#avatar-quest
1 messages · Page 7 of 1
select the mesh with the head and look in the blendshapes, pretty sure it's called "Quest Eyelashes"
Dang, I don't see it in the list. Could it be a texture thing?
Bc the alpha of the head is this
any kind of transparency will not work on quest
your alpha maps will be useless
things like eyelashes and eyebrows will have to be done with mesh, rather than cutout alpha
Idc if it has the lashes, at this point I'm trying to figure out how to get rid of them. I went into blender and don't see anything about lashes in the head's meshes
Is there a way to switch between PC to Android that doesn't take forever to import....the wait time is sooo painful
Not sure of the implications of doing it, but swapping to an empty scene apparently speeds it up, just something I have heard.
the first time will always be slow, but unity caches things pretty well now so future swaps should be quick
I don't know how else to reduce avatar size. All textures are 32 with crunch compression set to low and 100... yet I'm still 2.33 mb away from it being quest compatible...
does anyone know why this is happening (i converted the avatar to quest and cleared vertex colors, all the shaders does this to the body)
is it your avatar?
Is there any good female avatars for my sister
very possible it's just the mesh putting you over, you'll probably have to strip the model down in blender or some such. you can see what's using space using thry's avatar performance tools and https://vsk.lox9973.com/abstat/
Thank you!
Just go avatar hunting in public worlds
Is there anyone that could explain to me how to sync PC toggles to Quest toggles? Like what exactly should I be looking at?
And if its possible at all if the Quest version is not a carbon Copy of the PC one.
For example for my PC avatar I use UV tile discard to create my clothing toggles, while on Quest I just separated the meshes and hid them as needed, and of course removed some things so the Polygon count isn't too high.
basically you just make sure the two different animations for the two different platforms are controlled by the same network sync variables so they know to do the same thing at the same time?
What shader can I use for my eyelash textures? Because normally you use the Standard Shader and then the Cutout option, but I can’t use that on like any of the mobile shaders so does anyone know a shader I can use for my eyelashes??
you can't do any kind of transparency for quest
you'll need to cut the eyelashes out in blender, or stamp the texture directly on the face texture
Strange
Do you mean like make them in blender instead of using a texture??
Bc they are already cut out
Aight I can try
Also I put the texture on directly on it but it just doesn’t work
use the same avatar parameters list if you can, the order has to match perfectly.
Question for quest avatars, I have a particle package but I want the particles to stop playing after colliding with the terrain instead of stopping mid air when the gesture parameter is not met. Is there a way to get that to work on quest? I was told to animate emission rather than the particle source but then it's constantly looping in mirrors. Is there a fix for that?
I'm looking for some avatar worlds were I can find some good male avatars.
I would like some nswf ones.
But don't have be
I like the ones in Starish avatars.
So looking for more like them
nsfw avatars are against tos so if i were u i wouldnt use public ones
cause theyre more likely to randomly get deleted n whatnot
I don't mind using public ones.
Just looking for good worlds to visit
how do I make a Toggle to swap between textures?
A material swap animation
How would I go about doing that?
in the animation tab record yourself changing the material slot of the mesh to a different material with the texture you want
alright, made the animation, how do i turn it into a toggle?
from what it looks like there is 2 meshes overlapping eachother
how can i make a working hue shift for quest? ive seen people do it before but i dont know how
and im not talking about like texture swaps for hue, like a fully functional hue shift for quest
bruh
https://www.youtube.com/watch?v=92PusEHSSms
And you can just 'reroll'/upload to get by the 10mb/10mb
If you're using SDK 3.3.0, they changed the math so if you got an avi that's 9.70 then it's always 10mb
Switch from SDK 3.3.0 to 3.2.3, via VCC. If you do not use VCC or can't, delete the two VRChat folders in /Packages then add https://assets.vrchat.com/sdk/VRChat-Avatars-SDK-3.2.3.unitypackage
Does anyone now any good female avatar for quest (dont have money)
@unkempt steeple I saw you needed help with an avatar, feel free to dm me
Hello guys, first I'm korean not good english. sorry
I try to make quest avatar. but 10mb limit
But, when I look at another quest avatars, they are all over 10 mb
Is there a way to make the quest avatar exceed 10mb?
the pc version can be above 10MB, usually quest avatars are uploaded the same as the pc version but with a lot of missing stuff and compressed textures
Does anyon know any good hijab avatars?
