#quest-development
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When I do that it's super laggy and I want to record 3rd person like how you can move the vrchat camera around and have it fly
Got to the canny, and in feature request put in your suggestion.
Streaming on PCVR, is currently the only available way
Except for Sovren's worlds on Desktop
I think anisotropic filtering would be great, as it would really only make the game look better/sharper on quest, ofc some slight perf testing between it off and on would be good in popular worlds or something, but the impact shouldn't be noticeable even
It's certainly a measurable impact, but not like... groundbreaking so far. Trouble is that most users upload content with the same expectations as Desktop, e.g. that we'll handle the texture settings. Now we will!
I do think it would be nice to be able to record videos through your vrchat camera instead of just pictures only
Ultimate bruh moment
yeah that sounds great! more content parity between quest and pc players is always a good thing :)
um what do i do? (this wasn’t rage quit) 😭
How do I fix the avatars uncompressed size? It’s a new issue for me and I’m at 41mb of 40mb-
There’s a few things, biggest culprits tend to be:
- Reduce texture sizes (super easy, just change it in the import settings from 4096 to something like 1024 or 2048)
- remove unnecessary parts of the avatar (eg extra clothes and such, the most work of these, also I know people are hesitant to do so)
- remove unused blend shapes (especially if you use a lot of them)
Start with the first one, it’s generally the quickest solution
Okay thank you!
I’ve been struggling with this also if anyone can help:
so I have a microphone placed down using constraints but whenever I toggle it off and back on it doesn’t reset its position. It stays in one spot no matter what. Is there a way I can fix that?
Can anyone help me make a quest constraint? I cant find much about it online and the offical site isnt helping too much
its very similar to unity constraints
There is a replacement for the joystick on Amazon!
if you've still got the top part and it broke pretty cleanly then superglueing it will likely work
if you look a chunk of the inside of it broke
the metal chunk
ah couldnt really tell it looks alot like just broken plastic
look at mine lol
i use quest 2 now
can barely tell what you're looking at its so like foggy 😭
Does anyone now how to make custom siting positions with seats
Quick question is the CPU gen dragon for quest 3 helps with PCVR game I mean the performance FPS compare of what quest 2 has ?
Quest 3 performs quite a bit better than Quest 2 when playing natively. For PCVR there's very little difference except you can then use AV1 encoding.
The Quest 3 being better won't make PCVR run better, if that's what you're asking. In fact it'd run worse as it's higher resolution.
thx
Standard lite when applied to my avi turns it black anyone know a fix?
Probably vertex colors embedded into the avatar's fbx.
This Unity tool can remove that for you https://github.com/kurotu/VRCQuestTools
Otherwise you need to do it in Blender.
I hope questies can see PC users some time in the future.
Is that going to become a thing with Quest 4?
you do realize that pc is windows build and quest is android build right?
they are entirely different builds of unity that arent compatible with each other
Oh yeah,
I forgot, my head isn't in the right direction atm. Makes sense, sorry for even wondering.
Does changing the render queue of quest shaders work?
How do you combine materials in very new to this
do you mean like merging material slots,atlasing textures to merge into a single material or remove multiple material slots?
My model looked fine but then it said error too many Skin mesh and Material slots. I can upload it on Windows not quest
you'll need to take the model to blender and merge materials (if they use textures then merge the 2 textures into a single one in an image editor then adjust the UVs to fit in the new merged texture) then you'll also need to merge some of your seperated meshes (like clothes,hairs,accessories etc)
How would I adjust the UV?
Is it possible to make a step by step on the UV process 😭
possibly, but it seems like what you'd need to do here is covered by one of the many "convert my avatar to quest" videos, or simply just Blender basics on what UVs are and how to work with them
its as simple as selecting the mesh's UV and scaling it to fit the new texture (sorry about audio :( )
like kazin said though for a more in-depth answer youtube would be your best bet
So I just uploaded an avatar and the VRChat SDK just allowed me to use Poiyami on quest. I don't know if I broke something or if they are working on something. Has anyone else uploaded an avatar with unsupported shaders?
did it actually show up in-game or was it an error bot?
It showed up in game
yeah that seems quite unlikely.
I've seen it with modified sdks (I don't use modified sdks) but this just worked on it's own. Version 3.7.0
Whenever I try log into vrchat(quest2) I get an error saying. Oculus platform error during user proof check:no description. Any fix?
Update: the avatar finally stopped working. And I found out how I uploaded it on quest to begin with.
I have tried like 6 times to get my Avi to work on quest but I'm not sure if it's because there's poiyomi on it or sum
Is there a way to do transparency with quest materials on an avatar?
Use multiply particles on an avatar for a semi-translucent look
An acceptable substitute for glass on avatars
i know im late but id like to add that its alot easier to align it exacly right in blender if you temporarily spawn in a plane with the mesh to have a box around the UVS and turn on the "Constrain Uvs to bounds" or something like that... that way you only have to drag it up in the corner and its alligned...
and if you are only combining 4 imges... you just need to scale it 0.5, if its 9 images 0.33 and soo on
where are the VRC Constaints?
in SDK 3.7.0+, make sure you have that
ok, thanks; what do I use to replace the grounder ik, though?
I don't know, haven't tried.
Where do I gotta go to get the final ik whitelisted for the quest sdk?
pretty sure you don't, but you could make a feature request
so like i made a model what do i do now?
do you mean, how do you get it into vrchat?
this is a good tutorial to start with: https://www.youtube.com/watch?v=bSwMz4WcajQ
Welcome to the third edition of my basic avatar setup tutorial! This video focuses on how to use the VRChat Creator Companion to set up your project, import your avatar files, and set up eye look and lip sync! I hope it helps you out!
Join my Discord! 💬🛠️
https://discord.gg/sippbox
Buy me a coffee! ☕💝
https://ko-fi.com/sippbox
Unity Hub Insta...
no like the putting bones in it and rigging it i think its called?
oh, yeah you'll need to rig it. The armature should look like this:
#avatar-rigging message
not sure where to find a tutorial though
Can we like increase the world size limit for quest to more than 100mb like with all the quest compatible assets and how people want to add and use them it's almost impossible to stay under. I'm using a world base and adding a few things, getting rude of other not used things, and applying texture changes to optimize and STILL cannot be under 100 MB lowest I got is 106
Why is the size so small?
Even more so how is it with the same things for PC it's at 80mb but quest magically is 106?
Because neither the quest 2 or 3 have enough ram or vram to support it being any higher
My guess is it's likely down to the way things are compiled for arm
Previously it used to be 50mb for Quest
Quest avatars have been 10mb though since I started in 2021, except for about 2 weeks with the cap lifted for testing. I did see a 17mb avi once, and was able to set the limit upto 50mb in 2022.
I wish it could go higher I have plans for many interesting things for my world
Quests would just die if it were higher. You're overestimating the hardware. If you want more, target PC.
Add music to oculus avatars again 🗣️🗣️
that was never a feature of quest avatars to begin with?
It was there at some point but it got removed
it was never a feature and the only existence of it was a bypass that got patched out
And it was removed for a good reason, you could very easily crash Quest users.
Well if they were able to make better constraints than Unity's then I think its not crazy to imagine they can bring something like this for the audio sources. I know it is probably different constraint and audio but hey we can dream about it
well for now u can only use pc vr for that 
The quest has already hit a wall, while what the VRChat team's done is great in terms of getting the Quest more on par with PC, there's really only so far you can go
Like, it's still a phone
Audio sources do take up space on PC and lowers the rank performance
TIL how leanient constraints are on quest, 150 of any type with a depth limit of 50
you could litrally puppet a clone of your avi and stay within budget
TBF even medium is decent
The issue isn't really performance it's more of memory once again The quest 2 and 3 do not have much ram play around with
RAM is one of the many issues that plague the quest
Performance still has a massive impact
is thair eny way i came make a ave follower for quest???
technically yea?
HOW!!!!
physbones
...
or also using vrc constraints
does anyone know how to make animated textures for quest
sprite sheet and manually animating it swapping frames or using a particle
Offset and tilling
both methods work
How does one get around the restriction of the shaders in the questversion of vrchat?
you dont, only the shaders vrchat's SDK provides can be used
Your answer says you do get around them. And people have gotten around them, there are custom raindrop effects*, and custom 3d effects*, and other particle and effects in mobile. So, there must be a way around it. Probably the way is not to modify the shader or not making it a shader. Which is why I asked how do you get around the restricted shaders? not how to modify the shaders. Come on, this is development, optimizing, creating, getting around restrictions and comming up with clever ways to do things is what we do as developers!
certain custom shaders can be used for worlds iirc but with avatar creation only the provided sdk shaders can be used
So my question could be: I have seen a few custom effects and what I assumed was shaders on mobile. Can anyone tell me how people managed to do this?
Oh yes, my bad, yes this is for a world. Not an avatar 🙂
I am too new to this, I forget there is a big difference between avatars and worlds
you might get a quicker answer in #world-quest
That is a really nice suggestion. Thank you very much Lilpimpen!
@calm zealot I got the answer, thank you very much 🙂
Now I have another question, I must be doing something really dumb. I am making a Prefab, and I added a Udon Behavior Script with a public variable for a texture. Now inside of the script I am trying to set the texture to one of the child nodes in the prefab instance. Which in theory I can find with This -> Get Transform -> Find (Child Name) and then getting its meshrenderer to set the texture of that component. However, besides my script not working, I keep getting a warning: There can be only one active Event System. "UnitiyEngine.EventSystems.EventSystems: OnEnable()" - and I do not know what to make of it 😦
Hey everyone! I’m working on a VR multiplayer experience for a commercial project and trying to figure out the best platform to use. I’d love to hear about your experiences or any blockers you’ve faced while developing with VRChat. I’m primarily working with Unreal Engine, but I don’t have the budget to spend too much time setting up all the VR multiplayer features from scratch. I’m also looking into platforms like Spatial.io, Roblox, etc. Any advice or insights would be super helpful! Thanks!
I think it would be hard to advise without a general lay of the land of the project
each platform has its own limits / restrictions / annoyances in regards to various things
It really depends on what you're trying to do. Can't really recommend anything without knowing your hard requirements.
Thanks for the replies! Here are the key requirements for the project:
• Cross-platform support (VR headsets, PC, and ideally mobile)
• User-generated content with moderation tools
• Real-time interaction (voice/chat, avatars)
• Multi-user environments with room/space creation
• Multiplayer networking
• Scalability
Looks like you just want to make a world
It would be awesome if quest could here avatar sounds I would live that 😇
Quest doesn't have enough ram

Oh okay it would be cool if yall do figure out a way though
8bit midi audio for quest avatars would actually be hilarious
Better than nothing hahaha
instead of questies we start calling them beepies lmao
New Discord accout mentioning art? Sounds like one of those comission scammers...
Any you guys know when they're gonna fix constraints on quest?
Best we've got is what you've got, access to Canny
Canny?
Where bugs and feature requests are for VRChat. https://feedback.vrchat.com
Ohhhhh
Thanks!
here
They do work on quest
You just need to use the latest version of them
Duplicate of https://feedback.vrchat.com/bug-reports/p/vrchat-constraints-not-working-on-quest-since-update
Sorry, didn't know somebody made a post abt it
???
If we have constraint for quest when we get spring joint?
Is there code related to finger tracking on Quest? I had something require the trigger to be held but that button does not exist with finger tracking....
I’m pretty sure that pinching works are the trigger (as though you’re fake squeezing a trigger), similarly to how the grip action works
With the Quest 3s out in the next few weeks, what is the outlook for support for quest 2 or will the updates just roll out as normal across the Android platforms?
probably a few years. Same thing happenned with Quest 1.
I thought that, but it appears to not be the case, as my code looks for the grip button to be pressed and does not work with finger tracking
You can't use just anything under mobile, it has to be specifically one of the avatar specific ones.
Also lightmapped would make no sense for an avatar.
i use Toon Lit
Toon Lit will work, yeah.
however theres an weird issue.
why is it appearing just white when enabling the directional light?
in general all mobile shaders look extremiely weird.
nevermind. the Scene light was at "4" intensity my fault. ignore this message above.
Haha, yep, that'll do it.
Does anyone know what the settings in Standard Lite do?
I am tinkering with them to see if I can get a brighter, stylized look.
Standard Lite is just Unity Standard PBR with a few features missing.
ok, but could effect like this normal work?
and would using an emission map have a bloom effect? Like maybe I can use a low amount of emission to make the avatar colors a bit brighter
@worldly nest
Yeah, Standard Lite supports emission. Bloom depends on the world.
Is there going to be a quest 3 enhanced version of VRChat in the future?
it's already using the extra power of the quest 3
Is it? Because It seems like it’s just the 2 version running on the 3
yes worlds run at a better frame rate on the quest 3 compared to the two
like everything is user-generated content on vrchat so what is there for vrchat to update
I’m just wondering if it can support better shaders and more geometry for things like avatars for example
I don't forsee the optimization requiements changing for a very long time
But you understand exactly what I’m getting at right?
It’s definitely more capable
And with 3s around the corner with the same ram and processor I figured that might be something to look forward to
The devs want better framerates, not more performance heavy content
yes and everyone's content was already way too heavy for the Quest 2 so it would still be pretty heavy even on the quest 3
Fair point
Was just curious if eventually standalone could get on par with pc
But probably not this time
thermodynamically impossible
Apple silicon ran VRChat very smoothly
So I’m guessing probably not in this generation of quest hardware
the iPhone version of vrchat is running the quest content
How far back of a processor is it supporting?
They would have to keep the PC requirements exactly same as they are now for at least a decade or more for mobile to be able to catch up
and a lot of people completely ignore the maximum rankings on PC anyway so their content could probably never load efficiently on a mobile chipset ever
M1 was running it pretty well and it was only the first version
But I see your point
also how much better performance is a Quest 3 from Quest 2? Last I checked it was somewhere around 30%
It was something like double raw performance according to meta
well ofc Meta would day that, they are the ones selling it!
Why in the world is the uncompressed size for quest now 40 MB.
Literally what does this do?
the uncompressed size hasnt changed in awhile (i think it was put in place in june)
mainly its there because vrchat's testing has deemed that to be the best limit optimization wise
each avatar is compressed to make them faster to download. when an avatar is loaded, its uncompressed before going into the quest's memory. the game checks if it takes up too much of the quests memory, and it will be blocked if it goes over 40mb. this is because the quest 2, the most popular vr headset, only has 6GB of memory. it can not load more than a few large avatars without running out of memory. by limiting how much memory one avatar can use at once, it allows you to show more avatars before running out of memory. this limit can be worked around by simply optimizing the avatar to use less material slots, have less blendshapes, or reducing size of the textures
and 2GB of that Ram is taking up by the OS so VR chat only has 4GB to work with
and these 4GBs are shared with the GPU as VRAM
Okay hold on a moment the quest 2 has 6 gigs of shared memory 2 for VRAM 4 for regular memory part of that is used for the OS the rest of it is for games and any background apps you may have running the OS only uses around a 500 MB to 1 GB
Actually hang on a moment
these are estimates, the quest will dynamically allocate as much vram and ram as each app needs this is incorrect, my sorries
The data is using an app called OVR metrics the graph and the number on the right is showing the available memory in megabytes which is displaying around 3 gigs I should also I should mention in my experience at least that Android is not very good at reallocating memory and most of this is used by system processes that can't really be reallocated anyways and the two gigs of VRAM is static and can't change
Are there general resources/guides for starting development w/o a PC? I use Mac entirely, and I understand the VCC is available as a CLI for Mac but naturally most resources I have found are geared towards Windows specifically.
I only ask in here because I'd be designing and developing around the Quest client.
I use Linux, literally the only difference is using vpm instead of VCC.
(see also a tool called ALCOM)
Ah okay, thank you
thanks for correcting me

Hi, I have a custom shader for my world made with amplify shader editor. It doesn't seem to work on quest. Is there an easy way to test if a shader will work without owning a quest?
You can test stuff with the phone versions of vrchat, otherwise maybe ask a questie to help test
I tried using the phone but my shader actually works there for some reason
makes sense cause there's no stereo rendering
Does anybody have a tutorial I can follow to make a removable hat that other people can grab with the new vrc constraints
do you need constraint? cant you just use a phybone
I do but they can't rotate it or anything
So Im trying to figure out quest constraints, so if someone could send a tutorial or a doc or whatever that would help me make an avatar that can set down a clone that follows it movements with quest constraints
that would awesome
Can someone explain to me how to sync PC physbones with Quest physbones? My hierarchy is the same for both and the components are the same, but for some reason It doesn't work
they kinda just sync?
although the quest user needs to actually SEE the avatar in order to mess with the physbones
Not really, haha
I figured out, VRChat mentions the tool on the documentation but It says a couple of things that I think It's wrong, and they don't properly show how the tool works. After messing around a bit I got it to work, so all good
Assuming you haven't already https://github.com/Thryrallo/VRC-Avatar-Performance-Tools <--- check how much all the textures are taking up
And you can use the worldtoolkit, after having tried to upload once, to get a full image of everything.
If the avatar has a ton of blendshapes then using vrcfury's blendshape optimizer or d4rk can help with baking them, thereby reducing them, but saving the values they had to the mesh.
Thry's tools are useful in case one of the textures is for some reason using a texture format that makes the textures needlessly large.
That will barely help.
And if you have a mesh that high poly then you simply shouldn't use it on Quest.
have yall tried to custom the controller inputs?
Is there a unity thing I can get that helps find out whats taking up the most space on my uploaded quest avis?
Like world debugger from VRWorld Toolkit but for avatars
Thry's avatar tools can do some of that, for texture memory and mesh size
Fun fact, you can use the VRWorld toolkit for avatars.
It works the same as it does for worlds.
Really? wt heckies
quest 2?
Yeah I have plenty of memory and I even deleted the data yet when I get on it said I have low data and it disables features and as a person who watched YouTube alot it sucks cause it disables the quality for them and such I've never had it this bad before
Quest 2 issue, I don't get that on my 3
:/
It's referring to RAM. The Quest 2 just doesn't really work well with VRC unfortunately.
When will vrchat look better on quest
the quest's hardware is pretty limited with what vrchat can reasonably allow so most of the visual aspect is on the community to make better rather then VRchat themselves
there's not really anything VRC can do to improve the visuals especially since most of it is user-generated content
Anyone have any tips for making a pc avatar only quest compatible without breaking the avatar
Ik like limited things to do and I seem to keep fucking up
@buoyant plank You can use VRCQuestTools which it will make a copy of your avatar, and you can then reduce that model down with it converting the necessary things to remove.
I broke it even with that lol
An now the tool just won't install
Bro I'm like some dumb magic
Just adding onto what Enverex said, low memory refers to RAM (like short term memory, the quest 2 only has about 4GB to work with for games (OS takes up some), things like loaded avatars, worlds, etc, will take up a lot of this very quickly, video is especially bad) for whereas low storage refers to persistent data on the internal storage. Clearing your storage will not help with low RAM, hiding people’s avatars (especially poor and not showing very poor) will help with RAM
It sucked being sent home due to low memory. So having the too many avatars options was better. I only got sent home once with the Quest 3, but I had more avatars shown when the headset came out.
Basically bricking the headset until a restart < getting sent to home world <<<<<<< hiding avatars until resources are available
At least from what I heard back then the first was actually possible
During the pre-EAC times
Back on quest 1 (4GB of ram total)
Got crashed on Quest 2 while I had someone's fallback on. Knew it happened because someone shown the PC side while streaming.
when having more than like 20 people in an instance would cut framerate to less than 20fps
The only people who usually show that many people are event, and some big streamers.
And brand new visitors
Oh, no, I mean back in the quest 1 days, just having that many people in an instance (not shown, not really being near them either) was enough to make the game genuinely unplayable
is this normal? i need some way to use transparency for my avatar expressions, and this shader is under VRChat/Mobile so I thought it'd be supported, and the internet says it should be, but maybe it was changed or maybe something else is wrong?
Multiply seems to work, at least partially, and i can upload with it
Yes, alpha blended is a world shader meant for Quest, VRChat just decided to put it and lightmapped among the Quest avatar shaders.
all of the vrchat shaders are packaged together instead of being packaged separately in world/avatar sdk
Do y'all think they're ever going to increase the size limit on quest avis at all, 10mb is completely unusable and I don't even bother making my avis quest compatible anymore
Like all I want is the base, clothes, and maybe 1 fun thing, but even clothes take up way too much space
I don't see why they would, you're not getting any more RAM in the thing
Maybe Quest 4? (assuming it actually gets more RAM and I'd be really surprised if they increased it by more than 5MB)
But also, it is not that much a limiter, your clothing is just badly optimized.
All I ever need to do is swap over to the ASTC texture format and make it the 8x8 or 6x6 variant, if you really need to free up space then 12x12 does a lot to lower the texture size while keeping the textures ok looking. Making the texture resolution lower works too if you want sharper lines, if you have any textures over 2k then lower them, the only time I think a 4k texture is warranted is when it is the sole texture for the body and the body itself is very visible, like with furry bases, if you have clothing then you definitely don't need more than 2k.
I'll try that, I just don't understand why they decreased it
They didn't
They've never even touched the download size
Didn't it go from 25mb to 10?
I guess they added the 40MB uncompressed limit several months ago, but that is not a problem unless you are abusing crunch compression. (don't use crunch compression to be clear, it causes stutters.)
Nope, always been 10MB
Only saw a 17mb Quest avi, and was able to move the size limit to 50mb once, so you aren't wrong, but vrc reduced it back to 10mb do to people crashing
It was in the Avatar Trading Station when it was Quest only.
big problem would be they would still have to be supporting the quest 3 when the Quest 4 is out
?
They have never changed the limits, those avis were made with modded SDKs.
Yeah, but after enough people have upgraded I could see it happen, or when the Quest 2 is discontinued, I don't think VRChat wants to keep Quest content to 10MB forever, so it'll probably go up eventually, but definitely not anytime soon.
@gusty ember it was in 2022. But explain how I was about to increase the download size seen without mods?
The size limit in client?
It was there because VRChat was just copying the PC UI over to Quest, because that was the easiest I guess.
Wasn't that around the time some Quest avi had sounds?
I remember it was before personal mirrors were added
Probably, it was when UI 2.0 was first released.
The exploit for avatar sound on Quest probably existed since the beginning.
is there a performance reason for there to be no sounds on avatars on quest
because this shows this is obviously possible
like atleast one you’re aware of
dont expect you to know everything 😭
Well other than the fact there’s likely a hard limit of 32 concurrent playing sounds on the Quest VRChat build (Unity default value)…
Still yes because those take up space in the already limited RAM, and otherwise take away CPU time for decoding and calculation of audio that is probably better spent on player voices (otherwise causing stutters when the audio is first loaded on an avatar) or the rest of the game as is
Though I personally don’t actually know how heavy the performance cost is, and I can’t find any definite benchmarks, there is still a definite performance cost from just existing audio sources which still update playback adjusters without playing audio
i see
thank you that actually makes sense
Hi is there someone here that can PM me about a dev server sided question?
Hey guys, I am planning on making an app for iPhone like viso, but for face tracking, anyone got any tips? Just dm me a tip for a free slot in the development team!
Hi, not sure if this is the correct channel. (If not lmk) but just wondered if anyone knows if the Quest Pro works with the Vive Ultimate Trackers?
#full-body-tracking is probably best for this. I think the answer is "yes, but"
Thank you!
Nom
E
Is there a simplified way to convert a PC world to run on Quest?
Depends what needs to be done to the world to make it Quest viable in the first place.
If you just use the Unity standard shader (or already use VRChat mobile shaders) and have a small world with no transparency, you could probably just change build targets and be set
That’d be a very very small percentage of worlds though
Hello, I'm wanting to learn the specs for quest and pc since I'm making my ShowBiz world, anyone have any info or tips?
I'm going to be honest, it's a lot of eyeballing. Keep an eye on the stats listed in play-mode in the editor and keep batches and tris down as much as possible.
Also avoid transparency on mobile. When targeting mobile you want to keep everything as minimal as possible.
Why does SteamVR tell me that I can't connect more than 5 Vive trackers?
probably #full-body-tracking is the right place for that
ty
did quest add support for poiyomi shaders? i remember only being able to use mobile specific shaders on quest uploads of avatars, and i was just able to upload my avatar to mobile with poiyomi, me and my friend are wondering if this is a bug of sorts
had this happen to me earlier today uploading onto ios and was wondering the same thing about it being a bug, accidently uploaded the pc version with poiyomi and it didnt stop me, never got a chance to see if it actually worked in game though
from what i can tell, uploading an avatar to android does nothing right now, ive uploaded and gotten the "avatar uploaded" message multiple times, but my avatar doesnt have a quest build
might be the same for ios but i cant say for sure
im guessing its intentional cause you definately shouldnt be able to upload with poiyomi shaders on other platforms
ookay, my avatar failed the security check after doing this
somethings up with quest uploading rn, i did update to 3.7.4 before this
i reuploaded my pc version to windows and it fixed the security check issue so no idea whats going on
there's no way that being able to upload poiyomi was intentional. and i've had a lot of trouble uploading to the android build recently but almost no trouble uploading to ios. the most consistent fix i've found is switching to the android build target and closing then reopening the project to build, otherwise it tend to cause it to fail security checks
I had an avatar at 25.62mb download size, it uploaded. In game it went down to 6.03 mb
No security check failed either for weeks
I don’t know how to do this but is it possible to use the vive ultimate or pico trackers on quest 3 standalone? Because it is months that both are in the market but nobody knows how to break the system to use standalone on quest 3 and on vrchat, come on …. Who is keeping the secret?? I know it’s hard but isn’t impossible…. So anyone know anything about this?!
