#quest-development
1 messages · Page 5 of 1
idk 
really not sure what to suggest then
do you know any one that would like someone who know there stuff that could help me ?
someone else is going to ask the same questions I'm asking: what did you do, what exactly is not working about that, are there any errors, etc.
1 sec
1 sec took 4 days
xD
I've been doing some testing on quest they really shouldn't nor do you need over have 100
i mean yeah if you're making minimal avatars or making it with optimization in mind going over the current set limit is a bit difficult but imo they should up the limit once the hardware itself gets better to give more room for leniency or just to have the ability to make cooler things on quest less of a headache for creators
im not saying for them to make the changes anytime soon since even the next standalone headset likely wouldnt be able to handle stuff any better then the current ones but later down the line it'd be a nice change and would likely get more people into making their content fully quest compatible rather then the slop they make for it to just be "visible" for questies
i wan't to remove my 2FA on my vrchat acc but my phone dosen't have it anymore and i did't download the recovery codes and before i can not look in anymore i made a ticket the first diden't worked or helped me then i made one whit account unlock idk i just wan#t to remove my 2FA
yeah this is kinda an unfortunate case
making limits less restrictive will make more avatar creators willing to optimize for medium or better, but will negatively effect performance for the vast majority of users who only see medium or better
keeping limits restrictive like this makes the vast majority of users will keep a good framerate, even on slower headsets, but theyre so restrictive that most creators have to intensively optimize to even get to poor 💧
10mb upload for avatars is bad
No it’s not
If it was higher quest users would crash even more
Plenty of people can make avatars with lots of stuff on them and still can upload them so just optimize your stuff 🤷♀️
quest hardly crash even when bypassers was a thing
Last time I loaded into an avatar where they bypassed the limit I crashed
couldn’t have been by a avatar that was 12-15mbs its literally no way

Texture blurring 😡 😡 😡 No 😡😡😡😡
Ok so I’m using a quest 3s and going into worlds only hitting 30 fps while other people that are only on quest are hitting 60 fps anyone know how to fix that
To add context here (was with her), she has the same avis on, same Graphics settings, etc.
It's not always 60-30, sometimes it's 40-20. She seems locked at half-frames, kinda like SpaceWarp, but in standalone Quest VRChat.
I am using VRCQuestTools to convert an avatar sucessfully some days ago, today I wanted to update the textures of the avatar but had a weird bug where the Android version would constantly go back to Poiyomi's materials even when existing converted materials are available, these are the steps I did:
-Before changing textures on the PC version I deleted the Android prefab as I would do another conversion when the textures were changed
-I changed the textures on PC and then converted the avatar again
-No problems at conversion and every material was re-done and automatically applied
-BUT as soon as the SDK Control Panel window opens, the materials where I changed the textures on PC are applied to the Android version of the avatar
-If I try to switch the materials to mobile ones, they get changed to Poiyomi ones again after a few seconds
-Tried so many things that I lost count and then tried to do a fresh Unity project, the problem still persists
I can't even upload the avatar correctly now, am I the only one with this problem?
Turn the quest one into a prefab if I'm not misunderstanding it should fix it
Yoo
does anyone know how to make anime styled shaders that work on quest?
You cannot use shaders on quest avatars other than the ones provided by VRChat.
Toon standard is pretty good for that and is one of the allowed shaders.
yeah i mean do any of those work on quest that are close to anime style in the way that shadows and stuff are
Toon standard
oh wait i see my bad
It is included in the SDK
i got it thank you very much
another question if i may ask, is there a way to add light highlights with the toon standard or any other quest compatiable shader?
not exactly gloss because I dont want this material to be metallic, but I still want it to give off that effect with highlights because I want it to look like how it does in the anime
ive seen some shaders for dragon ball avatars on quest that have that style i want but idk how to get it
Look up matcaps, pretty sure toon standard supports it and I think it will give you the highlights you want.
I am rn, having trouble making them but
I have a Quest 2 headset that seems to be losing battery life quickly. I use a 64W charging box, but there are times when it doesn't seem to charge at all. Even when it shows that it's at 100% charged, I turn it on only to find that the battery level is around 20%. I'm starting to wonder if I need to purchase a new one. Can anyone explain why this might be happening?
If the headset is old and used then the battery's cycles are probably used up, replacing the battery is unfortunately very hard so can only really buy a new one.
Currently trying to make an avatar that uses custom animations, how am I able to make it's head move with constraints?
Im on a quest 2 when ever i crash i cant see text after wnd i have to reinstall vrchat everytime just to see text again its weird can you guys make wn update to fix this
Honestly I plug it in and then unplug it I don't use it while plug in
anyone know how to update vive base station 2.0's I'm using a quest 3
the quest 3 doesnt use base stations
Is vrc camera down bc im having trouble getting them to save
They accidentally removed local saving on Quest, it's back in the beta so it should be back soon I imagine.
Guys I have a quest 1 and rn it's being weird. I mean like it's not powering up or when it tries to, it gets stuck on the meta opening and keeps beeping. Is this ok-
Probably want to look for somewhere more Meta/Quest specific rather than a VRC dev channel. That said, Quest 1 is end of life now so...
Uhh guys my quest 3's facial interface broke, should I get the silicone one or the standard one to replace it?
Anyone know if they plan to increase to size limit for a quest avatars?
They do not
And likely won't since quest 3 can only barely handle the current limits
Ooof
Fair
I recommend the PU Leather one as it's easier to clean.
yo
@worldly nest you on?, i could use some help
Hmm?
uhh im thinking of getting the kiwi design interface
but i dont know the difference between 1 cushion pad, and 2
Hmmmmm
and also, im not sure if my interface is broken or my headset itself
It comes with its own interface so thats fine
uhh wdym
yea yea yea
i get that but im not sure if this part is broken or the part i insert it in is broken
do you get me?
Cant you tke out the existing one and check?
im 100% sure the interface is broken, but im not sure about the headset
uh btw do you know the difference between those 2 options
Oh, just if it comes with 1 or 2 ushions, literally
is 2 more comfortable or smthing?
so when one is getting too squashed, you throw it out and use the othrr
you dont use them at the same time
Thy are, but over hundreds of hours they eventually squash down.
and u cant fix that?
No, it happens to all eventually
shit, approximately how long is it gonna last me?
cant answer that, depends how hard you clamp the headset. this applies to the default pad too btw
the one that came with the VR is completely fine
then youll probably be fine for a long time
ok, and uh another question
is there enough space between the lenses and my eyes?
because to use the normal one that came with my vr i have to extend it to the max
no idea on that, depends on your head
shi so like cant u compare them for me real quick?
i have no idea where the original is, sorry
shit okay bro thanks for the help alot
So will the quest 3 get the ability to have all audio from the game still come through while in passthrough standalone like the quest 2 has?
Sorry if its such a frequent question
It should have it cause I have the 3s and I have audio in game will in pass through
I hope so
Does anyone know how to get my quest 3s to launch through steam vr with a link cable
Enable untrusted programs/sources/apps, forget what it was called, in the settings on the Meta Link app, then just start up SteamVR.
And a disclaimer with Link cable you always have to go through the Meta Link app to SteamVR, you will always be eating a performance cost doing that, it is recommended to use Virtual Desktop or SteamLink because of that, the performance cost can be quite noticeable.
However, there is OculusKiller on Github which helps and kicks you to SteamVR automatically, but I just learned it has been discontinued as a project, so might not work and bit unclear how you turn it off since you don't have the Oculus Dash anymore, the UI where you'd turn off Oculus Link normally.
This is a preview of what I've been working on lately, There is not audio as what I say wou;dn't make any sense, so I removed it.
But this is a idea i've had for YEARS to make, but never actually got the chance to make it untill now, since I now have access to 2 stand alone VR headsets.
this is intended to give use to old stand alone headsets, ...
If VRChat is seeing this, could you please add some sort of network scanning so that I can make a "find headset" button to make my program easier to use.
bro this is so cool heads up ya'll
good job VSync
Thanks! I had this idea years ago, but it's only now that have the skills, and the hardware to pull this off.
I am trying to make my avatar Quest compatible, but I see no option to add Android to my copy of Unity in the Unity Hub. I just reinstalled it in case I missed something during the installation process and I saw no option to add Android.
Is there a way to manually install Android to Unity version 2022.3.22f1?
file > build settings
Under what? When I have my project open?
click android and do what it tells you
I did, but the Unity Hub gives me no option to install any additional things to my Unity build.
when installing unity its one of the checkboxes
click install with unity hub
pulls up unity hub
restart unity
I did not install that version through Unity Hub. The only way I could find to install that version is through an executable.
On the Unity website where you found the manual installer, there should have been a blue install button, which starts the download in Unity Hub. But if Unity Hub isn't working, or if you prefer the manual installer, you can also go to https://unity.com/releases/editor/whats-new/2022.3.22f1#installers, find your platform under Component installers, and select Android Build Support and/or iOS Build Support.
this is not compatable with 3s or in stock
They said Quest 3, not Quest 3S...
arent the 3 and 3s different? 
Right, they were asking about the Quest 3, I recommended a Quest 3 strap. Why are you talking about the 3S?
lf
Does anyone here have a quest pro headset? I just got one and trying to set up the face tracking for vrc but I’ve watched a bunch of videos on everything I should I’m using my quest link cable but it’s not working in vrc when I’ve tried everything? Any help?
