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Its possible to automate the pool size assignment by pulling the world size directly from the VRC Api
A function like this can get the current scenes VRCWorld into a variable
privatestaticasync Task GetWorld(){//get the pipeline manager by finding the PipelineManager component in the current scenePipelineManagerpipelineManager= GameObject.FindObjectOfType<PipelineManager>();varworldId= pipelineManager.blueprintId;//if its a new world (no id), skipif(worldId!=null){//get the world from the apiworld=await VRCApi.GetWorld(worldId,true);}}
And then you can query the max capacity by doing world.Capacity
The text was updated successfully, but these errors were encountered:
Its possible to automate the pool size assignment by pulling the world size directly from the VRC Api
A function like this can get the current scenes VRCWorld into a variable
And then you can query the max capacity by doing
world.Capacity
The text was updated successfully, but these errors were encountered: