Objectiplier
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I put together an UdonSharp script that instantiates a bunch of objects on a mesh. This isn't necessarily meant to replace foliage or particle systems, but might come in handy in specific scenarios.
"Why not use a particle system?"
This method ensures that objects don't overlap relative to space settings. It's synced, so everyone sees what you see! Each object can be influenced by light probes based on its unique origin point. It works with occlusion! In fact, I recommend setting that up if ya have tons of objects. Each model reference can have colliders.
Possible downsides:
Positions are always random in new instances. Could hit performance if you have a bazillion high poly objects. Objects are only rendered at runtime. May have inaccurate baked reflection probes.
How does it work?
First, set up a 'ground' mesh. Next, add some models to your scene. Once you've got the pieces, add the SyncedObjectiplier script. Make sure to set sync method to continuous or manual. Next, set the Placement Mesh, then add the models you wanna scatter to the Models array. That's basically it. When you enter emulation or start the game, you should see a bunch of models scattered around your target mesh. Note: The script and references need to be enabled at start, otherwise data may not sync between players. The script references colliders on the original models when Enable Collision is checked. You can trigger a _Reset for testing, but this'll sort of break the synced data, so it's best to keep that out of production.
Requirements:
This prefab requires VRCSDK3 for Worlds and Unity. Always reference the VRChat docs for the latest requirements. https://unity3d.com/get-unity/download/archive https://vrchat.com/home/download
Support:
You can contact me via discord.mdcr.tv