Or just any hijab avatars
I found a lot but only for pc
Ask In #1138520828556890214
Ask in #1138520828556890214
hey i doing gogo loco flying this part is not making since I mostly a quest person this is a my personal avatar so no one else will be using it it say remove the constraint it is it the constraint setting?
Can some one help make a custom avatar for me, im far to busy to make it myself, (I will be willing to pay for it), please dm me if your interested.
@pastel storm
Go to VRCTraders in #community-servers-old, or Fiverr. These sites have safeties in place to minimize scams
The reason you remove the constraints for quest, is that they aren't allowed. On PC the constraint is to allow players to look up and down to then fly up and down, so it's not crucial.
Yo I'm looking for a good quest joker avatar can any one hook me up i
@everyone hey im looking for someone to model an avatar for me its a clone but ill tell more if you contact me
Not the place to ask
does anyone know a way to use the multiply particle shader on quest
i saw an avatar that has done it but idk how they did
If it's really old, it could have been allowed to. If it's made in the last 2 years, maybe an old SDK or modified SDK.
If you add multiply shader and it turns out pink/black/white in-game, then there's no way as far as I know
anyone know a way to make quest assets shiny? i have a MF DOOM mask and wanna make the quest version shiny
Matcap
unity or blender?
Unity. Look at the matcap shader for VRC mobile shaders
appreciate it :)
when i add the multiply shader, it makes the object/particle not show up, like invisible
so uhhhh im having issues adding a non human character.
this is gerbo from bugbo. and hes not made like a human. i tried making his bones shaped like a human but that wasnt enough. how can i fix this and no i am not re rigging this unless its the only way 😭
wait
is this even the right place
oops
no its not sorry
Can someone make me a Vrchat avatar for free
No one’s gonna do thar
Make a cube as a avatar
no. if you want a free avatar then use a public one or make your own.
Any tips on how to reduce MB? my avi for the quest is currently 14,06 MB
Reduce the size of textures! Or remove jncececary blendshapes that arent used
Atlasting aswell
I’m scared of this
Also make sure the texture is dxt1 or dxt5
you dont ask here for free avatars
a crap ton of scams
secondly
vrchat avatars are going to pretty much always be paid for
I'm getting the error "avatar validation failed" whilst trying to upload the avatar for quest. But uploading for PC works flawlessly any help?
y isnt the avatar descriptor copying over to the fbx when i use pumpkin tool?
make sure you're in the Show all tab, and that it's actually checked
it is selected 😦
i think i did it? i used a prefab instead of the fbx and it is all packed and everything now
maybe im just dumb and i forgot how to do it lol
Hello~ is there any way to test the quest version of my avatar..without a quest? I just recently found out that one of my avis have a big flaw in the quest version, because I can only upload it blind
Upload ur quest as a pc?
even then it would end up looking different in some ways
pc and quest handles its own vrchat shaders differently
Even the same shaders?
yes
for example
one moment you got a cool glowing fire effect using quest shaders on pc
the next moment its just shit brown on quest
Well just get VRC on android! Then oooh it costs VRC+. Well it's just a one-time purcha oooh it's no very poor avis. Well...find a Quest user and ask them what it looks like.
If you're shy, skip uploading to Quest and just wait for imposter system
I have a question, why do the mamehinata avatars keep getting deleted? ((Becoming pc only))
avatar isn't allowed to be public, would recommend buying it and using it that way https://booth.pm/ja/items/4340548
Will Android Support change to YES, once I get the avatar more optimized? Asking while waiting on CATS to do it's thing
that field doesn't update frequently, it just represents if it has an android build which you can tell in game anyway if it has quest/android support
Gotcha, so the option to build to Android is greyed out at the moment, I assume that changes with optimizations
Avatar was 'Good' on PC so I'm unsure what the minimum would be for Quest publishing, documentation didn't help clairify this part
look in the validations field and make sure it's scrolled to the top
screenshotting the whole builder window will help
This is all the validations, this is before starting the CATS process though
At least, I think this is
do you have other avatars in the scene?
