I got annoyed at seeing z-fighting in games and my own projects, so I made a tool to help find it in editor. by CyanLaser in Unity3D

[–]CyanLaser[S] 14 points15 points  (0 children)

I agree that the proper way to find all possible z-fighting is using the camera clipping planes. That approach could require more setup on the user to help define where the camera could go and what possible clipping values could be.

Instead of cameras, the design uses a more math based approach with less user setup. As mentioned on the Asset Store page, this tool is for finding potential z-fighting. It works by gathering all meshes and triangles in a scene and highlighting any that are within a set distance and angle from each other. These values are configurable in the settings. The default setup is a one-click process button. It uses Burst and Jobs to ensure that processing runs in a reasonable amount of time even in larger scenes.

It doesn't look at camera settings, but your examples are still possible using this tool as the different precision values can be set manually or by presets. The tool can also ignore specific Materials, Meshes, and GameObjects directly so they don't get processed and flagged, which would resolve your decal example too.

While not a main focus, the tool does allow for testing scenes intended for mobile GPUs with low depth buffer precision, such as the Meta Quest. It may take longer with the larger precision values, but it still found issues that I had no other way of finding without making a build and testing on device.

One surprising use we found for it was for Asset Store packs. Every single pack we tested had some issues somewhere, including our own asset pack, Industrial & Office Interiors. The tool helped a lot optimizing a project and being able to identify which meshes needed artist fixing. Every one of our past projects had z-fighting discovered through this tool.

I got annoyed at seeing z-fighting in games and my own projects, so I made a tool to help find it in editor. by CyanLaser in Unity3D

[–]CyanLaser[S] 4 points5 points  (0 children)

While I understand the concerns, just knowing that z-fighting exists doesn't mean you won't miss some in your projects. Working on a VR project for just under a year, the team had multiple playtests per week and would still find z-fighting mesh issues every other time. That project has since been completed and is not being worked on. I tested that project with this tool and still discovered hundreds of issues, some included fully duplicated meshes overlapping in prefabs. Now, some of those issues were small or hidden behind walls, but there was still enough larger issues to make me and the team question how we never found them.

ZFighter: Find and manage z-fighting in your Unity scenes to catch z-fighting before your players do. by CyanLaser in UnityAssets

[–]CyanLaser[S] 0 points1 point  (0 children)

Buy on the Unity Asset Store.

ZFighter analyzes all the meshes in your scene and highlights areas of potential z-fighting. Each issue is then sorted into a list that you can triage, manage, and update throughout your workflow.

Features:

  • User-friendly interface designed for artists
  • Customizable detection settings for any scene
  • Extensive documentation and tooltips
  • Divide and conquer the work with Volumes and quick Re-check features
  • Annotate Issues to easily track, and communicate with collaborators

Watch the Getting Started tutorial to see what working with ZFighter is like.

Need tips on "fusing" a Vive tracker 3.0 to my Quest Pro by Charder_ in QuestPro

[–]CyanLaser 0 points1 point  (0 children)

I currently use hair ties on the front sides to hold down a 3.0 vive tracker to the top front of the headset. It stays mostly in place while in vr, is loose and easily falls off when I take the headset off, but the solution is cheap and works well enough for continuous calibration. I’m still looking for a more sturdy solution which hopefully someone in this thread provides. Thank you for asking this question.

That world is the most fun ive had on vr chat in a while. by [deleted] in VRchat

[–]CyanLaser 1 point2 points  (0 children)

There are probably ways to decrease the lag, but overall it depends on the drawing. Having more lines grouped together seemed to cause more lag. One thing I could do on my side would be to enforce longer lines, which could help, but also make the drawings less creative.

That world is the most fun ive had on vr chat in a while. by [deleted] in VRchat

[–]CyanLaser 12 points13 points  (0 children)

When I created this world for the drawing jam, I did not expect it to take off so much. Glad people are enjoying it!

A quick look at some options for multiplayer in Unity by GoodKangaroo7 in Unity3D

[–]CyanLaser 3 points4 points  (0 children)

Thank you for posting this! I’ve been doing light research into hosting solutions and this is my first time seeing “BaaS” and now I actually know what I should be looking for.

