searching for it it does not seem to be there

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I am not sure if it even is a separate package as it is normally build in with the normal 3D projects of unity

fervent wave
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maybe just need to update it to 1.10.2? I've never used it, so not sure how to verify.

#

Looks like my icon changed after updating the package and signing in, let me know if that works for you.

echo swift
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That seems to have worked

#

thank you very much

tame iris
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I do not know why it is broken account with VCC

fervent wave
tame iris
tame iris
fervent wave
#

Are you trying to use SDK2 with the Creator Companion?

tame iris
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no just Creator Companion give this unity his base vrchat

fervent wave
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Ok, thank you for clarifying.

tame iris
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and i didnt add sdk2 never

fervent wave
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Which version of the Base and Avatars packages are in your project?

tame iris
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i think really bug ?

fervent wave
#

these versions:

tame iris
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ah !

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3.0.9

fervent wave
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thanks

fervent wave
#

Hm, I was able to make a new project and upload the Robot avatar using my account, so the problem does not seem to be with the package version or API. Can you try this as well?

  • Use the VCC to create a new project from the Avatar template
  • Open the scene at Assets/Samples/VRChat SDK - Avatars/3.0.9/Robot Avatar/Avatar Dynamics Robot Avatar.unity
  • Log in to the Control Panel
  • Use the "Build and Publish for Windows" button
tame iris
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okay now i try create new project avatar but other error

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really weird

fervent wave
#

That first error is just Unity loading things out of order, it should clear when you press 'clear' or enter play mode.
The other errors are unexpected, I've never seen them!
Just to check - you are using Unity version 2019.4.31f1 on Windows 10 and you have not added anything else to this Avatar project?

tame iris
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i use window 11 and right 2019.4.31f1

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my avatar in project use longtime more 1 year ago and never new project

fervent wave
tame iris
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hmm i think different

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just problem this unity

fervent wave
#

Yes, it looks different. If you create a bug report there, you will be notified when we have some more information on the issue.

tame iris
#

okay

tame iris
# tame iris

and i can delete this error sdk2 and install new version ?

fervent wave
tame iris
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i mean how i can fix my old project ?

fervent wave
#

I'm not sure how to get it to work with VCC, so probably best to restore to the version you had before you migrated it.

tame iris
#

oooh it's too late ...

fervent wave
#

Did you "Migrate a Copy" or "Migrate In-Place"?

tame iris
#

when you get out of VCC I do Migrate to Copy but I continue working VCC a lot of time

fervent wave
#

If you Migrated a copy of your project, then you should still have the original version on your drive.

tame iris
#

i need copy all file about my avatar so many update than before

fervent wave
#

did Publishing work when you first migrated the project, before you made all the updates?

red bolt
#

I am having some difficulty using VCC for worlds, Windows 10, no odd setup or anything like that, regular old style projects work fine

  1. I create a fresh new project in VCC using UdonSharp template called "NewVCC"
  2. I add the project folder to Unity Hub
  3. I launch it and wait for it to import
  4. Once it is launched, there is no VRChat SDK menu on top and the error log is spammed with VRC SDK errors
  5. I also tried to close and relaunch Unity, but no difference
#

Interestingly, errors are different on first startup, saying it couldnt read various files and prefabs

#

and VRC SDK packages are definitely there

viral oracle
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@red bolt try Reload SDK under the VRChat SDK menu

red bolt
viral oracle
#

What is your SDK version

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Wait no dumb question

red bolt
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the latest one in VCC?

viral oracle
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It should have that menu

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wtf

red bolt
#

it doesnt have it because the SDK fails to compile, look at all the errors

viral oracle
#

๐Ÿค”

#

That sounds like a Reimport All is needed.

red bolt
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and where is that?

viral oracle
#

Right click the Assets folder in unity

red bolt
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in VCC, VRC SDK is no longer in assets folder

#

it no longer works like that

viral oracle
#

That doesn't matter.

#

Reimport All is a global action

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Reimport (without the All) is the folder specific action

#

You could also right click the Packages folder and Reimport All would show there as well

red bolt
#

trying it now

#

exactly the same

#

also shows this now

#

(it showed that on first unity start after I made the project as well)

fervent wave
# red bolt also shows this now

Hm - my best guess is that you don't have Git LFS installed or properly set up, so binary files were downloaded as pointers rather than the full versions.