I do, but they're not the selected avatar, does that matter?
if other avatars have upload issues they'll effect every other avatar's upload button, it's weird. easiest workaround is disable all avatars but the one you're wanting to upload
Yeah that fixed it; Had no idea that'd happen since as you stated, it's weird-
Thank you!
Well; it uploads with the android build support, but it's not saying it can be viewed on quest at all, even if someone tried to manually unblock it,
weird there is even a quest divide
i feel like a 300 dollar vr headset should be able to handle some poorly optimized vrchat avatars
but hey my pc cant handle really full public lobbies so idk
i feel bad for all of the people playing on really low fps because of all the super complex avatars thats why i pretty much exclusively use good or very good avatars
You have no idea how bad poorly optimized avatar are
You mean?
yaknow the like 80mb 7373838388282 poly avatars that take forever to load
its bad on pc but its gotta be worse on quest
i have fiberoptic and i'll still be getting like 5 minutes per frame while i load in
although my antenna is covered in wires and the router is a couple rooms and a floor over
When it comes to the expressions menu for Quest; I know some options like Hue Shifting don't seem to work (from finding out in game)
Is there a list somewhere for what expressions can be used on a quest?
expression menus are just whatever you link a parameter to, just gotta take quest limitations into considerations. Quest shaders don't have a simple hue shift slider, but there are some workarounds like using rainbow texture and using tiling/offset values within the material.
Clever idea
trying to upload an avatar for quest and need to delete some things, what is this and how can i fix it?
what do you need to remove?
in general, you should avoid unpacking models in the hiearchy, since doing so will make future updating of the model more time consuming
Im trying to upload and i get this error. anybody know whats goin on?
nvm it fixed its self i think
VRCQuestTools doesn't show up at the top even after importing the package, does anyone know why this might be happening? It's not like I'm importing the package incorrectly...
you can use GestureManager off github :)
do you use the cck version or the unity package version
c: thank you guys for the input :hrt:
Unity package version, casual import; like in the video tutorial I was following
I DID have the cck version in first which wasn't working, so I removed it and then started going through a tut. Not sure if that'd be the reason behind it though
be sure to delete any outdated scripts, then update your sdk to the most recent version. if everything is up to date, it should work
but you have to delete the original questtools folder with all the scripts before you import the cck version
So delete the package from assets, save and close, re-implement from CCK and make sure it's up to date?
yep
and make sure all your stuff in the cck is updated too
as if you have an old sdk and new poiyomi or plugin, etc, itll break
I don't think you could even find someone doing a low poly version of that for 10 bucks haha
Especially without a full ref
How do I make metal look nicer for quest?? 😔
I know there’s a way I just don’t know it-
lmao bro
metal looks bad because of the lack of Reflection probes support in the quest shaders. fortunately, Standard Lite is being redone, and it will support reflection probes.
I’m surprised you even have a job
Dick
Says the person asking for a super complex commission to be done for change lmao
Man you know nothing about avatar making
Just modeling it alone without textures or rigging already would cost a lot
At best for an incredibly bare bones version of that made by someone doing it for way too cheap would be 10 dollars by the hour
Something of that quality would be several hundred to possibly over 1k
If you were looking for someone to edit a base model
It would be the price of the base plus the hourly wage set by the artist
what’s the best way to convert eyebrow and eyelash textures from pc to quest? they always just end up being black boxes and i’ve tried changing the background color to the same as the skin but it doesn’t look the best.
You'd most likely need to make a dedicated mesh for it, since you can't have transparency
you have the audacity to call an artist names for them trying to tell you that what you're asking for is unobtainable. i don't do avatars myself however as an artist i know full well how difficult it is to create artwork that is highly complicated. it isn't cheap either. catch yourself on and wind your neck in.
Anyone Know how to fix this error?