You should really be asking this in the appropriate place, the VRCFT discord, since that is the program you have to use to make face tracking work in VRChat.
Guys im sorry, but would yall please make Alpha blended available for quest avatars 🙏 🙏 🙏
maybe when there's better hardware
Thing is, the current quests (the threes) could easily handle more, I'm hoping they up the Avi megabyte limit to atleast 15-20 megabytes and uncompressed to 50-60
Oh and give us our avatar audio back, that'd be nice.
Avatar audio was never allowed. Before, there was a bypass but it has been patched. Unity Audio components perform badly on quest
Maybe in the future, VRChat could create a VRCAudio Component or something, like they did with physbones and parent constraints, that would be more optimized for vrchat and therefore quest compatible.
Ahhh alright, that I did not know lol
the Q3s might be able to handle a bit more but vrchat still offers support for the Q2 and seem to plan on continuing to support it until its no longer possible (which isnt surprising since theres a large majority of the player base whom still use a Q2)
so the limits arent gonna change until support is dropped for the older headset as it'd be too detrimental
Quest 3 only has 2 more GB of RAM over the Quest 2, 8GB instead of 6GB, but the operating system takes up 2 of those GB, so if you wanted the same instability and inability to show avatars Quest 2 regularly struggles with then at most you could only increase size by 50%, when the Quest 2 has been entirely discontinued of course.
However, VRChat has stated in the past that they want to use the Quest 3 as a buffer generation, upping the average fps overall for Quest users instead of just making the performance on Quest 2 unbearable like it was for the Quest 1 and negating all the performance improvements.
You are also not supposed to be at the limit, if you are at the limit then you are doing too much or not optimizing enough.
Hello. I have this issue with my world. When I am there with Quest, the floor in the distance starts to tear up and shimmer, braking the entire mood. Any ideas how to make it less visible ?
a question is the floor tiles using a texture Atlas as it kind of looks like you're having textures bleed into each other
Z-fighting, or mipmap issues?
Or do you mean the pixel lines on the lighter ground on the right?
I am having textures bleed into each other
It is everywhere but it is less noticable on walls and light ground
The issue is the brown part of the ground
Are you not meant to be able to see the brown parts?
You are. It is the fact that looking in the distance makes them unstable
I will make a quick gif and show it
The quest has less precision so meshes close together will z-fight more on mobile. If you separate the two further and move the brown meshes down (or delete them if not needed) it should fix the issue
Sadly I can't delete them because that is the part of the room design. Currently it is one plane. I may be able to separate them . For now I just want the bleeding effect to be less noticable
Quest uses REALLY aggressive mipmapping bias and runs pretty low resolution, you're basically seeing the side-effects of that really low res blurring together. Do you play much on Quest? I find no matter how good the world design, it just gets mangled because of it. Only incredibly simplistic designs manage to mask it.
So, IM trying to convert an avatar to quest, this avatar was last updated in 2019.
it used the Flat Lit Toon shader, im switching to the Mobile Toon Lit Shader, working pretty well.
Heres the issue, the eyebrows and the glass eye were made with special textures, that are moreso standard triangles but with transparency effects.
From what i've been told, transparency doesnt work on quest, so im looking for suggestions, whats the best way to mimic this effect?
Go into Blender and use the knife tool to manually cut out the shape.
Uh, Unable
I cant see where the grey is in blender, the texture only shows up in texture paint, and in texture paint, it culls out the grey rectangles
nevermind, got it, i'll try this
commission people at the VRC Traders discord, you'll just find scammers DMing you around here.
Link is in #1204490664637890580
change the material's shader mode to opaque and it should show the sections that'd normally be hidden when the material is transparent
Hello, I'd like to purchase some Unity Android Game Sources, specifically for a fighting game (similar to these: Vita Fighters, Final Fighter, etc.). DM me if you got.
This is not the channel, if you're trying to find existing items make a post in #1138520828556890214 or #1139216499123437668 if its for a world with a bit more descriptors, or if you're trying to find someone to make these from scratch for you go to a designated discord like VRCTraders (link in #1204490664637890580 ) and find a verified commissioner
and be wary of the scammer DMs you're likely to get from asking people to message you
one thing lead to another and now im here
I need help
so I have a issue with the vrc companion when I first downloaded it I was about to go in the setttings to download the unity version but somereason the setttings started to glitch out is there a reason for that if so how do i fix it
#creator-companion may be the best place to ask that, but you'll need to explain what "glitch out" means
Why is the motivation for? Vrchat so bad?
what motivation?
if you're looking to commission someone, head to the VRC Traders discord, you'll just find scammers here.
Link is in #1204490664637890580
https://vrchat.com/home/launch?worldId=wrld_4b63dc71-a607-4820-8d4f-23dbfce30fec
part 3 of my cross-platform mmd world is live now
so I'm assuming it's a part of the newer update for the spookality of 2025 for VRChat but why cant i see flashlights or nvgs on avatars i have that have flashlights or nvgs built onto them?? is it part of an anti-cheat for spookality so people HAVE to be immersed?
Think it has been more than a month now, but flashlights were never supposed to be on Quest, it just so happened that an easy workaround existed using a particle system, but now it is detected and not allowed to be loaded.
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is.
why? why not just make it to where you cant see others lights but you can still see your own? i feel like getting rid of those lights just defeats the purpose of immersion. they worked, why get rid of them but instead optimise your code so it runs smoother.
and "its too hard"/"its so your headset doesnt crash" are not good excuses.
if it was as easy as "just optimize it" then you would have it
like realtime avatar lights are awful even for pc side let alone the mobile ports
Lights are one of the most expensive things, regardless whether it is PC or Mobile, it causes anything it touches to be rendered twice and VRChat can't optimize it as it is a thing built into Unity itself and replacing lights would require shaders to work differently.
it is insanely cpu intensive
just because it magically worked for you doesnt mean it had problems
those both fall under "its too hard"
not our problem you are refusing to be knowledgeable about it
if there was a solution vrchat wouldve given it to you by now like how they did for constraints
lights were never allowed for quest since quest first became a thing
for how bad realtime lights are
on pc you can be 120 fps and then activate a singular avatar light and drop down to 15
you cant expect to be able to have that on mobile hardware that has trouble running the game to begin with
im not refusing to be knowledgeable, im saying that code is code and you can optimise, find better solutions so that immersion is best across playforms. sure, its hard to do but so is tractor or a 2025 toyota 4runner. but guess what they do? instead of getting rid of a part that makes another part not work as well, they make the parts work.
my guy
nothing was "removed" all they did was patch an exploit
if it that easy to "just make it work" then why dont you offer a solution then
ya, which removed lights cuz it "made it hard to run" instead of make the lights work better.
something you were never supposed to have to begin with
fixing an exploit/bypass isnt removing content
if its that easy to just "make the lights work better" why dont you offer a fix for them
the exploit was particles so that content like lights could work. getting rid of the exploit got rid of the content.
alr, gimme a sec, we should keep in touch.
unless you aint a dev
in which case, where is one i can contact?
patching an exploit for a feature you were never meant to have is not the same as removing a feature
You are not the first or the last to voice annoyance over this, contacting a dev won't help because they decided to do this and I am sure at least one of them have or will read this channel.
The feedback page is where things like this should go anyway https://feedback.vrchat.com/
Give feedback to the VRChat team so we can make more informed product decisions. Powered by Canny.
than that means that the devs are spineless cowards that dont actually liste to what their playerbase wants and want their playerbase to leave so that they cant provide food/housing for themselves and/or family.
Well that's rude
if theyre so inable to come in here and take real suggestions from their playerbase than they dont know how to run the game
just because a feature is far too demanding for the mobile hardware doesnt mean the devs dont care
like you get what you paid for
this is like crying to the bike manufacturer because your bicycle cant go as fast as a sports car
i didnt pay for shish, the whole game (except for its stupid micro transactions) is free
but yet you paid for the mobile hardware
Rarely does the playerbase know what is best for a game, that is like game dev 101, only vaguely listen to your playerbase.
Make performance too low and Meta could kick VRChat off the store. (is genuinely a thing)
okay? and? there are other sites for that.
To my knowledge they'd have to modify unity engine itself to fix it
Kicking VRChat off the Meta store would mean no VRChat on Quest, they aren't going to use Sidequest since they rely on the Meta store for payment.
-# And like, why would you kneecap yourself so much.
or make their own lighting system that would then somehow have to work with already existing shaders
and somehow be optimized enough for mobile hardware
Yeah
Either way real time lights are stupidly unoptimized
I've had them crash me in the past
Like, Light volume lights are quite efficient comparably, but it requires every shader to support it, so it is just not viable.
Do those even support directional lights?
I dont even think light volumes are realtime
Light volumes 2.0 added realtime lights basically
oh neat
obviously there is some kind of miscommunication somewhere, i dont know where because ive explained to the best of my abilities. i am going to leave and stop arguing with you people because yall are obviously not understanding anything. i would say i wish you guys luck but im seriously doubting whether or not yall even understand human language in the first place. goodbye.
sounds more like you got mad that an unoptimized feature got removed and cant argue why it should remain then chose to leave because you were proven wrong
we understood plenty, you just refuse to understand that its not a feature that can possibly be put on the mobile hardware
https://bsky.app/profile/sim.red/post/3lufzgahpek2e
All of this is light volumes
Light Volumes v.2.0.0 released!
