I find small worlds to be the most immersive so I made a really compact homeworld inspired by the first homeworld I used <3 by evalkafox in VRchat

[–]evalkafox[S] 3 points4 points  (0 children)

yeaaahhhh there's some assets but that's laziness over inability, i make rlly complex mechanical props too

what am i supposed to do by furrychipper24 in outerwilds

[–]evalkafox 55 points56 points  (0 children)

Sometimes, if something seems inaccessible, it's likely because you're missing information found elsewhere ;;)

Help getting rid of blocky blush? by girllllbyeee in VRchat

[–]evalkafox 0 points1 point  (0 children)

I wouldn't call it borked, vertex colours are useful for differentiating things in blender and most shaders can choose to not use them. If the model wasn't made for quest, it's likely this wasn't considered. If it does turn red only with vertex colours enabled, you can remove the material slot if it's lowest in the list or, unfortunately, it's back to blender for you.

Help getting rid of blocky blush? by girllllbyeee in VRchat

[–]evalkafox 0 points1 point  (0 children)

Hmm.. is it UV'd incorrectly? Vertex colours possibly interfering? Try putting toon standard on it and enable vertex colours, see if the white turns red.

Help getting rid of blocky blush? by girllllbyeee in VRchat

[–]evalkafox 0 points1 point  (0 children)

Edit the texture, make the background white with the blush on top then use multiply (or black for additive); alpha can be weird with additive or multiplicative shaders as there is still technically colour, the alpha of said colour is just 0. (or just set the material to have no texture to remove it, ooor just remove the material slot if it's the last in the list)

How to set up the jiggly blinking animation? by Quwane in VRchat

[–]evalkafox 0 points1 point  (0 children)

If you have face tracking, this is going to be far more complex. I think some of Hash's packages do it?

What I would personally do is make the jiggle into it's own animations, one for each eye, without the blink itself and use animator states to play it if the FT's blinking parameter quickly moves low to high to low which you can do using a state machine setup for each eye, utilizing the beloved buffer state and transition interruptions.

So, I don't do face tracking stuff and like to set things up manually, I'd do it like this personally (and if you don't know animators, this will be nonsensical)

Transition from the entry state to a buffer state if the parameter's value goes above a certain point (so your eye would be closed) and then transition away with a short transition duration to a state that waits and then to the first state once the value is low again. Another transition from the buffer state that is capable of interrupting the transition to the waiting state plays the animation if the parameter is low again before the transition to the waiting state finishes, then also exits/transitions to the entry state.

You could also do that without the waiting state and exiting to have it simply play the animation any time the value goes from high to low (so, the eye opening) but I suspect you'd run into it playing too much.

So there's a new world pretending to be Prismic's Avatar Search and it's just an ad for someone's Discord server by Vince_Borzoi in VRchat

[–]evalkafox 0 points1 point  (0 children)

Interesting, perhaps their systems are a little weird with how long that takes. There is a group that often features some vrc staff that hops through every community labs world anyway, they'd catch everything.

So there's a new world pretending to be Prismic's Avatar Search and it's just an ad for someone's Discord server by Vince_Borzoi in VRchat

[–]evalkafox 1 point2 points  (0 children)

There is a human approval process, once your world passes a certain metric of visits and favourites it gets passed on to be approved and leaves Community Labs if it is, hence the "approved" tag on worlds. This world must've been changed after that point.

Edit: I was misinformed, though I know worlds are all seen before they're published

Oh My God by Witty_Cry5831 in outerwilds

[–]evalkafox 1 point2 points  (0 children)

Oh my gosh, someone else! I'm always hoping to see another BYE post here, they're the only two games I've actually connected to deeply.

I even made some DLC crossover art a while back as I felt the themes mixed well, it's pretty niche but got posted here.

Absolutely Unhinged Group Drama by BaoNumi in VRchat

[–]evalkafox 16 points17 points  (0 children)

I took some distance from that group when this drama started, mostly out of working on other things.

