cnballpit-vrc
Finally released! See it here: https://vrchat.com/home/world/wrld_e54f6579-ceb1-4805-a967-e869e586b8d2
Right now, I haven't quite got the unity packages able to be exported, but you can clone and use the prefabs.
If you use this ballpit, I would appreciate a call out, but all code that is mine is under the MIT/x11 license.
Credits:
- D4rkPl4y3r for all the tech help and the original VRChat ball pit fiend.
- Lleallo designed the map.
- QvPen
- Sacc flight
- Bendotcom's SuperPalm
- S-ilent's water.
- Texel Player
- gplord for various assets
- Kit's Mushrooms
- SCRN for the sky
- Error.MDL, TCL, Xiexe, Lyuma and the whole shader discord for the help.
- Texelsaur's video player.
General Dependencies
- Udon Sharp
- Brokered Sync (And you MUST have a brokered sync manager in your heirarchy)
- AudioLink (not needed in operation but must be included in project)
- (Soft) Texel's Video Player
(How to open)
Process:
- Open Project, BUT NOT SCENE.
Import the following, in order:
Re-Open Unity.
Extra:
- VRWorldToolkit (V1.11.2 current)
- You may need to
Run the Udon refresh scripts operation.
Reopen Unity
TODO
- Figure out why shadow edge length too short.
- Add shadows to the balls.
- Make ball pit use SDF for boundary.
- Make both cameras for combine pass be at the same position, only one piece of geometry, maybe?
- Test out explicit CRT Rendering Orders https://docs.unity3d.com/Manual/class-CustomRenderTexture.html#custom-render-texture
- Double up physics steps, and make them sensitive to time.
- Cleanup shaders, leaving standard ones.
- Re: CRT Testing: Try assigning material and updating, and cycling in one fell swoop.
- Figure out why some users get inundated by warnings about adding a depth buffer.
- Make textured ball effect.
- Figure out ball nonshadows occasionally.
- Option to draw video on side of balls.
- Why is AudioLink weird when doing colors.
- Fix fadeout not writing fadeout tile to depth in depth pass.
- Make video player collide with player.
- Make better motion's IIR framerate agnostic.
- Smooth out ball colors when in vector motion mode.
2.0 Release Notes (Morning of July 6)
- Make balls look really beautiful, try to use D4rk's thing.
- Added Yeeters
- Added pickuppable bricks
- Moved text monolith locations.
- Reduced impact of palm trees.
3.0 Release Notes (Evening of July 7)
- Reduced Yeeter Delay
- Removed a few blocks
- Added a few yeeters.
- Make the text fake-AA'd
- Tried switching to Walkthrough layer
- Put everything in map in object to cull.
- Switched back to an explicit render.
- Switched away from an explicit render to SetReplacementShader. I promise. It's better.
- Mention Patreon Notice
- Put light culling mask to be mutually exclusive to compute cameras.
- Added some props.
- Change bounding box for points two different sizes, so balls can be seen from farther, but computing balls does not slow down adjacent cameras.
4.0 Release Notes (1:30 AM July 8)
- Shroom!
- Fix wood texture.
- Add day/night cycle.
- Thick pens.
5.0 Release Notes (3:00 AM July 9)
- Fixed Night Sky + Ball effects at night.
- Palm tree make look better depth.
- Moved everything to a "compute" layer.
- Upgraded TXL's player.
6.0 Release Notes
- Made render-probe-less reflection maps work. This is a perf boost from 5.0
- Switched to manual sync for day/night control.
- Added more effect bubbles (worldspace, normal, depth)
- Fixed a few shader's shadow casts
- Cleanup YEET (Write to shadow cast)
- Cleanup Text (Write to shadow cast)
7.0 Release Notes (6:30 PM PT July 11)
- Made video player moveable.
- Added video player ball mode.
- Moved things to an environment layer to speed up perf of culled objects marginally.
- Make fountain pick uppable.
- Made palm tree in back pick uppable.
- Added "freeze" mode to the video on balls effect.
7.0a Release Notes
- Fix mirrors not reflecting the world.
8.0 11:30 PM PT / July 11, 2021
- Made rock texture local space.
- Disabled change of ownership on collision on all objects.