DK3A.Editor.VRCSdkControlPanelAvatarBuilder+<>c__DisplayClass104_0+<<CreateBuildGUI>b__4>d.MoveNext () (at Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:1813)
--- End of stack trace from previous location where exception was thrown ---
System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__6_0 (System.Object state) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <7d87237cea3743d093e22c5b98f74fba>:0)
UnityEngine.UnitySynchronizationContext:ExecuteTasks()
Tried Reataching in the pipeline manager
anyone know how or where to get the android player?????
Does anyone know of any avatars with face tracking that would work with a quest pro? or have any for sale / can make one for commission?
go to the Jerry's Mod avatar world
and click the VRCFT button to show the VRCFT avatars
I'm assuming you already have VRCFT installed and set up?
and that you are playing on a PC?
playing on a quest pro, and have no idea how to install VRCFT 😄
so you don't have a PC?
i do, but i haven't linked my QP to the PC - is that a better way to do this?
you will not be able to have face tracking playing the standalone version of the game, unless you somehow stream the FT data back to a PC and then back to the headset using OSC
the PC version of the game is a much better experience anyways (as long as your PC is actually capable of handling the game), and the face tracking setup is significantly simpler
Follow this guide to setup your face-tracking hardware and start sending face tracking data to VRChat.
thanks for all the information, much appreciated
Think I got everything hooked up, except in VRCFaceTracking it says 'no modules loaded' even though Installed the Quest Pro OpenXR
so close!
you need to enable it in VRCFT
by default there's no modules loaded
I think it was because oculus wasn't the active OpenXR runtime. i feel like some kind of a hacker getting so many things to work together: headset, oculus pc app, oculus mobile app, oculus developer mode, oculus VR chat install, vrcfacetracking...
Still need help with this
real
how do i reduce physbones for quest conversion... to build i do not want my avatar to look stiff
Box colliders are not allowed for Quest versions of Avatars, but I've seen had quest users sit on station chairs of avatars before, How is this achieved?
You don't need box colliders for stations, they work without them, it just makes turning them off harder.
To turn them off your only option is to move them far away, which isn't ideal if someone is sitting in it.
I see, so how do I decide the 'hitbox' of the station in this case?
Also, based off what you've said, I might also need to find a way to kick them out before relocating the station
(Unless I can just scale it down to something impossible to target?)
You don't, you just get a default size hitbox.
Doesn't work, it is still targetable even if it practically doesn't exist.
I don't know if you can, but not really sure.
I got it working but the VR player's head and hands were overriding the animation, so it looked strange; Which settings could I configure to fix that?
does anyone know where can find a tatsumi from akame ga kill avatar
hi i need help
hi, you might try explaining your problem
Explain ur problem instead of just saying “i need help”
okay i am stuck because im trying to figure out what to do with this
so what should i do
are you trying to make that into a Quest avatar?
yes
you should probably find a tutorial, there's a lot of work to do. You'll have to reduce the number of physbones and physbone transforms, as the first two errors say
can i collab with you?
no
im stuck though
see this is where i am stuck
You have to remove phybones.
Also your avatar isn’t quest friendly at all anyway.
okay but i might need to figure it out which phybones i should remove
Do any shaders for quest support Alpha cutoff?
why do you need 57 physbone components
8 phys bones max for quest 64 transforms max
👍
its not that hard😭
goto vrc quest tools if you use it and delete some physbones
No
Thry VRAM Calculator says I'm 3.86 MiB, but VRC SDK says I'm 10.5321 MB. Anyone know the cause?
which version of the tool are you on?
says at the top
1.3.2
hellow if someone could guide me
im making a quest avi and the poly count is going up there
id like to know what is the limit for a UNoptimised quest avi ..like how far can i stretch the poly count
150K ? 200k ? 300k?
ik the given baseline is 70k but :/
id like to know what you can use without lagging
for quest, the maximum is 20k, not 70k. 70k is the limit for PC
thanks
why does this want me to remove the light source? i'm adding a torch it needs to make light
You're on the Android/Quest build. They can't have lights.
and how do i make a torch then?
Just remove the light. It wont light up the world, but everything else should be allowed and work.
Someone pointed out that I could create a Quest friendly Hueshift feature on avatars by using a rainbow gradient and changing the UV coordinates for it...