Now it has Light Volume based super optimized analytical Point Lights, Spot Lights and Area Lights. (Up to 128 at the same time)
Ability to project images and cubemaps.
Also baked shadow masks and even more features!
github.com/REDSIM/VRCLi...
104
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did they record this with a nasa computer
haha wow yet another person complaining that their exploit is no longer an exploit
I've tried it in VR without an access to a nasa computer and it runs at a decent frame rate
I really wish that VRC devs would allow Quest to have more, because I have been a creator for a year so far and all Questies do so far is complain no matter what I do there is no pleasing anyone :<
Not saying its horrible but it does get tiring and agitating after a while yk? -w-;♡
they'll only be able to get more once the hardware itself is more powerful, so it'll be quite awhile
even now alot of headsets struggle with what they've got
Tell them it’s not your fault they can’t own a pc to run your worlds.
Its the models they complain about, and when I do say things like that I get called insensitive, like I said there's never a way to win TwT
Quest is way too limited to do anything and vrchat never should have tried to make their game quest compatible. Vrchat is still on unoptimized for PC
Same goes with avatars
It’s sadly how it is. Quest in the first place should have better hardware and be able to run like a 1k pc
It’s going to be a huge pain in my ass once I have to optimize my game world for quest
its gonna sound corny to say this but alot of questies are whiners
it's totally playable on quest, not sure what you're on about
They are..
I swear I'm not!! /j
But uh, I do agree
Hi
Hi
I just realized how many physbones this would take. I read online that Android only allows up to 8. Is that a hard limit or can I go beyond that? If I can't go beyond 8, is it possible to use a separate FBX for the Quest version?
That's physbone components, and yes, it's a hard limit.
you could probably use one component for that, though you are limited on the number of physbone transforms also. Those are the number of actual bones in all physbone components combined.
What's the difference between physbone components and physbone transforms? Are the components one string of bones? There are 9 locks of "hair", though I could probably just rig two in one.
a unity component is that thing you add to an object, so in this case yes, the entire chain of bones.
make a single root bone for all of the hair bones, put the physbone component on that (or use it as the root transform) and it's one physbone component.
still might be too many actual bones (transforms)
According to the VRC documentation, as long as I don't exceed 64 transforms or bones, it should work just fine.
Wait, I never thought of that. Would that actually work?
absolutely, it's the preferred way of doing this.
Would that mean I am limited by physbone chain number? I thought I remember there being some kind of number slider. In other words, would every chain have to contain the same number of bones?
switch to quest greyed out
anyone know how to add drinks to ur vrchat world?
I load in but then it kicks me out in my main account but when I get on my backup its perfectly normal
this channel is for building content, not runtime issues, you probably won't find help for this here
does anyone know if there is some convenient way to bulk-edit settings for EasyQuestSwitch? Perhaps by editing things in text editor instead of in the UI? Im asking because i have several large amounts of items that need their quest equivalent replaced to the same new shader etc
Hey i had different models of chibi's and different models of kipfels and now they're gone can anyone give an answer to that question?
Is it just me or is Toon Standard just... gone?
so i can find this shader in this menu
but not when using EQS asset selector? Why is that?
anyone know?
what's an EQS asset selector?
Kipfel's arent allowed to be public per their TOU, so whatever ones you had were illegally public and DMCA'd im not sure about the other chibis but they likely also got hit with the same thing
if you've got pic of them make a post in #1138520828556890214 and someone could link you the bases shop page, as for kipfel you'd need to buy it here and edit it or w/e: https://booth.pm/ja/items/5813187?srsltid=AfmBOorh3NISe42N7NAfitXvL-uuB3OfdXYT3-MUDshuT1xGE3JkMNXJ
VRChatでの使用を想定したオリジナル3Dモデルです。 Unity2022、Avatars 3.0、PhysBoneに対応。 PC版、Mobile版VRChatに両対応。 けだるげな猫の女の子です。 ▼キプフェル対応アイテム▼ https://booth.pm/ja/items?sort=new&tags[]=キプフェル ▼まめふれん...
these fields in easy quest switch that let you select assets
anyway i think i found whats going on
there is a difference between the filename and the shader name here that had me on a goose chase, is this something worth making a bug report for?
Oh right, that. Thanks
Can someone help with this? this has never come up before
Ive uploaded bunch of avatars before, but now its saying this after logging into unity
is that the account you used for the other ones?
could anyone help me add gogo loco onto an avatar? all of the tutorials i come across are outdated
https://gogoloco.net/tutorials/ probably the best place
thank you!
Anyone's having trouble logging in on quest just won't sign me in no matter what (have great wifi signal headset reset and router but still problems
Ngl. I feel like vrchat is purposely making quest barebones even local avatar flashlights and night vision doesn't work anymore
they are, it's a mobile phone processor in there.
ever since quest first became a thing lights were never allowed on quest
all they did was patch an exploit
Oh
it was never a supported feature
Still i feel like if its not harmful there's no point in removing it
but it is
it was quite literally harmful?
lights are bar far one of the least optimized unity components
its insanely resource heavy
Odd avatar lights never lagged me and my buddy's quest 2s
"didnt happen to me so it doesnt exist"
No im speaking from personal expirence not saying it didnt happen
particle lights are light components but worse
it's a very quantifiable amount of added processing, even if you didn't notice anything in one specific circumstance.
Im saying there could have been a better way then straight up removing a genuinely useful festure also I used avatar lights all the time
avatar lights WERE NEVER ALLOWED since the beginning of quest
patching an exploit isnt the same as removing a feature
Alot of quest games have non laggy flashlights how come vrchat can't find a way to allow that to be integrated into quest without the issues
world lights are up to the world creator and optimize around them?
you cant just optimize the light component when the component itself is the issue
if vrchat wanted to allow it they would have to completely build a light component from scratch and somehow make it work with all current shaders
miracle that a game used a light and optimized the game around it so it doesnt lag when using
Again from personal expirence and expirence from multiple of my freinds. Avatar lights rarely if ever increased lag unless the world was already lagging im not saying it doesn't exist im just stating that that proved the quest can handle them
that proves nothing outside of your specific circumstance, and you're barking up the wrong tree anyway. Go put a feature request into Canny if you want it.
thats like saying you can drive down the highway in first gear and its not a problem
"under these specific circumstances where the world and avatars around me are super optimized enough I have the ideal conditions to be able to spawn a light"
kinda hard to code a feature based on such specific conditions
its not if the quest can run it
its the fact that this is game development not your movie render
you need to consider everyone around you and what everyone is using and how many resources you have
the person next to you might be wearing a very very poor avatar and already have a laggy device, pulling out your light you could crash them
idk the specific numbers but you got 6gb of usable ram
you load the game and world and you drop down to 4gb
then you load avatars and drop down to 1 or 2gb
and then you spawn a light that DOUBLES the world and avatars just for rendering and it updates EVERY FRAME
you aint exactly got the resources to have it
-_- thats kinda metas fault.
the perfect ideal conditions where YOU SPECIFICALLY can waste extra resources on a light component which is already extremely resource intensive
good job for buying weaker hardware that cant feasibly run a lot of what pcs can without issue
doesn't matter whose fault it is, it's the reality we have
pc can generally get away with a lot cause the base line isnt the minimum
Uhm the worlds i usually did it in were random worlds or worlds where I was already expirencing graphical issues and the light didnt increase it its not random circumstances it's normal circumstances your assiming I did it in the same hyper optimized world no It was alot of worlds
quest's base line is the minimum headset you can even run the game with
worlds optimized enough to allow you to do it is not the "normal" circumstance
Most normal popular worlds on vrchat it worked most niche worlds it worked.
for you maybe?
you are not the ENTIRE platform
if there werent issues then you would have access to it
this has never been "can the android version of unity run it"
its always been "can it run it well enough to warrant allowing it"
you can generally "run" a lot of the pc only stuff on quest but thats only if you have the resources to spend on it
which you typically wont
Again litterly everyone I've talked to ingame on the quest side other then a few squeakers are complaining its gone ingame. Warhammer pvp buddies other members of the studio it ain't just me
even the unity documents itself says lights are resource heavy
one of the worst things you can do for world performance is using a realtime light
sucks to suck then
you cant use an exploit/bypass then cry about it when it gets patched
-_- they could just remove the restriction. The exploit proved it works fine
if pcs are lagging because of realtime lights on avatars VERY EASILY
then the quest sure as hell will have issues
realtime lights are AWFUL no matter how much you want to argue that its magically fine
yeah, the fact that you're arguing they're fine shows that you really don't actually know much about this
Ah the human brain refuses to listen to alternative arguments and just resends what the arguer sent and uses it as demoralizing such great evolutionary creation -_- id you knew as much as you pretend you wouldn't have reworded what I said so much
nope, I've actually seen quantifiable evidence and you're talking about how stuff feels.
play with realtime lights with the unity profiler open, it's obvious
your entire argument is "it was fine with me" without actually taking the time to check yourself
No it did not 🙏 (coming from a questie)
I'm pretty sure the last time I used my quest standalone a small anime girl shot me with a giant gun full of spawned particle lights and I crashed out.
