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World Tab

Fynn9563 edited this page Feb 8, 2026 · 6 revisions

World Tab

Video Tutorial

Coming soon - video tutorial placeholder

The World tab manages your scene's central hub and atmosphere system.

StrangeHub

The StrangeHub is the central manager for all Strange Toolkit features in your world. Every world needs exactly one.

Creating a Hub

  1. Open the World tab
  2. If no hub exists, click Create StrangeHub
  3. A new GameObject named "StrangeHub" will be created

Hub Status

The toolkit shows whether a hub is present:

  • Green checkmark - Hub found and linked
  • Warning - No hub in scene

Atmosphere Presets

Create your own atmosphere presets to define multiple environment configurations that players can switch between at runtime.

What's in a Preset?

Each atmosphere preset contains:

  • Name - Display name for the preset
  • Is Default - Whether this preset loads on world start (only one can be default)
  • Skybox Material - The skybox to display
  • Use Fog - Enable/disable fog for this preset
  • Fog Color - Color of the fog (if enabled)
  • Fog Density - How thick the fog is (if enabled)
  • Linked Root - A GameObject that toggles on when this atmosphere is active

Adding Presets

  1. Click Add Preset in the Atmosphere Presets section
  2. Configure each field:
    • Assign a skybox material
    • Optionally enable fog and set color/density
    • Optionally link a root GameObject (useful for lighting changes)
  3. Mark one preset as "Default"

Preview Mode

Click the Preview button next to any preset to see how it looks in the editor without committing changes.

Removing Presets

Click the X button next to a preset to remove it.

Atmosphere Switches

An Atmosphere Switch is an in-world object that players can interact with to cycle through atmospheres.

Creating a Switch

  1. Set up at least one atmosphere preset
  2. Click Create Atmosphere Switch
  3. A sphere with the StrangeAtmosphereSwitch component will be created
  4. Position it in your world where players can reach it

How It Works

When a player interacts with the switch:

  1. The hub cycles to the next atmosphere
  2. Skybox changes
  3. Fog updates (if configured)
  4. Linked root objects toggle

Object Auto-Cleanup

The Object Auto-Cleanup section helps you track and reset pickupable objects to their original positions. You can create multiple cleanup groups, each with its own reset button and tracked objects.

StrangeCleanup Component

StrangeCleanup captures object positions when the world loads and resets them on demand.

Features

  • Multiple cleanup groups - Create separate reset buttons for different object sets
  • Each group manages its own tracked objects independently
  • Captures original positions/rotations when the world loads
  • Reset button returns all tracked objects to starting positions
  • Automatically drops held pickups before reset
  • Resets Rigidbody velocities
  • Optional audio feedback on reset
  • Global Sync option to sync reset action to all players

Setting Up Object Cleanup

  1. Create a Cleanup Group:

    • Select objects you want to track in the Hierarchy
    • In the World tab, click + New Cleanup Group
    • Selected objects are automatically added to the new group
  2. Add More Objects: In the StrangeCleanup Inspector:

    • Drag objects from the Hierarchy into the drop area
    • Use Sel to select an object, X to remove it
  3. Add UI Button (Optional): Click Add UI Button to create a world-space VRChat UI button

    • Automatically creates Canvas, VRCUiShape, and TextMeshPro components
    • Button is wired to trigger the reset function

Multiple Cleanup Groups

You can create multiple cleanup groups for different purposes:

  • Lobby props - One reset button for lobby items
  • Game props - Another reset button for game-specific items
  • Decorations - Separate reset for decorative objects

Each group appears in:

  • The World Tab with object count and sync status
  • The StrangeHub Inspector under "Linked Cleanup Groups"

StrangeCleanup Inspector

The custom inspector provides four sections:

  1. Tracked Objects - Add/remove objects to reset
  2. Options - Global Sync and Auto Respawn settings
  3. The Feedback (Sound) - Audio configuration
  4. The Trigger (Collider) - Interaction collider setup

Global Sync

When Global Sync is enabled:

  • Reset action syncs to all players in the instance
  • All players see objects return to their starting positions
  • VRCObjectSync components are automatically added to tracked objects

Auto Respawn

When Auto Respawn is enabled:

  • Objects automatically reset after the configured time since last dropped
  • Idle time is configurable from 1 to 60 minutes
  • Only triggers for objects that have moved from their spawn position
  • Objects are tracked individually - each resets based on its own drop time

With Global Sync: Master handles timing, VRCObjectSync syncs position to all players.

Without Global Sync: Each player runs their own timer. Resets are local only.

Use Cases

  • Pickup objects that players drop around the world
  • Props that get moved during gameplay
  • Throwable items that need periodic reset
  • Any object that should return to its starting position
  • Separate reset buttons for different areas or game modes

External Tools Status

The World tab displays the installation status of recommended external tools that enhance world optimization.

Bakery GPU Lightmapper

A powerful GPU-based lightmapper that produces higher quality lightmaps faster than Unity's built-in solution.

Status Display:

  • [Installed] (green) - Bakery is detected and ready to use
  • [Not Found] (gray) - Bakery is not installed

Get Bakery: Click the "Get Bakery" button to open the Unity Asset Store page.

Bakery on Asset Store

RedSim Light Volumes

Light Probe Proxy Volume implementation for VRChat worlds. Essential for proper lighting on dynamic objects like avatars and pickups.

Status Display:

  • [Installed] (green) - RedSim Light Volumes is detected
  • [Not Found] (gray) - Not installed

Get RedSim: Click the "Get RedSim" button to open the VPM listing page.

RedSim VPM Listing

Why These Tools?

Tool Purpose
Bakery Faster, higher-quality lightmap baking with GPU acceleration
RedSim LPPV Proper lighting on dynamic objects without performance cost of realtime lights

Best Practices

Atmosphere Design

  • Keep skybox materials optimized (reasonable resolution)
  • Use fog sparingly on Quest
  • Link root objects for complex lighting setups (different light rigs per atmosphere)

Hub Placement

  • Place the StrangeHub at the scene root
  • Don't parent it to moving objects
  • Keep it active at all times

Multiple Atmospheres

  • Test all atmosphere transitions
  • Ensure smooth visual handoff between presets
  • Consider player location when placing switches

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