1 00:00:00,000 --> 00:00:03,120 Alright, welcome to Primetime, it is 4pm so we're going to go ahead and get started. 2 00:00:03,120 --> 00:00:06,800 Before we get started I've got a link to share, which is something I put together 3 00:00:06,800 --> 00:00:14,320 it was yesterday. This is endeavoring to help out Git and the moderation team on 4 00:00:14,320 --> 00:00:19,520 Thursday, not Thursday, Sunday, yeah Sunday, I don't know why I said Thursday. 5 00:00:19,520 --> 00:00:27,760 But I put this together as a wiki page for you all. There are notes on this page, but 6 00:00:28,640 --> 00:00:35,520 do reiterate them. That page is not part of the guidelines itself, it is generated from 7 00:00:35,520 --> 00:00:41,280 interpretations of the guidelines. I have checked it over with moderation and it seems to be okay, 8 00:00:41,280 --> 00:00:46,400 but it's still possible to have guideline breaching activity in any of the sessions 9 00:00:46,400 --> 00:00:52,240 featured in that table, but hopefully that will cut down on the amount of times in Sunday where 10 00:00:52,240 --> 00:00:58,080 we get "can I have adult content in this session?" So maybe that will help, so take a look at that 11 00:00:58,080 --> 00:01:03,520 link in the thread. I don't know why, but every single Sunday the moderation team get the same 12 00:01:03,520 --> 00:01:07,920 question over and over again, so maybe that would help. Anyway, moving forwards to actual questions, 13 00:01:07,920 --> 00:01:13,280 we have a question from Jackal, who says "I've been having a lot of trouble with objects' rotations 14 00:01:13,280 --> 00:01:16,720 when trying to parent objects to other objects by drag and dropping in the inspector. I know that 15 00:01:16,720 --> 00:01:20,160 this is most likely because the order of operations matters, but do you have any advice for practices 16 00:01:20,160 --> 00:01:25,280 on this?" And they've added background as well, which is great, to add background information to 17 00:01:25,280 --> 00:01:29,440 your questions, that sometimes helps. "I'm making a clock as per your tutorial, but messed up the 18 00:01:29,440 --> 00:01:32,880 logics and am having trouble with the hands, they keep rotating in weird ways when I try to put 19 00:01:32,880 --> 00:01:36,880 everything together. I'm sure I'll figure it out, but if it's best to assemble parts of an object 20 00:01:36,880 --> 00:01:40,800 in a particular order, that would be of real help to me." I kinda need more information about what 21 00:01:40,800 --> 00:01:48,160 you're seeing. Like, rotations are complicated, basically. Just generally, for general tips on 22 00:01:48,160 --> 00:01:54,720 that, is to avoid using Euler angles wherever you can. There is always a non-Euler angle way of 23 00:01:54,720 --> 00:02:02,400 doing things, and I am always surprised when people just won't learn the tiniest bit of maths to avoid 24 00:02:02,400 --> 00:02:06,800 the Euler angle problem. For those who aren't aware, if you use Euler angles too much, too 25 00:02:06,800 --> 00:02:11,520 much, too many, too much, when you're dealing with rotations, you'll end up in Gimblelock, and 26 00:02:11,520 --> 00:02:16,400 Gimblelock is just very confusing. We don't represent it well inside the inspector, and so 27 00:02:16,400 --> 00:02:23,120 you end up with basically not realizing that it's happened. If you ever see axes other than the one 28 00:02:23,120 --> 00:02:27,520 that you're editing in the inspector change, that's because we're avoiding Gimblelock by adjusting 29 00:02:27,520 --> 00:02:36,240 those. You can't represent the complete possible rotational set of rotations, if that's a phrase 30 00:02:36,240 --> 00:02:42,000 that makes sense, whatever, in Euler angles, it's impossible. Quaternarians, quaternians, 31 00:02:42,000 --> 00:02:47,840 however the heck you pronounce that, I still don't know, you are able to represent rotations in, 32 00:02:47,840 --> 00:02:53,680 and it's very simple. A particular note for that one is the axis angle mode, which I believe I do 33 00:02:53,680 --> 00:02:58,080 cover in the tutorial, which is why I was confused how you may be struggling, but I'll have to take 34 00:02:58,080 --> 00:03:03,600 a look at that in-game to see what's going on there. I'm not entirely certain. Something that 35 00:03:03,600 --> 00:03:08,000 also might help is the origins tutorial. I will go ahead and link that in the thread as well. 36 00:03:08,000 --> 00:03:15,920 Rotations are origin-dependent, and sometimes origins can be problematic, particularly with 37 00:03:15,920 --> 00:03:20,320 random 3D models downloaded from Sketchfab where the developer of the model is like, 38 00:03:20,320 --> 00:03:26,640 "Yes, the origin is inside the moon!" Moving forwards to Luzanth's question, 39 00:03:26,640 --> 00:03:31,840 they are asking "Is there a way to change spawn points per player? I won't have myself spawn in 40 00:03:31,840 --> 00:03:38,880 my Cloud Homes bedroom, but I'll play a spawn at the doorway." You should be able to use value 41 00:03:38,880 --> 00:03:44,560 user override on those, I'm not certain though. I will go ahead and open up the codebase, that'll 42 00:03:44,560 --> 00:03:47,760 take a few minutes though, so we'll jump back to that one, but you should be able to value user 43 00:03:47,760 --> 00:03:53,280 override and turn off, like have the default value for the spawn point to be off. But I don't know if 44 00:03:53,280 --> 00:03:58,080 that's the case until I open up the codebase, so give me a second and I'll get that open. I just 45 00:03:58,080 --> 00:04:04,720 gotta click like 17 different buttons to get that sorted, because you know, life. Okay, there we go, 46 00:04:04,720 --> 00:04:09,760 that's opening. Jackal asks "How is your extended trek across the wasteland next door going?" 