was kinda hilarious
but that's how public treehouse in the shade worlds seem to work
you only actually need 1 particle light to do that
To be fair. Crashers are a issue all on there own ;-;
hah yeah but there were many particles before that happened
Light or no Light people find a a way to make crashers
and this is one of the ways they work
Yes they are but these things that were removed ALSO caused people to crash and lag
"to be fair" lights in general when set to realtime cause thats all you have for avatar lights are incredibly resource heavy on pc let alone the quest hardware so just because you miraculously didnt have issues does in fact not mean your experience is not the ENTIRE platform
Alright I get flashlights but what about. Local lights night vision ect. That has no effect on other users
ah yes lets have users crash themselves then cry here about it
hmm that would be difficult for vrchat to lock down
?
ever since the quest platform FIRST became a thing back in 2019
lights were ALWAYS not allowed
yes, your free game has inadequate moderation
free game that cant fund moderation
Anyways as I said. Have users report avatars with global lights. If people just crash themselves its not really that bad as thats localized and wont effect entire servers.
there was never a feature that got removed here
lights were never allowed since the beginning
all that happened was an exploit got patched
Vrchat should just let people modify there local restrictions for those "hyper specific cermstances" you keep yapping about then -_-
write it up as a feature request
if vrchat gave people access to upload restrictions then there will be constantly people trying to upload pc avatar content to quest and then crying that they are crashing
wait, that sounds familiar
Hm if people customize what they can and cant see and crash then boohoo thats user error
I mean as a quest user someone could turn on locally to see lights or see shaders not to upload a avi to quest
keeps on happening
people ignore the devs and the restrictions placed with bypasses and exploits that clearly caused issues
then they start crying about crashing
and then inevitably the bypass/exploit gets patched
rinse and repeat
the devs are constantly trying to give you features but you cant expect them to just magically spawn in features
its the whole reason why you have physbones and constraints on quest
They arent going to just say fuck it and let you keep crashing yourself because you want features you cant consistently run safely
A lot of games use much faster shader solutions like projectors, also don't use realtime lights on quest in general and if you decide to use them in a world make sure to not cast shadows. Also vrchat should never allow realtime lights on avatars on quest because of how hard they are to run on quest. Quest struggles enough with shit creators
Quest can do a lot but vrchat knows not to trust creators to learn what it can do
So no realtime lights fo u
hey so im trying to merge a newly created vrchat account to my already existing meta account. but everytime I do it doesnt give me the option to it always says to put the email to my new vrchat account. and when I do it says that there is an account that already is using it. what do I do?
this channel is for creating quest content, you probably won't get an answer to this here.
Do you know somewhere where I can get an answer?
I'd guess #1138891887374237706 ? not really sure though, sorry.
Can I please speak to a developer I just figured something out
"a developer"?
Yeah ish someone who can help integrate features to make em work better
that's really vague but I guess there are such people here
Well to help vrc and vr in general for people who don't have obs but still want to stream
OBS is free and rather good, what would you propose instead?
Well ovs is a windows only thing and it take a lot to run so it's almost impossible to stream directly for a quest
it's not Windows only, I use it on Linux. But I get what you mean
So instead I use discords screen share and open quest herizon app in a different device and stream VR to your phone or computer wale on call so people can watch live feed vr
I was still wondering why quest can’t support audio
Didn’t they release a beta version that allowed quest to hear avatar audio? Was there a reason it was removed? Just a test? I’m genuinely curious
nope, quest avatars have never had audio
There was an exploit that made audio on Quest possible for some time, which also allowed for easy crashing of Quest players, aside from just being intense on the CPU.
Don't expect it to appear officially anytime soon, better hardware either needs to become standard (quest 2 dropped at the very least) or they need to make some VRC specific avatar audio component that has way more safe guards, performance isn't something that can just be solved like that though.
Noted, much more satisfying answer than “cause questies suck”
I don't know anyone from back then who was actually crashed by audios, Half the time the audios on avatars were buggy and always had broken spatial audio, And played once in a sometime depending if other audios were present or not
one of the few times I played quest standalone I got crashed by what seemed like audio
another time a very small anime girl shot me with a very large gun and that crashed me
I can’t believe they’re still supporting the quest 2! I still use mine occasionally to see what the quest side of my avatar looks like when I update things and it barely runs!
They didn't drop the Quest 1 until Meta discontinued it and through various means made it practically impossible to support.
The Quest 1 was waaaay less usable than the Quest 2 is, the Quest 1 almost literally just didn't run VRChat.
I mean personally, I think less than 20 FPS in an empty VR chat Home world with a singular mirror on is completely unplayable
While I don't even check out the VRChat home world in general, that sounds more like your avatar is a performance hog.
Mirrors are very expensive though
Yeah, it’s not much better with the default robot
Tbf, the menu is really heavy
The FPS counter is incredibly unreliable because of it
I still can’t believe the menu cuts five FPS
is this why some places are loading slower than before? and is there a away to reduce it?
that's nothing new
Is U.SEast fixed? My girl can't join vrchat it just loads forever
doesn't seem like a content development question, perhaps #1138891887374237706 ?
hey i got a issue with my video player cause im a quest 3 standalone and on any world it just do video error is there anyway to fix it?
this channel is for building quest content, not runtime issues, perhaps #1138891887374237706 ?
Does VRC support hooking the Quest directly to Unity (I’m on Mac btw) or is there some better way to get diagnostics and debug data during development?
quest is android so you could use android tools on it, if you unlock it with a developer account
I doubt you'd get much more than logs though
I mean ADB is nice, but is there any VRC tooling for the upload to headset lifecycle?
all you get is the SDK in Unity
So the testing pipeline requires a round trip to VRC servers? That’s a shame
what exactly are you trying to test?
My world?
no I mean what exactly are you looking for from the quest?
"diagnostics and debug data" you said
what data are you looking for
traces, logs, flamegraphs
But honestly more than that, what I'm most interested in is pressing play in Unity and taking the headset on to test
oh if you do "build and test" you should be able to have a headset connected
can't say I've tried it though
Hi
how do i use the setting "Allow sending Head and Wrist VR Tracking OSC Data" ?
Build and test, from there you should get adb.
Frame time data on unity end should be enough to extrapolate out what you need to work on. The frame times won't be correct but they will show you what's holding up what.
To clarify you can set up build and test to work with your quest. Change unity into Android build mode using the SDK and when it doesn't work, follow the instructions
It will tell you what's wrong in the error
@teal moat there’s enough VRChat in the SDK that I can trust this?
What do you mean by this
I can only assume so, since that seems to be what you’re telling me
So when I build with the SDK I’m building a world yeah? But can I just treat it like a standalone game during dev time?
The vrchat panel in unity will let you switch to Android mode at the bottom. The box next to that one lets you switch to build and test.
You need to connect your quest to it in some way if I remember correctly
It should throw an error when it doesnt connect to your headset
Thank you, this has been most helpful 🙏
For sure. To be clear you will be running it on your quest not your computer
Now I only need the motivation to actually build the world, but that you can’t help with
Once the build happens, the test will happen on the quest
Using a Mac, that kinda goes without saying 😅
MacBook yeah
Okay. In the future, if development goes well and you enjoy doing it. I recommend building or buying a cheap windows computer with a graphics card in it. Because you only need it for dev, alot of cheaper options are available to you. Even a 1060 or 970 would do
Alternatively a windows laptop with a decent APU, but you already have a laptop so i don't think you need two machines meant for the same thing
Aside from the being able to run the vr game on the pc, what other benefit would I gain from that?
No it's not about running the game
It's about unity and blender and other dev tools
And compatibility with workflows
Blender and Unity runs just fine on my mac
You won't be able to play VR on the setup I'm suggesting, it would be too weak. But it would be cheap as an entry point
Then it's not time yet
My bachelor’s project was about a, granted simple, game I wrote in Unity
If you aren't running into issues yet then your setup is fine.
With ML Agents and all (ml agents is a pain on Mac lol)
Lol
I have a kind of similar situation. I have a Linux laptop and then for everything it can't do or shouldn't do I have a windows desktop
At university I do alot of remoting into my desktop
I do have a GTX 970 in a computer, but that’s running proxmox until I get a better storage machine
Omg same. I have a storage computer under my bed
No proxmox though
I'm newish to more advanced it
I'm learning though. I wanna take it off of windows 11 because it's so unstable
That’s fair, my proxmox mainly hosts my Kubernetes nodes, and that’s so I more easily can reboot them
Anyway. Good luck on the world. On the issue of motivation, repetition helps me. Just open unity as often as you think is good. Even if you don't get anything done
Cheers, and thanks for the help
It also helps with motivation, if only a bit 😄
I already hit my first brick wall, and this is despite me having ADB installed through unity:
Is there a new update about sfw avatars now?
I don't know exactly what you are referring to, but this developer update and the things said by the team in its comments cleared up, I believe, all the questions surrounding NFSW and SFW https://ask.vrchat.com/t/developer-update-december-18-2025/47354
Welcome to the Developer Update for December 18 – the last Developer Update of 2025!!! Today’s featured world is Cozy Christmas by Mei ʚɞ. Announcements New Year’s Eve in VRChat! VRChat NYE is rapidly approaching! The forms for booths, posters, and logos are all closed – we’re now putting it all together so you have a really coo...

