Does random VRChat interactive shader stuff, also developing the UdonSharp compiler.
Discord: Merlin
#0001
Abandon all hope, ye who want support through Tweets
WIP fluid simulation thing I put together with some cameras, shaders, and duct tape. It uses Unity's motion vector texture to let you perturb the direction of the fluid with your avatar. 3D version probably coming soon™
#VRChat
#madewithunity
Watch me do bad Taekwondo! I updated some things with the GPU mesh particles to improve the noise and interpolation a little. I also added lifetime fade and changed the colors to look similar to
@_kzr
's particles since I liked his color scheme.
#vrchat
#unity3d
I wanted to try the rough Mk2 flight controls from the first Iron Man movie using a new found method to sit on chairs on your avatar. I rushed to hack this together in a few days since it will likely be removed soon. It's really fun to fly around with this locomotion!
#VRChat
UdonSharp 1.0 beta has started! Join my Discord and look at the v1-beta channel for the info and release package. You can find a link to the Discord at the bottom of the github page for U#
Really hurts to hear about the layoffs at VRChat, I hope the best for all of my former coworkers who were hit by the layoffs. 30% of the already small team is crazy.
Thank you for everything
@1001vrchat
. You and SCRN were the first people I met in VRC who made shaders, you became one of my best friends. You were an endless source of inspiration and your work will continue to awe people around the world. Rest in peace, we'll all miss you.
VCC ships U# 1.0 in the open beta, try it out and let us know how it works! 1.0 is a complete rewrite of the compiler including numerous bug fixes, new features, and workflow improvements.
We're UPGRADING our CREATOR TOOLS, including BIG changes to the way you install and update the
#VRChat
SDK, and you can try it all RIGHT NOW in beta! For all the details, read our blog post:
New Sponza scene from Intel's graphics research samples just dropped a few days ago. So I spent last night making it a map using Bakery by
@guycalledfrank
and Filamented by
@Silent0264
Hey UdonSharp 0.20.2 is out with Unity 2019.4 support! make sure you follow the migration instructions linked on the release if you are upgrading from 2018.4
U# 0.19.0 has been released! This release includes handling for recursion, some minor syntax features, support for Odin inspector, and a bunch of bug fixes.
The fluid simulation will probably be published tomorrow mostly as-is with some performance improvements. I'll be adding features next week; I've been busy this week with things I wanted to get done before they break. Here's a video of me awkwardly dancing with myself.
#VRChat
Merry Christmas! 🎄
I added support for recursion to U# which will be in the v0.19.0 release in a few days.
I tried generating some Menger Sponges, but at 4 iterations it's a little much for Unity to render using instantiated box meshes.
@VRChat
Would really prefer if VRChat hyped platform improvements more instead. Most big features have been relegated to footnotes in dev updates and patch notes so I expected far more with the hype of "a new reality." While more merch is cool, this wasn't great execution IMO
UdonSharp 0.19.2 is released for the new VRCSDK, this has a few fixes and fixes some conflicts with the new live VRCSDK3. Be sure to pay attention to the message on the header if you're upgrading
U# 0.19.8 has been released, this primarily includes workarounds for bugs in Mono when the project is located in a path with Unicode characters while on the Japanese locale.
UdonSharp v0.18.7 has been released, this release fixes bugs, adds handling for some things like int->enum casts and indexers on strings, and works around performance issues on array accesses for any array type that inherits from UnityEngine.Object.
For the prototypes of the lift boards, I had a few prior systems that worked similarly. One of those was a witch's broom I made for Halloween last year. It was entirely running on my avatar and could be brought to any world. It used the right hand for steering.
#MadeWithoutUdon
UdonSharp v0.18.0 has been released, this release has an editor scripting API to make interacting with UdonSharpBehaviours from normal C# editor scripts easier
See the full change log:
I saw NeosVR added Multichannel SDF fonts and I've wanted to use them for a while so I hacked together a basic thing to use them in VRC worlds. This is very simple at the moment and will be improved if people use it. Merry Christmas!
#madewithunity
#vrchat
UdonSharp automatically picks up newly exposed things in the SDK except for some special cases. The latest release of UdonSharp from the start of the open beta supports all the functionality exposed in the SDK update today including the voice controls.
🤔 I'll probably start making beta releases in the next week or two for 1.0. Still working towards 0.x parity, but most of the complex things are working so I'm walking through re-adding handling for some more specific features.
UdonSharp v0.20.0 pre-release is out. This release adds support for user defined properties thanks to
@6jz
!
This is currently pre-release because it requires the open beta VRCSDK, and will be moved out of pre-release when the beta goes live.
Random Udon tip: you can use the new(ish) execution order feature in Udon to make an in-game profiler which tells you the approximate total time all of your Udon scripts are taking. I made a basic set of scripts to demonstrate:
I've wanted to learn Japanese for a while, but have been putting off learning it for years. It's increasingly looking like I need to start learning Japanese soon.
For now I have reopened my Patreon if anyone wants to provide some support, I have enough savings to be okay for a bit and absolutely understand if you don't want to.
Someone with way too much money on their hands needs to create a country, name it something that abbreviates to VR, and make the .vr TLD so I can have .vr domains.
