#quest-development
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yeah
seems like the API is recovering
i cant check status but probaly
im in status, the error rate is slowly dropping
nice
this marks one hour of down servers
screenshot of status pls?
Why the servers shut downm
Seems like an api error
Team also seems to be working on it
slowly but surely
I reseted my headset and uninstalled and installed VR chat
there was a big spider in the servers sovr chat team abanoned the place and burnt it down
that wouldn't work..
Fair tbh
its a API issue, until the staff can fix the sever itself, no one will be able to load
Oh hopefully the servers are back soon
.
give it another hour or so and things should be back
Ok
i-
Hour??????š”
Don't act like VR chat is your life support
And even after itās fixed itāll have to rollout across the servers they have deployed anyway
calm down dude its obv a joke
itll likely be the west, then east, then south and middle state servers. im not sure if its a worldwide api issue
It is a joke
Some people are still in the game which does make that seem more likely. But weāre not the engineers
although I canāt seem to access the status page
either because itās being inadvertently ddosed or smth else is wrong
error dropped to <2% from what i can tell, but thats likely just an API reset
its telling me all 4 world servers are operational
Could be game servers are fine, while the api is not
likely
So if anyone logs out, switches worlds, etc, theyāre kinda stuck
But staying in one would probably doesnāt cause many issues
honestly, im just gonna sit here, listen to music and vibe
Fair enough
i took a 4 hr nap so ima be on all night anyway š
how the servers doing rn screenshot?
im on pc lemme try
@normal mulch me when I played nightshift 2
Had to bring out nightmare foxy fr
Things have fixed for me from what I can tell
Iām not sure tho
im in home lol
Okay so servers are somewhat okay, just canāt leave the home yet
Switching to other worlds donāt work yet
same some how my friend invited me
that was fun lol
Ong
How do I play music for example on my violin and have it be heard by the surrounding players on vr chat using my quest 3 headset? Only voice seems to work, and I turned voice suppression all the way down.
Im not sure if you tried this, on the settings menu (make sure itās big) go to the audio and stuff, and turn down the little slide. Not sure if thatās what you mean but noise suppression but you can turn down the slide of your mic to have it pick up quieter things. Sorry that wasnāt well said I donāt have my glasses and Iām about to fall asleep. I hope that helped
Btw you have to be in night shift group to find ns3
Are there any good resources for Light Baking Large-ish worlds for Quest? I have a pretty large scene but the colors are coming out super flat. Most of the content I've found is for PC Worlds
Depends on what all textures you have for your world such as masks, Normal, SMBE ect.
there are some alpha cutouts for leaves and stuff that are causing a big issue, most of the other textures are just color/ albedo, some have normals
Whatcha world supposed to be?
Can anyone help me figure out why my vr was working perfectly before this recent update and is now the slowest thing in existence?
I got some reports that some of the quest side of my avatars have shader problem now, and I think it's linked to the new mobile shader update
I think it's the emissions being on and on the color white, but it's only on some material and I didn't even activate the emissions.
My PC is in repairs right now and I think I don't have the project for some of them...
Itās that first image a public?
Uhm thatās the waggan itās not supposed to be public
So you shouldnāt have that as public
unless you bought the rights to have it public but theres multiple avis in the background that look public when they should not be
First, that is not an awnser to my original question.
Second, it is written, all the way down, "-You can public this model but do not redistribute the files" on his gumroad page of the avatar: https://quaggycharr.gumroad.com/l/hhrmh
Yes i was mistaken, when it first came out I remember it not allowed being public. But even then you have other Avis published that arenāt allowed to be
Atleast Iām pretty sure thereās a few that from what I remember arenāt allowed to be
You are right, I didn't saw it originally, I'll make them private and remove the pedistals when I got my PC back. The Spectrum and Zoroark
Anyway, back to my question, anything?
I have a friend having that issue Iāll see if they have an answer
all avatars that used the new quest shaders got fricked, ummmmmmmm i think the best course of action rn is to switch back to the older shaders until the developers update the shaders again
My friend said this, idk what it means since I aināt no nothing bout Avis but I hope it helps
So, for the avatars that can't be updated due to not having the projects or not having a pc anymore are doomed.
Until vrchat does something...
Guess so yeah
One of my friends is having issues with not being able to load an avatars. The quest is from 2019 and he has already done the sleep mode trick to try to get it to load.
Is this a Quest 1 natively, or connected to a PC
Quest 1 stand-alone
That was discontinued for use on VRChat on the first of December
I donāt think theyād even be able to join other users
Maybe the Avatar need to be re texture the asset and props
yeah no that is not the issue lol
do you happen to know if the updated mobile shaders would be causing pixelation issues?
Does VRChat support hand tracking?
For quest 2
Stand-alone only tho
And idk if the other newer quests have hand tracking but Ye
quest 3 has hand tracking as well
No š the quest 2 will be fine
Oh thank fuck
Pinged a random user called Admin šš
quest 1 technically is still functional
Damn
As a world developer, can I find out how many people visit my world daily?
There are some extra world statistics features in development at the moment however the only stats we get are the total visits / favourites at the moment
you can look up your world on vrcw.net to get an idea
Awesome, can I find all the worlds here?
ā¤ļø
Is use of the passthrough on the radar for future releases? There are other VR apps in which certain textures or the sky can be set to reveal the passthrough camera and the api for unity has been out for a while. It seems like it would fit in well with quest VRC since many pcvr worlds are starting to utilize chroma passthrough using virtual desktop... but I haven't seen any discussion of working towards that functionality on quest.
Meta just released a new Oculus SDK with support for Upper Body Tracking & AI estimated legs. When will VRChat release a new build with the new SDK included to benefit from this? This will make body movements so much more natural, this is basically Full Body Tracking on Standalone!
https://www.uploadvr.com/quest-3-inside-out-upper-body-tracking-and-dynamic-occlusion/
Not this year, they've already done their last build for the year, unless they surprise us (but this feature wasn't a hush hush thing, so that would be weird).
And while it does bring elbow tracking to most cases, it is still not full body tracking, better than VRC's normal IK, but it is still just IK.
Is vrchat gonna fix they stuff on quest
Fix, what?.
you gotta be specific
They stuff
that stuff isnt really that broken unless you were using a modded sdk to bypass stuff
they patched out what wasnt even ever supposed to be a thing
just get a pc :3
XD
š
I have a pc :3
that's what im saying!!
so im sure it is just the same as on pc, but im getting a quest 2 next month from my bf (thats the plan at least) and im scared i'll do something wrong while trying to get vrchat to work on the quest 2. is anyone here willing to help me get it to work when the quest gets here? my timezone is GMT+
Download vrc
Login
Play game
Thats..about it lmao
Why is my vrc making a dong noise
It only happens when people touch me or the other way around but itās the Avis
I can if you donāt find someone who can
Hey guys. I'm using the QvPen asset and it didn't work for me, I unpacked the pre-made one, but I can't use the pens. I can pick them up and run with them, but I can't paint with them. maybe someone can help?
I need this pen and I'm using meta quest 2
more details
itās really simple, but if you need help setting the quest up and then vrc iād be more than happy to help
Thanks =w=
I wonder if my steam deck could handle unity and might do some avatars and worlds on it
If you can run VRChat, you can run unity so yeah
If I donāt keep on getting the error anti cheat warning from vrchat
Has anyone run into this issue with the Standard Lite shader before? Every time I save, the emissions "disappear" until I select the material again and expand it (or just click the object if the material is already expanded).
What is this even supposed to mean?
Its not for you
hey, theyre trying
but whenever they make performance improvements ppl complain abt it looking worse, and whenever they let questies see more they complain about it lagging
you literally cannot have both
the quest is a phone on your face, it has phone hardware
"make the game better for quest users." bro hasn't been playing for very long if he doesn't think they already have been doing that
So why bring it up?
I have been,I have an opinion and im entitled to it
Im not gonna argue over a single sentence bro have a great day
Happy holidays to you and merry Christmas ā¤ļø
so adding impostors so you can see more avatars, adding hand tracking, doubling the polygon limit, adding physbones so you can finally have physics on avatars (PC players had dynamic bones for 5+ years at that point), and making the app more stable isn't making the game better for quest users, good to know.
bro actually went into my fucking dms over it lmao
does anyone know where i can sell my quest 2? please dont say ebay i have some history with that site LMAO
im planning on getting the quest 3 but since i cant trade i have to sell and then buy
Facebook marketplace could be very useful if thats what you need!!
Same
As a quest user, the game runs completely fine for me. Occasional lag yeah but thatās prone to happen. They try to fix it but then people whine that Avis/worlds look low quality. They fix that but then ppl complain about lag. They are trying to āfixā it but itās hard when itās just a phone strapped to ur face basically
If it annoys you that much save up for a pc
this right here, you can't expect what is effectively a glorified smartphone to be able to render something that brings even a RTX 4090 to its knees.
This may be out of nowhere, but does anyone know if the AI legs and body tracking for standalone quest will be on Quest 2 as well as 3? Iāve only ever heard of it for the new quest 3, but I have also heard speculations about an update similar for 2.
the upper body tracking is not coming to the Quest 2 because it relies on the cameras of the quest 3 https://www.uploadvr.com/quest-3-body-tracking/
the AI tracking legs probably would be not much help for VRchat?
yeah, probably a bit worse than standable
Yeppo
do you guys know if steam link will add the upper body tracking so that i can use it with my quest 3 through steam vr for vrchat
virtual desktop probably will/has, unsure about steam link
any quest 3 users know if the ai estimated lower body tracking is disable-able when using the upper body tracking? I'd like to use the upper body tracking on the headset combined with my lower body trackers for pcvr
Iām stuck on the loading screen and canāt get passed the login screen all I seen is the blue green colored void
Donāt have enough money to figure out for myself lol, Iāve got the 3 I just hope that itāll be available on steam link since my mic doesnāt work on Virtual desktop
Likely your router, I had that issue where Iād wait for hours and it finally just timed out, rarely worked. If you move your router closer (assuming thatās the issue) or switch to a different one that will probably fix it. Havenāt had the issue for a year or so
I need help trying to figure out how to actually use cats blender plugin on blender 4.0
use a development version of cats
Not sure all of it works, but the developer version, the one only available in the CATS discord, seems to work fine
its also available on github
Ah, not sure how I didn't realize that was that branch, but that is good to know.
can you read logfile on quest or mobile?