Can we get native inside out body tracking for quest 3?
At this point it has been out for long enough that they probably decided that the CPU cost (likely a memory/RAM cost too) for it just wasn't feasible.
But it is only upper body tracking, the lower body is just a fancier version of what VRChat is already doing if you don't have full body trackers.
I'd think you'd have to do this in a way that talks to meta's software and spits out something that can be used in steamvr as tracking, which really isn't a vrchat-specific thing
Both Pico and Vive standalone headsets support full body tracking with their full body trackers, it would just be a matter of VRC hooking up Quest's IOBT, but clearly they haven't deemed it worth it since both Pico and Vive got their tracker support after IOBT was out if I remember the timeline correctly.
oh you meant standalone
Put Chee Burber in da processor
so vrchat is the only application i run on my quest 3 standalone, and recently just like alot of other games, its crashing now because of "low memory". i consulted with my old dev group in meta and they are telling me that the program is not using the restructured memory stack that they implemented in recent firmware patches? and im constantly crashin...their are no other apps, i have factory reset the device, etc...mind you this is stand alone and not pcvr
I wish meta would quit screwing things up
it's like every release there's a 50/50 chance it's worse
My avatars are stuck with like the peace sign or with the pointer finger flicking in and out, but it’s only in Vrc
Quest 3?
I talked to someone about it, I'm on quest 3s apparently this is just happening with the type of controller :(
Yes it's a known hardware issue where it stops sensing your finger touching the trigger. I think the solution is to take the controller apart and clean the trigger section somehow, but I'm not doing all that so it's just really annoying.
Yeah my controllers do that too sometimes. Sometimes mashing the triggers or pulling out the batteries helps
So can someone tell me why my quest 2 is stuck in passthrough?
double-tap the headset?
What do you mean?
I mean tap the headset twice? Like on the side of it.
Ok
Is anyone elses meta horizon link not working, like its either stuck on the loading screen or it turns to the black screen?
yes. it seems im not the only one
yes
Yo Beta This Keeps Happening to Me :(
will they ever fix it :(
Ive read about it on the deep dark corners of the web, (also known as reddit), its happening to everyone, maybe if enough people complain, they will fix it
The Link Cable Sadly Dont Work ATM..
My 3S is saying: usb c debris or moisture detected quest 3s charging port!!
Just started a few days ago I am so confused and worried about my 3S!!
I am also using the BOBOVR M3 Pro headset strap + the cord it came with the 3S. I genuinely don’t know what happened! I factory reset it too and now it seems when i plug in my BOBOVR M3 Pro, it lowers the battery instead of having it go up

what do you mean you dont know, it literally says debris or moisture, just clean it
The thing is I did, and it’s still giving me issues and anxiety
Random question if I were to maybe put to many prefab objects into another prefab could it slow down my lap top to the point it takes 4 hours to load into the project again
Or is there just an issue with makeing worlds rn
4 hours? Even 4 minutes is excessive, what on earth are you putting in
i mean for a laptop i don't imagine the specs are high end 😭
still with a laptop it shouldn't take 4hrs.
im on a potato pc and it takes seconds
I was just making a low end book shelf😭
I'm in the project but I went to move my screen around and it started loading stuff it's been like 6 hours😭
Idk
Its stuck loading on the screen view repaint
I still have 500GB left so it's not space that's the issue
Yes
Hey i have meta quest 2
AHHA IT WAS THE BOOK SHELF so lesson learned don't put prefabs in prefabs
My pc is likely a lot higher end but I dont have nearly any sort of issue like that having a prefab in a prefab
same, I do prefabs in prefabs occasional, no issues
Anyone else still suffuring the same meta horizon link issue?
I haven't heard of a fix yet
No fix just a DIY patch till meta does their job
#quest-general message
You just have to do this every time you get on to play
Im so happy I caved and bought virtual desktop
Highly recommend
the quest software sucks, even when it's working
did they finally fix the cord?
I haven't heard of a fix yet
oh
there is a fix.. open windows defender and apply the settings for outbound for what i have shown here. Metas user data harvesting borked the whole link system pretty much.
meta sucks as a software company, every release is broken in some way
Im waiting for the steam frame to drop.
yep
But yea, that is a guaranteed to work, work around till meta fixes their crap. I wouldn't be sharing if it didnt work for me..
nice. I just use Virtual Desktop or ALVR
tried it, it didn't work, I've heard its a firewall issue
Im just repeating myself but having to reinstall the stupid horizon app every month forced me to buy vitual desktop
Only time I have issue is when virtual desktop decides to update and thats only because it doesnt warn you when it updates, it just acts like it cant connect
Ill take that oneoff issue over horizon breaking every few days
you better ask help in VD discord.
Hi Tony
There's no issue since I moved off it lol
But sure? will do
seems I read channel title wrong, my bad.
but yeap, better ask help in VD discord also, as bit late for this channel to get help so.
they pushed a update out for horizon, I tested it with air link
WE'RE SO BACK!!!
Yeah that's annoying - I play in a different part of the house from my computer and when I start it up and it doesn't connect, I'm like ugh, do I have to go all the way over there and click a thing?
Ok so downside for Slimevr users, it wont let you connect trackers (at least for me)
how are you connecting them?
oh wait, you're firewalling off the headset, right? Yeah the slime software would need to talk to that
Head over to the slimevr server then. They have so many different members that can assist in trying to get the slimes to work as well as tons of guides. The link should be in your purchase link but I think you can join by looking up SlimeVR in the add server tab
pico 4 is good
ik its basically not possible but it would be great to get quest audio. i feel like they could just add some limitations like only 1 mb of audio per avatar or sum idk
it's not about the size, it's about the processing expense
i have a mac w a big m2chip w maxxed out ram for the model and whether i use a cloud service, VM, you name it... the pcs native hardware is fundamentally designed to handle the subtle crap that destroys a quest by being ran solo. those are expensive and strong workarounds i tried, and it still couldnt make it run as a quest w pc - i think its best to totally accept your realistic realtionship with what vrchat can we for you on a solo headset, and make the most of it and find new opportunities and learn some new rules for how you might lay out settings and what places you load into and as what etc etc
I’m interested in forming a small group to make an escape room. I have some blender and unity experience, but would enjoy doing this as a team project. Something doable and fun.
what should my vrchat world main camera near and far be because on quest mountains far away are glitching but on pc its fine
Just gonna get to the point right away, I suggest adding some sort of fogging, shrinking the distances (fake the mountains) or just dealing with the mountains getting cut off.
Quest has half precision floats, which includes the far clip, ie, Quest has half the stable render distance.
It can be balanced out by making the near clip higher (fixing the glitchiness), but unfortunately it is a poor fix since users can forcefully change it with the "Forced Camera Near Distance" setting, which would make these issues appear again and users would most likely blame your world instead of remembering that they turned that setting on.
guys i think i accidentally created an evil material
Hello
Yup delete time
How do I play with Lucas and will
?
Yo
Is there a way to report a bug for quest? ☹️
What if we were able to share items with players that were free but are not out anymore? Because personally I'm sad I missed out on the bubble gun haha. So what if those free items people received, could be shared?
Just like sharing stickers or emojis
“My friend got a dermal piercing about two weeks ago and wants to play VR on the Oculus Quest 2, but it hurts or feels uncomfortable when wearing the headset. Is there anything she can do to make it more comfortable? Any tips or tricks?”
FYI this channel is for content creation, you probably won't find an answer for that here.
oh and you've cross-posted that to other off-topic channels too.
So, I'm absolutely trying to wrap my mind around this, if someone wanted to put a pair of hancuffs on an avatar, correctly, WITHOUT problems, would I need to weight paint one side to a wrist, an the other side to the other so the chain can stretch with arm movements?
Could someone help me to understand this dilemma?
Shouldnt it not stretch?
That's what I'd do. You won't be able to prevent stretching though.
working on slendermans incomprehensible tendrils.
using just a idle animation for the tendril wiggling, a normal toon standard shader, and messing with physbones
if you want the chain to not stretch, you could weight paint the arms to their own bones, seperate from the humanoid rig's defined arm bones, and use parent constraints to make the arms move normally. When the handcuffs are toggled, the parent constraints can be set to off, and the visible arms could be set in an animation while the real rigged arm bones have no mesh weight painted to them (they would be invisible)
i dunno how to do that, so i'mma be lazy.
Hello everyone! Has anyone tried implementing the OSC-Core library to their own Unity projects and on the Meta Quest before?
I am making my own Unity application and I wanted to make full body tracking connection via OSC just like in VR-Chat, but the OSC-Core library doesn't seem to work.
Can someone advise me?
does anyone know if there is a hard cap on the number of unique materials an avatar can have on mobile? i seem to be running into a validation issue but its not telling me whats wrong and removing materials seems to help. i dont think its a file size thing specifically because they re-use some textures and mostly have different shader options
I don't see a hard cap listed in the docs
yeah i dont either. i do see a note about them possibly adding one tho and it was last updated about 6 months ago so i wasnt sure if thats changed
exceeding 10MB?
You should be aiming for a maximum of 5-8 MB. You cannot upload or wear/view avatars that exceed 10MB in size after build-time compression for VRChat on Android.
Yea thats stupid
Hello everyone, I am struggling to rise my rank to be able to create worlds, any suggestions?
Is there someone that I can reach out to to speed it up?
Are you using steam, you need a vrchat account
I am using steam, I do have vrchat account
Have friends/Be friended, join worlds, groups ECT. Don't get blocked or kicked
And if you are impatient buy VRC + it gives you a rank up or two last I knew
I purchased VRC but that didn't really help but thanks for suggestion 😅
I really don't want to spend few hours touring the world
@timid brook @warm crag @lethal junco sorry for tagging, is there any chance that you can rank me up inside the VRChat? 🙂
I doubt they will rank you up
youll have to play a bit to get ranked or or like i said make a bunch of friends and dont get removed from their friend list
also you just need new user, how are you not new user rank after buying vrc +
I have no idea 😄 I have ~2h play time
you need i think like 10 hours min maybe
also join a bunch of groups
thats another way to rank up
annnddd you didnt buy vrc + from the looks of it
you boughht VRC currency to buy avatars and props thats what the 600 V thing is
Ouh, my bad, that makes sense
Thanks for the help!
why buy avatars...
they arent good
alot of em ive seen is nsfw avatars converted to sfw avatars on the market
hell i have the links to prove myself
"good" is a bit subjective but people buy them in-game if they're unable to upload the files themselves for some reason, and yeah i mean most creators leave NSFW options but its only not allowed in-game doesnt matter if its NSFW out of game which is what buying the files from the creators shop is rather then the in-game market's version
I was wondering, for an avatar I'm coming out with, do android players care if the ranking is poor vs medium or lower? Does it have a big impact?
Medium means any mobile player can have it be automatically shown, for poor that has to be set by each player.
Performance wise there isn't a huge difference between poor and medium, but if you can make it medium then do that.
I am generally somewhat lazy and just aim for poor, always found it doable to optimize down an avatar to that without needing to remove detailing (furry avatars tbc)
Yes, see #server-status
I accidentally logged out of my account. Tried logging back in with Meta. But it doesn't log me back in.
Well damn
Yeah, because servers are down, but generally if you were already in VRChat it will still work, assuming you don't try swapping avatar or world.
ty
Question.. Do you know when the servers will be back up or is there no specific time
Alright thank you 👍
Was wondering why I’m having trouble to login, thought it was something on my end playing up, also time zones are probably different, I’m in the uk and atm it’s currently 11pm for me 😅
API is down meaning the connection to the servers to your device are messed up
there is currently no estimate on when it will be back up
Check #server-status for updates
That’s fair enough was just confused as heck really as I would’ve been on already, but I kinda know now with the status server but I’m checking on it still
Yea its hit hour 4 soooo
Damn, so for me it’s been like it since about 7pm damn
mhm!
Ive only really known the hours cuz there was supposed to be a VRC Community awards stream today BUT the api crashed right at start time
Oh really I had no clue about that 😅
Is VR chat gonna be back up soon?
wrong channel, watch #server-status for updates.
Add soundssa to avitarsss
audio is very performance heavy
Why cant u get a sound board on vrc quest
As Diven just said, audio is a performance problem for the wee little processor in the Quests, so you can't put sounds on quest avatars.
That’s dumb
the quest headsets are running cell phone processors
Why
because like a full power desktop computer processor would burn your face if it was put in a VR headset
Oh ok
.soundboards not on quest????
yeah sound effects don't exist on Quest avatars
Bro i dont mean avatars i mean soundboards on ur browser
No, or at least for me it didnt work
you need a third party software to use soundbaords or just blast it into the headset mic (and mess it up)
Finally thank you
i think that quest should go from 10mb to at least 15-20mb so the avatars could have more and look better
that would directly result in being able to see less avatars because you would run out of ram faster
.
How can i recive OSC data on quest?
I've tried everything to no result. any help please?
• VRChat on Quest does NOT support OSC input
• OSC in VRChat is PC-only
• So if your goal was:
• OSC → avatar parameters
• OSC → face tracking / props
Execelente a mi las Queest 3s me funciona de maravilla con el ChatVr
Quest has full osc support
https://vrcosc.com/ use this it has a node based editor too but anything in here that grabs stuff from files like on player joined won't work just the osc stuff itself since on your running it on computer not your headset so it doesn't have access to that file.
VRCOSC's Documentation
https://github.com/VolcanicArts/VRCOSC here the GitHub
Also quick tips make sure you turn on osc on your quest of course but messed that up before lol. And don't have two separate devices running osc on the same port as it will only accept the first one
I'm sending and reciving to and from different devices
I'm doing all my work in godot 4.4, but I just can't figure out how to recive vrchat paramaters on a different devices from my quest
I've tried running the OSCQuery software on my quest, and I still can't recive data
I'm not familiar with godot so not sure, I use vrcosc and it handles most of it
OSC can only be recives when the sender program pings it
Im not well versed in building programs for osc or godot honestly I would head over to #avatars-osc they'll give you better advise
Sorry
Question is everyone game acting slow on vrchat
When I load into an instance or when my friends join me, some are visible, others are invisible. I can't see them or their names, some friends I can only know they are there if they speak or I see their magic chat box, why is this happening?
Even when I ask them to rejoin they are still invisible, it happens with random people I don't have added too
Does Quest now has increased size limit fr?
I found out from Fish! announcement #1462651780419686544 message
nothing about that is official
Maybe they do but secretly
no, he keeps getting special treatment that nobody else gets
would anyone care helping me take my avatar i made in blender and used vertex pint on and upload it for me i can send you the blender file rn too
#avatar-help is for that. Be specific about what you need help with
To be fair, special treatment isn't unique, for example Furality and vket.
In this case they have said the special treatment is because of how good a very popular world is for testing.
furality and vket participate in revenue sharing though, so those make sense. he has all the benefits they have without that. why.
Well, while more standard, so does he, his income from the world comes from the creator economy where vrchat takes.. (I think it was) 20%.
But the real answer why seems to just be; creator of the most populated world on vrchat, I have never seen the pop count go that high before (outside of possibly new years)
his income comes from patreon. he has simple purchases in. vrchat like the rest of us, but his cash is coming from patreon.
and he did have the most popular world before he pissed everyone off. now his traffic is about the same as Jars
What word was that
wsg everyone
no.
LOL
is toon standard or toon lit better for materials?
Toon standard looks better and has more settings, toon lit is more optimized simply because it is less complex of a shader.
afaik toonlit is just unlit (shaded the same on all directions) but with its overall brightness adjusted to match the environment
whereas toon standard is poiyomi lite :p
can't get my photo's from my phone's gallory into vr chat when the photos from the game go to my gallory in my meta and my phone.
What happened to avatar visuals? I used use my avatar flare and night vision and flashlights now I cant see in the dark now What happened?
they patched the main method used for night-vision and flashlights on quest awhile ago, its performance heavy and wasnt intended in the first place
realtime lights were never supposed to exist on quest they are insanely performance heavy
Aww that sucks
Do i really need to edit the mesh in blender for my model if i want to effectively have "transparency" like i would do with a shader for a PC avi?
yes
Looking for help on figuring out rendering for my unity project I really could use some assistance in someone to walk me through please. Thank you.
Maybe you can be more specific - like what do you mean "rendering"
hey if anyone would like to help i was going to publish a game on my cromebook and i came here to find out how
by "a game" what do you mean exactly?
well you'll need to run Unity, not sure that works on a Chromebook
unity doesnt work on chromebook
I’m not surprised
(Just my opinion on dev statements because I was upset so take it how you will.) For 1: quest 3 had no optomization isusses when I had it (Except when worlds where very awfuly optimized, so intead of making quest work why not make world creators meat a standard for optomization like with avatrs? Not to mention world creators can give the players lights so WHY not on avatars? lights worked fine on Quest 3, and quest platform hasent lost any processing power. And while its not a pc It still ran fine. The devs claiming its because its like a VERY old cell phone are blatantly false. and this makes no sense to me. And the worst thing? Preformance has only gotten worse because of all the jankey junk they keep adding to it for no reason Looking at you "skip leg day". I just dont get it.
dynamic lights are one of the largest performance problems
The old cell phone refers to the quest 2. I'm still running it when I play standalone, and it is very rough. It has so little memory that avatars almost never load. I expect it to be deprecated likely in a year or so.
And calculating performance on worlds to test its performance isn't necessarily reliable or easy at all to calculate and detect. They're too dynamic. Avatars can have a total of 100-300k polygons with all its outfits, but its all in one place, and has a maximum of I believe 256 button triggers. Where as worlds can disable zones and more reliably reuse meshes. Since meshes can be reused and disabled when far away you can have 10's to 100's of millions of polygons in total if done right. My map Get Lost! [Forest] totals out to 30 million polygons with everything enabled, but quest players only see 40-100k polygons at a time. There is no reliable way they can set up a system to know what's on/off during gameplay, its all unique code.
As for lights, each large/long range light essentially cuts fps in half. Each object the light shines on basically doubles the rendering cost, even more on pc if its casting shadows. They are single handedly the most expensive thing you can render. World creators can control the number of lights, you cant control what people enable with avatars. Avatar lights were never supported on quest. There was just a workaround that people were doing, and they removed the workaround.