UdonSharp v0.18.1 has been released and has fixes for many bugs. It also includes Easy Event Editor now to make working with UI events on UdonSharpBehaviours less confusing
I nearly forgot. New years resolution for 2021: get good. There's a lot of skills I want to improve on. Most of them I'm a novice in at the moment. I'd like be able to do more and not be limited only to programming for content creation. I also want to improve on programming more.
Finally done with the vket booth after months of having it hanging over my head. Look forward to my programmer art and stuff probably breaking. I ended up lucking out with submissions being delayed a few days and it gave me time to fix/polish stuff. Time for more bug fixing on U#
FYI from VRC, in the next release any methods that start with an underscore '_' will not be valid targets for SendCustomNetworkEvent(). They will be considered "local only"
My past year has been spent lazing around doing stuff not of much use. 2020 resolution: be productive and make more out of my time. There are some older projects people have asked me about that I will finish and release, and some larger, more involved projects that I want to try.
UdonSharp 0.18.0 soon™ (in the next few days)
The major thing for this next release is allowing custom inspectors written in C# along with allowing easier editor scripting.
The merge PR has some more of the major things listed
More AI anime art using Waifu Diffusion w/ img2img starting from the scribble in the 2nd picture. This was ~3 hours of iteration progressively increasing the resolution and editing things to make sense. The anatomy is a little messy as I was still figuring out the workflow.
Let me just try using the VRCSDK2 again to fix one of my worlds that just broke randomly in a VRC update. I'll just update the SDK first and see if the update changes anything after I upload my world...
@VRChat
why are you silencing fatal exceptions on the world control panel?
v0.17.0 of UdonSharp has been released, this includes some bug fixes and multi-threads the compilation of modules to help with compile time on larger projects.
What's more spooky to me about the thought experiment is not that there's some omniscient time traveling AI that will ruin your life, but that someone might try to make it real.
This should hopefully be fixed when VRC pushes their next update. I asked about it because I and other people got confused by being blocked, so they added it to the whitelist. But it was too late to make it into the current live build.
This should hopefully be fixed when VRC pushes their next update. I asked about it because I and other people got confused by being blocked, so they added it to the whitelist. But it was too late to make it into the current live build.
For people creating a circle for the vket5 UdonCube world, you may want to consider making a group with some friends if you were going to make a solo circle since the total booth count is going to be limited. They're already past the 20 booth limit according to vket team members.
A new VRCSDK with build events has been released so I was able to add handling to prevent assembly corruption when uploading a world. New release with the fix:
FYI in this update to Udon there are a few breaking changes for some things in existing worlds. First players no longer trigger OnTriggerEnter/Exit and similar events. They now have their own dedicated events that give the player API.
First tweet in a while. I'll try to be more active. Recently I've been playing with spawning GPU particles from my avatar's mesh. These particles inherit the velocity from the point they are spawned at. The mesh trails was a basis for this stuff.
#vrchat
Thanks
@Kitt3nji
for the original inspiration to do this! Thanks
@ScruffyRulesLP
for recording and editing the video for me I had to cut it down a little to get Twitter to accept it sadly. Also thanks RetroGEO for help with weird animator stuff to get this working.
I got the Tuscany project that Oculus included with the original DK1 back in 2013 and ported it from an old OVR SDK sample to VRChat for PC and Oculus Quest for the Quest release. Check out a piece of VR history!
#OculusQuest
#questcountdown
#VRChat
@poiyomi
@XiexeVR
Yeah Standard is the only true neutral. I wish people actually tested their worlds against Standard though. Because even my most skilled friends use some toon shaders that don't respect shadows, or dark areas, or light probes, and suddenly 50% of the people in the room are black.
For more boring changes to UdonSharp that might be of some interest to people with larger projects, I'm multi-threading some of the heavier parts of the compile process. So if you have a lot of large .cs files this will probably benefit you. This will be in a release soon.
@MochieShaders
@SwaMusic_
There are different types of compression. The compression you pick on this dropdown in Unity *does* affect the amount of memory the GPU uses. Depending on the format; DXT1 is 1/8 the vram use of uncompressed, DXT5/BC7 are 1/4. Normal Quality uses DXT1 or DXT5, high uses BC7.
@Digital_VRC
There's also the issue that VRC isn't a normal company. Normally you'd separate and never touch the thing again. For people like me, such an agreement would mean I couldn't even make Canny issues without worrying about them getting angry.
Once you get a good prompt, there's a good chance you'll get art that looks pretty good. Out of ~3000 images I've had it generate over the weekend, about 70 of them are pretty good by my standards. So ~2% chance, though that rises with better prompts.
I've run into a fun bug where null is not actually null. As you can see, VS's debug evaluator says this check should return true. But in practice isNull is false. Note that the debugger reports the value as "null" with quotation marks. It will normally just have null.
I've renamed my GitHub account from Merlin-san to MerlinVR to be more consistent on naming. Old links to Merlin-san/UdonSharp will automatically redirect to MerlinVR/UdonSharp so you don't need to worry about updating links.
@WaifuverseAI
Some of them probably yes across various roles. There are others that may not be immediately essential, but were important for mitigating issues that could now be unchecked and become critical in weeks/months.
@Digital_VRC
It is, but it's not in their best interests since the existence of the non-disparagement burns much of the goodwill they'd have for many people who might otherwise sign it. There's also