Cuz i have weird script problem.
No problem on PC / local Unity tests, but dead on Quest.
question for anyone who is quest ONLY
...
on vr chat ... i can NOT see any form of video players in quest compatible worlds
...
is anyone else having that problem ?
...
is there a way for me to fix it myself ?
...
or do i have to wait for vrchat devs to fix it ?
The āā¦ā between everything wasnāt necessary
But some people have been having problems with video players
Is your Quest account the primary account on the Quest?
Don't think they managed to get around that bug.
yeah ... my pc is NOT vr ready
You can't use the main account on your Quest?
The bug I know off only happens when you are using a guest account, or child account, on the Quest.
I wonder if vrc team is looking into implementing the upper body and generative legs in a new release soon for quest 3
We don't know, maybe it will be mentioned in the next developer update, maybe it will just suddenly drop in the next update, hope they do add it though (assuming it doesn't cost too much performance wise).
anyone know why the video player say "Access denied" in my inv only world that I am the owner of?
also my quest mic isnt working and restarting doesnt fix it and idk what to do
i don't see how restarting discord would affect it
also, the build size is not updated dynamically
it updates after you try building again
Suggestion: Quest Override, Gives Quest Users the option to override the virtual headset in order to gain PC Capabilitys, while textures may be a lot lower than an actual airlink cable, they will be able to download 100+ MBPS worlds at the cost of overriding their headset ( RISK : Medium)
(Along with gaining included avatar toggles) [although make it a seperate setting]
the quest headset itself in stand-alone mode is physically incapable of rendering PC content as the quest headset uses an arm processor and PCs using a x86 processor
Unity asset bundles, the file format that contains avatar and worlds, literally can only be used on the platform it was made for, so unless VRChat makes their own asset format, this actually can't happen.
Also, some of the impressive shaders that make PC worlds pop literally can't be rendered on a Quest.
Does anyone here know which one of the quest compatible shaders always stays visible in dark environments? ive tried all the quest compatible shaders but none do the job, im trying to get something like Lightmapped that doesnt go dark in a dark environment on a quest avatar
i figured that turning on emmission on standard lite would do it but that turns the avatar into a walking flashbang with the amount of bloom
Since Quest can't use post processing bloom shouldn't matter?
Also matcap and toonlit are ones that stay always lit.
for me matcap and toonlit went dark
that was in a backrooms world on pc tho so might have been affected by the world
matcap and toonlit take the light level into consideration
that is your only choice
Oh, hm. . hope nothing I made looks too off then.
Is it based on the actual light color or is it ambient?
I keep getting "editor application install failed: validation failed" when trying to download unity 2019.4.31f1 in the unity hub. Any fix? I've restarted my laptop, i've tried reinstalling it and it just keeps getting the same error
That is never gonna happen lol
yeah nah. everyone would turn it on then complain abt low fps, crashes and battery drain.. as if the limits werent there to try to prevent that in the first place
also yeah unity shit
Make the quest run windows and pcvr first then you have talking ground
The quest would probably explode
If it doesnt just shut off the second this was enabled
I dont think you understand that you have a literal phone strapped to your face that can barely even run the game to begin with
I think the real irony is that even high end gaming PCs struggle to run this game since people can't optimize, it's genuinely a miracle that VRchat even runs on quest at all.
Is there any way someone with a similar headset like the focus 3 could sideload vrchat program from the xr elite or quest?
does anyone have a trick for getting gun particles to animate correctly on quest avatars?
can someone help I'm trying to make an avatar but I'm user rank so it tells me i cant
Is it actually a VRC account and not just a Steam/Oculus account?
Keep in mind that Steam, Oculus and Viveport Accounts will never gain the ability to upload content. Create a VRChat account at our website! Ensure you are logged into your VRChat account by clicking Logout in your System menu and logging back in.
What happened, Rick? I thought you weren't the good guy anymore, isn't that what you said?
Even right here right now you're going to fight for her?
I'm a better father than you, Rick. I'm better for lori than you, man.
Because I'm a bit of a man than you Rick. Because I'll be there off I for her.
But you come back here and you DESTROY EVERYTHING!
Raise your gun
You want someone to model it for you ?
That us odd I am also user rank and can upload just fine.
Yeah but you have an linked vrc account, they probably have only their meta account linked
yeah I merged my steam account and normal vrchat account together.
Yeah, that's why you are able to
If I manage to buy a Quest 3 I will merge that account as well with my normal vrchat account too.
No need to merge those, you can just log in using your existing vrc login
The same login you would use on the vrc website
Would u guys recommend virtual desktop with vrchat?
Steamlink is better tbh
Idk everyone says steamlink is not developed enough yet
Its decent enough to where you can comfortably play almost any pcvr game
If you're able to get it, yes. Steam Link is a good alternative if you need something free, just anything other than Oculus' 1st party solutions (AirLink/Link) is honestly better
What programing lanague vrchat uses c# or udon like for programers
... what? VRChat uses Udon which is basically a tiny subset of Unity's available C# functions + VRC specific stuff.
Anyone know if the detail masks actually work?
It does not seem to be working at all for me
Nvm my mask was messed up, thank you Photoshop for never failing to export alpha properly
Is there any way to get standard lite emission to work on the 2022 version? Im trying to upload the quest version of my avatar, and its like the emission keeps getting turned off right before upload
It's broken unfortunately and we've not heard back from VRC that it's even being looked at yet.
Hi. I don't know what happened. I haven't joined VrChat for several days. And now today every single time I try to join a world sends me back to my home. What is this?
Hello everyone!
When I install Unity (2019.4.31f1) with the CompanionApp on my Win11 PC, the āVRChat SDKā tab shows up in Unity but only offers me to reload the SDK.
In the console I get errors regarding a missing assembly āUnity.Mathematicsā which is installed.
When I click on āreload SDKā, it doesnāt help but the error messages of the console disappear (with the exception of the two Microsoft Visual C# info (?) messages).
I tried installing Unity and the SDK multiple times and ran the install and app as administrator, without any luck.
Maybe someone has an idea what the issue might be?
Thank you in advance!
What sdk version are you using
Hey all, I have a question, I'm currently using a Vroid/VRM for my avatar and I'm trying to combine everything into one materal slot. I tried making an atlas in CATS but it's currently tripping me up, is there a way I can do it in unity?
I don't think so, but what helped for me was making sure I had the right Blender version and reinstalled the plugins
When is Inside-Out Body Tracking going to be utilized for VRChat?
Also how can I dedicate my storage to just VRChat?
its not about when its about if it even will
Why would you want to dedicate storage?
Tbh I just want VRChat to run smoothly
I meant, why would you think that would help?
I have no idea how any of this works, Iām throwing whatever and hoping it sticks
Well on Quest there is not much you can do, you can't upgrade anything unless you replace the entire headset with a better one.
Most you can do, on your own, is. choose a better optimized avatar, but you can't really choose world or what avatars others use.
Hello everyone, I'm researching If I can build a world for Quest with passthrough capabilities, eliminating the need for PCVR cabling or a desktop (virtual desktop). Has anyone tried this before?
Our goal is to design a mixed reality dining room where we can physically dine while also hosting virtual guests around the table... I have some past experience in building VRC worlds, but havent checked in for a while... I would appreciate your guidance, thank you
VRChat does not give us access to dabbling with the passthrough.
Oh no š¦ I've seen some workarounds using VD, but I would have really appreciated to avoid any PC and if the Passthrough feature could be toggled within the VRC world itself...
VD's feature is a hack using chroma keying, basically a greenscreen.
It has its downsides therefore.
speaking of, non dev question but is there a way to use passthrough if boundaries are off? I have issues with the feature so I have to turn it off to play, but that also means i cant use passthrough. itd be nice to use it tho, any solutions?
about my issue: my room is very small and I already know boundaries on the quest (2) to be glitchy enough to where I can get stuck in loops, so I'd like to avoid the feature
Are you using pcvr too ?
Not yet, hopefully I'll get a usb3 cable tomorrow but apparently a gtx 1650 is a bit weak for vr. If it's too bad i'll have to upgrade at some point
ive had this pc for 2 years, and it's only just starting to become too weak - I tend to play older, less demanding stuff anyway and it's perfectly fine for that
Hello everyone. I have a shader question. Anyone know of a blur shader that works with quest?
Not for avatars but for quest worlds
Hello! I have a small question that if you don't mind me asking but will there ever be an update for quest users who use the camera on VRC to record ?? Since we are able to take pictures from the little cameras in VR chat. Are they gonna have an update at some point to where it would be easier to record from your camera? I've been trying to find ways to record through the camera and we are only given one option where it's eye view from the headset only. I just really wish someday that peeps who are all quest could have the same ability to record as PC can. I'm tired of recording from the eye view. šš
Itās unlikely because recording requires a lot of system resources, and the quest is already so low on those. The only option to do so is the built-in recording function of the headset, and itās likely to remain that way for a while
Aww dang, well thank you for letting me know I really do appreciate it
What's the current stance on VRChat supporting OpenXR? According to the devs in the Virtual Desktop discord, that's the one thing holding back PCVR Quest users from having finger tracking like the standalone Quest users. Just imagine how nice it would be for the ASL community.
OpenXR is lacking, think I remember them using FBT as an example for why it would be messy to replace OpenVR with it.
Swapping over to OpenXR for the Oculus or Viveport version would be a waste of work since few use those versions.
But all VRChat needs to do is open up a OSC endpoint for finger tracking and someone could put together a middle man app that relays the tracking info from VD to VRChat.
You can do it without the OSC endpoint, but then you are wasting a ton of parameters.
God I wish they'd re add sound to quest
The way people did it before was with modded SDKs which is against tos. So I doubt itāll happen anytime
Seriously unfortunate
Not really
Yeah well I really enjoyed sound on quest.
2d sound and was never a feature to begin with
As others have said, it was never meant to be an option to begin with, and thatās due to the really poor performance of audio, and some formats seemingly crashing the quest on load (source: an old message in the #feature-requests channel)
i like to record videos and so on my meta quest app i try and download it but it gives me a wi-fi symbol with a exlimation mark on it and wonāt let me download it
Probably either failed to upload or you didn't give your Quest enough time to upload it.
Best would be to either transfer it from the Quest directly through a USB connection to a PC, or download a file manager app that allows you to connect and download stuff over wifi.
Okay so VRChat wasn't working on my Meta Quest 2 so I uninstalled it, reinstalled it and it worked fine. I tried to use it just now and it's not working again.
How not working?
It tells me the connection timed out and then freezes. I have to exit the app using the Meta's menu.
VRChat worked perfectly before this. I had no issues using it and now if I want to play I have to uninstall and reinstall. It's not my connection as that would've caused issues from the start.
It can still be your connection
Like your internet provider and vrchat arguing
So they have to work out whatever the problem is?
Not literally arguing
I know that.
What I want to know is how can I fix this? Because it's becoming less worth it to keep playing if I have to keep jumping through hoops just to play.
I still can't figure out what to do.
Why hasnt vrchat changed the controller models in the loading screen, there still the quest 1 and almost no one uses quest 1 because of the poor memory and weak prosesor, so why hasnt the change been made, i feel like it would be easy, but idk.
Quest 1 can't even play VRChat anymore, so probably just because it works and doesn't matter much to change.
sorry i didnāt get back to you! but i will send a photo of what went wrong and i edit things on my phone it runs well and i have tons of storage
A recent thing I wanted to save failed in a similar way, I don't know entirely what fixed it, but was either time or recording/photo'ing new things.
Hello, I am working on a project to demonstrait VR potential for social change. If you know any worlds that are designed to educate on themes like conservation, environmentalism, and social justice please DM me a link and I would love to add it to the project itinerary.
now that meta updated hand tracking for pc quest link as well, would it be possible to have that as well on VRChat? Since we have been only having that on standalone quest for a while. š¤
It requires OpenXR, VRChat doesn't use OpenXR, swapping over to it would be a mess and a lot of work.
However, while I have not seen anything about it yet, I am going to guess that they will add an OSC endpoint and then you could have a program in the middle making the hand tracking work.
We will just have to wait and see.
ohh thank you, I see. <:
why cant i use freakin Lightmapped shader, that IN 'VRChat/Mobile/Lightmapped' :/, the error says its an unsupported shader for quest and even says ITSSELF, 'Only use shaders in 'VRCHAT/MOBILE'
Meant for worlds, probably not moved because it would break something, I hope.
ugh, i need it bc for whatever reason, my asset is a different color that i didnt set when its with the normal vrc standard shader, but with lightmapped it keeps the correct color
Your model has vertex colors, the standard Quest shaders apply the vertex colors onto the texture
vertex paint? in blendeR?
Vertex color = Vertex paint, Blender can remove it.
Iām not sure if Iām supposed to be able to do this to my quest but I made a program that I can use to make it so Iām 50% in pssthrough and 50% still able to see in game itās like looking through a ghost
https://booth.pm/en/items/2436054
has the option to remove vertex colors in Unity
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Should maybe increase upload size for quest, by even 3-5 MB ;w;
not going to happen as the ram hasn't been increased by a significant amount on the quest 3
Its the fact that the headsets could handle it, they're just not trying hard enough
they not have the increased Ram immediately go away because everyone's avatars instantly goes up to use a bunch more RAM if you gave folks 5 megabytes
Its possible for quest to handle it though but whatevs
we know exactly how much RAM the quest has so that's mathematically provable
I used the quest tools and got this!
My quest would not be able to handle it š
Thatās something to suggest in #feature-requests not this channel
When the limit is 10.00 but your avi is 10.01 or 10.04
Just saying š¤·āāļø as someone who plays on quest if avis went over 10mb I think I would crash 24/7. Either just keep ur avi pc only or try to make it smaller š¤·āāļø
What sense would that be if I'm a quest user myself?
Well you have a pc donāt you if ur uploading an Avi lol
Unless itās not strong enough for vr
All im saying is just optimize it more idk what to tell ya lol.
good bit of advice
dont aim for the bare minimum just to upload
Gives more room in case you want to add/change something later too
try to aim for good while just barely hitting poor
Nope, just a laptop,
I still will never understand how some people struggle optimizing. I have Avis under 10mb that look amazing and have lots of stuff that are quest compatible
anywaus, kinda done with this convo,and got it uploaded after like 5 more tries
Well then there you go lol
is anyone here good at making vr chat worlds and visuals? iām looking for developers to make a bakugan vr chat game based off of the og series! please dm me if you are interested!
is there an issue with parameter drivers on the quest?
What if vrchat had a mode on quest where you have a high graphics and a low graphics so worlds can look like pc
For various reasons, technical and mathematical, Quest literally couldn't handle the PC worlds you are thinking of.
it literally cant run the game at all with what you are thinking
you have to remember that the quest is literally a last gen phone strapped to your face
and is also using an arm processor so it's literally incapable of running the PC World code
Could this work the other way around? Like let pc users view quest Avis/worlds in-game? Would be great for bug fixing etc.
impossible for the same reason
Emulator?
at this point folks have been using the VRchat mobile version for that purpose
Would just be great to see my creations on both platforms in-game :)
Hi, gamedev here (not specifically for VRC, but ive been around the vr space for a while). That wouldnt be possible because the pipeline used to build the assetbundles on quest is entirely different from the pipeline used on PC, thus making it impossible to load quest bundles on PC and vice versa.
like basically this is two completely different video games being Frankenstein together with shared audio and position data
theoretically, yes. This could work as there is no reason that those shaders and assets cant exist on quest (aside from preformance reasons, which a user accepts responsibility of by enabling such a feature), but it would require extra work and extra uploads for every world and avatar, thus more uploaded data, thus more server space used, thus more server costs.
Mobile VR isnt quite ready for PC specs yet
^^ This person makes an excellent point, they really are two different games that just talk to eachother in vectors and states.
like nothing is stopping you from uploading a completely different world on Quest compared to PC besides for it being a unpleasant experience
yeah, its actually one of the methods that crashers use to target specific platforms. Nothing stops you from uploading 2 entirely different things for each platform and theres sadly no real way to enforce that.
Now, I wish that with the release and adoption of more powerful standalone headsets (like the quest 3) that VRChat would become more leniant with some of the quest restrictions (like shader usage and constraints being allowed) but its also reasonable why they dont.
still have to support the Quest 2 and they don't want all of the performance increased to immediately go away
Which hopefully won't be for a while.
yeah, its got maybe 1 or 2 more years
Well then I have a time frame lol.
though considering the battery longevity i see from most quest 2s nowadays i wonder if most of them will even last that long š¤
probably not as I'm not sure they even consider the current levels the quest 3 running at to be good enough
What kind of battery longevity?
i suppose, though the quest 3 is a whole lot more capable of a headset in my testing
yes but still nowhere in the ballpark of your average PC running VRchat
on my own personal accounts and a few others ive seen, some quest 2s hardly hold even an hour of charge nowadays
i know several people who have to play plugged into the wall even in standalone mode because it just wont hold a charge at all
That is fair enough, sadly.
If only the fake valve headset had been real
like the ram is not much of a Improvement
its more cpu+gpu speed improvements
it has around the same vram iirc
when will we get a standalone headset that instead of trying to be small, just is a MicroATX pc on your face?/j
yep which is kind of a bit of a bottleneck as far as making larger prettier worlds
as the vram consumption of baked lighting is directly proportional to how much square footage
or if there was some way to manage multiple Unity scenes so that you're not having to load everything in Ram constantly
i mean
like the map organism has no reason why it shouldn't work on Quest if you could not have it have to load everything constantly giving its very linear design
if more people baked occlusion culling and or wrote their own culling to optimize preformance then itd probably help
that's not going to do anything for the ram consumption problem
like I have a friend of mine's world that's basically impossible to port to Quest because it has a large number of signage and posters required for its aesthetic
ahh
and the baked lighting like they've tried to get it under 100 MB and it just can't
#makequestlessshit
just pick up a quest. You can find used quest 2's for like $150 - $200 and Used Quest 3's as low as $300 - $400
I got a Quest 3 for testing crossplay mods for another game
I have a quick question :)
Ive made a few worlds in the past that are quest compatible, but one that I'm working on now will have a lot of changes between the PC and Quest version (there are a lot of textures that require cut-out shaders, which is something that quest doesnt support)
What suggestion do people have about making a quest version of the world? Is the strategy to make and finish the PC version, then copy the project to make the quest? Or should I just develop both side by side?
probably decent idea to keep your quest building in mine so you don't have your world grow so big it can't be scoped down to quest
https://developer.oculus.com/documentation/unity/unity-multimodal
Think Questies can benefit from this?
Describes the multimodal feature, which lets you use hands and controllers simultaneously.
:0
Only quest 3 and pro, so unlikely to be usable by the majority of the userbase currently, but it does support the 2021 Unity LTS so it should work
CC Quest 2 with pro controllers š¢ @jagged geode
Damn. But I'd imagine that the Pro controllers are popular to some degree.
Still, cool to have this!
The phone version is the Android version, if you have an Android phone.
Hey! Hope yāall are doing well! Recently found out that I can broadcast my quest 3 wirelessly to my Mac through OBS for streaming stuff (through window capture of the chrome browser though). I was wondering if it was possible to capture the direct video link to OBS wirelessly? Also would it be possible to wirelessly send my computers microphone (or a wired microphone through a di such as a scarlet 2i2) to the quest so I can play guitar in VR chat standalone?
How do u sync your controllers to your quest 2 headset? Was there like buttons to hold or something else?
Supposedly Meta will be ending quest 2 support sometime this year which makes good timing on poor battery life issue. If Meta actually does then the devs should add support for the universal pipeline for pc and increase the quest limitations. I don't know how much of a performance difference the 3 and pro are to the 2 but it seems significant.
You are going to have to give a source for that, while Meta did drop support for the Quest 1 last year, it was underpowered from the beginning and had few users, compared to the Quest 2.
And they can't just add universal pipeline, if a world used it then all the avatars in it would need to use it as well and it isn't a simple re-upload since shaders would need to be rewritten.
And they aren't going to increase the limits, Quest 3 is just doing better, but it isn't doing well enough.
Never mind its from a dubious website I only scanned through. As for shaders vrchat supports non standard shaders though on quest should be used sparingly.
For avatars, creators such as poiyomi, I don't think would have much of an issue making new shaders and for worlds, creators can purchase URP and HDRP shader packs from the unity asset store and modify them as they see fit if they don't want to make new ones.
Supporting the pipeline would be the biggest task and the devs should at least consider it for pc. Honestly it's not that far fetched and URP offers better performance than built in.
The shader issue means a content wipe.
They worked directly with unity to stop such a thing almost happening with the upgrade to Unity 2022.
They're fighting the inevitable though.
Sure, doesn't stop the fact that if a platform this reliant on UGC does a content wipe then that is like a self-backstab.
Doesn't have to be though if they give people a heads up to migrate their projects to urp and I mean a long heads up like a year before hand.
While there aren't many social VR platforms, only one of them actually stores their content in a way that means a large chunk of it could even be brought along even if you did an entire engine swap.
VRChat removed the future proofing toggle that would have helped facilitate that (although stuff would still break and I don't want to even imagine how muc processing that would have taken.)
Then they need to rememdy that and embrace the coming change
What about the stuff that isn't supported anymore, creators could have lost interest or even died.
And they tried that with SPS-I which is what Unity 2022 would have forced them to use and it would have left pretty much every custom shader broken, in the end they decided it wasn't worth it, even after giving a heads up for more than 1 year.
The performance increase would have been great and I sort of wish they had, but alas they didn't.
VRChat is kind of screwed, there are no easy solutions.
But I do hope they can figure out some future proof solution.
A social game kind of needs to be able to keep up with the times to stay relevant.
There will come a time when they will have no choice. I say do it sooner and take the flak that will come. Yeah a lot of content will be lost but if they can recover from implementing EAC they can recover from this. Current users will continue to add and update their content.
If they were going to take a large step like this, I'd want them to just ditch Unity all-together, it is not a reliable choice.
No but its much easier to work with opposed to say unreal engine. Still though I'm sure they can come up with a solution to add urp while keeping the built in
oh wait no
Would probably be making them completely separate, if you are in a URP world, then no built in avatars.
thats right only one pipline can be supported at once
Separating the player base is textbook bad though
Mm.
That is the major issue.
And that everything was compiled for built in
I still think they should make the change not to another engine but to urp and give people a long time to convert
it shouldn't alienate quest users either
No, they'd have it the easiest
Assuming Unity didn't make asset bundles hard exclusive to a pipeline, like they are to a platform
Actually, they would be, the asset bundles only contain the shader variants required.
Suppose those could be replaced at runtime though, probably.
Not sure about the but the shader packs available on unity asset store are exclusive to its pipeline and are offered by 3rd parties
Considering how skilled the VRC community is with shaders, it hadn't even occured to me to even look at the unity asset store.
Its all there. Creators can purchase shaders and whatever else if thjey don't want to make new ones
Converting shaders from one pipeline to another is not trivial.
Biggest issue is both worlds and avatars
Quest worlds can use custom shaders as well, :/ forgot about that, Quest would not have it much easier then.
quest struggles with custom shaders if used too much
Depends on the shader, not all custom shaders are like what you are imagining custom shaders being.
true
there's plenty of popular content on this platform that the Creator does not play VRchat anymore so it can get updated ever again
Hey guys i need help im stuck in this room and there iż ay white leader board
And i cant see my friends for some reason
Wdym by a white leader board
are you talking about the error world?
Thatās what I assumed they were talking about
Michael gregoryii
they should add iobt to vrchat for quest 3 users
Full body has been working fine up until 2 weeks ago. In my quest 2 link it now says Meets some requirements when it used to just say "Meets requirements. My 3.0 trackers contanstly move every couple minutes and need to be recalibrated. I get about a few minutes of play time (about 10 max) before I spend about 15-20 minutes recalibrating them. I havent had a full play session since those 2 weeks and I'm confused why. I have vive 3.0 trackers and vive 1.0 base stations and a really good running pc. Does anyone know why?
Hello, i hope the developers make this soon šš https://www.techradar.com/computing/virtual-reality-augmented-reality/your-meta-quest-3-is-getting-a-hand-tracking-upgrade-that-could-unlock-foot-tracking
which is better steam link or Virtual desktop?
For Quest 2 or 3, Virtual Desktop.
For Quest Pro, maybe Steam Link.
If you don't want to pay money, Steam Link.
I'd still recommend Virtual Desktop though, the currently in beta features, Index controller emulation (allowing you to use limited hand tracking in VRC on PC) and full body estimation makes it hard for me, with a Quest Pro, to want to use Steam Link.
I can't get Steam Link to look as good as Virtual Desktop, so another vote for VD there. Steam Link is easier (and free) but currently seems to have quality issues.
With Quest Pro (I know it certainly requires tweaking, but then I thought it was best)?
With Quest 3 Steam Link isn't good because of the foveated encoding (there is only so much data and it focuses it towards the center, leaving the edges blurry.)
Quest 2 is apparently ok, since fresnel lenses hide the foveated encoding.
Sourrce: A little experience and complaining I have heard.
I've tried it on Quest 2 and 3, it looked far worse than VD, no matter what settings I used. It seemed to be rendering at a much lower resolution than VD regardless of what I tried.
The foveated encoding is also quite extreme and very visible even on Quest 2.
Huh
Guess it really is only worth using if you don't want to pay or you use a Quest Pro then.
Quest 2 has pretty decent edge to edge viewing to be honest. Not perfect but not bad enough to hide the blurriness there.
These should be exposed as settings though so in time maybe it'll be useful.
It is exposed in settings, just with a confusing name, but if you make the edges less blurry then it makes the overall quality worse.
Ironically even at half the bitrate VD looked much better. There's something going on with the actual underlying render resolution that means SL just doesn't look as good. The resolution on SL made it look much more like my Index oddly enough, which it should be much higher than.
Think Steam Link was forced HVEC and going off the Virtual Desktop devs the decoder in the Quest for HVEC is worse than the h264 one, allowing h264 to push more data.
Nah, 10bit H265/HEVC should look fine, it's what I used before switching to AV1. H264 is only useful if you want to push insane bitrates (which the Quest can't do with H265).
The issue isn't the encoding/bitrate though, it's the actual resolution of the application. Steam Link is running them much lower than VD and I can't seem to get it to actually increase it.
got my quest by why am I being asked to sign up to shit
What "shit"?
trying to get me to sign up to some meta thing that requite a work email
everything is set up but how do I get the air link with my pc
Just use Steam Link rather than Air Link. Install it from the Meta store.
Hey does the quest cut the hand tracking if ut battery gets low?
If its battery gets low then you have like 10 minutes of playing.
But no, it does not to my knowledge
Try using the big "hand tracking" button in the Quest's menu to force it.
It is right next to recenter and all that.
total side note but what imu tracekers work best with quest I want to get full body at some point
PC or standalone?
for pcvr my pc link cable is coming tomorrow
Well then you have options, but personally (with some bias tbc, I have it on preorder), SlimeVR.
It is the best IMU stuff we have right now and why people made Mocopi and Haritorax work with its software.
I would not say that IMU tracking is a plug and play thing, so you do have to be ready to learn how to use it.
Also, technically there is nothing stopping you from using light house tracking, you just wouldn't want to use Airlink/Link because it can need recalibration far too often in a single session, something that Virtual Desktop and Steam Link don't suffer from, within a single session.
I've had mixed reviews with smilesvr a lot of people they're awful but apparently there's been a few updates and now they've much better
SlimeVR didn't start shipping until this year, the poor reviews if old were a while ago, if the poor review is recent the it is probably not someone who has not learned how to calibrate yet (assuming tracking accuracy is their complaint.)
Official Slime VRs didn't ship until recently, but you've been able to make your own for a long time.
The issue is how well they work comes down to the IMUs they use in them. The better the IMU, the less drift and other issues.
The ones that advertise in VRC worlds don't normally use the better IMUs so I'd advise against those.
I am looking for cheap slime VR tracker setup using devices like old phones and other such stuff with a gyroscope and accelerometer
For non pcvr, but I do have a laptop to run programs on
Hello, I have created an avatar for quest and PC, however the quest version doesnt have its toggles synced with the PC version. I used VRC quest tools for the conversion and just uploaded it as it created. Shapekeys remain on in the quest version, when they are toggled on or off.
Make sure the parameters and fx are identical
It does become worse
how to create mirror with custom shape/mesh
it seems that the mirror only support Quad mesh
So something i've noticed since they "improved" the Standard Lite shader is that now using Emission Maps causes the entire avatar to be emissive completely black (when previously black was and still is used to set emission to 0 on PC shaders), how exactly am i supposed to use Emissions now? How do they work? Alpha doesn't seem to work either...
essentially this is what they see, in Unity its fine.
emissions are "working" but the black is being used for some reason... this looks like a bug to me, all my older avatars didn't have this, updating to the newer SDKs (since the shader improvements) show this issue
Yeah :/ this issue has been going around for a while, since 2022 possibly, and one I hope the VRC devs are aware of it.
I think the only solution is to use an older SDK.
i mean really should be easy to fix... heck i could do that myself...
modifying Mochi's Uber Shaders to support alpha in emissions to re-use the diffuse (with alpha) as emission to save on another texture was also quite easy
This issue seems to be SDK side, I think they've fixed it slightly since I first ran into the issue, because back then the emissions would turn off (in my case, revert to their imported settings) randomly when you didn't have the material selected.
still does that
it turns off usually when something "refreshes" the unity editor (say you import a new texture or refresh the emission one)
but then again in Unity it looks fine so i'd assume its something on the actual Quest/Android rendering side
games on unity are good right?
well the engine is trash
would rather make smh in assembly then on unity
imagine not finding how unity load gltf files from blender or setuping rig, crazy.. oh wait I did it in blender already. Why unite then??
bro I dont get it, unity so smart it lost all textures nice
so when ya guys moving to unreal?
Ohh... you are 3D modeler. You will love this community
It's a bug in 2022. The current workaround is to animate the albedo and emissions color while in use
how exactly would that work?
@novel tide
It was never supposed to be a thing in the first place due to a mix of some formats causing crashes, and significant performance costs.
When they were āthereā it was mostly people just breaking tos by using modded sdks
it was also only able to use 2d audio which is entirely global and horrible
Does anyone know how the quest processes video player links:
It seems on pc it requests once with yt-dlp then falls back to nsplayer if you give it a invalid response.
However on quest it seems to hit the link with yt-dlp three times and then give up, without falling back to exoplayer.
Does anyone have a working method to detect quest yt-dlp and make it fall back to exoplayer?
i have been using this in an nginx location block to get links to "pass through" ytdlp to the player without ytdlp trying to do any further resolution, should work on quest/pc
if ($http_user_agent ~* Chrome) { #ytdlp
add_header Content-Type text/html;
return 200 "<video width=\"192\" height=\"216\" controls><source src=\"https://example.com/whatever.mp4\" type=\"video/mp4\"></video>";
}
when serving the video file directly, ytdlp will start downloading a little bit of it before returning the link :(
The problem is if I do that for pc too yt-dlp butchers my m3u8, and since the headers are basically identical between pc and quest for yt-dlp there doesn't seem to be a solid way to tell them apart
Wanted to see if anyone knew what was going on with this, I havenāt made content in a while and I uploaded a world for pc and quest and my quest user friends were saying they cannot see any shine on avatars that have smoothness all the way up even though I can on pc and nothing is different from pc to quest, also the lightning on the avatars is much different as I used a gradient lighting and it looks fine on pc but on quest it makes all the emissions dark and the avatars one solid color. If anyone know the answer to this please tell
What shader?
Are you using vrchat/mobile/standard lite?
Yes
I am also using crunch compression for the normals, someone said that could cause problems
I don't usually have normals on anything standard lite anyway see if removing normals helps to see whats happening then see if it's crunch compression
I've never personally had issues with crunch compression but idk
I did remove normals and it fixed it, but im not sure why the normals are doing this
Quest hates alot of stuff for some reason
And them constantly changing unity versions fucks stuff up
Gotcha, typical android
Maybe switch to the new versions of unity if you want to use the normals maybe
I'm still on 2019
I moved to 2022
Think it's 2024.1.2 now
That is the SDK, Unity is still 2022.
Similar naming schemes unfortunately
It doesnāt bother me cause im on pc, but my questies are annoyed about it, but its fixed, and they cant tell the difference between normals and no normals
Bro what
So the emissions are working for you now?
For the longest time emissions would just not upload on any of my quest avatars, some bug with the Unity 2022 SDKs.
Wdym sdk the sdk is used in unity. Jf the sdk needs 2024 then use 2024
Its working for me yes, make sure you arenāt using standard shader for quest thats what messed me up aswell as the normals
Modded sdk?
Or did they enable it for new sdks
Don't think they would
Right sorry, needed to check, VRChat updates use similar schemes to Unity versions.
We are on the 2024 so VRChat updates have that in their number.
Unity version is 2022.3.6f1.
So the standard lit's emissions weren't and still aren't working?
I dont use a modded sdk, mineās just a little bugged and allows standards on certain projects for no reason
They were always working, it was the issue with my normals
Cause I tested open beta on my quest 2 days ago and the particle shaders are back
The normals massacred my emissions
Guess the emission thing is fixed then, good.
Yup, everything was fucked cause of the normals but we good now
What is vrchats opinion on modded sdks btw
Do they even allow modded sdks
Entirely disallowed
You can get banned for using one
Understandable š
Never heard of it for certain sdks
Do they not have detection for it?
Nop
Except maybe for like op ones but otherwise no
Cause I know people who have been using bloodborne for years and never got banned for it
Even when they go past upload limit for quest only the wearer can see it apparently
Entire point of using a modded sdk is to sidestep limits, which is likely a reason why they check avatars server side now, I think using a modded SDK is quite a bit riskier now.
Not that you should use one regardless, you are sidestepping limits to make yours and everyone else's performance worse.
Yeah bloodborne is a good one but never gets banned for it being used I know like a hundred people that use it
Yeah cause it doesnāt sidestep many limits
š better*
?
Definitely sidestepped with the particle shaders cause they fixed em on most avis
Even tho vrc fixed it now but before the last update
That doesn't have anything to do with performance.
Yeah but most now use Mobile/Particles instead of VRChat/Mobile/Particles
does audiolink shaders work for quest?
world's yes avatars no
Anyone get an issue where random avatars are just in the floor for PC users even tho they're not on quest or when you yourself go on PC its suddenly fixed for all pc users
could be the world coordinates are misaligned between that specific world's pc and quest version
since you can upload 2 different world files for each
but im not too sure
depends on if on quest that pc users are in the air
when the avatar creator forget to set the viewpoint equally for both versions / it might also be the body tracking glitching š¤·āāļø
ive made avatars that have the viewpoint too high and it causes the avi to have their arms all the way up so i imagine if its too low it could cause them to be in the floor
Ah thank you for this! It was very helpful! Yea the world was the problem. I had to switch worlds to test it and it worked!
Hello everyone. This model is an fbx, created using Blender. I imported it into Unity. Is there an easy way to auto cut of the transparent layer around the leaf image? In blender it shows as transparent, but does not in Unity. YouTube says to apply cutout in rendering mode, but it is greyed out and does not allow me
If you are trying to add it on an avatar then you can't, no shader allowed on Quest avatars support cutout.
If on a world then you can use any shader and most will work, but mobile devices will have a tougher time dealing with anything transparent, which cutout sort of is.
And to "unlock" the shader settings you need to create a new material and assign it to the model (create material, drag on top of fbx or replace the "Leaf image" material listed in the mesh renderer).
If you click the fbx in the asset window below there is also a setting to "extract materials" which doesn't do anything except for making and assigning the materials for you, but if you have many materials it can speed things up.
This is really good info. Thank you. I can now access the rendering mode options. However, when i set to cutout, it does not cut it out. My image of the leaf was baked in blender. Do you think it is not seeing it as transparent background due to it now being baked? maybe i need to use the original image
No, Unity just doesn't treat transparent images as transparent by default, so you will have to click the image and in the inspector click the toggle I believe was called "alpha as transparency", it is near the top.
i assume thats because in some textures alpha encodes different data from transparency
Thank you
what does this mean?
when uploading vrchat compressses your avatar down. This is a new stat the reflects the size before uploading an avatar, you basically need to recude MBs like you would usually
and all likelihood you would have to reduce the resolution of your textures as crunch compression doesn't do anything to that stat
Did VRChat, in one of their previous updates, push significantly reduced texture quality for Quest users, or is something wrong with my client?
I mean it's always been a challenge to get things to look good on Quest, but this difference makes things look fucking horrible.
It's embarrassing to be a world builder for Quest right now.
Unless there is something that can be done about it?
I mean I spent ages adjusting texture import settings to get distant textures to look half decent and every single tweak I've ever made has been swallowed whole by next-level degradation of epic proportions.
For some reason the VRC mobile shaders just break this texture, no idea why
it works with all the other shaders, but with any mobile one it's just void
vertex colors
Any way to remove them in blender?
hey hey, just a quick question
is the SDK broken? i switched to android to upload my avi's quest version
but it uploaded as PC.... lol
well your unity project didnt switch to android build
well not a single project switches
but SDK says it switched. and it also loads everything as before to get it to quest
file > build settings > switch to android there
so, for some reason the avatar I uploaded won't appear in my fallbacks tab even though it's compatible
quest/pc, VERY optimized, just won't show
an older one I'd uploaded is still there, don't know why this one isn't working
ok so in case anyone else gets this issue, you have to do it from the unity splash screen...
when i try uploading for quest it only says 10mb howd you get it to have it be up 40 mb for quest upload
download size and uncompressed image sizes are different things
Oh ok
man thats hilarious lol
did you actually mark it as a fallback
Ye, managed to do it š
Lmao no idea
Mainly a quest avatar thing but can anyone explain to me why tf an avatar in one project won't upload to quest because it's "too big", but when I recreate that avatar down to the last fucking atom in a new project, then it upload fine, no issues.
First image is the original project file, made only ~2 weeks ago, and has about 5-6 other avatars in there (hidden)
Second image is the new project file, made only an hour ago, and only has him.
Both avatars have the exact same setup, same texture scales, same physbones and settings, same exact animator and parameters, gogoloco, eye tracking, and particle burp gas.
I genuinely want to know what the issue is, it's affected another avatar project I'm working on and is seemingly out of nowhere.
For context on that one, I was updating my Classics V2 Sonic the Hedgehog, who kinda has a lot but was uploading just fine yesterday. Then suddenly after about 2-3 hours of working on Eggman, I go to finally update sonic with 1 new animation, and suddenly he became too big. Even after removing the animation and erasing any trace of it's existence did it still come up with the error.
