UdonSharp is a powerful tool that allows developers to write Udon programs in C# when developing VRChat worlds using Unity. It compiles C# code into Udon Assembly, offering more familiar programming constructs compared to using Udon’s native language. Whether you are starting a brand new project or integrating UdonSharp into an existing Udon project, the process follows a structured sequence involving installation and setup of required tools, configuring your project environment, and creating your first UdonSharp script.
Before you begin, ensure you have the following:
The VRChat Creator Companion simplifies the setup process significantly by automatically configuring a new Unity project. It ensures that you have the latest versions of all required SDKs, including UdonSharp. The process involves creating a new project directly from the VCC interface, which handles all the necessary imports and project settings.
If you prefer to work with an existing project or cannot use VCC for any reason, you can still set up UdonSharp manually. This involves downloading the latest release of UdonSharp from its repository and importing the package into your open Unity project. Although this process may require additional steps to align the settings between UdonSharp, the VRChat SDK, and the Unity project, it offers greater flexibility in integrating UdonSharp into diverse development environments.
If you haven’t already, start by installing Unity Hub and then installing a compatible version of Unity through it. This centralizes project management and allows easy switching between versions if needed.
a. Download Unity Hub from the official Unity website.
b. Install Unity via the Hub by selecting a version known to be compatible with VRChat (e.g., Unity 2019.4.31f1 or newer if supported).
c. Create a new project, if starting from scratch, or open your existing project.
Installing the VRChat SDK (specifically SDK3) is pivotal:
a. Visit the official VRChat website and download the latest version of VRCSDK3.
b. Open your Unity project and import the downloaded VRCSDK3 package via the Assets > Import Package > Custom Package option.
c. Follow on-screen instructions to complete the installation in your project.
UdonSharp is the essential framework for writing Udon scripts using C#. There are two primary methods for setting up UdonSharp:
Using the VCC:
For manual installation:
Once UdonSharp is installed, you are ready to create your first script. The process involves creating a new GameObject in your scene and attaching an Udon Behaviour component which will manage your UdonSharp scripts.
a. In the Unity Hierarchy, right-click to create a new GameObject or use an existing one.
b. With the GameObject selected, add an "Udon Behaviour" component from the Inspector.
c. Within the Udon Behaviour, you will notice a "New Program" button. Click on its dropdown and select "Udon C# Program Asset."
d. Press the "New Program" button to generate both a C# script (.cs file) and a corresponding UdonSharp program asset.
a. In the Unity Project window, right-click in your desired directory.
b. Navigate to Create > UdonSharp > UdonSharp Script.
c. This action generates both the script and the associated program asset, ready for further editing.
After creating your script, you will likely use a code editor (such as Visual Studio or Visual Studio Code) that integrates with Unity. UdonSharp scripts should inherit from UdonSharpBehaviour rather than MonoBehaviour. This inheritance allows the script to interact with the Udon system properly.
Below is an example script that demonstrates a rotating cube using UdonSharp:
// This script rotates the attached GameObject.
using UnityEngine;
using UdonSharp;
public class RotatingCubeBehaviour : UdonSharpBehaviour
{
void Update()
{
// Rotate the object around its Y-axis
transform.Rotate(Vector3.up, 90f * Time.deltaTime);
}
}
To fine-tune your UdonSharp experience, adjust settings related to script auto-compilation and template configurations:
Step | Description | Method |
---|---|---|
Unity Installation | Install via Unity Hub using a compatible version | Standard |
VRChat SDK Setup | Download and import VRCSDK3 package | Standard |
UdonSharp Installation |
VCC Method: Use VRChat Creator Companion Manual Method: Import .unitypackage manually |
Both |
Script Creation | Create a new Udon Behaviour and generate UdonSharp scripts | Via Inspector or Project Context Menu |
Script Configuration | Inherit from UdonSharpBehaviour and adjust project settings | Standard |
If you encounter errors during the UdonSharp script compilation, ensure that:
Sometimes conflicts arise due to multiple versions of the SDK or misconfigured dependencies. To avoid these problems:
Using the VRChat Creator Companion is recommended for those new to UdonSharp as it streamlines the entire process. However, for experienced developers or those who work on multiple projects, manual updates via source control and regular project backups minimize downtime and integration issues.
Additionally, familiarize yourself with the community forums and documentation where you can find updates, troubleshooting guides, and sample scripts created by other developers. This ensures that you stay informed about the latest best practices and any changes in compatibility guidelines.
Advanced users can customize the template scripts used by UdonSharp. This is beneficial if you have a preferred coding style or want to integrate specific boilerplate code into every new script:
It is advisable to integrate your Unity project with a version control system such as Git. This permits you to track changes, manage collaborations, and quickly revert to previous states in case of issues arising from SDK or UdonSharp updates.
If you choose this route, exporting your project via a standard repository template (often provided by community templates) helps maintain the project's integrity while integrating new features or updates from VRChat.
Many developers have existing Udon projects that they wish to upgrade with UdonSharp’s capabilities. The steps are essentially the same:
Migration might require extra care to ensure that any custom logic implemented in previous Udon scripts is re-implemented or validated in the new environment. Testing within the VRChat environment is crucial to confirm that behaviors function as expected.
Consider a scenario in which you want your VRChat world to include an interactive object that rotates continuously. The steps would typically be:
Implement a script similar to this:
// RotatingObject.cs - Rotates the attached GameObject at a constant speed.
using UnityEngine;
using UdonSharp;
public class RotatingObject : UdonSharpBehaviour
{
// Rotation speed in degrees per second.
public float rotationSpeed = 90f;
void Update()
{
// Rotate the object continuously around the Y-axis.
transform.Rotate(Vector3.up, rotationSpeed * Time.deltaTime);
}
}
This script rotates the object every frame based on the defined speed, demonstrating a simple yet effective use of UdonSharp.
In summary, setting up UdonSharp in Unity for VRChat world creation involves a clear series of steps—from ensuring your development environment has the correct Unity version and VRChat SDK, to installing UdonSharp either through the VRChat Creator Companion or via manual methods. After installation, creating and configuring your first UdonSharp script is straightforward: add an Udon Behaviour to a GameObject, generate the script asset, and start coding with familiar C# syntax by inheriting from UdonSharpBehaviour.
Whether you are a beginner seeking the ease of automation provided by the VRChat Creator Companion or an experienced developer integrating advanced functionality into an existing project, the steps outlined here provide a detailed blueprint to successfully set up UdonSharp. Emphasizing best practices around version control, troubleshooting common issues, and leveraging community resources can further enhance your development workflow. This comprehensive guide serves as a cornerstone for getting started in VRChat world development, allowing you to focus on creative content once your technical environment is fully operational.