But which material would I need to use to achieve this & would it just tint the original albedo map, or would I have to create a special albedo map to achieve this?
but then it doesn't make light😅 should i use another kind of light?
No lights are allowed on quest avatars
but i have seen quest avatars with lights, how do they do that?
Cone with vrc mobile particles additive
Faking the light
I thought you couldn't use the particle shaders on quest-
hi i need help im trying to upload this avatar for quest and all i can see is blank
vrc mobile shaders particles can be used
additive for taking a texture and adding it to the area basically making a flashlight effect
multiple would combine the texture with the area
I keep on hearing people say different things. Some say mobile particles become pink or black on Quest and they're meant for worlds, while some say it works. I feel I actually need to wait until Pico gets standalone VRC and test it myself
when i try to upload a quest avi i get this error (ArgumentException: Getting control 1's position in a group with only 1 controls when doing repaint Aborting)
dif avatar but same error when i switch to andriod build
anyone know the reasons that could stop me from publishing here? no direct errors show up on the sdk
It does have a lot of polygons but the textures are fairly small, and I haven't gone through and added any extra stuff to the model.
It's not stopping you, just telling you it's going to have a performance rank of Very Poor.
the button is grayed out though, clicking it does nothing
Oh, might need to reload the SDK
if you have other avatars in the scene, disable them
SDKs older than 3.3.0 have an issue where they won't upload if another avatar has upload issues
yup, that was the problem, ty
No they can't. I have tried and it let's you upload but it turns the particles invisible (it doesn't render them)
Switch to android build
Sometimes it will switch but it still doesn't let you
You just have to press the switch button again
Oh you're on an older sdk I think nvm
This happens in a new one
What could be happening then is you have components not allowed on quest on ANOTHER avatar active in the scene
If you have any other avatars in your scene just disable the gameobjects
Like disable the avatars
they are rendered when I use them for quest
I have vrchat standalone and it renders for me just fine
This better be a bug in the sdk
and it only does it on alpha blend this is straight up evil
you can't use particle shaders and you can't use lightmapped
Hi, I wanted to know if anyone can make a quest compatible avatar for free (I’m broke) I have a specific file that I want to be used in the avatar so I was wondering if anyone can do it. (I don’t really care on what the base is it’s fine on what you make but I just want some stuff to have physics I also have a file that’s already paid for and I want the item in the file to be used)
Can someone please make a Scott pilgrim avatar with the electric guitar that plays his songs play
Pls
For quest
No one will make you a free avi
I was just asking if anyone can :I
So I was wondering why some of my favorite Avis get turned off even when they are free and not booth or any other and aren’t copyrighted?
Well they most likely aren’t supposed to be public
Someone might’ve not ripped them but uploaded them when they shouldn’t
Do you have photos of which Avis?
Quest can’t hear avatar noises anyway
Avi Isnt uploading
avatars get auto censored for me even if shield level is on minimum
Are you on quest
If so could be cuz the Avis to big
Avis over 10mb can’t be seen
Or are you saying like you can see the Avis you just gotta turn them on to see them
i need to turn them on even tho i have my shield level on minum
Very poor rated avatars cannot be shown automatically
aw
?
for the hip to leg angles
You have missing scripts
So for some reason it's happening again, my quest versions of my avis just cycle through everything constantly and it's driving me insane, nothing I do fixed it,
Have you fixed it
Nope, been having this issue for like near a month now. Any of my semi recently uploaded quest compatible avis just cycle through every mesh on the Avi except the body and show and hide them constantly
Can I upload and fix it for you?