Is this just some unity spaghetti code at work or wtf has been going on?
That's a Quest upload....?
With 32 skinned meshes, 55k tris, and 34 mats?
Well anyways...
You could check how big things are (before compression) by using this tool: https://github.com/Thryrallo/VRC-Avatar-Performance-Tools
Import it, open it from the top of Unity, drag the avatar in
See details to see how big the textures and meshes are
And while sure, that is uncompressed, it still gives you a good idea about what takes up much space
A friend came to me with the same problem. An avatar he's uploaded before no problem suddenly exceeds the file size limit 16/10 Mb
He sent me the project and when I tried to upload I noticed it compressed the entire project including resources for the PC version of the avatar, not just things attached to the quest version. Something's definitely screwy but I haven't gotten anyone else to talk about it yet to confirm what the issue is.
Seems like a bug in VRC SDK
It was textures.
A particle I had made before the update was a sprite sheet, and was too big. Jic I did compress the rest of the textures with some certain settings that didn't lose the quality.
As far as I know, it works like a charm now.
But it's gonna be infuriating for future projects, I just know it
hi everyone
so what's with the 40mb thingy for quest avatar is that a new size limit for quest or something else ?
It is an uncompressed size limit, most notably, if you were using crunch compression then you are only lowering the download size, it still takes up the same size in RAM, that is what this reflects.
So VRChat added this in so they can further control the amount of RAM used, which the Quest headsets simply do not have enough of.
so it's still at 10 mb for avatar size or naw ?
10MB download size has not changed, this is an additional thing.
so it just limits quest avatars even more
Yeah.
In a good way though, since excessive crunch compression just causes stutters on load and the "too many avatars" to pop up more often.
oh that's actually not that bad
I don't understand why constraints aren't allowed on quest
They take a relatively large amount of CPU power, the part on the Quest 2 that was well known to be way underclocked, which also happens to be the biggest bottleneck in VRChat, especially on Quest.
And VRChat can't structure their limitations around you being around a handful of friends, they want Quest users to be able to exist in club instances and such.
It can handle transparency fine
But not constraints?
I'm more confused on how constraints take more cpu power then transparency
GPU not the same as CPU.
And while Quest can handle transparency, it is outright missing the parts that make it efficient, the GPU just literally cannot handle transparency as efficiently as a PC GPU can, even if it was equally as powerful.
The graphics card (GPU) renders the game.
The processor (CPU) handles networking, voice, UDON, constraints all this logistical stuff.
Its still confusing how constraints takes up alot of cpu power
Unity didn't make them very well
Then why not optimize or remake it and make it part of the sdk
Especially since they spike in their cost around 600~ total (I think it was), which sounds like a lot, until you realize that means just 15 constraints per person in a 40 player instance (what VRChat seems to base their performance limitations around).
They want to, just is taking time to do, don't believe it is in development right now.
Hopefuly it can start development soon
I'd be surprised if we saw anything this year.
In the meantime though, if your need fits what these physbone based constraints support, then they are an option https://github.com/Happyrobot33/PhysboneConstraints
For something very simple
it feels likes it being made not that simple
What's the reasoning behind having no audio avatar support on Quest? It's not like those affect the performance in any way. Not being able to hear sounds your avatar might make is a problem, you might annoy PC users and maybe even get blocked because you're spamming sounds without even knowing.
Where have you heard that it doesn't affect performance?
Because of course it does, it is also a CPU task that would need to be run on a heavily CPU constrained device, so if vrchat adds a feature that adds extra CPU load then it would more directly lower performance compared to adding something that added more GPU load.
Audio processing isn't super ideal and dynamic even less so
While this is true, my impression was that the performance impact is rather limited, compared to something much more fancy like particle effects which are supported on Quest although they severly affect performance, lagging Quest users every time a Son Goku avatar makes a Kamehameha. But CPU /= GPU load, that's true of course and I didn't thought of that.
Also decompressing is a big thing on quest so decompressing clips may add to load time for avatar
Particle effects are gpu and also are part of already existing avatar rating
Also arguably visuals over sound would be the arguement
There may be some additional parameters I'm unaware of why sound is restricted (Some varient of preformance I'm unaware of)
Compression honestly might be the killer since audio is very expensive uncompressed (Ram and CPU wise) and uncompressing on a underclocked quest is rather unweildly
I remember it adding a fuckton to my worlds loadtime
CPU is where VRChat struggles the most on PC, so on a more limited device that still has to run the same computations it makes things even worse.
There were also ways to use audio sources to crash Quest users when you could break ToS and upload them, to my knowledge VRChat would have been entirely incapable of protecting against that until recently with server-side checking (however you can still use an avatar that hasn't been server-side checked).
Unity also has a limit on the max concurrent audio sources, it is why audio can get strange (stuff not playing) in worlds with a lot of audio sources, Quest has a lower limit than PC, not sure if that is a Unity thing or a VRChat set performance limitation though, in the end it means that Quest would have more audio issues.
The whole limitations of the Android/Quest platform were built around Quest 1/ Quest 2 hardware, now we're on Quest 3 which is a much, much more capapable device. I understand that the majority of the Quest user base is still on Quest 2, but as hardware gets better and more powerful, VRChat should reflect that and try to maintain feature parity and make use of the better processing power.
True. Sometime I admire the creative power trolls are able to invoke when it comes to ruin people's experiences. If someone wants to crash Quest users, there are still more than enough options to do so. I think VRChat as a platform should strive for feature paritiy, no matter what. Even when there's a possibility this might get exploited by bad actors.
I see. VRChat is already a very unoptimized game with FPS on Quest around ā20 being the norm in crowded instances and putting even more stress on the CPU might not be the best idea. I just think not having avatar sounds is the biggest drawback of the Quest platform and consider it a pretty sigfnificant feature. I hope we'll get them someday.
they want the processing power of the quest 3 to go towards running more framerate not adding more bells and whistles
The limitations were basically never built around the Quest 1, it was a miserable experience playing on throughout its relevancy, the Quest 2 is therefore closer to what the limitations were built around, however, the Quest 2 is still not doing great.
Because of this VRChat's, seeming, official stance is to not change anything drastically up for the Quest 3 and more take it as a buffer generation.
Which is a very sensible thing unless they want people to write vrc off for being unusably bad.
I think Quest 2 is the new limiting factor
I recall them mentioning when they raised the limits they no longer were restricting to the Quest 1 due to SDK dropoff
I think the Quest 2 unlike Quest 1 will get much longer support and probably remain pretty compatable to the Quest 3
(Quest 1 had some really shitty hardware and it was a very early itteration of the concept)
The quest 2 is also still incredibly popular so I doubt any changes to limitations will happen until it goes EoL
VRC on Quest 3 feels a lot better. I don't see them bumping up the allowances for it though as on Quest 3 it now feels like you have a chance at a reasonable framerate. If they up the allowances then you'll just be back in the trash again.
Also since Android phones are in the equation too and functionally just quest
Since quest is an android phone strapped to your face in all but name
Not necessarily.
Quest 2 IS an android device, but it's not a phone. It RUNS on android, but that doesn't mean it's a phone by any means. It uses it so it can Sideload using SideQuest or Steam Link.
Here are some differences
The Differences
Quest 2 - Android phone/tablet
Tracking - No tracking
Lenses - no lenses
and more!
We understand your confusion. Feel free to ask any more questions about Meta/Oculus Quest or their headsets.
Thanks | VoidHex - Professional VR/PC User
ok hotshot. How do I get a working soundboard without a PC or just playing sounds thru my mic
Voicemod. Get some MP3 files and upload it to your soundboard. Then, change your microphone in-game to whatever Mic Voicemod has. If it doesn't have that option, change your Default Microphone to Voicemod. You can always change this later.
Quest does apparently have usb support for microphones now so I guess you could hook up some weird contraption to your headset.
You would need a different microphone, probably a phone to play the sounds and then something to combine their signals, since vrchat only listens to one input device.
Without a PC. Not happening sadly
idk depending if u got the new quest update there is a experimental usb microphone option maybe u can use that and use a phone as a mic with a voice changer not sure if it would work as I haven't done it but worth a shot
why does the scale of my objects change as i walk through model model in the quest?
I'm getting this error even though my bones are mapped here anyone know if this is a known issue?
Fixed it š
Is vrchat going to Shutting down
no it's not what the heck would you even suggest that
Someone is getting a mods for vrc next year But they are being a bad person
what are you on about
Chat I think theyāre lost
Hey! I tried to play a concert in Vr chat last night and unfortunately (I suspect due to number of users in the world) my audio crashed multiple times. Hereās my current wiring diagram that works in less intense scenarios for the most part (played a song for a world of 30 people and a set for 1 user in a private world). Anyone know how to manage inputs / outputs manually? Is there anything I can do to improve this set up?
External audio is working thanks to the v64 update under experimental features
get a pc
that is one of the most jank setups i've ever seen and i kinda have to rate it
i havent been using creator companion for very long and I havent been able to upload anything to quest, anyone know this issue?
Hello. unity casts a spot light effect when using realtime, but not when using baked. I really have tried so many things to try and understand why this happens. Can anyone please tell me how i can bake that spot light effect.
The issue is I'm travelling internationally for school and cant bring a PC with me. I know having a PC would solve so many problems and allow me to do much more but im kind of limited on that front for the next 1-2 months
It's super messy, audio is compressed to all hell and when used in combination with slime VR FBT its prone to crashing. the v65 update allows me to connect directly to the 4i4 which does simplify things a bit but at the cost of no vocal effects / laptop audio
i mean, worst case scenario you have to try running VRChat on your mac (not officially supported, no idea if it'll work), and use an alt account for the actual audio?
It bypasses using the quest for handling it all
would have to be through bootcamp which could be interesting. It's apparently worked for some people
does steam for macos not have the proton compatibility layer?