#full-body-tracking is your best bet
Thank you
Vive ultimates require software that cannot be run on the Quest itself, in theory maybe they could be used standalone, but way too niche and if you are spending that much you should be aiming for a gaming pc.
Pico motion trackers just straight up can't, they require special integration with the operating system to be tracked and to do the estimation.
Am having some issues where my vrchat isn't even loading up and is also not showing worlds avis or invites to worlds is there a way to fix it?
Disk space or network issues. How much space left on drive C:?
How can I make a slider knob like this as a VRC item? Idon't think there's a way to get the direction of the force with PhysBones / PhysCollider. And VRCContactReceiver can be used to implement simple buttons that can be pressed down. But Im out of ideas for slider knobs.
Like a prop on your avatar?
You'd put two colliders on it, one on the top, one on the bottom. The direction it moves would depend on which one is touched.
i want to make a lightweight VRChat device (a VR Headset) but no Quest, the quest cannot display all avatars
I'm wondering if I could run VRChat in a raspberry pi with a battery or any lightweight system , and connect it to a quest in USB mode
does anyone has any ideas or suggestions ?
the goal is to make a device that can literally run anywhere on the planet (in a cave, under the ocean), assuming those places have internet access) but also support PC Skins, which the quest in native mode doesn't support. I know the quest with USB connection to computer supports every skin
youd need to be running windows with pcvr support
wait
VRChat doesn't run on linux ?
so i'd need to have a steam deck that runs windows ?
you would have an infinitely easier time running it on native
you need to be running pcvr
ok then i run TinyW11 on the steam deck, problem solved
its not exclusively a hardware issue
quest and pcvr are entirely different builds of the game
no actually this guy managed to get windows on his steam deck
ok so I run windows on the steam deck, then i install steam on it, then i install VRChat on it
so the only problem now is to get the Quest to connect via the USB cable to the steam deck
if I can do that, i can place a purchase for both steam deck and Quest
holy shit it's possible
A Steam Deck can only just barely run VRChat and will be a worse experience over just a Quest 3 running the standalone version, PC avatars and worlds are just so much more demanding.
The only person I have seen run VRChat on their Steam Deck was someone doing it during Furality Aqua 2 years ago, it could not handle the Quest 2 resolution and they had to hide basically every avatar in a 20 people instance and imposters didn't exist back then, they only saw the default robots.
I think they might have had around 20 fps
20 fps is amazing for the steamdeck
the steam deck isnt inherently a vr device
sure its vr capable but barely
Slowly remembering more and more but I donno if that is all that surprising when they were at a Furality panel (think the max instance size was 20 or less at the time), wasn't showing anyone and had to use their camera zoom to see what the panelist was showing on screen, since they were running on the minimum res allowed by SteamVR UI.
it's fine
if I can play in a 2 meter by 2 meter cube with just the PC skin of one other person I have what I need
i just need to know if it's technically possible and was already done by someone else (technically everything is possible) or not
No one to my knowledge has gone into why it is a bad VR device aside from just saying "lack of performance", but it can do other VR games a bit better, so I think the abyssmal amount of cpu cache might be making VRChat run so badly, only 4MB, when even laptop chips have 16MB nowadays and desktop chips 32MB.
Sure, it is possible, would recommend running windows on it though, VR compatability is awful on Linux and should not be done unless you know how to handle Linux.
thanks mate 
If you are not buying the cheapest steam deck then I want to suggest looking into other options, the Steam Deck hardware is kind of old at this point and there are brands with stronger processors and iGPUs.
ah
no i don't have budget limitations
if steamdeck is outdated i'll buy the best one
but steamdeck is from a very reputable company, so IDK about buying a handheld from ASUS or whatever
let me know if oyu have recommandation of stronger models or, just if the 700€ OLED steamdeck is good enough
Asus is also a reputable brand and at the moment I think the ROG ally X is the best performing hand held.
But you are seriously nearing being able to just buy a gaming PC at that point, which would actually run PC VRChat well.
i need to be able to play VR PC on the bus, on the metro, on the train etc etc etc
a gaming PC will be less portable no matter what
i could also make a strap on for the handheld so I carry it on my back and I can choose where the hot air exhaust goes
now that I know it's possible my possibilities are limitless
Can the Unity standard material properties not be animated for VRC?
@wet juniper I would be playing mobile Android or iOs if I was going to be playing on the go. Do be aware of your surroundings when out in the real world public.
Many people were hurt or worse when Pokémon Go came out, though the message "Be aware of your surroundings" has been posted since launch.
My goal isn't to take danger or to use it in situations where i could get fucked from using it, but to not be restricted by the type of location i use it from for PCVR usage
Of course any sane person will scout their surroundings and not play for extended amount of times when playing from non ideal situations
But thanks for the reminder ! Always good to take
Very good. At least you aren't going to be driving.
sure it does
SteamDeck plus OLED glasses works surprisingly well for VRChat. Feels almost like VR.
(in my case I was testing a SteamDeck plus Viture XR Pros)
It does run on Linux (with little issue tbh) but that's just pcvr
also I wouldn't recommend running vr on a steam deck
Any way to see what's making your avatar over 10mb? All of my textures are 512 with the 6x6 ASTC format, Using VRCFury to remove unused blendshapes and even removing a bunch of animations from my SyncDancer prefab and its still saying im over 😠
Also, I only have 4 textures lol they shouldn't be more than 1mb total for them
VRWorld toolkit does exactly what I need it haha
*screams
I understand why everyone says frick quest when making avatars "work" for them
Was gonna suggest that but it seems you found it yourself
quick question, can you play vrchat on meta quest 3s?
Quest can be insanely frustrating friend, also try 12x12 that actually shrinks your textures more. At least in my testing, it got my Pyramid Head guy down to just 4.5 MB
You can also try atlasing your textures together.
My boy here is 2 textures, one for his whole body, and one for a small invisible cube that is there so I can turn invisible and reappear.
basically never because there's no CPU budget for it
Yeah I had to look into and basically yeah, basically it boils down to there just isnt enough processing power to do everything including the GPUs job on like I think 30w of power? It was really interesting to research.
Please add keyboard pass through when in Remote Desktop on quest
better to ask a specific question then vaugely saying you "need some help"
I don't know who help is, but I can guide you if you tell us the issue.
halp
Anyone know how to delete toggles from the radial menu to replace them with different options? Relatively new to creating avis, but my boyfriend has helped a bunch with 2 of them already lol
Just making a Cyber Kyoko and replacing the katana with a single saber by liindy
Click the little minus button at the bottom of the controls list when editing a menu
Ah ok
Ok hol up how do I edit the menu
I'm honestly like
Very new to avatar creation
find the menu file, look at it in the inspector
Any idea why when I set my build target to Android, it doesn't actually change the target, and instead just changes my local performance metrics? If I try to actually upload, it just uploads to the Windows version. This problem arose after upgrading my SDK
Max Triangles to keep the avatar at Medium Rank is 15000.
I'm having this strange issue, im on quest and my avatars seem to be stuck in T pose, they use constraints and also use a set up that changes the camera level using animations, idk if it's broken on pc tho
My camera moves just fine upward but the model is stuck in t pose no matter what
I tried to clear my data but its still broken, idk how I'd fix this
I think its the constraints causing the problems, cause the face animations and toggles all work, and the public quest versions without constraints work perfectly, so I guess a update broke them?