47 00:04:10,400 --> 00:04:15,360 That's kind of on pause, basically. I'm happy to move over there, what I need to do is wait 48 00:04:15,360 --> 00:04:20,720 for the renewal note for this place, and then we'll see what the price of that is for anyone 49 00:04:20,720 --> 00:04:26,320 who doesn't know what I'm going on about. I'm most likely moving locations very soon, so I'm 50 00:04:26,320 --> 00:04:34,400 moving like literally one building to the left, so that's going to be fun. That's sorted. Okay, next. 51 00:04:34,400 --> 00:04:38,560 Actually there's a note from them, "Thank you for the advice about dynamic variables." Yes, 52 00:04:38,560 --> 00:04:44,880 dynamic variables are the best. Dynamic variables are literally the best. Beagle says "Is there an 53 00:04:44,880 --> 00:04:49,200 easy way for people to pull members out of a hidden lair?" There have been some instances 54 00:04:49,200 --> 00:04:54,160 where people lurk in hidden lairs, kick them from your world or ban them from your world. Like, I 55 00:04:54,160 --> 00:04:58,960 hate to be blunt when it comes to that shit, but like I really just don't have time for it. 56 00:04:58,960 --> 00:05:04,000 If they want to hide in hidden lairs, they can go elsewhere and not be in my session. 57 00:05:05,280 --> 00:05:12,960 Depending on what methodology they're using to create such a system, they will have anti-pulling 58 00:05:12,960 --> 00:05:20,640 out systems, so you know, it's difficult. Of course, if it's not your world, you might be 59 00:05:20,640 --> 00:05:24,960 limited to what you can do, which Froppy is updating their response with, but if it's your 60 00:05:24,960 --> 00:05:30,400 world, just kick them. Just kick them. The only way that we can challenge behavior like that is by 61 00:05:30,400 --> 00:05:36,880 making clear that it is not okay, and that's just not okay. So, cool. Usually what happens 62 00:05:36,880 --> 00:05:41,200 with the hidden lair system is it's something of the equivalent of they are parented under a slot 63 00:05:41,200 --> 00:05:46,480 which is disabled for a select number of people in the world. I don't care the reason why you're 64 00:05:46,480 --> 00:05:51,920 in that. If you're in my world, as in if I'm the host, you're going to be visible, and you're not 65 00:05:51,920 --> 00:05:55,440 going to be in that. Additionally, you're not going to use one of the annoying systems which 66 00:05:55,440 --> 00:06:02,080 goes like, you know, it makes like a space-age blink noise and like, you know, purple sphere, 67 00:06:02,080 --> 00:06:06,480 as far as I remember, when you go in and out of it. If you're inside my session, you're in there 68 00:06:06,480 --> 00:06:10,560 to be in my session. If you want to hide from my session, you can go to another session. That's the 69 00:06:10,560 --> 00:06:14,480 easiest way to hide from my session. If that makes you not want to hang it in my session because I 70 00:06:14,480 --> 00:06:18,320 don't allow you to use your special hidden lair system, that's absolutely fine. Don't come. 71 00:06:18,320 --> 00:06:24,160 Really sorry to be blunt, but like, that's the way I see it. I don't have time for that behavior. 72 00:06:24,160 --> 00:06:28,800 If you think it's cool, I want you to think about what you're doing. I want you to think 73 00:06:28,800 --> 00:06:33,040 long and hard about why you are going to someone else's world to hide in it. 74 00:06:33,040 --> 00:06:38,560 Beagle has another question. Let me just make sure I've missed any before the video I posted. 75 00:06:38,560 --> 00:06:43,600 I have not. Okay. Beagle says, "For some reason in one of my buddy's worlds, when translating using 76 00:06:43,600 --> 00:06:47,120 the gizmo, and then there's a weird crust like you see on the Avatar collaboration appears, 77 00:06:47,120 --> 00:06:56,960 and it'll snap the translation to that." That is native snapping. So here is a, albeit long video, 78 00:06:56,960 --> 00:07:02,640 but here it is. That is native snapping that's occurring. There are a few ways to kind of make 79 00:07:02,640 --> 00:07:06,880 that happen less. Something I've noticed is that if you're playing around with gizmos near a picture, 80 00:07:06,880 --> 00:07:13,520 the picture will have a snapping component on it, which means that gizmos will snap into the 81 00:07:13,520 --> 00:07:18,720 picture. So go into the picture, you'll find, I think, snap plane for a picture, you can remove 82 00:07:18,720 --> 00:07:24,080 that component and then it won't snap to those pictures anymore. Various other things have that. 83 00:07:24,080 --> 00:07:26,880 Where can that hide in the world? In the same world at random we kick people to... 84 00:07:26,880 --> 00:07:32,480 That snapping issue shouldn't be causing people being kicked. There might be something that's 85 00:07:32,480 --> 00:07:37,280 sort of left in your world. I remember one of the trolliest things I ever did. Oh my god, 86 00:07:37,280 --> 00:07:40,720 I'm just arming you with stuff. One of the trolliest things I ever did was accidentally 87 00:07:41,600 --> 00:07:48,960 parent a snap grid component to the world origin somehow. Snap grid will set up a grid of points 88 00:07:48,960 --> 00:07:53,280 that will do that kind of lock thing that you're talking about. And I just put it accidentally in 89 00:07:53,280 --> 00:07:58,240 the middle of the world. It was like, cool, gizmos just don't work in this world. Sorry, my bad. 90 00:07:58,240 --> 00:08:03,360 That's pretty easy to fix. And hey, if anyone is listening and decides to take that and start 91 00:08:03,360 --> 00:08:06,880 doing it to other people's worlds, it would constitute this harassment and maybe reportable 92 00:08:06,880 --> 00:08:10,960 under the moderation guidelines and may cause account restrictions. But there you go. 93 00:08:11,360 --> 00:08:15,040 I've told you how to do it and also told you how to mitigate it, which is go look for that 94 00:08:15,040 --> 00:08:20,960 snap grid component. There is more information in that video above there. Mentalish says that yes, 95 00:08:20,960 --> 00:08:25,200 some people have built systems to fight anti-layer systems. Yes, there is anti-layer systems, 96 00:08:25,200 --> 00:08:29,360 then there's anti-anti-layer systems, and then there'll be anti-anti-anti-anti-layer systems, 97 00:08:29,360 --> 00:08:34,800 whereas the actual soul for that layer system is a behavioral one, which is why I'm telling you, 98 00:08:34,800 --> 00:08:39,360 just kick them. I can't see that player. They must be doing something malicious. Kicked. 