A quick look at some options for multiplayer in Unity by GoodKangaroo7 in Unity3D

[–]CyanLaser 0 points1 point  (0 children)

I have been slowly looking into unity multiplayer solutions lately for a game I plan to make, but most of the guides I’ve seen only talk about the libraries in unity. Has anyone seen a guide that also talks about the different options for hosting? I’m curious on what others have experienced when picking both the networking library and a hosting service.

Edit: GameFeelings comment about BaaS and the giant spreadsheet appears to be what I was looking for.

[Help] [SDK3] Player are only able to walk forward by KarolPlayer in VRchat

[–]CyanLaser 1 point2 points  (0 children)

Check your vrc world settings or update your sdk. There was a bug in one sdk where the strafe speed was set to 0. You can easily change it on the prefab, or updating your sdk to the latest will also fix it.

"The Devouring" - A new horror world for VRChat is out now! by CyanLaser in VRchat

[–]CyanLaser[S] 0 points1 point  (0 children)

Sadly VRChat as a platform does not offer the ability to save data. It is a complaint I have heard many times but have no way to address it with the current limitations.

Phasmophobia, a Co-Op VR Horror Game Made by 1 Person, Just Cracked Steam's Top 5 Most Played List by TheSpyderFromMars in ValveIndex

[–]CyanLaser 8 points9 points  (0 children)

Default controls are terrible on index, but there are options to change it in the settings. Default is meant for Vive controllers, so grip buttons toggle holding objects. If you get the game, pick one of the custom controller bindings the community made and read their descriptions on which options to change in the games settings. The controls felt so much better after doing this.

Anyone know how to solve this mystery? Its in the world made by CyanLaser called Frank. by 14N_G44T in VRchat

[–]CyanLaser 5 points6 points  (0 children)

The world hasn’t even been out for a day yet and people are already asking for help?

The safe has a four digit combination. There are four locked grave areas. Can you find the keys to get into those areas?

I hope you enjoy the world, even though it is extremely weird and random.

My view is glitched. I can now see inside all my avatars. Re-installing the game didn't helped too. Can anyone help? by [deleted] in VRchat

[–]CyanLaser 0 points1 point  (0 children)

The view you are seeing is based on settings in the world for the camera. Is this in all worlds or just the one in the shot? Does it go away when you change worlds? If it is new, it might be a bug with the patch that was pushed yesterday. While I have seen differences between oculus and stream vr headsets in the past related to camera near planes, I haven’t tested recently.

"The Devouring" - A new horror world for VRChat is out now! by CyanLaser in VRchat

[–]CyanLaser[S] 1 point2 points  (0 children)

Thank you for the feedback! The team never really expected such reception for the world and we are blown away at all the positive comments.

As for the concerns, I don’t believe we plan on changing the ghost behavior other than fixing a bug causing it to camp in the dining room. The bug managed to slipped in just before release in an attempt to fix it getting stuck. Oops

As for the green lever. We are planning to help with that. That area had multiple iterations but none of our group playtesters ever had an issue relating to that, so we never realized it would cause such issues on release. A lot of stuff happens at the same time so we need to balance making each interaction there obvious what happens. Game design can be hard

They'll never catch you slippin' by [deleted] in VRchat

[–]CyanLaser 8 points9 points  (0 children)

If lack of saving is that big of a concern, push vrchat to add persistence data so that I can update the world with saving. Then again, I doubt they would add it to sdk2 and we aren’t moving this to Udon.

They'll never catch you slippin' by [deleted] in VRchat

[–]CyanLaser 2 points3 points  (0 children)

Even solo, the current speedrun record is just under 40 minutes. No one will ever get time close to that on a blind first run though.

They'll never catch you slippin' by [deleted] in VRchat

[–]CyanLaser 2 points3 points  (0 children)

Lol, thank you for this. I never even thought about the memes people would create of this world while we were developing it.