- Made sure the ownership settings were uniform across all objects.
- Fixed layers some things were on, i.e. remove sphere-player collision.
- Make the balls emit preferentialy from the middle.
9.0 11:45 PM PT / July 13, 2021
- Add 2 additional fans.
- Reduce ball popping when in compression.
- Removed some pens.
- Little RGB Balls on video screen.
- Synchronize aurora in night sky.
- Make balls fade out when too close.
- Increase Audio Reactivity on Kit's rainbow effect.
- Detect too many balls to represent in one cell by lighting up white.
10.0 10:30 PM PT / July 16, 2021
- Tweaked ball adjacency settings to reduce popping.
- Updated kit's shaders.
11.0 12:30 AM PT / July 17, 2021
- Implemented updated adjacency logic, reducing number of cameras.
- Kit fixed some of their shrooms.
- Added reference camrea.
12.0 7:00 PM PT / July 18, 2021
- Set filter mode on top texture.
- Added ability to make top and bottom textures also bind a color buffer using the explicit render buffer binding code. NOTE: this is disabled because it behaves weird and doesn't let users do fun things with shaders.
- Button statuses update.
- Added velocity mode.
13.0 10:00 PM PT / July 18, 2021
- Added attractor ball
- Improved selection buttons.
14.0 12:00 AM PT / July 21, 2021
- Fix Texel Player
- Add AudioLink visual to idle animation on video player.
- Adjusted attractor physics.
- Update TXLPlayer
- Add Playlist to TXLPlayer
- Added ability to fly.
- Added more attractors.
- Make markers draw thicker lines.
15.0 12:48 AM PT / July 23, 2021
- Fix frame rate limiting glitch issue. TIL; Time.deltaTime in FixedUpdate is Time.fixedDeltaTime.
- Add new Subscription Update system for improved perf, by avoiding VRCObjectSync.
16.0 12:45 AM PT / August 6, 2021
- Updated brokered object sync
- Allowed for parameterization of ball pit area for other worlds.
- Improved rock texture to allow instancing and every instance of the rocks be different. (Instancing preferred)
- Updated to Unity 2019
- Switched to Ben's SuperPalm Trees
17.0 3:50 AM PT / August 6, 2021
- Improved batching situation to allow more things to batch.
- Reattached pens scripts.
18.0 1:31 AM PT / August 7, 2021
19.0 9:30 PM ET / August 7, 2021
- Made screen made out of balls.
- Smooth edges of various things in map.
- Updated palms.
- Updated slates.
- Removed Spheres
- Made frawns sway
- Made ball pit more prefabbable
- Added Ben's blower.
- Moved over to new sync prefab.
20.0 2:30 AM / August 23, 2021
- Released as open source.
- Added a lot of rocks.
- Tweak shrooms.
- Improved static behavior of trees.
- Updated brokered sync.
21.0 5:30 PM / August 24, 2021
- Make YEETs exportable.
- Switch to Non-HDR camera.
- Enable texture atlasing for GUIs.
- Rework button / update system to reduce Udon load and make it able to take screenshots.
- Make water use tanoise (to avoid repeating, and save file size)
22.0 1:48 AM / September 4, 2021
- Reworked some systems to make it easier to clone/work on.
- Updated Texel Video Player
- TODO: Combine all rock textures into one material, that can be instanced unique.
- Fix Audio Radius
- Tweaked song in track list.
- Make world smaller by making skybox only update in game not editor.
23.0 2:41 AM / September 7, 2021
- Add food
- Added ACL to video player and rest of scene
- Update brokered sync.
- Added mushroom hut.
- Fix labels.
24.0 11:10 PM / September 9, 2021
- Added some animals
- Used phos' shroom
25.0 10:10 PM / September 29, 2021
- Make some things resizable
- Update TXL's video player
26.0 2:11 AM / September 30, 2021
- Fixed rock striations.
- Switched to Mochie water.
27.0 3:30 AM / October 2, 2021
- Fixed water flipping for non-MSAA stuff
- Thanks, @sacred for the tiki hut.
- Made food non-kinematic.
- Mirrors are now grabbable.
- Add campground.
- Add couches.