99 00:08:39,360 --> 00:08:43,280 Thumbs up. Move on with your life. If they get angry about you, cool, ban them. 100 00:08:43,280 --> 00:08:48,080 It's just like, you know, I can ban people because I don't like their avatar. Like it, 101 00:08:48,080 --> 00:08:54,560 if it's my sessions, I don't need a reason to. I've also seen one person that was using like the 102 00:08:54,560 --> 00:09:01,200 equivalent of a hidden layer system creatively. And I accepted that one because they were doing 103 00:09:01,200 --> 00:09:09,280 like a bit as a character. But it was still annoying. So keep that in mind. You know, 104 00:09:09,280 --> 00:09:16,560 it was sort of like RP related, which is like totally fine. You can state a reason for kicking, 105 00:09:16,560 --> 00:09:22,640 but there's a problem in this community, which is basically like, if they break any rule or do any 106 00:09:22,640 --> 00:09:26,480 infraction, even if you tell them exactly what they're doing that's wrong, they're not going to 107 00:09:26,480 --> 00:09:31,040 listen to you and they're going to make you the problem. It is problematic and yeah, okay, you 108 00:09:31,040 --> 00:09:37,840 should give them a reason. But if they don't listen, proceed with just kicking them. Cody 109 00:09:37,840 --> 00:09:41,520 said, I assumed it was possible to manage people or objects that spawned in by having a spawn point. 110 00:09:41,520 --> 00:09:46,000 You can indeed have a spawn point, but the problem is even if you have a spawn point, which sets a 111 00:09:46,000 --> 00:09:54,400 parent, they can have logic or system on their avatar, which goes like, I know you want me to be 112 00:09:54,400 --> 00:10:00,320 parented to this very precise anti like this culling system, this management system, this 113 00:10:00,320 --> 00:10:05,920 world organizational system, but I don't care because I'm an inconsiderate person. I want to 114 00:10:05,920 --> 00:10:09,680 be parented to the world route or my hidden layer system and make a lot of noise. And then when I 115 00:10:09,680 --> 00:10:15,760 open up my context menu, I want it to do the entire corestral Halo soundtrack for no apparent reason 116 00:10:15,760 --> 00:10:21,920 in global audio at a hundred percent volume. So, you know, like I said, the only way to combat 117 00:10:21,920 --> 00:10:27,760 this stuff is to just stamp it out. For anyone who thinks I'm being unfair, just imagine going to a 118 00:10:27,760 --> 00:10:34,480 real world party, okay? And the party is hosted at Prime's house and I open the door to my front door 119 00:10:34,480 --> 00:10:38,320 and I say, welcome, welcome, come on into the party. You hand me a bottle of wine that you 120 00:10:38,320 --> 00:10:43,840 brought, maybe some nice cheese. And I'm like, please take off your shoes. And you go, okay. And 121 00:10:43,840 --> 00:10:48,800 you take off your shoes. That's exactly how it should be in someone else's session. You know, 122 00:10:48,800 --> 00:10:52,640 and then you don't go into someone else's party at the house. You don't come into my house, you know, 123 00:10:52,640 --> 00:10:59,280 and you're like, I'm going to hide in a hidden layer and sit in your sink. No, that's unacceptable. 124 00:10:59,280 --> 00:11:04,240 You're not going to sit in my sink. I'll happily get you a chair. I'll happily get you wine and 125 00:11:04,240 --> 00:11:08,480 booze or whatever you want to drink. I'll feed you. I'll entertain you, but you're not going to 126 00:11:08,480 --> 00:11:14,800 sit in my sink. You know, the party's over, everyone's left. And I go to bed and I hear like 127 00:11:14,800 --> 00:11:19,200 giggling from my cupboard. I open up and it's like, sorry, I was in the hidden layer system 128 00:11:19,200 --> 00:11:25,920 inside your cupboard. Get out of my cupboard and leave. It doesn't make any sense. If anyone is 129 00:11:25,920 --> 00:11:32,240 like, oh, it's their computer, right? I understand that it'd be different if we had like servers or 130 00:11:32,240 --> 00:11:36,400 if it's a headless or if it's not, you know, they're not being hosted, but for the majority 131 00:11:36,400 --> 00:11:41,680 of sessions that aren't headless right now, they are, you're literally on someone else's computer. 132 00:11:41,680 --> 00:11:48,080 Like the host's computer is controlling your access to that session. So be considerate, please. 133 00:11:48,080 --> 00:11:51,680 Moving forward to other questions. So I stopped ranting about that particular topic because I 134 00:11:51,680 --> 00:11:55,760 could rant for hours and people won't listen anyway. He'll still have that problem. Years 135 00:11:55,760 --> 00:12:00,720 to come, you know, it'd be like, you know, the year is 2050 and people are still in hidden layer 136 00:12:00,720 --> 00:12:06,080 systems. Why? We don't know. So we have a question here from Lex. She says, is there any way to make 137 00:12:06,080 --> 00:12:10,480 facets spawner desktop not parent to the overlay layer without mods? Not that I'm aware of. 138 00:12:11,840 --> 00:12:18,640 Make that font size just a little bit bigger from me and then you've got an amazing meme. 139 00:12:18,640 --> 00:12:23,360 There is, I say the font size a bit bigger so I can read it without zooming in, but otherwise 140 00:12:23,360 --> 00:12:26,720 amazing meme. So unfortunately I don't know the answer to your question next. I'd have to take 141 00:12:26,720 --> 00:12:31,600 a look. I remember that we don't, this is like a really annoying cop out and I understand that it's 142 00:12:31,600 --> 00:12:36,480 frustrating. We don't technically support facet editing in desktop mode. And I hate that I'm 143 00:12:36,480 --> 00:12:41,680 saying that, but like, you know, I guess you could like write some code into the facet, like a little 144 00:12:41,680 --> 00:12:48,960 bit of logics that's like detects if the user that spawned it is, um, is a desktop user and then do 145 00:12:48,960 --> 00:12:55,680 some re-parenting there. That might work. There we go. Beautiful. Beautiful. Speaking of like RP 146 00:12:55,680 --> 00:13:01,200 characters like that, I did have one person at one point that had like, I don't know, like an 147 00:13:01,200 --> 00:13:05,360 Iron Man style landing. Actually no more appropriate one would be if you know that film Hancock, 148 00:13:05,360 --> 00:13:10,000 it's got Will Smith in it. Um, at the start of the film Will Smith's basically like a drunk superhero 149 00:13:10,000 --> 00:13:15,440 and his landing is like, cool. I'm going to completely wreck the road and the pavement. 