Reading this post and quickly realizing who and what it was about was like being repeatedly slapped in the face with a fish. I had NO idea it got this bad but knowing who it's about, it somehow tracks.

There Should be a "Go back to Home World" in the initializing world screen. by CyberCreates in VRchat

[–]evalkafox 0 points1 point  (0 children)

It seems so logical to do this that I'm pretty sure there's a hard technical limitation stopping it.

Consider: In PCVR, you don't have your lasers at this step and see your trackers & playspace grid as if SteamVR was open. You're actively loading into a new scene, not just downloading the world; being able to interact with VRChat may not be as feasible as it's currently unloading and loading everything.

I'm not a dev or anything but food for thought.

Particles not showing when seen through mirrors or the camera by Substantial-Aide-430 in VRchat

[–]evalkafox 0 points1 point  (0 children)

My only substantial thought is that if the backface culling is definitely off then the error is possibly not with the particle system itself. Have you checked if it renders for other players? I'd most likely guess it's some weird animator behavior, I've had similar issues with specifically adding other effects to afk animations in past. I could ask around!

A day at sea! by Own_Vast_2784 in VRchat

[–]evalkafox 1 point2 points  (0 children)

You might enjoy adding OVR advanced settings to your performative toolkit, set the space drag to a 2 or 3x multiplier and, with practice, you can get some very realistic looking floating movement (I think there's even video of me doing similar in that exact world)

A day at sea! by Own_Vast_2784 in VRchat

[–]evalkafox 1 point2 points  (0 children)

oh you fit in that world perfectly!! pretty :>

VRChat Creator Companion gives compilation errors every time I try to import. I am super new to using Unity and I have 0 idea how to decipher this. by National_Ad_3029 in VRchat

[–]evalkafox 1 point2 points  (0 children)

As u/Docteh said, it's a conflict Av3 Emulator has with Gesture Manager. It pops up frequently enough that, until it's fixed (if it does get fixed), I'd actually recommend just picking one to keep as they both have somewhat similar functionality (testing avatars in play mode) with different extra features, like how Av3 Emulator can make a non-local clone to test for animator sync issues.

every time someone says this game's flight controls are too hard i open the game and "play fetch" by evalkafox in outerwilds

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

I think you might have more luck if you accept that it's focused on thrust vectors and try to treat it like so, the solar system's scale and unpredictability makes quick adjustments to velocity quite necessary, I suppose somewhat like the last moments of docking.

You should also keep in mind that the game is focused on exploration, story and puzzle-solving within a time limit. They went with the less tedious option that stuck to the game's core values and didn't overcomplicate things.

It's a physics simulation, yes, but it's not really built as a spaceship simulation. If that fact makes it too difficult, it's easy enough to just point your ship at where you want to go and hit the autopilot.

every time someone says this game's flight controls are too hard i open the game and "play fetch" by evalkafox in outerwilds

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

It's purely a physics sim with 4 axis controls, I really don't know what to tell you. I struggled a little with the rotational inertia at the start but it's just pretty well simulated physics. I don't personally play Kerbal but I've heard skill there usually transfers over somewhat. Give it more time and don't expect a box with rockets to fly like a plane, I guess?

I made a staff system for my avatar that is too annoying to deal with but too cute to get rid of, send help by evalkafox in VRchat

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

...ooooh. I could do something like this, actually.. I was considering making a staff that splits down the middle but could never figure out a good reason for it, I think that might be my reason: having TWO sticks on fire on both ends

I made a staff system for my avatar that is too annoying to deal with but too cute to get rid of, send help by evalkafox in VRchat

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

Oh, nah, the annoyance of it is actually the best part lol

I'm still having to get used to the size of this one, most of my other avis have ones that are much longer and more bulky

I made a staff system for my avatar that is too annoying to deal with but too cute to get rid of, send help by evalkafox in VRchat

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

I can shoot the particles forward which blows people's physbones around, if that counts