MyroP
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myrodev.bsky.social
MyroP
@myrodev.bsky.social
33 yo dude creating and exploring worlds on VRChat.
I am mostly posting about WIP stuff, Unity and world recommendations.
It uses assets from the prefab, but I'm not sure if I'll make it playable yet, since I made a few modifications to the base asset, and I'm not sure if anyone would want to play bowling on such a short lane.
November 1, 2025 at 6:45 PM
(2/2) The "Point Light Volume" component uses a custom cookie texture showing a blurred fan. I'm rotating the point light in sync with the fan, which creates the illusion that the fan is casting a shadow, but that's not the case, AFAIK "Point Light Volume" cannot cast RT shadows yet.
October 27, 2025 at 10:23 PM
Yes, we could only use dynamic bones
October 26, 2025 at 7:43 PM
They seem to be synced like avatar physbones : when someone grabs the door, others can see the door being grabbed
October 25, 2025 at 1:51 AM
Yep, but I forgot to mention that those bones cannot be grabbed on Desktop yet (same as with avatar physbones), so in the current state, you might need to implement separate logic for Desktop players.
(But the SDK is still in beta, things could change)
October 25, 2025 at 1:48 AM
In my case, I would still need to implement some Udon code to highlight the door handle. Also, only the handle has a collider, so the door can only be pushed from the handle.
Nice update! I can think off a few interesting use cases.
October 24, 2025 at 8:58 PM
(5/5) That's it! I hope my explanation was understandable and that you learned something new today.
The 300 character limit is pretty annoying, so I had to shorten some explanations...
October 18, 2025 at 3:39 PM
(4/5) About last point : careful with avatars hiding stuff you'd rather keep private:
- "X-ray" shaders can hide high-render-queue mats. Would suck to get reported just because someone in the instance used that shader....
- Also not everyone shows your avatar=>anims won't init your avatar properly.
October 18, 2025 at 3:38 PM
(3/5) DRAWBACKS:
- Skybox trails: The skybox doesn't refresh behind low-render-queue transparent materials, leaving visible trails. If a world has bloom, emissive materials may turn into flashbang.
- X-ray effect: Any object with a higher render queue won't render behind that transparent material.
October 18, 2025 at 3:37 PM
(2/5) Explanation :
This was impossible to fit under 300 characters, so here's a screenshot
October 18, 2025 at 3:35 PM
Interesting, good to know, thanks for sharing!
Currently, I'm handling box projection with this line of code, but there's no cubemap blending since I am only working with unity_SpecCube0 (from what I've read I would also have to sample unity_SpecCube1)
October 14, 2025 at 2:52 PM
I was surprised also.
PBR shaders usually handle roughness by using lower mip levels of the reflection cubemap (that's why it's so important to enable the mipmap setting on reflection probes). I'm pretty much doing the same thing here, but I was still amazed by the result.
October 13, 2025 at 1:30 PM
Yes exactly, it works well if the world has nice reflection probes, even better if the reflection probe uses box projection.
October 13, 2025 at 1:32 AM
The two lines of code you can use to sample the reflection probe with a refraction effect.

IOR : Index of refraction (0~1)
MipMap : Blur level (The shader blurs the reflection probe texture by just sampling a lower level mipmap)

A fun little side project, I learned a few things while making it.
October 12, 2025 at 1:49 PM
Most of my friends are also usually on Orange, which I totally understand, but when someone’s Orange, I never know if I’d be welcome to join or not, and sending join requests feels a bit awkward.
What do you all think? I can write a canny.
October 5, 2025 at 3:50 PM