150 00:13:15,440 --> 00:13:20,880 There'll be a crater every time I land. That was their like character's system for landing. And it 151 00:13:20,880 --> 00:13:24,800 was like, I know that you're like a character and you're trying to have fun here, but if you could 152 00:13:24,800 --> 00:13:30,080 stop like completely destroying my pavement with like sound effects and particle systems when you 153 00:13:30,080 --> 00:13:34,560 land, that'd be amazing. Thank you. By the end of the film, he can land without destroying the 154 00:13:34,560 --> 00:13:40,240 pavement. So maybe you should watch that film again. Angry Pilot asks, "Any info on button 155 00:13:40,240 --> 00:13:49,120 delegate relay?" Um, you shouldn't really need to use that. There's probably ways you can do it, 156 00:13:49,120 --> 00:13:53,920 but that usually is covered by like button action trigger or something like that. Let me see why we 157 00:13:53,920 --> 00:14:03,120 have that component. Button delegate relay. Let's see if we use that anyway. We do. We do use that. 158 00:14:04,320 --> 00:14:13,760 Set up delicate action. Oh, it's used on the audio reverbs and component. We use it to make all the 159 00:14:13,760 --> 00:14:22,640 buttons appear for the presets on the reverb. Yeah, it looks like just that. Hold on, there's a 160 00:14:22,640 --> 00:14:27,040 couple of other uses. That's the one I wanted there. Symbols about reference. Yeah, that's 161 00:14:27,040 --> 00:14:34,080 literally the only place we use that. So in some cases, there are components which you can attach 162 00:14:34,080 --> 00:14:42,560 and can technically use, but they have no real use that makes sense. The better question always is to 163 00:14:42,560 --> 00:14:48,240 start with the problem, not the solution. So there are a bunch of components which are just like 164 00:14:48,240 --> 00:14:54,080 completely nonsensical. In Uncategorize, look for up down controller or something. That's a really 165 00:14:54,080 --> 00:15:01,840 funny one. Ask Syro the next time you see him for his up down platform that uses that silly component. 166 00:15:01,840 --> 00:15:08,480 I might have it too. I don't remember if I saved it. Okay. Jack asks, question for dynamic variables. 167 00:15:08,480 --> 00:15:13,120 If I'm setting a variable to reference the user who turned the object on and when they turn it off, 168 00:15:13,120 --> 00:15:17,600 I want to clear the variable. Am I doing it correctly by writing basic user node to the 169 00:15:17,600 --> 00:15:23,680 variable? It seems to work. The variable comes null. Yeah. Like a dynamic reference variable 170 00:15:24,320 --> 00:15:32,640 of type user with a value of null will be okay. Something you should keep in mind is that some 171 00:15:32,640 --> 00:15:39,920 nodes will take in a null user ref and do different behavior. Particularly fire on true 172 00:15:39,920 --> 00:15:47,200 and fire on change, I believe they do custom stuff if you pass in a null rather than empty. I think I 173 00:15:47,200 --> 00:15:51,040 have those documented on the wiki because I got tired of talking about fire on true, so I went 174 00:15:51,040 --> 00:15:56,560 through and was like step by step here's what happened. So I'll see if I can find that. Fire on 175 00:15:56,560 --> 00:16:04,160 true. Fire. And then someone asked me a question about... Yeah, just double check that. There's 176 00:16:04,160 --> 00:16:09,760 actually a bit of any null handling that I've written there. But it's fine. Sometimes what I'll 177 00:16:09,760 --> 00:16:16,000 do as well is I'll create a variable which is called like user set and that'll be a boolean. 178 00:16:16,000 --> 00:16:22,000 And then that's really easy to pick up. You can do like is user -- I'm doing this in text, 179 00:16:22,000 --> 00:16:31,200 but it won't make sense. Is user set question mark colon. And then you can use user or host user 180 00:16:31,200 --> 00:16:39,200 for the parts of that. Now, of course, you could do is null, not null, et cetera. But sometimes 181 00:16:39,200 --> 00:16:46,320 it's better to do that by a more declarative way. There is also the has value output of some of the 182 00:16:46,320 --> 00:16:50,720 dynamic variable nodes you can use there. A lot of the time, though, you can actually just get away 183 00:16:50,720 --> 00:17:00,640 with something along the lines of like... Yeah, I'm literally typing that. World user question mark 184 00:17:00,640 --> 00:17:07,600 question mark host user is a lot of times what I use. Although sometimes I'll do like in the middle 185 00:17:07,600 --> 00:17:12,320 there, I'll put like nearest user head sometimes. Because then it's like if there's a user set on 186 00:17:12,320 --> 00:17:18,800 the object with dynamic variables or the closest user or the host user, and then it gets there. 187 00:17:18,800 --> 00:17:22,960 Right now someone had a question which I needed to look up in the code base. I will scroll up and 188 00:17:22,960 --> 00:17:28,320 find that now that the code base has opened up. Spawn points per player. Excellent. 189 00:17:32,240 --> 00:17:40,720 That ain't the spawn point component. Not the spawn point component. Spawn... Let's do simple... 190 00:17:40,720 --> 00:17:48,640 Yeah, okay. So the common spawn area, which is the one that usually creates the glowy ring, 191 00:17:48,640 --> 00:17:55,760 that will respect the enabled field and the slots active field. So you could use that and do a 192 00:17:55,760 --> 00:18:02,000 values override on that for those. Although I don't know if that would work with synchronization, 193 00:18:02,000 --> 00:18:06,720 because I don't know if the host spawns that. Try that. Let me know how that works out. 194 00:18:06,720 --> 00:18:14,720 The non-spawn area one, so the spawn point rather than the the circuity one, 195 00:18:14,720 --> 00:18:22,400 that doesn't pay attention to the enabled state, which is problematic. But maybe it does. Give me 196 00:18:22,400 --> 00:18:27,200 a moment. Where's the weight? Like there's a weight property on the spawn point, right? 