Do you have the Android build target installed?
you can check by going to the unity hub and checking
it says it doesnāt but when i try to add modules it just doesnāt show up
would anyone also know why textures arent applying to a world model being exported from blender? (or only a few of the textures are)
How do I playtest my game? I assume it's some combination of settings in Project Settings, but I don't really know what I am doing. I have gotten it to recognize and play the video through the headset, but the camera is fixed in place when I move my head, and the controllers don't work either.
is there any chance of the devs enabling quest 3 users to have better graphics and shaders since it's like 40% more powerful than the 2?
nope that 40% extra power is going towards better frame rate
asked all the channels its really not that serious āā āæā ā
hey
You don't. You have to upload it and then play it through the VRC client.
Ah, so I do have to play until I am no longer a visitor to play test?
Thatās a bit annoying.
Well you can't upload worlds as Visitor in the first place, so yes.
I was just wondering in quest when you play on VR chat is it normal to have bent arms
Or can you fix that? Iām playing on quest 2
Because my avatars are always bent at the elbow
I can help you
Hey all. I have been helping a friend get an avatar they bought into VRChat. I got the oculus version in, but it has alot of toggles and stuff turned off. Is there a way for the PC Version to fallback to the oculus version, and like still have all the PC toggles show up, and likewise any toggle that works on the oculus version to show up for people who see that version?
check your height settings and make the height use "Arm Span" in the IK settings
Does anyone else have the problem of getting periodic (but fairly small) lag when they open their world menu or any sort of tab with worlds listed on them? I play on quest 2 and it's been an issue ever since they added the preload feature
(to temporarily "fix" it I have to close and reopen VRChat every time that happens)
you can export the menu and parameters from the pc version and put it onto the quest version although not all toggles will be on there, you can still have most of them on it or whatever much the accessories on the quest version has that are similar
its always been somewhat of an issue but it doesnt effect that much of playability
Does anyone know why my vrchat keeps timing out??
I play stand alone quest and everytime I try to get on vrchat I time out or loose connection when my WiFi is fine and works for everything else on my headset
I can't play more than 3 minutes without getting kicked out
I haven't played for 3 days due to this issue
I need help I've looked everywhere and I swear I only see pc user responses
I have the same issue! I thought it was just my quest acting up. Its been happening more and more lately.
I keep reaching the memory limit. Also have been getting an issue where my audio cuts out. Just joined up so I haven't looked if anyone else is having that issue. Happening on Quest 3. Haven't had a chance to check Pro or 2
Hello does anyone know how i can lower my avatar size ???
this number don't move even if i delete an asset, or reduce the texture size... i don't know what to do
they really want me to upload my avatar Naked for them to allow the 40 MB ?!!
I just can't go Lower... I CAN'T my avatar have 1 CLOTHE! 1 ONLY CLOTHE to not be NAKED ....
If you remove every other avatar you might have in the scene, then the worldtoolkit (it is available in VCC) can be used to get a list of everything taking up space.
wait ? you saying the other avtar who are not active are counted ??
no
Worldtoolkit is meant for worlds and would incorrectly count everything in the scene
You don't need to use it, but it is the tool that is the easiest to access.
oh okay
No, they want you to optimise it. Lower the texture resolutions. If it doesn't change when you change texture resolutions then you're either not changing them enough or changing the wrong ones...
Are you showing Very Poor avatars?
Gotta check my settings. I shouldn't be, but I could've changed something and forgot
yeah I have poor and below blocked
Very odd then.
How do you get it to go to 40mb?
I can only get it to go to 10
the max download size of avatars cannot be modified on Quest
that's more referring to like how much RAM is the Avatar taking up not the permeable download size
Oh. I see now. But still I donāt get how people get above 10mb download. Bc Iāve seen some that are above 10mb
Some people modified the SDK, those people get banned eventually.
It's also a good way to just crash people's headsets so obviously not allowed and not encouraged.
Has anyone else been having problems with quest after the unity 22.3.22 update?? I had no problem uploading my avatar for pc but it refused to upload for quest even after i updated the package
Why wont unity render my environment texture for my scene? I am using a HDR image for environment texture.
I assume this is only happening on Quest since you are in this channel, but what shader are you using for your skybox material?
I have in the past run into shaders that the Quest will refuse to render (except for in mirror for fun reasons)
It is using a skybox/cubemap shader
I managed to work it out. It was the setting for my camera, i had to tell my camera to use skybox
That one Mf making a storm chasing game for vr
What is the best thing that i can do to extend the battrey life of the quest 3 is it a power bank or some kind of starp is the best soultion ?
That's the easiest route, yes. It'll give you another 2 hours or so.
Do know what kind of Voltage or watt should I look for and mha is it enough around 12k and above or if there strap that will do all that for me beacuse YT is not really helpful I feel most of what I watched did not have the correct information just sponsored videos with no technical information and review other option and every video that i watch have no negative it's a bit concerning sorry for being annoying ā¤ļø
the creator companion updated my unity install but why is it missing the android export? if i got to unity hub to add a android export for some reaosn the install does not let me add the android export so whats wrong why cant i get the endroid export?
So.. you've installed "Android Build Support"?
You need something which will do at least 3A I believe now, which very much narrows down your choices.
why does vrchat/mobile/particles/alpha blended never work for quest?
its for worlds
i got it to work for a few avatars of mine why doesnt it work all the time tho?
the particle shaders dont render outside of particles (not even a mesh particle renders them iirc)
and iirc the alpha blended shader isnt even allowed on avatars android/quest side
i was talking abt quest avatars : P
which like I just said the particle shaders dont render outside of particles on quest
also why would you even mention that
quite literally untrue
unless something was recently changed, all shaders under vrchat/mobile work for both avatars and worlds. in which they are shaders meant to work for android/quest
id assume persons issue has to do with rendering as alpha blend does what the name says and depending on worlds ect the outcome can vary.
this is also not true. though I dont see why you would be using particle shaders while not on particles to begin with as theres likely to be an undesired outcome, especially for android/quest.
Can quest users see TGA textures?
to answer your question yes but technically no as all of the textures are converted into GPU friendly formats so like a PNG or TGA is not what is in the unity asset bundle that you load
anyone know if theres a patch from/for the latest update yet?
patch for what specifically about the update
Quest recording
it kills your audio and when you rejoin the world you're in it crashes
I think thats an issue with meta specifically
if not you can make or find a canny about it
the only thing thats changed recently was the update for vrc
i'll try to look into quest issues then
The VRChat mobile particle shaders contain nothing particle specific and can work perfectly fine on any regular meshes
Any image file format that unity can load will work on quest
I have a problem with my creator companion.
it says no android module loaded
i downloaded it didnt work
reinstalled unity and CC still didnt work
anyone have the same problem with me?
You need this specifically.
it May be vrchat itself cuz no other game does that or meta recording hates vrc specifically
? Thatās a local ip
Why does she sit back down like "oh nevermind it's just ron again"
can someone please help me on how i could fix this issue? this is the first avatar ive tried publishing and ive watched tutorials but i still dont understand on how to fix it š¤¦āāļø
You need to either remove some stuff from the avatar, or lower the size of some of the textures.
e.g. lower textures from 4096 to 2048, or if they are already 2048, lower two of them to 1024 or so and you'll likely get it in.
Thankss!! it worked :))
heyo, can someone help me this error appears every time (even if I change projects it shows me the same error)
Can i ask about a error i am having with steamvr when im trying yo connect my quest 2?
asking if you can ask doesnt help anyone, just ask your question instead
Get d4rk optimizer
8:10 of the times the problem is the model blend shapes that take up the most storage
can some one help pls i dint know what to do than
try looking up tutorials on how to create your own avatar/world plenty on youtube that'll take you step by step
these channels are more for helping fix issues
Any you recommend?
The most important bit is downloading creator companion. Itāll do some of the hard lifting for you with unity. Then it becomes a choice ⦠worlds or avatars? Worlds are an easier start
vrchat is gonna lower quest avatars max size to 5mb? how?!
an avatar creator friend told me that. i hope thats not true
I donāt think thatās been confirmed anywhere not sure lol
Iāve heard that before from my friendsā¦how do they know?
Yeah from ur friends where did they get the info from
Cuz I donāt think vrc has said anything š
My friend said shes got it from a server shes in
People are going around spreading this as a totally 100% confirmed thing
*@ everyone
VRRY IMPORTANT ANNOUNCEMENT:
PLEASE SPREAD THIS AS MUCH AS YOU CAN!!!
vrchat has made an update on quest.
The polygon count on avatars has to now be around 100k or below.
You know what that means?.
No more cool toggles for quest!!
Quest avatars will have barely anything than they already had before!!
NOBODY CARES ABOUT CRASHERS ENIUGH TO THE POINT OF LOSING THE ABILITY TO HAVE GOOD AVATARS ON QUEST! ESPECIALLY WHEN WE HAD THE OPTION TO HDIE THE AVATAR ANYWAY!
EVERYONE. SPRESD THIS MESSAGE OUT AS MUCH AS POSSIBLE UNTIL IT GETS TO THE VRCHAT DEVELOPERS!!
EVERY UPDATE JUST MAKES THE GAME WORSE AND WORSE FOR QUEST USERS!*
Which honestly the dyslexia is insane
Really do hope nothing like this happens
Same
whos even spreading this around LOL. even if they limited polygon or mesh counts, you could just use nanimations instead, so they didnt even think this through
vrchat is extremely generous and theyve been giving big warnings anytime they did just about anything. the recent size changes for quest and pc have been announced a few months ago at this point and its still only just now about to take effect (for already uploaded avatars)
its been months of this warning, they havent said anything yet, so id wait before spreading end of world messages
Thatās been there for so long lol
I am waiting i havenāt said anything about that yet
but like 100k polygons is already a bit much
you can easily make a nice looking avatar with toggles under that
I know
But for example with communities like warhammer it's not that easy
you could easily get under 100k with warhammer avatars
Correction: years
Like, 2020 at least iirc
If your Quest avatar is over 100k polys then you deserve to be bitchslapped into next week anyway. Holy christ. It's 20k for Very Poor on Quest. 70k is very poor ON PC.