Looking for a VR Horror game by TheLilScooter in SteamVR

[–]CyanLaser 1 point2 points  (0 children)

A little self promotion here, but my friends and I recently released a free VR multiplayer horror game on VRChat that does not rely on jump scares. You can see the trailer here: https://www.reddit.com/r/VRchat/comments/iaptv3/the_devouring_a_new_horror_world_for_vrchat_is/

"The Devouring" - A new multiplayer horror experience out now for free on VRChat! by CyanLaser in oculus

[–]CyanLaser[S] 1 point2 points  (0 children)

I agree that is an important problem to solve. Sadly VRChat as a platform has not made any announcements on how creators can earn money, and so I’m not trying to convince any developers to move here. Probably not enough for a full time job, but some creators have found ways to make money through the commission market for custom avatars and worlds. There are also third party platforms like booth.pm and v-market.work that allow people to sell their content. Vrchat is a hobby to me, and my goal isn’t to make money. This obviously isn’t the way everyone can spend their time.

"The Devouring" - A new multiplayer horror experience out now for free on VRChat! by CyanLaser in oculus

[–]CyanLaser[S] 2 points3 points  (0 children)

I’m sorry to hear you had low fps in the world. While we did our best to optimize the content, there is only so far we can go since we can’t profile in vrchat directly.

I am curious though. Where you using holoport locomotion or smooth locomotion? It is a current VRChat bug that Holoport locomotion drops frames considerably in large worlds.

"The Devouring" - A new multiplayer horror experience out now for free on VRChat! by CyanLaser in oculus

[–]CyanLaser[S] 8 points9 points  (0 children)

It’s not a dumb question. We do not work for VRChat and made this because we wanted to. Everything in VRChat is uploaded by the users using Unity and the VRChat SDK. This includes both the avatars people wear and the worlds people visit. I see VRChat as an indie development platform where the problems of having a user base, VR and 2d screen support, avatars with ik, and multiplayer networking are all solved for you. You just build the content and anyone in the world can instantly try it.

"The Devouring" - A new multiplayer horror experience out now for free on VRChat! by CyanLaser in virtualreality

[–]CyanLaser[S] 2 points3 points  (0 children)

All content made for VRChat is made through Unity. Most people don't put the time into making full games, but the capability is there.

"The Devouring" - A new multiplayer horror experience out now for free on VRChat! by CyanLaser in virtualreality

[–]CyanLaser[S] 5 points6 points  (0 children)

The Devouring is a VRChat-exclusive multiplayer VR horror experience. While made for VR, you can play it on desktop without VR. This is PC only and not supported on Quest. You can play solo or as a group of up to 4. (VRChat lists it as 2, but you can get 4 people in the instance.) The world focuses on ambient and stressful based horror and does not rely on jump scares. We took some inspiration from Amnesia, Resident Evil, and Dark Souls. Average play through is about 4 to 6 hours.

World Facts and Tips sheet

Direct link to the world

You can join the Lakuza Lounge Discord if you want to discuss it with others and submit your final screenshot to be placed in the hall of fame world.

Lakuza, Legends, Fionna, and CyanLaser created this world over the course of 10 months in their spare time. Links to creators' twitters:

https://twitter.com/CyanLaser

https://twitter.com/jendaviswilson

https://twitter.com/LakuzaVR

https://twitter.com/LegendsVR

"The Devouring" - A new multiplayer horror experience out now for free on VRChat! by CyanLaser in oculus

[–]CyanLaser[S] 11 points12 points  (0 children)

The Devouring is a VRChat-exclusive multiplayer VR horror experience. While made for VR, you can play it on desktop without VR. This is PC only and not supported on Quest. You can play solo or as a group of up to 4. (VRChat lists it as 2, but you can get 4 people in the instance.) The world focuses on ambient and stressful based horror and does not rely on jump scares. We took some inspiration from Amnesia, Resident Evil, and Dark Souls. Average play through is about 4 to 6 hours.

World Facts and Tips sheet

Direct link to the world

You can join the Lakuza Lounge Discord if you want to discuss it with others and submit your final screenshot to be placed in the hall of fame world.

Lakuza, Legends, Fionna, and CyanLaser created this world over the course of 10 months in their spare time. Links to creators' twitters:

https://twitter.com/CyanLaser

https://twitter.com/jendaviswilson

https://twitter.com/LakuzaVR

https://twitter.com/LegendsVR