197 00:18:27,200 --> 00:18:31,920 Where's that at? Simple spawn... Simple user spawn... 198 00:18:31,920 --> 00:18:40,640 I'm thinking of something else. I'm gonna just quickly hop to a video I recorded. 199 00:18:40,640 --> 00:18:45,600 There's another component. I gotta look for it. 200 00:18:51,120 --> 00:19:00,240 Thank you. Okay, good. Whilst I'm looking this up, make sure you get other doobly-doos questions in. 201 00:19:00,240 --> 00:19:13,840 Now I remember. Thank you, Lex, for the help. The circular one, that is just an edit to the 202 00:19:14,720 --> 00:19:22,000 common spawn area component. With the spawn point generator, that's correct. Yep, thank you so much 203 00:19:22,000 --> 00:19:25,840 for that. That's exactly what I was looking for. Yeah, so common spawn area is the the common 204 00:19:25,840 --> 00:19:30,800 component between spawn point and spawn. The reason why it's confusing is because the the dev tip has 205 00:19:30,800 --> 00:19:35,920 got the create new menu. You go create new object, you can go spawn point or spawn area. Spawn area 206 00:19:35,920 --> 00:19:42,320 does the sort of glowy ring thing. Spawn point does a static point. So all of those will respond 207 00:19:42,320 --> 00:19:50,320 to the enabled and the slot is active field. I do not know if they will allow for a values override, 208 00:19:50,320 --> 00:19:55,520 but that's how I would at least start doing it. A note there as well is that you can use other 209 00:19:55,520 --> 00:20:00,720 point generators in the common spawn area. So I know that you will usually see a circle, 210 00:20:00,720 --> 00:20:06,000 but you could also do like a sphere. I don't know why you would, but you could. You could also do a 211 00:20:06,960 --> 00:20:12,800 whatever point generators we have. Let me take a look. Find all references. A box, a circle, 212 00:20:12,800 --> 00:20:20,720 a sphere, a square, and yeah. Oh, Beagle has a new question and they say, can you possibly do an 213 00:20:20,720 --> 00:20:25,840 entire logic system without using logic nodes at all, complete with the inspector? Oh, you could. 214 00:20:25,840 --> 00:20:30,880 I would not suggest doing that. You'd basically be hooking up components by using ribbons that 215 00:20:30,880 --> 00:20:35,520 you'd manually created yourself. Jackal asks, is there a way to make a hemisphere using the 216 00:20:35,520 --> 00:20:40,960 procedural measures in the game or would you need a blender or some other modeling program to make it 217 00:20:40,960 --> 00:20:46,640 hemisphere? You'd need a blender to do it. If you want to do that quickly, and I know this is kind 218 00:20:46,640 --> 00:20:53,200 of like a long winded solve, but you only have to do it once. Go find sloppy mcloppy's ring of the 219 00:20:53,200 --> 00:20:58,480 neolander, inspect it and find the templates in there and you can pull out all the shapes that are 220 00:20:58,480 --> 00:21:03,680 in the ring of the neolander and use them isolated. They have good UVs and stuff like that. So I 221 00:21:03,680 --> 00:21:09,600 sometimes do that. I think I actually exported all the meshes that that uses into like one object and 222 00:21:09,600 --> 00:21:13,680 saved that to my inventory a while back. Player Cody asks, there was a mental workshop video of 223 00:21:13,680 --> 00:21:17,440 name tags I attempted to follow yesterday where everything was set up the way you want. I wanted 224 00:21:17,440 --> 00:21:20,960 logged out for the day, came back the next day, I found everything was back to default. Is your 225 00:21:20,960 --> 00:21:24,800 video more accurate? My video might be more accurate. I would have to watch that video to 226 00:21:24,800 --> 00:21:31,360 see what the problem is. Common problems when it comes to name tags is not adding the requisite 227 00:21:31,360 --> 00:21:36,640 components to the name tag so that it doesn't know that it exists and it won't be hooked up correctly. 228 00:21:36,640 --> 00:21:43,360 There's also people don't save it correctly, so sometimes they save it outside of the avatar root, 229 00:21:43,360 --> 00:21:46,560 it needs to be inside the avatar root to work. I've seen a couple of people who make a custom 230 00:21:46,560 --> 00:21:52,480 name tag in the user root and then save it, which does not work. And then various other things like 231 00:21:52,480 --> 00:21:57,040 that. If you have multiple name tags in your hierarchy as well, it might sort of interfere 232 00:21:57,040 --> 00:22:02,080 with each other, so make sure you've got one. My video has the way I recommend doing it, 233 00:22:02,080 --> 00:22:09,040 so do keep that in mind. I don't know if it's going to work. I watched the workshop one when 234 00:22:09,040 --> 00:22:15,680 they recorded it, but I haven't watched it in a while. The thing that I do that kind of like 235 00:22:15,680 --> 00:22:24,160 reduces the chances that you can make a problem is I drag the existing default name tag into the 236 00:22:24,160 --> 00:22:29,920 avatar root right at the start, and then I edit it from there. Other people will do setting up 237 00:22:29,920 --> 00:22:35,920 the name tag from scratch, but that means you have to add all of the components manually, 238 00:22:35,920 --> 00:22:39,200 whereas if you just steal an existing one and drag it into the avatar root, 239 00:22:39,200 --> 00:22:44,160 then you don't have that problem. Beagle says "Where the hell did you get all the meme material 240 00:22:44,160 --> 00:22:48,000 and stuff inside of your inventory? I browsed through it the other day and holy-" I presume 241 00:22:48,000 --> 00:22:55,680 you mean the meme folder inside my public folder? Okay, yeah. That one needs renaming. It's not like 242 00:22:55,680 --> 00:23:01,440 memes that you would see on 4chan, 9gag, or iFunny, stuff like that. It's not like