- Remove water underneath a lot of the map (to prevent extra time drawing)
- Upgraded to AudioLink 2.6RC3
- Make campfires realtime.
- Add dark mode (Default)
28.0 11:53 PM / October 13, 2021
- Removed second campfire to increase perf
- Switched to hard shadows for perf
- Moved camp to ball pit
- Upgraded Texel video player for beta VRC
- Upgraded the brokered object sync.
29.0 12:38 AM / November 13, 2021
- Make balls have shadows during the day
- Only compute extra lights at night
- Add tartan goose
- Turn the pizza into a yeetza.
- Add some rocks that have neat effects.
- Make some rocks have gravity
30.0 7:19 PM / November 16, 2021
- Make balls cast shadows always (oops!)
- Update to AudioLink 0.2.7
- Remove some random blocks.
- Update sacc flight.
31.0
32.0
33.0
- Switch to Valentine's day.
34.0
- Switch to St. Patrick's day
35.0
36.0
- Oops all balls switcharoo for April 1
37.0
- Update to Texel Video Player 1.3.0
Interesting
- shader_billboardout modes.
- Ben Code Catch.
- Try caching brokered sync on start.
for( j = 0; j < 4; j++ )
{
uint obid;
if( j == 0 ) obid = _Adjacency0[hashed];
else if( j == 0 ) obid = _Adjacency1[hashed];
else if( j == 0 ) obid = _Adjacency2[hashed];
else obid = _Adjacency3[hashed];
- Back and forth about rendering technique.
- Render Probes vs Cameras
- Reference Camera
- Double-up the blending.
Special Thanks
- D4rkPl4y3r for the idea, and several pointers! Also, the binning principle.
- ERROR.mdl for the
SV_DepthLessEqual
trick to make unsorted high performance balls.
- TCL for the multiple render texture trick + the explicit camera order trick.
- Everyone on the VRC Shader Discord for the 50+ questions I had to ask to write this.
VR Computer RTX 2070, Ryzen 3900X; Index at 144 Hz, 122%. Numbers are minimum times, peak up to about .3ms higher... So, signal in data is pretty good, probably around +/- .2ms.
Conclusion when doing camera shimshammery: Put cameras and objects on PickupNoEnvironment
. Cull for all objects not on PickupNoEnvironment
Your layers don't matter.
Numbers with quick menu closed / open / With AudioLink and basic video player
Same layers, PickupNoEnvironment: 7.6ms / 9.3ms
Camera on default, looking at PickupNoEnvironment: 8.2ms / 10.0ms
Camera on UiMenu, looking at UiMenu: 8.1ms / 10.1ms
Camera on default, looking at UiMenu: 8.1 / 10.1 ms
(repeat) Camera on PickupNoEnvironment, looking at PickupNoEnvironment: 7.6ms / 9.4ms
Control: Everything off: 7ms / 7ms (framecap) (1.6ms / 2.5ms)
Control: Only AudioLink: 7ms / 7ms (framecap) (1.8ms / 2.7ms)
(repeat) Camera on PickupNoEnvironment, looking at PickupNoEnvironment: 8.1ms / 9.4ms
Camera on UiMenu, looking at UiMenu: 7.6ms / 9.3ms
Control Update Test
- Running uncapped, baseline 5.505ms / 4.17MB
- Adding 500 tiles, each has VRCObjectSync, A custom script to handle disabling interaction on moving and VRCPickup.
- .5ms Udon time / 11.250ms / 4.19MB
- Removing VRCObjectSync
- .35ms Udon time / 6.3ms / 4.19MB
- Deltas:
- With VRCObjectSync: .15ms UDON Time / 5.75ms Frame Time
- Without VRCObjectSync: 0ms UDON Time / 0.8ms Frame Time
- Switching my object to manual: 0ms UDON Time / 0.6ms Frame Time
- Adding an Update() method with i=0: 1.5ms UDON Time / 2.2ms Frame Time
- Using a brokered update function : .3ms UDON Time / 0.9ms Frame Time
- BetterObjectSync -> Going back to original scene.
- 5.261ms.
- Took exact thing from TEST to Upload version and visit with --fps=0 and in RenderDoc, it was 4.757ms