#

Did you install git through the Creator Companion, or did you do it yourself?

red bolt
#

hmm, ive been using git on my computer for as long as I know

fervent wave
red bolt
#

ah cool!

#

thank you!

fallow breach
#

Granted I'm on Mac, without the CC, but I was otherwise following the instructions to import the SDKs via GIT.

fervent wave
fallow breach
#

As in it won't work or it's in "unspecified territory"?

fervent wave
#

You may be able to get it work, but it's untested and you'd be doing a ton of extra work and research yourself, for no benefits that I can think of.

fallow breach
#

Ah. Sounds about right.

#

So I take it the GIT packages are fundamentally different from the contents of the unitypackage versions then.

fervent wave
#

yes

fallow breach
#

Fair enough. Thanks for the clarification.

#

I understand that the GUI version of the CC is Windows only for the time being, but is there fundamental need for the Windows specific parts to function?

Or would it be possible to effectively if Windows those parts out for macOS & Linux users?

fervent wave
fallow breach
#

I look forward to it.

grim bobcat
#

Im having issues with Creator Companion

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it is ruining all my cyan triggers and multiple DLL files wont load

fervent wave
#

You may want to talk to CyanLaser and check if CyanTriggers are compatible with the Creator Companion packages yet.

grim bobcat
#

I went trhough and reimported everything

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but now my Key Press stuff is not compiling corectly

fervent wave
fervent wave
grim bobcat
#

yea I did, I think it has to do with the new input system

lime wadi
#

is the new embedded package system documented yet?

fervent wave
lime wadi
#

where did it create a backup?

fervent wave
#

In AppData/Local/VRChat Creator Companion/Backups. We should add that to the docs. I thought it logged the path when it finished, but I might misremember.

lime wadi
#

no it just opens the project page

#

so VPM is no longer compatible with the unity package manager?

#

Package Maker Tool should be under its own page in the Tools category, leaving the guide to be manually creating a package

fervent wave
lime wadi
#

but now you need to sync the packages folder subfolders on version control systems

fervent wave
#

Nope! In fact, the VCC places a .gitignore in there for everything but the Resolver, which will retrieve all the packages and dependencies declared in your vpm manifest, like Unity was doing before but with real version range control and support for transitive dependencies.

lime wadi
fervent wave
# lime wadi but dont you have to open project in vcc to do that?

nope! That's what the resolver is for. You can update packages with the VCC or just open it in Unity. So if you're working on a project with someone else through source control like git, they don't even have to have the VCC installed to resolve the project's dependencies. They'll just open it in Unity and the resolver will open a dialog with a message that there are some missing packages, and offer an "ok" button to download them or a "show me more" button to list them.

lime wadi
#

what if 2 repos declare the same package

fervent wave
#

Sorry, I'm off for the night after a long day. I'll get to your questions tomorrow if you leave them here, and you're of course welcome to file Canny issues for bugs and feature requests.

rigid pivot
#

can i have dumbed down explanation of what the difference is ck_NinomaePlead

#

Ohhh so instead of user packages being shared between all my projects, it makes a copy in each?
I love that as I've destroyed some of my user packages for all of my projects a few times while importing them into existing projects that had conflicting GUIDs...
but gonna miss that making a change to my shared logic doesn't automatically apply to my other projects also utilizing it.

grim bobcat
#

What Variable do i need to get player bone position

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i keep getting an exception error "Object reference not set to an instance of an object"

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I have a VRCPlayerAPi Variable named LocalPlayer

proven kiln
grim bobcat
#

Yea i misread a thing in Cyantrigger

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Hmmm My udon behavior wont load

#

I also cant use the OnKeyDown cause it keeps giving me an error due to the input method

grim bobcat
#

So my player bones aren't being updated

agile plume
#

that happened after updating creator companion

agile plume
#

seems like the prefab itself moved/is damaged

#

this seems to be the case for all prefabs

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in the examples folder

grim bobcat
#

restart unity

#

that fixed my issue with VRCPrefabs

shrewd raven
#

what this for?

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i see Git is going a way.