Quick question are the devs working on a third person view for vr?
This explained alot, thank you. :)
Hello?
No, they don't have any plans for that.
Oh I'm hoping the make plans for that
Why would you want 3rd person for vr?
Idk it would be cool
how
We should have more Things for the camera on quest
3rd person is on pc but will be available soon for everyone on plus
I agree
It’s like 2026, why don’t we get an ai to help with avi or world optimisation
You can certainly ask an AI about suggestions for optimization.
As for automatic optimization, the CATS plugin was the closest thing. No AI, though.
hello
evenin'
It's convenient for screen shot pictures and whenever someone gets in your face
I personally enjoy 3rd pov it's gives vrc a different vibe as if you are playing gta
but in vr and not desktop/mobile? all you would get is behind your head
Anyone have any idea why (for users on Quest) they appear naked in orthographic cameras?
Is it a layer issue or something else?
im trying to upload an avatar to quest, switched the shaders and unlocked them and tried idk what to do
wow, don't post in like 9 channels, one is sufficient.
Show whatever error you have, we don't know what the problem is from just this description.
Question, anyone else know why VrChat took away meta quest's ability to use certain avi's nv goggles?
nv goggles?
night vision was never intended and was only possible via a bypass, they patched that bypass awhile ago
oh night vision
It was never a feature you were allowed to have to begin with
Realtime lights are awful for performance even for pc players
VRChat really should make a better suited transparent shader for quest. Like the thing is generally alpha blend in any case would be perfect, it is properly lit, great transparency and overall with it literally being fine, the fact that worlds can be perfectly fine with any sort of transparent shader on quest says a lot about just how after all the years this platform has been around, how has nobody actually walked their lazy butts up to fixing transparency optimization for avatars. Multiply blend is really really garbage to use, and makes avatars look really crappy if using primarily transparent layers over a model
VRChat please can some programmer actually just make the alpha blend shader in the mobile shader section actual be useful for a change so people can stop using garbage or work arounds
In any case there really shouldn't be an excuse, even if it is unity being the issue, then why is the sdk on crappy old unity versions instead of like the newest ones? I rest my case here
Number one, we're only about two LTS releases behind. The reason being, it takes time to migrate, and I'm assuming they're probably trying to figure out how to upgrade the render pipeline without breaking every single asset ever uploaded to the game, as the one we're currently using is being phased out. Number two, Unity hasn't changed the way transparency works. Transparency is a draw call multiplier. Putting it simply, it means it doubles the amount of stuff being rendered. That's why we don't have alpha blending. There is no way to optimize it, at least not without editing the engine itself, and the engine isn't open source, which makes that very difficult. Considering they've stated that they want to use Quest 3 as a buffer, we're probably not going to get it until Quest 4 is released and Quest 3 is phased out.
Then like is there a way things could eventually have transparency properly on quest? I mean vrchat could always just make a better and more optimized shader? Shader scripting isn't that difficult since they already use custom shaders for the game
Also what is wrong with multiply, it sort of ruins the whites and colors to a material when used
kind of an over kill transparency
Multiply is available on Quest, but it doesn't work the same way. As for alpha blended, there really is no way to optimize it it's just fundamentally how it works. It also doesn't help that the tile based renderer on the Quest has trouble rendering alpha transparency.
To keep the light values, use additive.
Its really not and its barely any better than the quest 2
Is this where we ask questions about our questions and stuff or does anybody know where to ask?
questions about your questions?
Sorry
autocorrect?
So I’m having trouble with my quest and I don’t know where to really put the money?
Question not money
this channel is more about developing content for the quest, not like, hardware or runtime issues, maybe #quest-general
Ooo
Oh okay
When editing existing mobile(Quest/Android/iOS) asset models, does unpacking a prefab as opposed to making direct changes to it, affect the upload compression?
As an example of an experience I had recently... I uploaded an asset, it met the 10 MB limit, but added 1 empty game object, and it immediately jumped to 13 mb.
Is there any risk to unpacking it and just uploading as opposed to not (I asked because unity warns you not to; saying it's no longer necessary)?
Unpacking the prefab means you can never update it by changing the model in Blender or similar and overwriting the .fbx file.
That's really good to know, thanks!
if you adopt a workflow where blender -> unity is only ever one way, and you do the major model changes in Blender, there's never really a need to unpack in Unity anyway.
I just don't understand why a simple game object immediately changed the compression size from <10MB to 13MB
Couldn't tell you.
It's just one of these, why does Unity need to be so irritating moments... lol
I got suspended and I didn’t even do anything. I just put on a private uploaded avatar for two seconds to change back into the normal Spider-Man one I hade by remy because I just updated it and I got suspended, but I didn’t get an email and I don’t even know why and apparently this is happening with people randomly now??? because there was two boys I forgot their users but they kept calling out. They’re gonna get suspended and seconds later they did so I don’t know if this is a development problem or if they are hackers
And I can’t get back into my account it logged me out completely
Is anyone else having this problem?
o/
Will the "Video-RealtimeEmissiveGamma" shader included in the VRC SDK work on Quest?
spooky
wew
Yabai
Oh hello there
I can't wait!!
uwu
👀
Hopefully this doesn't mean that too much valuable development time goes into the Quest

https://docs.vrchat.com/docs/quest-content-optimization goes nowhere?
Ten million people about to type in this channel
hmmm
refresh mouse

@subtle patrol Ctrl-Shift-R for refresh
same here
i thought it was control + f5. Wonder if it differes per browser or if im just wrong
Checking URLs
Info on quest limitations pls
i have the page open for me.
I feel the same Rokk Interested to see how this goes, my only worry is that working on the quest version of the game will take away support for the desktop version
vrchat is coming to the oculus quest in spring 2019...
OK I think I fixed it
Still 404 for me.
Same
Site runs on aws right? Might take a bit for caches to update
How will object sync(and synced animators) work if referenced objects or materials missmatch between builds?
10fps vrchat quest experience
oh switch to the beta page
What's the reason for having to specially upload the content for the Quest/Go versions? Will they not be the same?
@river bone i would imagine the same issues that would appear if you have go to a updated instance with others in a older version. with things not matching up.
Yeah, it's broken
wait why did you blank out your discriminator? lmao
Go to it from here
https://docs.vrchat.com/v2019.2.1/docs
Welcome to the VRChat documentation! Here we cover all the various parts of VRChat, including in-app systems, components and systems in the SDK, and helpful tips to assist you with your creation. **You can navigate this documentation using the panel on the left side of the p...
Removed the regex validator for now
Can we ask about what limitations will be in place for VRChat on quest?
Ehh idek, not too keen on being added randomly XD I’m sure someone could get it from my account here but whoooo knows
hello
But yeah, some features that have been asked for may not be compatible with the Quest. It would be a huge waste if they simply didn't implement those features just because the Quest wouldn't have them. I can't imagine the Quest version of the game will be that big in terms of playerbase.
Seems like a lot of development effort for what could be a tiny percentage of end users
That's what I'm concerned about
I couldnt find a poly limit in any of the docs, is it limited?
5k tris
But right now, Post FX doesn't work to begin with on the Quest version. I think minor differences wouldn't matter too much.
Ah okay
There isn't much incentive for developers to optimize avatars for pc even now
It's amazing they even got this game on the Quest at all tbh. It's a good thing
@zealous gyro @cold schooner et.al: So far the work we've done for Quest has only improved the quality and performance of the PC version. I wouldn't be too worried.
Alright, cool! Thanks.
OK, readme has stopped being a pain, mostly. Sorry about that.
Links should be good.
You may have to hard refresh (Ctrl-Shift-R)
That makes sense actually, if X feature can run on a toaster then surely it will also run very well on PC.
Question: Will we always have to switch platforms to publish to both, or will the SDK eventually support this double, and potentially many more, build methods?
👍 it's working Tupper
good to hear, I want both versions of the game to be the best they can be
Nevermind
Wew lad lets make some quest stuff!
I think this is the best way the devs could have handled the Quest version, looking forward to see how this will develop.
just look at old school consoles, the limitations lead to some interesting work arounds to get cool effects. I look forward to seeing what the quest content creators do
Will VRChat be available upon the quest launch?
Crossplay is not something that a lot of people would have expected.
That seems like quite a challenge
My big question for VRChat on Quest, will there be limitations / unsupported things that will impact cross play? Like will PC users be able to see/do things Quest can not?
@sacred pilot Swapping platforms to build/publish for both is mostly a Unity limitation. We'd like to make it less awkward, but for now, that's how it is
Got it
@modern stag apparently Post FX and custom shaders are windows-only for now
For now? Do we get to hope for the shaders/Post FX added to quest or is it something that can not be supported?
36 recommended fps, it's joke?
@modern stag https://docs.vrchat.com/docs/quest-content-optimization Contains a lot of the limitations. The slide deck also contains some of this information: http://tinyurl.com/VRChat-Quest-Creators
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. Here, we'll giv...
Early Release Document: Some details will change for launch version on Quest Oculus Quest Quick-Start Guide Create, Share, Play.
🦀 dynamic bones are gone 🦀
@modern stag there's documentation and a deck to explain the details. Some are still shaping up.
Tupper beat me to it
@inland barn 36 is the rate at which the Quest reprojects. Not a recommendation, just info for creators.