Not pertinent to my question whatsoever, but I appreciate your efforts
Just got done watching sonic 3
not sure if you've gotten a response about this yet but the SDK panel can sometimes bug out, either manually swap it in: File>Build Settings>then check platform off you're attempting to upload to and see if panel fixes up or re-open your unity project
if neither of those fix it then you're better off making a post in #1138891887374237706 or in of the avatar help channels
hey guyz, does anybody know how to reduce the polygon count on an avatar for free? im a brokie boyo, and idk how to do it for free ;~;
(in unity)
try VRCQuesttools, though it may not turn out all that good depending on how intricate the model is as thats something that'd really need to be done via blender (which is free btw)
and uhhh, i can find that in the asset stroe, orrrrr
pretty sure you just get it from Github, i dont think any vrchat related content gets put on the Unity asset store
and uhhhh (sorry, i just dont know how)
there is a link to booth, so should i get it from there, or from github itself?
if you read the booth link before hand (or on the page) it says its for donations not for the actual script
you go to the releases section
oh? (than what have i just downloaded, with a unitypackage file)
perhaps they added the script there aswell 
my browser wont load booth so i cant check
maybe, yeh, i can import it to the unity with the avi sooooo
mhm
i added it inside the project, but uhhh, what do i have to do kto reduce the polygon count?
there should be a step by step in their Docs: https://kurotu.github.io/VRCQuestTools/docs/intro#vrcquesttools
okiii, dankee :3
ive never personally used it so thats as far as my knowledge goes, good luck!
thxxxx :3
is there any Ambient Sound system for vrchat
Hey, if I were to make a world in VRChat, is it at all possible to use custom shaders for worlds provided I keep things as simple as possible for Quest?
Other than shader use Grab Pass/Depth, usually works but perf be.....not that good.
I’ve always wondered why GrabPass was said to be expensive in Unity.
Because it grab pass from everything.
I wonder if there’s a more efficient way to use what’s already been rendered onscreen
For quest....not much option really...
I’ve always wondered how games of older generations (Like Halo CE) did it with no problem
Where did Halo CE seem to use it?
Active camo.
And isn’t grab pass often used in stuff like explosion distortions and heat haze?
Anybody ever had issues with all textures in the world being invisible except when looking in a mirror? The same build looks fine on the vrchat android app or when built for PC....but only the skybox is showing up on quest 3 (except at the mirror where everything looks perfect in the reflection)
anyone wanna tell me why this is a thing??!?!?! same project, same avatar, no differences.
windows build (left), android build (right)
Can anyone give me specifics as to why the pc side is smaller?
Pc has better hardware compression for textures
im curious ive seen avatars with rainbow color change that is smooth on avatars ive seen on quest i wanna know how they did that
thats the culling layer u have set on the camera im pretty sure
nvm i just used an anim clip
what do you use like software wise to develop worlds?
you really only need blender for modeling and unity to actually set it up and upload it though you'll likely get better answers in #world-quest
File>Build Settings> then install the android SDK iirc
what button do i press?
Building for Mobile instructions
What up with this?
oh lord
What that bad?
Damn.
Yea but idk how to fix it
I've never had that top issue tho
Id recommend just using a YouTube how to..
Cause you made a cancer cell maybe,.
have you tried clicking auto fix
Idk where auto or never heard of that
it still didnt work
maybe if you explain what that means, we can help
Fix the cloning button
Either cloning doesn’t turn on
Or it stays on
It’s just overall broken sometimes
i downloaded the android studio thing but when i tried it then i said this
Android Studio? You don’t need that for Unity builds, you need to install the Android Build Support via Unity Hub
(Or, as the error says, add the Exe manually to your PATH environment variable)
mk how do i do dat
Open Unity Hub, go to ‘Installs’, select the cog on the VRChat Unity install (it’ll be version 2022.3.22f1), then ‘Add Modules’ and pick Android Build Support
It’ll take a while to download and install but that should be everything you need
How did you install that Unity version?
Also it says Android support is already installed so uh
It shouldn’t be, unless you installed it by VCC or something
i think i did
You might need to reinstall the editor through Unity Hub, unfortunately I can’t really help with that because I’ve never used VCC to manage Unity versions (so I don’t know how to uninstall Unity versions installed from it)
Once you do though, you can reinstall to by finding 2022.3.22f1 in here: https://unity.com/releases/editor/archive
it wont let me remove the viersion when i click remove from hub nothing happens
Remove from hub ≠ Uninstall
It was (probably) installed externally and can’t be uninstalled via unity hub
how do fix that?
keep getting low memory and keep Saying to many avitars for everyone i see and nothing has changed on my quest 2 i have lots of space in my quest 2 . I dont know why it is saying this or doing this . This promlem needs to be fixed i have good enternet so i know that is not my problem. This is not just happuning to me but all of my friends as well so what is being done about this. being kicked out of places for low memory is a problem when i know i have enough and pay for VRC plus what is being done about thies two problems.
Stop trying to nuke your headset by constantly loading everyone's avatars
Also if you and your friends have VeryPoor avatars... well that might be the problem
i mostly got that when i went in powerful worlds with alot of people. for one get an avatar thats not funky and too powerful for your quest 2. for two pick worlds with less people the more the people in a session the more likely your headset will lag and mess up.
if your just playing with friends open a new instance and just play with them less work your headset has to do
remember your on the QUEST 2 that headset aint really THAT powerful compared to the quest 3. keep that in mind
i remember vrchat devs were debating to put vrchat on quest because it may or may not handle it, so id say be more grateful ya know
With an instance, with only four people in it, you're still not getting what's going on
It doesn't matter how many people are in the instance, everybody that shows up.I have to click on them to get them not to be diamonds
And I don't go into public. I'm always just with friends in my group sessions
And yes, I know that memory and storage are two different things
I didn't have this problem before all of the updates happened. It's been getting progressively worse.
From november all the way through december and now
And i'm not the only one that's having the problem.I have multiple friends having this same problem
The low memory shows up even in the optimized box.When i'm alone
Low memory disabling features
And one friend joins, and it still says too many avatars over their head
So I know it's vr chat that has the problem, not my headset
And people I don't know, are not friends with who are not trusted. Don't get shown for me, so don't tell me that.I'm unlocking too many freaking avatars or whatever
@kind glen not the problem you obviously don't know anything
@fierce osprey and that is not the problem, either.
And what you don't think that I don't know what memory and storage is
@wispy aspen you obviously didn't understand what I was saying. It doesn't matter how many people are. In the instance, it could be just me and an opibox, and one person and I still get it
most people don't
It's not just me.
I have other friends that have the same problem. I'm having it is vr chat, not our quest 2
I have to click on them to get them not to be diamonds
so they're very poors. This is usually a lot of the problem, oversized avatars.
It's even on the optimized, it doesn't matter. The avatar do you not hear what i'm saying?Can you not read
oh I'm reading the words just fine
I'm not talking about the big one diamond. I'm talking about the blue diamond like they're trying to load in, but don't because it says too many avatars over their head
"too many avatars" as in you are reaching the limit of your resources
How am I reaching the limit with one person in the f****** room
shit avatar ig?
yeah how bad is your own avatar?
how shit is the world too
And i've cleared my stuff out
they did say the optimized box
Optimized box
absolutely everything that takes to run the headset and the game takes up the same resources as avatars
It's in every world I go to, it doesn't matter the world. It doesn't matter how many people it's happening all the time. Do not just me but all of my friends
which again how shit is your own avatar
the issue I have with the quest lately is that the floor height keeps moving on me.
I hate Meta's QA team
I have a an Avatar that loads in mine. It's fine
"fine" so it's good or medium?
have you tried clearing the saved playspace like the actual file for it then redoing it cause sometimes the quest likes to get confused and swap between the new one you set and old ones
I don't see what that has to deal with anything.Since i've never had the problem with any avatar before
yep, multiple ti.... actual file for it? hmmm
vrchat always loads your own avatar? otherwise itd error bot
I'm not getting any errorbots
vrchat has to render your own avatar 2-3 times each frame. What is your avatar like, is it a very poor? lots of texture memory?
which again how shit is your avatar
And quest two reads, every avatar is poor unless it's an optimized avi
What am I supposed to be answering? The fact that I've never had a problem before, which is now showing app that when I go into a world, it doesn't matter what world I go into, it Kix me out because of low memory, or when I do get into a world my friends don't load up and it says too. Many avatars, and it doesn't matter how many People are in there
okay, if you don't want to share that I've got nothing more to add
"too many avatars" is becaause you ran out of resources
a MASSIVE contributor to the problem can very likely be your own avatar
It doesn't matter what avatar i'm in
My avatar loads.It doesn't matter what avatar I have
If you're talking about the amount of avies I have that, I saved, is that what you want to know
Or the amount of worlds I have saved
I pay for v r chat plus so if I can't save as many avatars as they say, I should be able to save then they need to do something about giving people more memory storage base
... the number of avatars you've uploaded or favorited has nothing to do with in-game performance
Okay. Then why am I getting too many avatars and getting kicked out worlds for low memory
And it's saying
low memory disabling features
And I never had the problem before.The problem started in october.After an update that v r chat did, and then progressively got worse from there
I pay for VR chat plus
I would like to be able to use the worlds and my avatars properly if I'm paying for a service.