regular 243 00:23:01,440 --> 00:23:10,080 memes. It's usually sort of chaotic distractableness that happens inside of Neos. Of particular note, 244 00:23:10,080 --> 00:23:14,640 there's a coat hanger there that's got dynamic bones on it. That used to be effortless equippable, 245 00:23:14,640 --> 00:23:19,120 but I think that went wrong, but you could just make it one. That happened because a few people 246 00:23:19,120 --> 00:23:26,080 that I was hanging out with were using deer avatars, and they had, you know, antlers, 247 00:23:26,080 --> 00:23:30,480 and I just thought it'd be funny if I could like hang a coat hanger on their antlers, so I got that 248 00:23:30,480 --> 00:23:40,160 happening. All sorts of stuff like that. There's a turtle in there, which has no instructions 249 00:23:40,800 --> 00:23:46,240 at all, so I'm amazed if anyone's figured it out, but there's a turtle you can spawn in there, 250 00:23:46,240 --> 00:23:51,840 and it's got a straw in its nose, and if you pull that straw out really fast, it plays the Beyblade 251 00:23:51,840 --> 00:23:58,480 opening, and that occurred because I was speaking to someone in the world, and they were talking 252 00:23:58,480 --> 00:24:02,880 about their use of straws, and I said "those better be, you know, metal or paper straws, 253 00:24:02,880 --> 00:24:07,680 right?" They said "no plastic." I said "you know they have to like pull those out of turtles?" 254 00:24:07,680 --> 00:24:13,840 And I did like a quick pulling motion, and someone went "like a Beyblade!" and then I made that. 255 00:24:13,840 --> 00:24:21,840 It's like, you know, like environmentalism via memes, that one is. There's also a cutlery box 256 00:24:21,840 --> 00:24:26,320 in there where you can grab and pull out cutlery. That was caused by a similar thing where someone 257 00:24:26,320 --> 00:24:29,840 was saying like "oh yeah I need more cutlery" and I said "what did you mean? What do you mean?" 258 00:24:29,840 --> 00:24:35,440 They used plastic cutlery, and I took offense to that, so I made that to kind of show the 259 00:24:35,440 --> 00:24:41,760 inanity of it. The one that I have a real big problem with is foil. So I know we're going over 260 00:24:41,760 --> 00:24:48,320 time but whatever. If you have a baking tray that is metal, and you put foil on it before you put 261 00:24:48,320 --> 00:24:53,120 whatever you want to cook in the oven, you're like not human, I don't understand. You're like "oh I 262 00:24:53,120 --> 00:24:58,720 put foil over my metal baking tray so I don't have to clean my baking tray" and it's like "cool, 263 00:24:58,720 --> 00:25:06,000 all right, so people have to mine in the ground for a limited resource which they then have to 264 00:25:06,000 --> 00:25:12,000 like smelt and process an alloy because aluminum is difficult to process and then they have to 265 00:25:12,000 --> 00:25:20,000 roll it incredibly thin onto reels just so you can avoid doing the dishes. What planet are you on? 266 00:25:20,000 --> 00:25:28,240 What planet are you on? Just do your dishes. Now I'll accept if you use if you use foil to like, 267 00:25:28,240 --> 00:25:33,360 for example, cover a chicken or cover a turkey when you're cooking it. That makes more sense. 268 00:25:33,360 --> 00:25:39,360 It's purely if you're using it to avoid cleaning. They dig that stuff out of the ground and it's a 269 00:25:39,360 --> 00:25:43,760 limited supply. We're not going to run out in your lifetime, I know that, but like just think about 270 00:25:43,760 --> 00:25:51,040 it. It's like because I can't be bothered to clean a baking tray, I have reduced the level of 271 00:25:51,040 --> 00:25:56,560 aluminum in the world by a little bit. All right, moving on to actual questions rather than my 272 00:25:56,560 --> 00:26:03,200 strange environmentalism. It's like really weird. It's like, you know, my computer's on all the time, 273 00:26:03,200 --> 00:26:10,880 but I won't use plastic. It's crazy. Anyway, Tiki says, "Is the way to limit the rotation of fingers 274 00:26:10,880 --> 00:26:15,280 in the hair manager in my avatar impales itself its own claws right now?" There is not. Currently, 275 00:26:15,280 --> 00:26:21,680 there is not. That is a common thing that we have. Cody has an update to their nameplate issues. 276 00:26:21,680 --> 00:26:25,200 "They spawned a previous avatar, hopped into that one, saved the configuration, 277 00:26:25,200 --> 00:26:28,400 world spawned and recently saved one, hopped into it and everything was fine. When I said 278 00:26:28,400 --> 00:26:30,800 it changes next to it in years, everything was fine. When I'm watching years ago, 279 00:26:30,800 --> 00:26:34,160 I found out the default was activated." Double check the components. That could also be 280 00:26:34,160 --> 00:26:40,160 synchronization and it could be this amazing thing in the inventory where occasionally the order 281 00:26:40,160 --> 00:26:44,560 of items in your inventory can just randomly change. And so you may think that you're in 282 00:26:44,560 --> 00:26:48,240 the most recent copy of your avatar, but you're actually in a copy from like three years ago, 283 00:26:48,240 --> 00:26:52,720 because that happened recently. I see lots of people talking about like foiling their 284 00:26:52,720 --> 00:26:58,320 baking trays. I'm too lazy to clean it. So you would rather like, you know, accompany 285 00:26:58,320 --> 00:27:06,560 mines in the ground to get small rocks, which they have to smelt and roll, just because you're lazy? 286 00:27:06,560 --> 00:27:11,360 Like, what planet are you on? You know, like hundreds of years, we're going to be like out 287 00:27:11,360 --> 00:27:15,680 traveling the stars, we're going to be like on Mars, other like solar systems and stuff like 288 00:27:15,680 --> 00:27:20,400 that. And they're going to run out of aluminum and they'll look and they'll be like, it's that guy, 289 00:27:20,400 --> 00:27:26,640 the person who didn't just do their dishes. You know, aliens are looking down on us and they're 290 00:27:26,640 --> 00:27:31,360 like, "shall we make contact with this like seemingly civilized society?" They've got 291 00:27:31,360 --> 00:27:37,120 problems, but should we make contact with them? Oh no, they put like foil on them. 292 00:27:37,120 --> 00:27:46,080 Rather than just cleaning them. Izit says that aluminum is recyclable. Yeah, did you know that 293 00:27:46,080 --> 00:27:51,200 lots of recycling is actually just a lie? And like, it just goes in landfill anyway. It's crazy. 