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World Tab

Fynn9563 edited this page Jan 30, 2026 · 6 revisions

World Tab

Video Tutorial

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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

Atmosphere presets let you 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.

StrangeCleanup Component

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

Features

  • 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. Track Objects: In the World tab, add pickupable objects to the tracked list

    • Use the Sel button to select an object in the hierarchy
    • Use the X button to remove an object from tracking
  2. Create Reset Button: Click Create next to "Reset Button" to add a StrangeCleanup component

    • The component will be created with all tracked objects assigned
    • A collider is added for player interaction
  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

StrangeCleanup Inspector

The custom inspector provides:

  • Global Sync toggle to sync reset to all players
  • Auto Respawn toggle with configurable idle time
  • Tracked Objects list with individual remove buttons
  • Collider Management: Add Box/Sphere/Capsule/Mesh colliders
  • UI Button Creation: Add or remove world-space UI buttons
  • Audio Source: Optional audio feedback configuration

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

Auto Respawn

When Auto Respawn is enabled:

  • Objects automatically reset after being idle for the configured time
  • 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 idle 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

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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