Okay, so when I have somebody who is showing up as too many avatars I click on them. I go to their profile. Then I click on avatar details, then it shows me their avi, and then it loads in.That's what I have to do to get them to show
VRC+ has nothing to do with low memory. Try clearing your Cache under Settings (gear symbol) in the quick menu. Then restart game.
Set your safety settings to Custom Safety, and just set to voice, avatar, and icon on, everything else off for non friends so you get their imposters.
And use avatar culling for when they move far away, they are diamonds.
You can now filter your avatar search by performance in Prismics avatar search. Try different ranks.
Clearing cache is unlikely to help as the memory here is RAM, not storage (even if you know, I want to make sure others reading know the difference too)
It might help for a second or two before avatars start loading back in, but it’s not even a medium term fix
The rest of those are excellent tips to reduce ram usage though
VRChat added those to reduce the number of crashes due to the quest running out of memory (noting that frequent crashes could get your app removed from the meta store)
I have seen fewer people talk about crashing on quest since those updates. Not 0, but much much less
it was annoying beung sent homein the middle of a game
how do i ad the abd to the PATH?
im only using standard lit in my quest version, tried temporarily removing my pc version and nuthin any ideas?
also tried reloading sdk and a couple other things, when i press select it just selects the component with the vrc avi descriptor
nvm signing in and out fixed it
in my quest 3 virtual desktop app settings in the environment quality the high option is not selectable , what was the reason for that ? .anyone can help me ?
Increase of battery usage I guess
does anyone know how to fix my world where its like a bubble loading around me?
please and thank you
another solution ?
I'm practicing using the vrchat Persistence feature and I don't know why it doesn't work.
#world-persistence but you can't trust that data until after OnPlayerRestored() runs
Can someone please give me some advice on what to do when your avatar glitches like this? This never used to happen, but now I can’t move fast in any world and not glitch like this.
I tried logging out and back in and lo and behold, same problem…
these new updates are (in my opinion) garbage, hundreds of non laggy avatars are being banned, and every update the game lags even more
Do you think clearing my cache would do the trick?
My wife has a quest 3s and I haven’t seen any issues with her avatar glitching like mine is… so I think this problem isn’t happening to anyone else besides me 😭😭😭
Does it happen with other avatars as well?
Can you create worlds and avatars on macOS?
yes
Does it happen in other (much smaller) worlds?
OSC works on Quest just fine
Just an fyi the latest update is effecting some by A constant crashing
probably file a support ticket
Hey what’s up y’all?! 😁
I hope they’re taking power of the three and putting it into good use
everyone who wants quest to have sounds like pc has again add a 🔥
audio used to be available for quest for a short time (through a bypass though iirc) but was swiftly fixed since its too performance heavy to the point of it being a consistent crasher so its VERY unlikely to return until the headsets themselves get beefier
yall got constraints, dont get too greedy 🫶
Hello Vr Chat
I am a new player and this is my problem. When I log in and enter the main world it takes more than 2 hours and after 2 hours they send me to the error world. Do you know how I solve it? Postscript: I am using some quest 1
iirc quest 1 isnt supported by vrc as of june 30th
you would need to airlink with a pc most likely
-# https://www.uploadvr.com/vrchat-quest-1-support-end-date/
it could also be connectivity / internet strength. do you know the up/down of your quest to network?
Is their anyway to test Quest Content on a PC?
Without needing a Quest Headset nor other people that have them.
Example being how Roblox allows developers to test their creations on every platform in the editor to make sure every feature is compatible.
nope, you can get close with an android phone but there will be slight differences
how do i make avatar seats/stations on quest avatars
Same as pc but without the box collider since that gets added when building
I always wondered, but how come the camera for quest doesn’t have the focus lens? It doesn’t seem like it’d be such a big feature for quest not to handle it.
Post processing is very unperformant on phone GPUs
Add to that the fact depth of field is one of the most expensive effects
how performance heavy was audio on the quest
A 2mb mp3 or wav on an avatar cant be that bad
sorry it didnt ping me
i didnt test it out myself since it was an exploit at the time, im pretty sure it was just performance heavy because of how unity handles audio not because of the file size itself
You can make replys not ping people
Even though I wasnt around while that was an exploit it sounds like it was very fun to mess with
not sure if they were correlated but lots of bricked headset complaints came about around that time so prolly not too fun
I'm not going to be surprised if it hasn't even been tested with current quest headsets
it was a thing when quest 2 were available so its unlikely they'll test/change their stance at all until they drop support though im pretty sure the quest 3/3s isnt too different hardware wise from the Q2
It literally crashed quests
how? worlds can still have audio tracks that are larger than that if im not wrong?
how does a small audio file crash a headset when triggered from an avatar?
🤷♂️
But when it was a bypass you could very easily crash quests purely for having the audio
Its not about the file size in the slightest
It's more of the CPU cost of running each audio source that's the problem
which is worse on avatars than worlds
hi does anyone know how to get quest shaders to hide vertex colors? i know i can just remove them in blender but the model im working on the original creator i bought it from unpacked the prefab to set it up?
You cant
Thats not how those shaders render
Quest tools remove them tho
is that a vcc addon?
I did hear avatar sounds on Quest from a Quest user, so it was only 1 avatar at a time. I didn't crashed and neither did any of my Quest friends. But got patched when personal mirror became included. So just after the EAC started, but before QoL things got added.
Quest lag was very terrible back then, and only got better when Android mobile got included and worked on.
i'm getting this error:
is there some sort of shader that's quest compatible that has transparency?
no, there is not.
there's some that can sorta emulate that in very specific cases, but assume you can't do transparency on quest.
Why 😭
because alpha transparency takes up a lot of processing power, and the quest has none to spare
ask Meta
depending on what mesh you're trying to use it for you could just take it to blender and use the knife tool/fully delete it
because all of the mobile chips available to make a standalone VR headset have problems with transparency
If you want something to be transparent for quest you could go under Vrchat/Mobile/particles and then use either multiply or additive it's how i do glass on my vrc avis for quest just need to use a texture to make it visable
Hi community i already have a project with a keyboard inpit i want to switch it ti vr input so i made change to adapt it for vr inputs(i configure my unity xr interraction open xr and all configuration) but when i try to move my tank or rotate gun or fire option, that's not working and i didnt get any errors on my console ?? Plz need help (im using metaquest2 with unity 2022lts)
That does it for the whole mesh and that’s not quite right
So every time I log into VRchat it takes me into a loading screen and I’m just stuck there for like a hour and only sometimes it works but this is happening to all the games I have it just won’t load. The picture is where I get stuck and can’t load in for some reason idk what to do idk is this is the right place to ask for help but what I think happened is that there was this guy in VRchat I forgot his user but he can dox people and I blocked his and my friends said that was bad so I unblocked his and now I think he has done something to make this happen but I’m not 100% sure it was him please help
Idk if this is the right place to ask and don’t know where to put it so it’s here please help I’m an idiot
maybe try #1138891887374237706
try clearing cache? yeah user supoort
please. I beg. let us use the alpha blend option on quest avatars
you're going to need better hardware for that
that's basically never happening because all of the mobile chipsets that powered the quest headsets have trouble with transparency rendering
ughh
Use multiply particles for transparency though it will look a little gray without any other color.
Been using multiply for glass surfaces and blush
There will ever be an update in the future that let avatar makers when uploading quest side avatar more than 10MB ? Like 20 or max 30, because me and Many avatar makers are having trouble uploading quest compatible avatars, even avatars without any clothes at all and no physbones cant be uploaded even by lowering the textures to 128... and sorry for texting this much
possibly when the hardware gets better
you really need to embrace the low-poly/low-quality thing
probably #quest-general , this is for content development
Low poly/quality? You mean the crunch compression?
If Its that i already lowed everything possible but nothing
no I mean actually modeling from the beginning knowing that you're doing something for quest, intending to make a low-poly thing. So many of these are just attempts to crunch down a large PC avatar and that just doesn't work well
Already tried
And still i cant even upload a simple model as an avatar with low quality textures and no toggles
why?