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so i guess VPM taking Git spot.

grim bobcat
#

I cant get the testing players head to rotate and the menu is not interactable

#

its just stuck in place and wont let me click anything

#
VRC.SDK3.ClientSim.Editor.ClientSimProjectSettingsSetup.IsUsingCorrectInputAxesSettings () (at Library/PackageCache/com.vrchat.clientsim@ddf48efe3b/Editor/ProjectSettings/ClientSimProjectSettingsSetup.cs:40)
VRC.SDK3.ClientSim.Editor.ClientSimProjectSettingsSetup.IsUsingCorrectSettings () (at Library/PackageCache/com.vrchat.clientsim@ddf48efe3b/Editor/ProjectSettings/ClientSimProjectSettingsSetup.cs:15)
VRC.SDK3.ClientSim.ClientSimMenu.Start () (at Library/PackageCache/com.vrchat.clientsim@ddf48efe3b/Runtime/System/ClientSimMenu.cs:147)```
#

I also get this error in the console every time I hit play

fervent wave
# shrewd raven what this for?

That's a tool automatically included in all projects moving forward, which can restore the packages of a project without opening VCC like git did.

shrewd raven
#

oh. ok, so it is better ๐Ÿ™‚

grim bobcat
#

Is there a way to get the clientsim player model to rotate its head?

safe jackal
fervent wave
fervent wave
safe jackal
grim bobcat
fervent wave
# agile plume uhm

Hm - can you tell me more about your migration? For example, I just tested this:

  • Made a new project with the latest .unitypackage sdk (VRCSDK3-WORLD-2022.06.03.00.03_Public.unitypackage)
  • Created a scene with the AvatarPedestal and Floor prefabs
  • Closed the project
  • Added it to VCC 0.3.0
  • Migrated the project
  • Opened it back up
  • Confirmed that both the AvatarPedestal and Floor prefabs are still there
fervent wave
safe jackal
#

ClientSim is so nice, not needing to Build & Test just to check out if something works is great.

grim bobcat
agile plume
fervent wave
fervent wave
agile plume
#

how do i access that now? its just throwing me out of that window asking me to migrate again cause i reverted from backup

fervent wave
agile plume
#

git

fervent wave
# agile plume git

Ok, you can see which version is in your project by looking in the Project/Packages/manifest.json file. You should have entries like:

"com.vrchat.worlds": "https://github.com/vrchat/packages.git?path=/packages/com.vrchat.worlds#3.0.9",
"com.vrchat.base": "https://github.com/vrchat/packages.git?path=/packages/com.vrchat.base#3.0.9"
agile plume
fervent wave
#

Thanks! Looks like you're on 3.0.9. I will try to reproduce your issue.

grim bobcat
#

I cant seem to build my world

#
UnityEngine.Debug:LogError (object)
UdonSharp.UdonSharpUtils:LogError (object) (at Library/PackageCache/com.vrchat.udonsharp@26d6812704/Editor/UdonSharpUtils.cs:316)
UdonSharpEditor.UdonSharpEditorUtility:UpgradeSceneBehaviours (System.Collections.Generic.IEnumerable`1<VRC.Udon.UdonBehaviour>) (at Library/PackageCache/com.vrchat.udonsharp@26d6812704/Editor/UdonSharpEditorUtility.cs:443)
UdonSharpEditor.UdonSharpEditorManager:OnEditorUpdate () (at Library/PackageCache/com.vrchat.udonsharp@26d6812704/Editor/UdonSharpEditorManager.cs:750)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()```
fervent wave
# agile plume

Hm, I did not have that issue when I took these steps:

  • Created a new Unity Project with 2019.4.31.f1
  • Added the Base and Worlds git packages
  • Added the AvatarPedestal and Floor prefabs to the "SampleScene" from the imported Samples package.
  • Closed the project
  • Added this project to VCC 0.3.0
  • Accepted the in-place migration to Embedded packages
  • Opened the project back up in Unity
  • Confirmed that the prefabs are still there

Did you delete the Samples folders before or after Migration, by any chance? Or can you think of anything else that's different between my steps above and your project?

fervent wave
#

You need to fix the errors in your C# scripts before you can build your world.

grim bobcat
#

Packages\com.vrchat.vrcsdk3\Editor\UPMImporter\UPMImporter.cs(48,18): warning CS0219: The variable 'importedNewPackage' is assigned but its value is never used

agile plume
fervent wave
#

The samples folder from within the Assets folder of your project

agile plume
#

i dont think i have one

#

nvm i do have

fervent wave
# agile plume nvm i do have

Ok - can you tell me where those prefabs should be pointing to? Did you make them from the prefabs in this Sample package, or from somewhere else?

fervent wave
# agile plume theyre pointing here

Hm - so you avatar pedestal prefabs are pointing to the prefabs in the Samples folder, which still exists after migration, but they are showing as missing after migration? Very odd, and not something I was able to reproduce unfortunately. Could you share the pre-migration project with me so I can reproduce the issue and investigate further?

agile plume
#

sure

grim bobcat
#

I hit build and test, the game doesnt open....

fervent wave
grim bobcat
#

I have

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I reimported visual studio and that for some reason fixed it

rigid pivot
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I'm stuck in an endless cycle of updating the SDK from VCC and then it asking me to install required VRChat packages in Unity. Both versions of the SDK are listed as required packages.

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it finally stopped asking me to resolve packages, but it lists 3.0.9 as missing while 3.1.1 is installed

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its back Scared

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yeah im just stuck in a loop where 3.0.9 keeps installing and then it asking me to update again, or VPM downgrading the SDK from within Unity

fervent wave
# rigid pivot its back <:Scared:863604376123342879>

Yeah, sorry. Working on a patch for this right now. If you open your vpm-manifest.json file in the 'Packages' folder and delete everything within the 'locked' object, that should fix it. If you post your manifest here, I can clean it up and post it back to you.

rigid pivot
fervent wave
rigid pivot
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working, but one of my user packages wont uninstall

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but i think i can remove it manually in unitys package manager

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yep, im all good now yNekoHeart

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oh hey, my locomotion is back ck_MenheraHappy

fervent wave
strange yacht
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Lookin good Momo, tossed a new suggestion regarding adding links to changelogs for packages, since I saw Client Simulator was updated, but can't find a changelog.

https://feedback.vrchat.com/creator-companion-beta/p/add-link-to-changelog-readme-link-for-published-packages

I'm one of those changelog fanatics who loves to document so my users know what they will come up against. I am hoping I could do the same for my packages I release, probably add a field in the package.json file to specify a link to view the changelog?

(Image is not the live companion app, just a markup example)

sharp plover
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@fervent wave Fresh project created with VCC 0.3.1 contains vpm-resolver only. Is it new bug? (adding packages manually after creation seems work fine.

fervent wave
sharp plover
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yes

fervent wave
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Thanks. Yes, that is unexpected. When made from the template, the packages should be fully downloaded and copied to the project as part of the process. Did you see any warnings or errors in the logs?

sharp plover
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maybe no. I'll check again.

safe burrow
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Same thing happens with a fresh project made from the avatar & udonsharp template

sharp plover
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I tried again. There were no warnings or errors in both VCC and Unity logs.

fervent wave
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Ok, thank you for confirming. I think if you were to open up the project in Unity, the Resolver would bring in the required packages since ClientSim is listed in the vpm manifest. But it's supposed to do that for you since you made it from the VCC.

fallen jungle
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Hello, I would like to ask a few questions about creator companion. I apologize in advance for my poor English.

  1. When installing unity through creator companion, unity installation seems to work well only when creator companion is run with administrator privileges. (but git seemed to work as well)
    Is this the correct way to use the tool?
  2. As creator companion was released, I understood that sdk was managed through vpm. If so, can it be considered that the existing .unitypackage format sdk file is no longer used? (I'm trying to make a world lecture, but I'm not sure if the existing .unitypackage format sdk file method is no longer used, so I want to ask.)
  3. is it possible Without installing creator companion, even if sdk is imported from vrchat github using unity package manager directly, is it correct to create the same environment as creating a project using creator companion?
robust grotto
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The update sign scare me to update

round mulch
# fallen jungle Hello, I would like to ask a few questions about creator companion. I apologize ...
  1. was a missing feature that was added recently. specifically vcc would only try to run installation processes as the current user. this was addressed in version 0.3.0, and now vcc tries to install as administrator
  2. vcc is still in testing, so the standalone .unitypackage is still the normal method of installing the SDK. once VCC is no longer in testing it will become the preferred route. whether or not the .unitypackages will be deprecated or continued to be released I do not know.
  3. it is possible, but not officially supported. (You need to know what you're doing, and if there is an issue nobody will be able to help you with it)