Made another recording in vr to show how that looks.
youtu.be/sZ8RFPB5Vfw
#vrchat
Made another recording in vr to show how that looks.
youtu.be/sZ8RFPB5Vfw
#vrchat
Current plans is to focus on learning shaders to build a lighting solution for this. May be a bit quiet for a bit.
Still has a lot of work to do, but thought this is decent enough to show.
youtu.be/3YV0kOZSGus
Meshes are placeholders till I make my own. Currently using unity default lighting till I have a better solution.
#VRChat
Little project over the weekend. took another look at my platform link script for #VRChat️️ , and think i got it working decently.
github.com/jetdog8808/P...
Should be more consistent now.
Cause of how the world works I can't bake the lighting in editor. And the usual solution is to use AO, but that doesn't work well in VR or quest.
Came to the conclusion I'm going to have to learn how to make shaders to continue this project. Hopefully won't take too long.
2/2
Projects coming along well, the core function of the world is working. Planning on showing more when it has less programmer art in it.
Hit a bit of a bump for how to setup lighting for my world. My original idea turned out not to work well.
1/2
Haven't messed around with editor scripts much. Now know more about them, and scriptable objects. Is very nice to have all this automated.
All the information I need is saved in a scriptable object with backup options. That I'm able to load, and don't have to worry about losing.
Projects been coming along well. Most of my time has been spent planning things out, and researching. So don't have much I can show at the moment. But can show some cubes moving around. Hopefully will have more to share next month.
Its just bug fixing and making it playable again. Not much else was updated about it.
I have other projects lined up for now, but if the demand to properly fix udon tag is high enough. Can take a look into dedicating some time to work on it.
With me coming back, and to keep a promise. I have a little late Christmas gift.
I have gone back and fixed my udon tag world. Its been broken for a while, and have had people asking me to fix it.
vrchat.com/home/world/w...
A little announcement.
Some things are still being planned out, but this coming year you should be seeing me more active here.
Next month I will be starting my first big project in a while. May be a bit of a slow start, but hope to get back into full gear soon.
Thx to recent #VRChat update was able to update my smooth scaling prefab. Being able to simplify it and remove the contacts.
I also added optional parameters people can use to add effects to your avatar when scaling.
Some friends were messing with a prefab to scale avatars with constraints, and I though it was pretty janky. The prefab also breaks with world scaling so was curious if i could fix it. When experimenting I realized i could animate the view position. Then found this bug.
2/2
Was surprisingly simple.
So fun fact you can animate the view position of the avatar descriptor. The menu uses that value to calculate how much to scale the avatar. But then scales the original height by that much.
1/2
I may have broken something. 👀
Update on this. After a bunch of testing learned I made a mistake and my original canny report was wrong. Narrowed down the issue, but don't think its worth making a canny about.
Got a working beta release posted for anyone that wants to test it. Will full release later.
Made a issue tracker for the platform-link sliding issues. Also has a link to a jank fix branch for testing till vrc gives a better solution.
github.com/jetdog8808/P...
Currently there does not look like a way to get the main scenes depth to occlude the overlay objects.
I've had some ideas for a steamvr overlay application for a while. Mainly to display 3d objects as an overlay.
Got a proof of concept working after a bunch of research.
(had to speedup for 60s limit)
Got another release called PersistentChips for adding persistence to #UdonChips .
jetdog.booth.pm/items/6319199
With #VRChat releasing Persistence I'm releasing my Easy UI Persistence. jetdog.booth.pm/items/6312345
Works with Toggles, Sliders, Dropdowns, and InputFields.
Think I found the reason if people want to upvote so vrchat can take a look at it.
feedback.vrchat.com/bug-reports/...
Seams to happen at higher fps, which explains why i didn't catch it before.
Heads up for people using my walkable armature prefab. seams like the physics for it are a bit wack at the moment, especially in vr.
Will have to spend some time to figure out the issue.
Had people wanting this system, and finally finished it up.
Walkable Armature, you can now walk on an be carried by bigger friends in #vrchat
www.youtube.com/watch?v=16_0...
Some features: *Will only link to colliders with rigidbody's
*Accounts for layer overrides
*Wanted to make sure it was stable at faster speeds.
Example: Can test it here- vrchat.com/home/world/w...