People would need to make mobile friendly shaders if they ever allow custom shaders
You probably can make shaders work on the Quest from a Unity perspective at some point, but the question is if they want to allow it on the VRC end. It's probably not easy.
How will existing avatars be handled by the quest? Just not shown at all?
Question - why would you have Quest avatars disabled for people who are on PC?
@lethal junco oh, now I understand, ty
They need to be reuploaded on a separate build @toxic robin
@silk musk because they aren't built for the right platform.
I think avatars are built for a specific platform and can therefore not be loaded like an asset bundle anywhere else. Same with avatars that were uploaded with a version of Unity that's too new
Is that because Android =/= Unity?
More Android =/= Windows
That's a.. confusing inequality. More precise to say because Android != Windows.
please read through this first before asking questions http://tinyurl.com/VRChat-Quest-Creators
a lot of stuff people are asking is answered there ^^
Early Release Document: Some details will change for launch version on Quest Oculus Quest Quick-Start Guide Create, Share, Play.
The actual asset data is different per platform, compression methods etc.
Oh, I see.
You build asset bundles targeting Windows Unity 2017.4.15f1 for example. That can then only be loaded and understood by a version of the game that supports that
can only use Unity's built-in shaders time to make quest world build an empty grey box with text "get proper vr, not a potato"
developing for quest will be really interesting. I compared it to pico 8. lots of limitations can bring great creativity :P as long as we still have the PC, no limits area, I think developing for quest will be really interesting
I mean built-in shaders are quite powerful regardless
Just no super interesting special FX, but you can still get a nice looking PBR robot for example. Not sure about toon shading though.
toon is a tragedy
Are you guys shooting to have a build ready for the Quest's launch?
We're looking into providing a home-cooked toon shader, since the toon style is pretty important to the general VRChat community and culture. Nothing solid yet and no guarantees, but we're lookin'.
I feel like we need a built in, good performant toon shader with the SDK. before people start to use UNLIT D:
no outline needed, yeah!
will there be a way to upload 2 packages of your avatar, one for quest and one for pc?
That's the idea
h boy avatar polygon count recommended is 5k, oh jeeze
gimme dat vrtoon 😎
Yes. The docs, slide deck, and info all lay that out for you.
Any way we can get Bakery Shaders aka GPU lightmapper in the Quest/Go version? buying a go today to start working on stuff
I too am gonna start working on things lol
@lethal junco is the avatar that loads when trying to display a PC avatar on quest the same as the red guy that shows for broken avatars?
You don't need Bakery shaders to use Bakery's lightmaps IIRC.
^
You could have outlines that are in the base pass maybe. No geometry or extra pass, just darkened edges
Can't baked normal maps or spec maps though. But i guess that might be to much
Will there be a new "grey robot" avatar with the Cross Platform release so PC avatars show up as the correct height to people's view points?
im excited to try to work within these limits, it is gonna be an amazing challenge! Im really excited lol
A customizable toon shader that comes with the SDK would be pretty cool to begin with, especially if compatible with the blocked shader system
Also if you need someone to optimize/redo the current avatars that come with VRchat lemme know 😛
Same @ionic adder.
its gonna be a blast
Is the team looking into providing some in-house created avatars for the quest? New default avatars would be nice to see.
@subtle patrol we've gone through all the design stuff like that and there are solutions. We'll discuss them at a later date but we're solving for all those issues.
@fringe ravine yes, currently if you load an avatar with only Windows assets on Quest, it will show the red guy.
Is the sdk updated already, my world is pretty much quest ready already 
ah okay
Wait, so we can have a quest and windows version of the same avatar on the same ID?
yes.
Thanks @quaint walrus ❤
Yah
That is epic. Nice
wow thats so awesome! ok time to make a quest version of my oc
maybe chibi form to save polys
Yeah, I'm pretty excited about all of this. It's a lot of challenges but overall a pretty cool thing.
Additionally, since cameras are disabled in the quest, does this mean mirrors will be disabled? Or at the very least locked to be as low quality as possible?
So once this is all fleshed out we gonna get Desktop model on Andriods right? 😛
I'm looking forward to travel and just bringing my quest and not having to bring pc and rift and all that jazz.
Cameras are disabled on avatars, specifically.
This is because the only real use of those in VRChat PC is for GPU shaders and texture copying, and that isn't possible due to shader restrictions
Did you just ask for a mirror on the quest?
Mirrors are as much of a blessing as a curse.
I'd like to eventually get to mobile phones, ipads, etc. we'll see.
@lost gorge not directly :p
Uh huh!
@quaint walrus Labo confirmed!

Labo!!!!
Maybe dumb question, why not just hard enforce vert/textures for quest, wouldn't it help performance for quest a lot? After skimming through the optimization doc, it doesnt seem there is any hard enforced mesh vert count and texture resolution limits, just recommended, it did however say "they may not show in the application at all." how does that work?
heck yea
will things like platform-specific rooms or objects in worlds be allowed (assuming they're error-free)?
But why the shader restrictions in the first place? Can optimise and add support for stereo instancing ourselves
VRchat on the 'old' Wii? 👀 @green cedar
PSVR with 4.3mil units sold VRchat being free would EXPLODE
@modern stag That translates to "there's no technical limits just yet, but we're probably gonna have them."
"Oh lawd they comin'"
i cant believe vrchat is coming to virtualboy
VRChat is the new Skyrim.
What is the estimated network speed needed for a smooth experience on the Quest? Rather, will mobile broadband be reliable enough for the experience?
Gotcha, Thank you Tupper
Hyping up the WII U port I see
Maybe someday it’ll come to Linux and Mac too 😮
finally vrchat on my ouja
@river bone Because shaders are the wild west of perf-- they're impossible to inspect at run-time for performance. So we've gotta be really careful.
@green cedar I have VRChat running on my Commodore 64 already
vrchat on the smart fridge
haha

I think you won't wanna be downloading worlds through mobile broadband unless you are well off on maximum GB/mo @crystal quest
VRChat Ford Sync
Maybe a bit less fitting as it isnt development related but it is quest related.
How will you guys deal with Oculus there online platform ToS?
From what i understand, heard from other devs and found myself they are fairly strict about things related to banning users and nsfw/bad things.
Will the rules change, will users be able to do currenly fine PC things on the quest or whats up?
VRChat Samsung Smart Fridge 🤔
@sacred pilot shhhh that wasn't the point 😉
You open the door and it mocks the jaw bone
Vrchat iPhone?
Alexa, play VRChat
but I wanna play vrchat on mobile data while riding the train
@weary solstice we're already on the oculus store for rift
have been since dec 18
so nothings changing
Considering that you can play VRChat on a tethered mobile connection pretty reasonably right now (minus devouring your data cap), I imagine if you used VRC Quest on a mobile tether you'd be fine.
it would be neat if quest has a simcard slot 🤔
Is post processing really so heavy that it simply can't be done on Quest at the moment?
Or is it just a mobile thing that it just doesn't work well with?
Post processing is super GPU heavy for lower-end hardware. Pretty much every optimization guide for mobile VR out there says "don't do post processing. ever. just try to imitate it if you really want it."
It's not cheap, I don't think other quest games are using it either
Oh, interesting.
the post-processing stack has a lot of issues on android, I don't actually know if it's officially supported
just a bad idea to do on mobile
this will be a ton of fun lol
I mean, you could do that but then have a poor experience
@quaint walrus Maybe should have made it a bit clear. All that i found was more about the quest and not just oculus.
And Oculus spokes people have said they would be really iffy about people in bikini's even. But if the same guidelines apply as the original store then its all cool and dope.
Thanks for the answer btw
I've got VRChat running on my Yamaha DX7 @ripe lion
with quest playing with pc users how will the quest combat the crashers?
Yeah I can imagine crashing on something that's so closed end would be very bad
@green cedar I got mine going on a modified Speak & Spell
When's VRChat on the TI-86
@analog light probably using the same safety system coupled with the earlier mentioned hard limits
Asking once more since it wasn't answered, but will there be quest-ready default avatars, and will they be the same ones as their PC counterparts or specifically made for the quest?
cause my freinds have had interactions with crashers where their pc freezes up till a hard reset
friends
Yeah, we'll make a set of cross-platform avatars that are good as defaults
Also a cross-platform hub is in the works
Cool. Thanks Ron
@analog light That is part of our motivations with being heavily restrictive on avatar components. We're keeping it in mind.
heckin' rad
For those who don't have cross-platform avatars, will Questors see blue men or grey men for those?
Big question: will mirrors work
Will we be seeing a trailer or screenshots of the quest version any time soon?
Mirrors now have various quality settings.
Still very expensive.
@sacred pilot red according to hackspanner
Including auto... they can get pretty low rez.
@sacred pilot there's a design behind all that we'll talk more about later. We thought through all the edge cases.
That's just current behavior tho, will change
Thanks both of you
There's a bunch of design that's been gone through and figured out with most of VRChat systems. We're still noodling with a few things so don't want to be super specific yet.
aaah this is awesome, congrats fellas
glad shaders are blocked don't want some dood crashing my pacemaker once i get vrc running on it
I play VRChat lots so I selfishly want it to all work as expected 😃
So will the excellent good poor ratings have their own quest versions?