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Getting Started
Guribo edited this page Jul 5, 2026
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What to do after installing UdonVoiceUtils and adding the prefabs to your scene.
- Installation complete — UVU package in project
-
Minimal Scene Setup done —
TLP_Essentials+TLP_PlayerAudioControllerin scene
- Open your scene
- Confirm
TLP_PlayerAudioControlleris in the hierarchy (any parent — position doesn't matter) - Select it and check the Inspector — no missing references (red fields)
- Open the console — only the expected
AudioListenerwarning should appear
If there are errors, see Troubleshooting.
- In the Project window, search for
VoiceOverrideTriggerZone - Filter: In Packages (under
Packages/tlp.udonvoiceutils/Runtime/Prefabs/Examples/) - Drag the prefab into your scene
- Position it where you want a voice zone (e.g., a room or area)
- Select the prefab and find the
PlayerAudioOverridecomponent in the Inspector - Adjust
Voice Distance Farto set the voice range for this zone (default: 25 m)
- Enable ClientSim (VRChat SDK menu → Tools → Testing → Enable ClientSim)
- Click Play
- Walk into the trigger zone — you should see no errors in the console
ClientSim cannot fully test voice overrides because it only simulates one player. Voice changes between players require real networking.
To test voice overrides properly, you need 2 players in the same world.
- Build and Test — VRChat SDK menu → Build & Test
- Wait for VRChat to launch
- Launch a second instance — VRChat SDK menu → Build & Test (again)
- Join a private instance with both clients (same account works)
- Move one player into the override zone and verify voice range changes
This is the only way to confirm voice behavior end-to-end.
| Goal | Guide |
|---|---|
| Multiple rooms with different voice settings | How to Set Up Voice Channels |
| Muffle voices behind walls | How to Set Up Occlusion |
| Add reverb to player voices | How to Set Up Reverb |
| Create a custom override zone from scratch | Tutorial #1: Voice Override Zone |
- Installation — VPM setup
- Minimal Scene Setup — adding prefabs
- Architecture — how UVU works internally
- Example Prefabs — all available prefabs
- Architecture
- Occlusion
- Voice Directionality
- Height Scaling
- Audio Processing Pipeline
- Private Voice Channels
- WorldAudio Subsystem
- WorldAudio Limitations
- Set Up Occlusion
- Set Up Voice Channels
- Set Up Reverb
- Set Up Height Scaling
- Set Up Voice Directionality
- Set Up Microphone
- Set Up WorldAudio Emitters
- Enable Debug Mode
- Tutorial #1: Custom Voice Override Zone
- Tutorial #2: Private Voice Channels
- Tutorial #3: Setting Up World Audio
- PlayerAudioController
- PlayerAudioOverride
- PlayerAudioOverrideList
- PlayerAudioView
- PlayerAudioConfigurationModel
- SyncedPlayerAudioConfigurationModel
- VoiceUtils
- IgnoredPlayers
- AudioObstacle
- DefaultPlayerOcclusion
- NullPlayerOcclusion
- PlayerOcclusionStrategy
- Privacy Channel Reference
- AdjustableGain
- DynamicPrivacy
- PickupMicrophone — MVC microphone system with MicModel/MicController/MicView
- VoiceOverrideTriggerZone
- VoiceOverrideRoom