294 00:27:51,200 --> 00:27:58,160 Here, I have a video for you. Actually, you can just like YouTube it, like recycling is a lie. 295 00:27:58,160 --> 00:28:03,120 And like, you'll see a lot. Yeah, it is plastic. Yeah. But the other thing with like metal 296 00:28:03,120 --> 00:28:08,720 recycling, you have to remember is it's foil. It's, it's, it's, it's going to get mixed up 297 00:28:08,720 --> 00:28:13,680 and it's going to not be recycled sometimes. It's the, it's, it's thin. You have to get all 298 00:28:13,680 --> 00:28:18,960 the grease off of it. So someone ends up cleaning it. Like someone, either like a very hot light 299 00:28:18,960 --> 00:28:23,920 reforging machine or whatever, but you know, it's not just like when, when someone says like, 300 00:28:23,920 --> 00:28:28,080 "oh, it's recyclable", but you have to put more energy into recycle it. We'll get back to Nia's 301 00:28:28,080 --> 00:28:36,880 questions rather than recycling. Anyway. This week, Prime talks about recycling. Actually, 302 00:28:36,880 --> 00:28:43,040 one more final bit about recycling. Clean your containers before you recycle them. I have a great 303 00:28:43,040 --> 00:28:47,840 memory of being at university once and you know, university housing, sort of like five other people 304 00:28:47,840 --> 00:28:53,680 and I was doing the recycling for them and I was sorting it out and it was like half a bottle of, 305 00:28:53,680 --> 00:28:58,560 of Coca-Cola is not recyclable. The bottle that it's in, sure that's recyclable, but you have to 306 00:28:58,560 --> 00:29:04,240 empty the, the cola out of the bottle before you recycle it. If you have cola in the bottle when 307 00:29:04,240 --> 00:29:10,560 you recycle it, they won't recycle it because it's dirty. You have to rinse it. The polystyrene, 308 00:29:10,560 --> 00:29:16,240 like burger boxes that you get from like a cheaper burger places, not recyclable. They're equally not 309 00:29:16,240 --> 00:29:20,880 recyclable when they have half a burger in them. Like a jar of mayonnaise made out of glass, very 310 00:29:20,880 --> 00:29:27,040 recyclable, but not when it's like one ape full of mayonnaise that's rotted and is moldy. Like, 311 00:29:27,040 --> 00:29:31,920 you know, you like rinse stuff. It got to the point where like, I just took like a big glass 312 00:29:31,920 --> 00:29:37,280 and I was just emptying everything that people were trying to recycle into this glass. And I 313 00:29:37,280 --> 00:29:42,400 got up to a pint of liquid and I said that liquid should have been in the drain for that to be 314 00:29:42,400 --> 00:29:46,400 recyclable. Oh, you should also remove the labels from things like you should remove the labels 315 00:29:46,400 --> 00:29:52,080 from glass jars, bottles, containers, jars, et cetera. You have to remove the labels as well. 316 00:29:52,080 --> 00:29:56,880 Cause the label is paper and needs to be recycled separately. I'm really, I'm going back to 317 00:29:56,880 --> 00:30:02,240 questions now. I promise, I promise. No more recycling. Beagle says, where can we find 318 00:30:02,240 --> 00:30:05,680 your MMC thing that you showed me in the wild? You already jammed out to the fart reverb. 319 00:30:05,680 --> 00:30:08,400 Yeah, that's better. That should be in the meme folder. I need to do a video on it, 320 00:30:08,400 --> 00:30:14,080 but it should be in the meme folder. Moving downwards. Peach Clover says, do you know 321 00:30:14,080 --> 00:30:20,880 what, if any, model import format preserves origins of the object? Let me, I think this 322 00:30:20,880 --> 00:30:25,280 is an unlisted video where I got angry at someone because they wouldn't, they wouldn't listen when 323 00:30:25,280 --> 00:30:33,680 I was talking about origins. Yes. I haven't found a single 3d model format that I can input or output 324 00:30:33,680 --> 00:30:38,880 and keep the translations for. It's really bugging me. I think I made an issue about it. 325 00:30:38,880 --> 00:30:44,480 Okay. Moving forwards. I'm double checking. I haven't missed any. Okay. Here we go. 326 00:30:44,480 --> 00:30:49,520 Okay. We got the import format. No, I'm not aware of, I want to fix that one. That one 327 00:30:49,520 --> 00:30:56,160 really annoys me. I did the finger one. There's no way that I know of with the fingers. 328 00:30:56,160 --> 00:31:01,280 Cody says, I was poking around with experiment with different forms of lighting in Neo Studio, 329 00:31:01,280 --> 00:31:05,600 the semi video series on lighting. Is that a good source of, so yeah, that's a probably a little bit 330 00:31:05,600 --> 00:31:10,960 old. I haven't really done much on it. I also haven't done much on sort of optimizing lighting. 331 00:31:10,960 --> 00:31:16,560 One of the things I will say about lighting is if you are doing an inside map, as in it is not 332 00:31:16,560 --> 00:31:22,800 outside, delete the main directional light in your world and light it purely with actual light 333 00:31:22,800 --> 00:31:27,920 sources. I see so many sort of like social worlds where they're like inside a building and they 334 00:31:27,920 --> 00:31:34,640 still have the sun and it just, it doesn't make any sense. Like if you're making that, say like a bar 335 00:31:34,640 --> 00:31:38,880 that's inside, there's no way to go outside. So there's no outside, there's no, you know, 336 00:31:38,880 --> 00:31:44,800 back door or anything like that. There's no front door or anything like that. It should not have a 337 00:31:44,800 --> 00:31:48,960 sun in it because the sun should not be lighting it. I mean, if there's windows, yeah, sure. But 338 00:31:48,960 --> 00:31:54,640 like it shouldn't, because there's no way to sort of restrict the sun's influence. It means that the 339 00:31:54,640 --> 00:32:00,160 sun will just like beam in on everything and ignore any sort of collision. And so it's like, 340 00:32:00,160 --> 00:32:03,680 ah, yeah, we want to make like a, you know, like a CD bar where maybe like, you know, 341 00:32:03,680 --> 00:32:08,640 you've got the tip to solve the murder mystery in your game world and you've got a sun in there. 