I dont know, the only error i get Its the avatar too big for upload, 11 Mb - 10mb...
there are tools to view what's taking up most of the space, perhaps try one of those
I only have vrcquesttools and d4rkplayer optimizer but if there are other tools i wish to know all the possibilities
Thry's Avatar Tools does help, though it's geared towards VRAM size. There's another, I think one of the world building ones, but I've not used it
it's quite possible your mesh is taking up a lot of space, such as with excessive blendshapes
Thry's does tell you about mesh size at least
Oh okay
You guys should add avatar sounds to quest it would help a lot
it'd help degrade your performance a lot
itd help you not be able to play the game if the avatar is loaded
Still it could be a option
Or it could have a disclaimer that it will
sure, anything could be an option
points at #feature-requests and the many many Canny entries asking for that
And the many times it was denied
yep
I do like the quietness I get while on Quest and phone.
But we did get particles that look better compared to pre-February 2024.
while I'm waiting for them to fix whatever is preventing me from viewing my logs on Android.... does anyone have any leads on what would make a video fail to load on Android when it works on PC?
particularly: a self-hosted video
Is there a better way to do hue shifting on the mobile shaders?
All I can find is the albedo shift on the standard lite shader, which doesn't look great sadly.
thats all you got
yikes. welp. that poses some very unique challenges
turns out it was because the url was HTTP rather than HTTPS. oof
I've even run into that before and just forgot.....
on Android, vrchat defaults to no pixel lights.... is Quest the same?
I just hue shifted the actual PNG for the texture
I have a question, i keep getting kicked out because I dknt have enough memory is there any way to fix that?
better place to post this would be #quest-general !
huh
I'm sorry! my brother was on my discord
Hey folks, hope you are all well! I need some assistance getting Unity set up to upload to Android/Quest platform! I downloaded the Android Dev SDK or whatever its called, Unity Hub recognizes that I have it, however it will not let me switch the build to Android no matter what I try. It seems that the Unity Editor itself isnt recognizing that I have it installed.
Dont suppose anyone would have any ideas?
Why no avatar audio?
U telling me quest 3 cant handle avatar audio but it can handle particles and world noise?
basically yes, but also the quest2 is the low standard to meet here
There was a bug and audio was on quest at one point...and it ran the same as it would without...so i think they gatekeeping audio for questies
kinda curious what you'd do with it too
yes it's a cell phone processor
Well my friend made me an avatar...i paid him for it...and it has sound effects and music on it that only works on pc...i dont own a pc
You get the logic
sounds annoying 🙂
Did you use the wrong emoji or...
nope
I think part of the problem is that the chips on these mobile platforms are already quite starved. I'm sure you don't get great performance numbers unless you're in a decently optimized world with few to no other people. The reason why worlds are allowed to have audio and not avatars isn't just because it would break the experience, but also the fact that it's only 1 world and if a world performs poorly for you, chances are you won't go back unless there was really something there for you. Avatars on the other hand depend from person to person. Audio Sources are also just more than playing audio. They also handle some special effects like pitch and other cool stuff. Audio processing of any kind is not a cheap operation by any stretch. Now fill an instance with users with those kinds of avatars. Not everyone is an optimization wizard so maybe they have the volume of the audio source off instead of disabling the audio source to save on cpu time. I wouldn't really see too many people having a good time when they're already lagging, running out of memory loading avatars, etc.
And that's another thing, asides from textures, the next biggest thing on worlds/avatars is audio and you can't just scale it down like a texture
Ok
Holy yap
Hmmm, I think I do
Ah thankfully I figured it out lol
Ohh cool
I mean, you can "scale it down", bitrate reduction is a thing, but it's also a lot more noticeable than a scaled down texture
<@&397642795457970181>
a photo i took because yes
Omg ur skin look like Infestation in Pressure fr
yea thats bc it's a eyefestation avatar :D
Omg why did I say "infe" and not "eye" damn it
And so cool!!
(I like ur V2 pp too.)
thanks :D
Didn't quest have avatar audio before?
no
no
There was a way with a modified SDK, which is a clear ToS rulebreak.
It was really easy to crash Quest users using it.
It is also really expensive, computationally.
is the USharpVideo player quest compatible?
riiiiight.
Hello, can anyone recommend a reliable VRC dev here? I have a few minor things I need done to my current build and need someone that knows what they are doing and can deliver on time.
go to the VRC traders discord, link is in #1204490664637890580
머리가 괜찮으신가요?
I have a friend who could help you with that
He's an expert in creating Avatars
Vet this person carefully if you even remotely believe this
no one wants to hear about your alt account
When is camera recording gonna be added to standalone
The dev team hasn't said anything about it, but with the dolly (requires vrc+) you can do a type of camera recording.
It’s only a couple seconds tho from what I heard
It is however long you can make a dolly path, static camera recording doesn't seem entirely possible though.
don't post the same thing in multiple channels that spam
Never did :-;
I only messaged once how is that spamming
Think your jealous I'm getting a quest
using the quest menu in game is broken 50% of the time, it often glitches and bricks your controllers so you have to restart the headset
recording in game would be much better…
huh, I've never experienced that
definitely had the thing where the controllers seemed like they worked but I couldn't click on anything, except weirdly the restart menu
it’s hard to explain, but sometimes when you press the button the menu will lag and take extremely long to show up, therefore making your controllers unusable in the process
after it does eventually show up,
it doesn’t go away even after you press the button,
so can’t use controllers
yeah I've never had that
happens to a lot of people i know.
i hope it’s fixed with quest 3. i still have quest 2
game is mid on quest
yeah no shit
I always had the “Too Many Avatars” when I have the Quest 2 for some reason…
it's almost like it has 6gb ram shared between both cpu and graphics
there is only about 4gb ram usable by vrchat
I've been getting that too. Was gonna ask if there is a way to fix so.
use more optimized avatars and worlds and stop trying to show everyone
can someone explain to me why the physbones dont work on quest? the avatar i tried to upload didnt surpass the Physbones at all, 8/8 but in game (quest only) doesnt work, so is there any fix for that or its the new update?
they do work on quest still, are you adding anything during upload with VRCFury possibly? doesnt seem to be an update to the physbones nor changes to the limits recently
could also be that theres more then the permitted transforms or colliders being affected
Can you guys upgrade the quest Avi to 30 mb not 10
#feature-requests but that's probably not going to happen
i dont think so
i hate the fact i can only use 8physbone
it's just the reality of having a low-powered phone as a headset
get better hardware first then they will upgrade it
I'm pretty sure if they upgraded to 30 MB I think that mean we would have more bones
not really, they could just increase model file limits but not all stat limits
though is majorly unlikely they do that as the hardware isnt beefy enough to handle it. give it a few years and you'll get your increased mb sizes
not even close
There is so many things wrong with this. I would delete this as you're likely to get booted from the server and your account banned.
Ripping is very much against tos
<@&397642795457970181>
I don’t know if this is the right place but I’ve done everything I could to reduce crashing but after the update for vrchat like I CANT join certain worlds in vrchat it just sends me to my meta environment and a few friends of mine are dealing with the same thing
this is for content optimization rather than runtime game issues, maybe #quest-general?
Hey ! I made an avi after the 40mb nerf on Quest Avis, it was compilating, and now, wont compilate at all, idk why, it magically gain 10mb, and is 52mb on the patch. What could go wrong ?
You might wanna check with vrworld toolkit in the vcc or some other asset bundle inspector to see what's taking up the most space in the asset bundle
are normal maps just busted?
do I need to convert my normal map to something else to be compatible with mobile?
normals always seem to render incorrectly ingame on mobile platforms
you're using OpenGL format normals, right?
I believe so but I can convert them to another format if need be. The normals look perfectly fine on PC. Maybe I'm using the wrong mobile shader?
Ill need to check the format when I sit down at my pc today
Did the most recent update to vrc mess up physbones? I have a model that has physbones but they arent in game
like they are being removed in the upload process but im not sure why
does your build window tell you you have too many?
no but im just assuming its too many transform
like im within the limits but vrc is deleting them for quest.
just wait a few years and they'll up the limit, asking for more atp is just asking for a worse experience performance-wise
the current market's hardware already struggles to handle vrchat quite often for most
Have you maybe considered making your avatar actually optimized for the platform rather than trying to just slap a bunch of stuff onto it?
You are making content for a game remember
Can quest handle fog well?
Built-in fog is super cheap
It's a few extra instructions in each shader
I don't know about post-processing fog (where you try to color the screen based on the depth texture)
Sick also what about the fog volumes?