But yeah, that looks like it was written by an ADHD 8 year old.
As far as I've tested (using VLC) playback of RTSP streams works on both Android & Quest (At least my Quest 2). Yet, in VRChat, it does not work. RTMP on the other hand does. What is the reasoning for this? AVPro supports RTSP on Android according to their documentation.
For those wondering, I'm using a self hosted MediaMTX instance for testing.
I would just like to understand :)
LOL
wait until I tell them 20k was the HARD LIMIT (as in you literally could not upload it without a modified SDK) for PC avatars pre 2019
All I can point you towards is this https://github.com/androidx/media/issues/586
I don't remember how you worked around it, but Docteh at the bottom I think did, you might need to contact them.
It had to do with just forcing the video player to actually fallback to TCP, but the method was a bit weird from the very little I can remember.
can they please add this back but at like 50k
just to let the few that do go over stay but not to a point of crashing if i click show avatar
and even then 50k way too much for the quest 
tbf I think the polygon limit is more dependant on the number of people around than anything, 100k is fine for a lobby of a few (less than 10) people, for a lobby of 40+? even 20k is pushing it
Would you happen to have any contact info for Docteh? I can't find anything listed on their profile
Actually surprised that there doesn't seem to be a messaging feature on Github, the only other place I know them on is reddit, which does allow for messaging https://old.reddit.com/user/Docteh
I'll have a go at it, thx!!
can anyone recommend good videos for beginner Avatar creators?
So i tried looking up myself but is there anything that you can do with osc as a Questie?
this keeps poping up idk where to apply the settings
im rocking the quest and i love when every time i play my game stops responding
Quest 1?
Do what it says first
Anyone who use bakery know why with the new update why worlds for quest are glowing bright white and are really messed up? My worlds were fine for months but now they are glowing bright white for quest users.
Anyone know why my unity crashes every time I swap to upload to the Android build? I've freshed installed unity and the VCC and I can upload to PC just fine, but everytime I use the SDK or swap manually to android build, my unity comes up with the crash report. :(
Iāve seen worlds where RTL such as spotlights for flashlight not working on baked object
This may be related to your issue somewhat? Since bakery is involved as well
alguna solucion?
hm
you never downloaded it when you installed the unity version
hey so the shader for a specific avatar isnt working, the shader thats in VRChat > Mobile > Particles > Alpha Blended is throwing a error saying its not supported. is there a specific reason why?
Alpha Blended is used for World creating
Is there any updates on that expanded controller configuration? I knew that was coming soon so us Quest users can remap every button and not just the few. But, when is that happening? It was discussed in the May 4th dev update.
You mean the Input update?
Been no updates on it, no mention in the dev update today.
Not sure if it's input. I just know they said they were updating for all controllers and future controllers and showed a pic for some steam controllers.
Can't remember if it would allow for rebinding on Quest, just remember it being an update to a newer version of Steam's input system and to allow for hand tracking on PC.
Actually not sure if anything would change for Quest
Well, they should. How u gonna give us a custom control option but only limit it to certain buttons? Like, that makes no sense.
I just want my top buttons right below the sticks to also be remappable, not just the bottom ones.
Quest is a console so it is just kind of the standard I suppose.
I agree that they should though.
I saw that mentioned and I thought maybe Quest would be included on that.
Ugh, we always get the short end of the stick in this game. š
"SteamVR Input 2.0 Controllers" makes me think it is very SteamVR only
Eh, this is one of the few times SteamVR has specifically gotten something.
What happened to the shader vrchat > mobile > particles > alpha blended, i use to be able to put it in avatars to make transparent image textures but now it says not compatible, was it intentional? Like causing problems
Uh, I don't think it has ever been allowed?
I'm making a world with unlit textured materials, but trying to use Unlit/Texture gives "World uses unsupported shader 'Unlit/Texture'. This could cause low performance or future compatibility issues."
is there a better alternative for unlit textured materials on quest, or should I just ignore the warning?
depends on the shader but sometimes itll just be incredibly laggy, or render as pink or white, or not even render at all
it's working fine for me in practice
like diven said it depends on the shader, any shader that itsnt from vrchat-mobile will give you that warning but most shaders will work and look as intended, however depending on the shader and what it does it can lower performance so just try to not go overboard with unsupported shaders if you can avoid it or just keep an eye on it and see if its impacting performance
what's a simpler shader than Unlit/Texture, though?
i dont think vrchat mobile has a unlit shader directly supported (someone correct me if im wrong) usually if i need something unlit in a quest version i use mobile(not vrchats)/unlit (Supports Lightmap) and that hasnt given me issues, that one uses a texture. I think yours should be fine tho for performance
I've used vrchat mobile>particles>multiply in place of glass to give a gray see-thru look on an avatars latern
How can I fix this
how can i make my pc avi quest compatible?
make it ranked within the quest's preformance stat limit (https://creators.vrchat.com/platforms/android/quest-content-optimization/ ) and upload to android
Creating content for VRChat Quest is a challenge-- you have to create attractive, compelling content all the while keeping the content optimized for a mobile device. These are the same challenges that game developers must deal with while building for mobile.
Hello š I am looking for someone to help with a feature build in my VRC world.
I would like to have something that would display my events as I add them in real time.
Is this possible in VRC?
I am looking for a developer that can make a pc and quest compatible avatar. Dm me if youāre interested
Check out #1204490664637890580
Chances are if you ask here a scammer is gonna pop into your dms, so look for VRCTraders in community servers
Oh aight thanks
Reboot your router
Basically unplug it and plug it up again etc
Ok so wait with the new constraints does that mean spring joints will now be standalone quest compatible? I didn't really understand the wording
spring joints is a separate component from constraints so probably not
Awe damnš© thank you though!
I seen spheres placed in front of hands staying in place, and trails can be added and move.
Yep, that can work now, but that's not a spring joint
So wen is the constraint update rolling out
(but they haven't given a real date yet)
Ok ty
how can i troubleshoot my world killing vrc on load?, any way to access logs etc?
VRChat for oculus quest
Yes, well done
okay sorry I ever said anything
I want to upload worlds and avatars but I cannot, what -i have to do to get world and avatar creator permissions?
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
Is there any way I can see pc avatars on the quest 2 without having a pc I'm getting a pc for Christmas hopefully but thats a long wait
No, they're different architectures, so it's literally impossible. Packages need to be created, compiled and uploaded for each desired platform.
its impossible since each avatar is built* specifically for PC and Quest. you can only see their impostors or quest versions
see the VRC Traders discord to commission, link in #1204490664637890580
I'd expect that would be a LOT of work
thx
Whats generally seen as 'good' baseline for FPS for a world on quest 3?,
Assuming no one else in instance
The good baseline, with no one else in the instance and an optimized avatar (like the fallback avatars), should be the max fps (was 72 on Q2, donno if different for Q3).
While I haven't got a Q3 to test myself, it is easier to hit max fps with it than Q2.
VRChat themselves recommend at the very least hitting half fps, so 36/45, but unless the world has significant reason to warrant it, the lower the baseline fps and optimization, the less likely people will want to spend a lot of time in the world and Quest players make up half the population.
72 fps is the best. But I can survive at 30 fps+. It is good.
I have a Q3 myself, and used it on standalone and PCVR
Aha cool, im getting about 70 fps in my world atm on quest~
I know 30fps is common, but that isn't when you are completely alone in the world right?
That is definitely better than the vast majority of Quest worlds.
One thing that is worth thinking about is that while you have 100MB and crunch compression to play with, the less you use both, the more avatars a Quest user could show.
In an empty world? Definitely 90, though if you have say, 10 people join and you're still above 70 (regardless of what it was when it was empty) then I'd say that's ideal.
Quest breaks down really ungracefully when you reach very low FPS. The screen starts to break apart, mad artifacting, desynced eyes (that one's the worst) etc.
mhm not a static world, got weather effects going on and havn't really done a optimization pass yet
but ye, seeing 70 fps atm, will work on it a bit more to see if i can bump it up more
How are you getting 90 fps on the quest 3 in standalone?
its capping at 72fps for me
Maybe I'm imagining things, I thought it was 90 on Quest 3 native now. If you're hitting 72 cap then just use that as the benchmark then
Ye, this is the most demanding area of the world and its around 110 batches
Added a potato button for turning off the clouds which takes it down to around 170k tris in that area if lots of people are about
You can't use alpha blended particle shaders on avatars.
It's quite performance costing for mobile
try additive or multiply
Navigated through Forum and saw that, must be removed by devs tho, it's a lil confusing, ty for your answer
it's probably because the shaders are provided in the vrchat base package, not the avatars.
it's permitted in worlds, but not on avatars.
you're welcome tho!
Oh, ok understood !
https://ask.vrchat.com/t/anisotropic-filtering-defaults-on-quest-android-ios-any-potential-issues/26094 If anyone wants to weigh in here, something we've been considering for several months but I only just remembered I could just... like, ask
Hey yāall! Back with another couple questions to make sure I donāt break everything for you. For a few months weāve been weighing making the default Anisotropic Filtering level on Android (or, at least, on Quest) 2x, as most people donāt remember to adjust texture settings and leave it at the default (Bilinear, 1x AF). Current line of thinking...
i want to add blood splash screen in my VR game. could anyone guide me or provide me the package
@frosty pecan go to Asset Store Packages you can find various blood effect assets on the Unity Asset Store. For example, the Blood Splatter Pack or Realistic Blood FX packages can be used to create a blood splash effect.Custom Shader/Material: Create a custom material that simulates blood splashes, and apply it to a UI canvas that overlays the screen when triggered.
Vrchat needs to add a video mode on the camera for quest ššš