342 00:32:08,640 --> 00:32:14,400 Beagle says, how does one prevent light from bleeding into floors above and below? 343 00:32:14,400 --> 00:32:18,080 You usually have to sort of surround the things with primitives. Like if it's, 344 00:32:18,080 --> 00:32:22,960 if it's custom meshes, it will usually leak more light. But if it's primitives, 345 00:32:22,960 --> 00:32:26,560 you can usually sort of block the light a bit better with primitives. That's what usually 346 00:32:26,560 --> 00:32:31,120 what I see happen. We do need better lighting tools, most notably, of course, light baking, 347 00:32:31,120 --> 00:32:34,880 but also some tweaks to things called light probes, stuff like that, 348 00:32:34,880 --> 00:32:39,840 which is on the graphics side of things that, that, that needs to happen at some point. 349 00:32:39,840 --> 00:32:46,640 Zalasar, I think that's how I pronounce that says, I've heard a good Linux experience is to make your 350 00:32:46,640 --> 00:32:51,360 own multi-tool tip. Where would I start if I wanted to do this? I don't have a tutorial on that 351 00:32:51,360 --> 00:32:54,960 because I don't like multi-tool tips. I don't want to go into another like four hour rant about 352 00:32:54,960 --> 00:32:59,680 recycling and stuff like that. So I will just leave it there. Like I don't like multi-tools. 353 00:32:59,680 --> 00:33:06,240 I don't suggest you make one. If you want to use a learning experience, try making a game where you 354 00:33:06,240 --> 00:33:14,880 are a broccoli trying to outrun a green cat that chases you through the swamp. And you'll learn a 355 00:33:14,880 --> 00:33:20,400 lot more than if you make a multi-tool. There may be tutorials out there, but I'm not aware of. 356 00:33:20,400 --> 00:33:25,120 If anyone has any, please refer to link them. Like when you come into Neos and new people are like, 357 00:33:25,120 --> 00:33:29,760 how do I learn Neos? It usually goes like, let's make a custom inspector. Let's make a custom 358 00:33:29,760 --> 00:33:35,600 multi-tool. And it's like, no, let's make something that touches other people. You know what 359 00:33:35,600 --> 00:33:41,680 I mean? Not literally, but touches other people with my creativity, let them show, show them your 360 00:33:41,680 --> 00:33:48,000 creativity and learn by doing that. And that usually isn't a multi-tool or a customer inspector. 361 00:33:48,000 --> 00:33:54,160 Like look at the MMC entries that we had this year that are in the sort of world social, 362 00:33:54,160 --> 00:34:00,080 world other, world game category, where they're trying to tell you a story. They're trying to 363 00:34:00,080 --> 00:34:06,080 tell you some art through their creation. Like the carwash, for example, that carwash map 364 00:34:06,080 --> 00:34:14,320 makes very little sense, but is fun. And people that worked on that probably learned a few things 365 00:34:14,320 --> 00:34:18,080 and there wasn't like, there was a lot of creativity in that world, but there wasn't a lot 366 00:34:18,080 --> 00:34:24,800 of technical complexity. Like everything was sort of, there was a pin pad for a door. I've got a 367 00:34:24,800 --> 00:34:29,680 tutorial on that one. There was like an interactive screen for the carwash. I don't have tutorials on 368 00:34:29,680 --> 00:34:32,800 that one, but it's quite, it's quite simple. I don't want to demean it by saying, you know, 369 00:34:32,800 --> 00:34:38,000 it's not worthy of the praise it's getting. It is. It's just like nothing in that world was very 370 00:34:38,000 --> 00:34:44,560 complicated. It was very, very well put together, but the technical aspects weren't very complicated, 371 00:34:44,560 --> 00:34:48,160 which isn't a bad thing. And that's what I mean, Beagle. I'm not saying the creativity was low, 372 00:34:48,160 --> 00:34:52,640 the creativity was incredibly high, but the technical skills needed to make that world were 373 00:34:52,640 --> 00:34:59,200 lower than say, making a multi-tool or making a custom inspector or making red print or making 374 00:34:59,200 --> 00:35:02,720 any of the other tools that people use. It was like a very good way of doing things. 375 00:35:03,520 --> 00:35:08,960 Beagle has one final question. We'll close off questions there cause we're at 1646. For some 376 00:35:08,960 --> 00:35:15,360 reason, my Eagle mounted beast of different and decent inspector size. For some reason, 377 00:35:15,360 --> 00:35:21,760 my Nardo's inspector is tiny and it resizes the dev two tip smaller. That's usually caused by the 378 00:35:22,560 --> 00:35:34,000 tool anchor scale. So try that one, try the tool anchor scale. Let me just head on over to the dev 379 00:35:34,000 --> 00:35:39,920 tip code as well. Yeah, we don't really have any scale logic in the create inspector thing. 380 00:35:39,920 --> 00:35:47,520 Make sure it's the tool anchor, not the like nothing underneath cause that all gets generated. 381 00:35:47,520 --> 00:35:51,760 I can have it like the next time, which I don't, I'm doing a bunch of stuff. And with that, 382 00:35:52,640 --> 00:35:58,720 okay, we'll answer one more final question from eyes and that, that, that last question, 383 00:35:58,720 --> 00:36:04,400 no more questions, even about recycling. Is there some convenient way to give things 384 00:36:04,400 --> 00:36:08,640 colliders that are the same precise shape as the object model? You need to watch, 385 00:36:08,640 --> 00:36:14,400 if you would like to, I don't want to like order around. You can take a look at 386 00:36:16,880 --> 00:36:23,200 optimizing colliders. Here you go. And we'll go ahead and leave off there. In the meantime, 387 00:36:23,200 --> 00:36:27,120 between now and next time, I want you to think about what you're throwing away 388 00:36:27,120 --> 00:36:32,240 and how you can reduce, reuse, and recycle it. See you next time.