Or is fog volumes kinda do a screen space effect cause I would expect that to be heavy
I'm not sure what "fog volume" refers to
Unity's volumetric fog
But I looked it's fast on PC but mobile platforms and vr struggle with it on some hardware I guess
I still don’t know exactly what you’re referring to. There are several third party fog systems, and then HDRP has its own volumetric fog (but that’s irrelevant here)
I would expect any genuine volumetric fog to be way to expensive for mobile platforms, though
Unity doesn't have volumetric fog. There's a few third party assets. I tried the popular one a few days ago and it absolutely killed performance on my high-end PC, Quest has no chance.
Where I'd normally get around 150fps in VR, I was getting 50-70, which is a huge drop.
(assuming you're referring to "Unity-Baked-Volumetrics")
I was looking at the HDRP volumetric fog, why is it irrelevant does it not work with vrchat or something? Also I looked it up it's bad for moble platforms I think
VRChat does not use the High Definition Render Pipeline.
Ohhhh yea right it's the built in right?
Yes
Correct.
I'm dumb lol
servers are down
Oh what happened
experiencing issues with API, they're already on it
Oh ok I was scared for a sec
Do you mind telling me when they do fix it😅
I think it's working
It is TYYY
follow #server-status
Nvm it's not fixed
Won't let me
Are there any problems with the servers now?
Leme see
Ok
Yes there still is
Why did this problem happen now?
I expect you can log in from the computer.
A few moments ago, he entered me, but after a lot of difficulty in the quest.
?
?
I play the quest and it's not working
Yes, I expect you can log in from the computer.
this channel is for content development
I don't have a computer?
What about the phone?
I have VRChat on my phone
I expect that after a few hours they will fix the problems.
Me too
Don't worry, we have the same problem. The important thing is that it is not our problem, as long as it is a server problem, it will be fixed soon.
Yea🙏😞
🥲
Welp, vrc is down
Why is all this happening? Is there an attack on VR Chat?
No the servers are just down atm
A spy must've snuck into the base and destroyed the servers
Perhaps the most important thing is that our accounts are safe.
Really?
I hope so
🥲🥲
😔🥺
Will it take days, months, or maybe years🫣
NOOOOO
I hope it takes like an hour
Or 30 min
if it does then there are more people that can touch grass
Guys this is the Quest dev channel. Keep it in general.
😔😔
I'll just find an off brand VRChat
I hate to say....but the mods are lazy...
look on quest general
Me as well me as well
Heck
It's taken him like 8 9 ten hours to fix this
It's fixed
They fixed it around 3:50 am est
5:50 AM, but close!
Mine didn’t work until 3:50 est

Every time I try to go to a normal world, it just sends me back to my home world Fix this stupid game it's starting to piss me off and I'm not the only one with this problem. Like I've met three other people having the same issue.
Sorry, it's been 3 days. I didn't mean to sound rude but this is getting really annoying.
this channel is for content development, you'll probably have better luck elsewhere
Oh, my bad. I thought this was for VR chat development.
Really only use this group to use for avatars. I don't know what anything is.
With you bro
I found a fix at least for me.
I just reset some shit in settings and it somehow fixed it
I reset my memory for VRchat
bold to ask that in this server
what happened
<@&397642795457970181>
What shaders do yall use for quest worlds? I'm usually using bumped diffuse but I really need an alternative double sided shader or one that supports details.
Hey, I don't really know where else to go for this, but recently video players have been broken, and reporting it to VRChat has done nothing to fix it. I tried factory reset, I've tried switching from open beta to live, I've tried restarting my headset, reinstalling the game multiple times, I've tried turning off and on my router, and none of it has worked. Can someone other than an automated robot give me some sort of solution to fix this??
just FYI this channel is for content development, you probably won't get much on that here
i was trying to play pc vr with steam and there was no sound and as i was trying to fix that problem my game started glitching like crazy
SO I have been trying to figure out what causes lag issues between quest 2 and quest 3 individuals. My world is heavily optimized and quest 3 have no complaints but I occasionally hear quest 2 ppl are getting like 9 frames 😭 Is this a local issue with the 2 or is there something I can do to help them, like a quest 2 toggle that turns off specific things. Still not sure what those things would be, my guess is shaders?
Quest 2 has less RAM than 3. Maybe reduce resolution?
thank youu
Hi everyone. Hope we are doing great. I've got some questions. I just started learning how to build worlds in VR Chat, but I've got experience in traditional standalone Meta Quest development using OpenXR and XR Interaction Toolkit. My question is, can one have both VRC and OpenXR installed in one project file so that when the experience checks that it's running in VRC, it deactivates OpenXR and just uses the VRC components, and if it checks that it's in standalone Meta Quest, it deactivates VRC and activates OpenXR, as I don't want to have two separate project files for one project? If this is possible, how could I achieve it and how easy? Is it stable, so the project doesn't break in any way?
You'd probably not want to do this anyway as the VRCSDK forces a lot of client/project settings which you'd likely not want it doing on a non-VRC project.
Thanks for the advice. Appreciate it
Does anyone know of this darn ef tracker thing for the quest 3 is real?
ef tracker?
Just be warned that these people have tried to rip EyeTrackVR's software and make it closed source without credit, which breaks our license and is unfair to the team of developers that have put an incredible amount of time (for free) into research and development.
Seems to be this - https://vlugin.jp/eftracker/
To answer the original question - I'd not touch it until reviews are out, FAR too many factors that would make it bad/useless.
if only the inseye lumi didn't get effectively cancelled
Oh interesting!
Not without external processing
Just an fyi but my mate Dutchie Star keeps crashing right left and centre it’s getting old and it only happens with VRChat
It keeps disconnecting her yet her internet is fine
Yo
Is it meant to be flagging a mobile shader?
thats a world shader
you shouldn't use that shader for avatars.
Has anyone tried using the “Allow Sending Head and Wrist VR Tracking OSC Data” option?
I want to transmit the head and wrist position data via OSC on port 9001 so I can receive those head and wrist joints from VRChat on a PC , but it isn’t working.
Hey is there away to get more world storage for quest like 150-200mb insted of the 100mb limit?
no.
thats lame so who do i complain to to get biger wolrd i have seen a few quest wolrds be 150+ mb
so there has to be a way
you can make a feature request on canny, but that's about it.
like cant there be a way to pay to get biger wolrds ore part of there vrc+ its so frustrating been working on a map for a week and need like 150-200mb for all the content that i wanna add and for it to be for quest and pc users
you could make a feature request for that as well
where got a link?
but I wouldn't expect any change
Give feedback to the VRChat team so we can make more informed product decisions. Powered by Canny.
thanks
that is functionally never going to change because the hardware can't render a handle worlds that are larger than 100 megabytes as the headset has a very limited amount of vram to render all of the textures
Then how do we make vrchat gain more like I have seen quest worlds bigger then 100mb so that's just bs
If there is a will there's a way
if they're bigger then the set limit it could be someone breaking the rules or an outdated world but the only real way to up the numbers would be for the hardware itself to get better so not really a thing vrchat could do
they might up the limits when they drop support for the Quest 2
Probably that world was uploaded with a hacked SDK.
the official limit is the limit, and no matter what your will is, there isn't an official way to do this.
I never seen quest world bigger than 100mb. Quest avatar I seen at 17mb back in the summer of 2022 when limit was able to be set to 50mb for avatars. But many complain of crashes, so 10mb it went.
I say about 2 more years since the last Quest 2 was sold a year ago.
We might get higher limits after the discontinued support for Quest 2.
can anyone help me i dont know how to convert it to quest and all videos dont work like i need somone who knows what there doing to help me its not like a easy thing i need somone
What are you trying to convert to quest?
if you could explain where you're stuck, that might help us help you
a world
just give me 20 mins i will be right back
OK, so what’s wrong is when I’m trying to upload it to quest when I click on platforms the only selection is Windows and not android I can’t click android or iOS so when I look up on YouTube how to fix that problem things come up so I tried them and all of them didn’t work or it did work and it wouldn’t let me upload it to VR chat
@fierce osprey
no need to ping me, anyone here can help
probably if you can't click a platform, you didn't install the build tools for that platform
start here probably: https://creators.vrchat.com/platforms/android/setting-up-unity-for-creating-quest-content
If you're starting a brand new project, this won't take long at all. However, if you're converting a Windows platform project to an Android platform project, you will have to convert your assets appropriately. This can take quite a while for larger projects.
I do it in unity hub, in the "installs" section you can open the settings for the unity editor version and add modules
