MyroP

MyroP

@myrodev.bsky.social

33 yo dude creating and exploring worlds on VRChat. I am mostly posting about WIP stuff, Unity and world recommendations.

592 followers75 following348 posts

One interesting thing about Light Volumes is that they can be updated at runtime, allowing for baked lighting toggles! Here, I have two switches controlling two Light Volumes, plus an additional one for the light shining through the window. Everything is baked. #VRChat

Actually, one more thing I can share : I added an elevator door, but I still need to add the control panel. Baked Specular makes a huge difference here, especially with smooth metallic surfaces (notice the flower pot on the left too) Baked Specular ON ↔ OFF ↔ Unbaked #VRChat

MyroP@myrodev.bsky.social

Day 5~6 : Mostly done. I added water, and used Mochie's water shader for caustics. Closed the hallway and added a little art installation. And added LV support, I don't always add LVs, but I think it makes sense here given the more varied lighting conditions. No post processing added yet

If your baked specular light looks weird or unatural : Orels1 standard shader has a "Specular Roughness Mod" setting that lets you make them look rougher without making the actual surface roughter. Default (1) ↔ Slightly lower (0.8) ↔ No baked specular

I've seen too many fully AI-generated VRChat worlds lately, so I tried Astra myself to form a better-informed opinion and arguments. A picture is worth a thousand words. Notice the object count, and nothing is instanced by default! It's not meant to replace Blender or generate a finished world!

It seems to mostly generate beveled primitives. Not every mesh shares the same mesh filter, so instancing isn't always possible.

In this thread, I was thinking of sharing regular progress updates of a hallway. I am not sure yet if I will do that every day, since I don't want to spam too much. Day 1 : That was about 45 min of modelling

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Day 5~6 : Mostly done. I added water, and used Mochie's water shader for caustics. Closed the hallway and added a little art installation. And added LV support, I don't always add LVs, but I think it makes sense here given the more varied lighting conditions. No post processing added yet

Not sure if I'll keep talking about that hallway, it's mostly done. At this point, it's just micro-adjustments and finishing certain assets. I also haven't decided if I want a more cyan-colored light or something more bluish, like what I saw during my holiday in Mallorca (main lighting inspiration).

In this thread, I was thinking of sharing regular progress updates of a hallway. I am not sure yet if I will do that every day, since I don't want to spam too much. Day 1 : That was about 45 min of modelling

Day 2 : Added doorways and a wavy ceiling. That was an additional 45 min of work. I'm tempted to already import it into Unity tomorrow, to play around with the lighting and textures

Day 3: I placed light sources and imported the asset into Unity to see if my lighting setup idea could actually work. I used Bakery RT Preview for this. Day 4: Texturing and more lighting tests. I’m planning to add water under the glass panels. I think it could look nice with some bright caustics.

I updated my 3D Camera asset and added a "fisheye" option, so you can take fisheye pics! I also added a world prefab to render 3D pics in your VRChat world. Technically, the fisheye pics can also be used as matcaps. Not ideal since not true 180° pics, but it kinda works.

I recently learned that Unity's OnValidate event is supported by U#, allowing you to run code when a property changes in the Inspector without entering play mode. better late than never I guess... Here I use it to automatically update the lights and reflection probes in the scene.

(1/2) You may have noticed that issue in some VRChat worlds where sitting on a chair kinda throws you out of it. This issue seem to happen when the seat's enter position isn't pointing upward, although there might also be other reasons.

If you're using my 🐐 I mean my portable panel system, I would recommend updating it to the latest version as it added "partial" 3rd person view support and added PSVR2 controller support (this was a bug, hopefully it should work on all future released controllers) 🔗 in the reply #VRChat

"partial" , because in 3rd person view, the tab key enables VRC's free-look system, which locks the cursor in place, and the panel cannot be interacted with. It could be interesting if we could toggle "free-look" in Udon for cases like this, but it's not a big issue. github.com/MyroG/Portab...

github.comRelease v2.1 : Added 3rd person view support · MyroG/Portable-PanelHere's what changed: Added third-person view support: Opening the panel in third-person view now places it in front of the camera's actual position. Desktop players can now move while the panel re...

After my world release, it peaked at around 700 users during Japanese peak hours, and half that number during European/American peak hours. It shows how important it can be to include Japanese translations, especially when there are dialogs or text. The JP community is huge.

- Calling PlayerData.SetInt("PERSISTENT_LANGUAGE_KEY", 0); sets the language to English. - Calling PlayerData.SetInt("PERSISTENT_LANGUAGE_KEY", 1); sets the language to Japanese.

After releasing a world, I usually had ideas for what to do next, but after releasing NUCLEUS II, I'm not sure. I think a game world with advanced features for FBT users could be interesting. A few people suggested making a chill world, but it feels a bit "overdone"? I'm open to suggestions!

Thanks, I got a lot of interesting suggestions! I think I know what I will do next, probably a combination of many of your suggestions.

I open sourced the player teleporter system I use in my NUCLEUS II world. There are a bunch of player teleporter systems out there, but personally I needed a system that also supported checkpoints, persistence and a few other things. 🔗 Link in the replies #VRChat

Using that system, you can for instance: - Teleport to a player or a checkpoint - Automatically teleport to the last checkpoint you went though when rejoining the world - Disable teleportation to a player once they reach a certain area (e.g., to avoid spoilers).

I open sourced the player teleporter system I use in my NUCLEUS II world. There are a bunch of player teleporter systems out there, but personally I needed a system that also supported checkpoints, persistence and a few other things. 🔗 Link in the replies #VRChat

After releasing a world, I usually had ideas for what to do next, but after releasing NUCLEUS II, I'm not sure. I think a game world with advanced features for FBT users could be interesting. A few people suggested making a chill world, but it feels a bit "overdone"? I'm open to suggestions!

In my opinion, there are not enough VR games that have full FBT support, I remember when I first bought Vive trackers, I was quite disappointed to see that there were only a handful of games supporting FBT. But it's hard to think of a game that could work even better in FBT 🤔

I will probably update the world one more time at the end of this week, and I decided to open more picture slots. If you're interested and don't have a picture in that hallway yet, please follow the instructions in the quoted Tweet! Deadline 16th, so a shorter deadline than previously. #VRChat

MyroP@myrodev.bsky.social

Hello everyone, quick announcement! In my NUCLEUS II world, I'm building a corridor where each frame displays a 3D portrait of different players. If you would like to be included, you can visit the world I'll post in the replies! #VRChat

View full thread

I will probably update the world one more time at the end of this week, and I decided to open more picture slots. If you're interested and don't have a picture in that hallway yet, please follow the instructions in the quoted Tweet! Deadline 16th, so a shorter deadline than previously. #VRChat

MyroP@myrodev.bsky.social

Hello everyone, quick announcement! In my NUCLEUS II world, I'm building a corridor where each frame displays a 3D portrait of different players. If you would like to be included, you can visit the world I'll post in the replies! #VRChat

View full thread

I will probably update the world one more time at the end of this week, and I decided to open more picture slots. If you're interested and don't have a picture in that hallway yet, please follow the instructions in the quoted Tweet! Deadline 16th, so a shorter deadline than previously. #VRChat

MyroP@myrodev.bsky.social

Hello everyone, quick announcement! In my NUCLEUS II world, I'm building a corridor where each frame displays a 3D portrait of different players. If you would like to be included, you can visit the world I'll post in the replies! #VRChat

Depending on how many pictures I'll get, I might need to make the hallway longer, but I am fine with that. The current hallway is around 220m long.