Nah, lots of money worth of assets in the project that I'm not supposed to share in any way shape or form
No problem! You can continue trying
Yeah probably what's gonna happen
I love when this happens 🫠
Rounding the number but not actually is fun
So I was wondering if there was a relatively good looking avatar anyone had for quest that had your avatar projecting like your main body was in front of you
I dont even think that would work on quest
Theres an #1138520828556890214
oo ty
Is there a way I can make hue shift assets like eyes and clothes quest compatible on an avatar I purchased? The pc version obviously won’t work since I have a meta quest 2, is there any way I can make it compatible?
not sure if i should put this in another channel or not but im trying to optimize this vroid avatar for quest, i found out how to cut the vertices so they dont show up as black in unity, but im having a lot of trouble with it
is there Any way i can hide specific materials in blender so i can cut the vertices off one at a time cause having them all overlap is really confusing and i dont wanna cut into the wrong mesh
i hid all of the hair cause they were separate objects but i cant figure out how to just hide the face texture (cause it makes the eyeline disappear which is what im trying to fix)
pls ping me if u know how to do this i cant find anything on google asjhddf
NVM FIGURED IT OUT u gotta go to materials hit select on the one u wanna hide in edit mode and then press h 😭 im dumb
Im trying to make an avatar quest compatable and I followed a tutorial saying to change all the shaders to quest compatible shaders. Once I did though all the toggles stopped working and i dont know what to do.
Anyone here have any details about the new sdk for unity 2022 and what this means for quest avatar development?
Doesn't mean much. Some long-waited improvements you're already getting now on Unity 2019, such as uploading avis without play mode, such as toonlite/standardlite overhaul with proper reflection, more detail maps, etc (SDK 4.0.1)
Without knowing more about the setup, and it's hard to say. If it was using something like Poi and the toggles are shader-based (turning on/off rendering), then it can't be converted to Quest. Easily. More information had been nice, perhaps screenshots
When this happens you can reupload, it'll be a different number each time. The later SDKs should have fixed this, the latest is SDK 4.4.1. If they haven't you can use VCC to go back to SDK 3.2.3, and you won't have that problem anymore. I'm calling it a bug because my avi is 9.70mb and I can't upload (on SDK 3.4.0, at least)
I like this tutorial. https://youtu.be/92PusEHSSms?feature=shared&t=188
So a texture update then. Not much in regards to upload size and limitations?
And what of allowing already existing android compatible materials like Autodesk?
VRC has said before that even if Quest 3 carries a 20-40 performance increase, that it'll be used as breathing room
With Quest 1 standalone decrepatated and VRChat removed from the store, the optimization target will continue to be Quest 2
Quest 2 already runs poorly. Quest 3 will run slightly less poorly. You probably wont see any change in upload mb limit for worlds or avis, or change in the performance rank, until there's a Quest 4 or 5.
If you want better performance, you can opt into Beta in the Oculus Store, you'll get 10-20 more frames, because it's running Unity 2022 instead
So in short rather than pushing the capabilities of quest further with a newer engine they are keeping it the same for "breathing room"
Because I'm not talking about hardware increases, more so engine optimization, it seems the new 2022 is far more capable of handling larger avatars and models for quest. Otherwise making it so we have more materials on hand is useless if we are at the same mb cap.
upload size is limited mainly to prevent filling up the ram so much, the Quest 3 isn't a good upgrade in ram from the Quest 2 (Just 8gb from 6gb)
Again, I wasn't asking about the quest 3. I was asking about the new game engine.
I'm a pcvr person who makes quest avatars. That's why I ask. I couldn't care about the hardware. My biggest point is what does this mean for avatar creators? Can we start improving what we make for quest or do we have the same limitations as always?
Everything will run a bit smoother. Bones, animator, so on. The biggest difference is blendshapes won't be very costly.
The docs rn are for Unity 2019, and recommends splitting off the head (or any mesh using blendshapes) from the rest, if the overall mesh polygon count exceeds 32k. You can stop doing that and instead merge all the meshes to one.
Here's a benchmark comparing Unity 2019 and 2022. https://gist.github.com/d4rkc0d3r/f77c1e96d4aeefd0d1eaf13fb096a2de
So if you did account for that in the past, you don't need to anymore. That also means you can start making toggles with blendshapes.
But toggles with bones will still be better
This isn't a Quest-specific thing. For Quest specifically, not much changes. For avi making at a whole, this at least changes
we hoped for the the biggest performance upgrade component to 2022 which is SPS-I, but instead we got a build with normal SPS so nothing much on the drawcall side.
so mainly frametimes and blendshape performance is just better
I think they'll still try SPS-I because they warned shader makers earlier this year to support it, with advice how
We're still getting Udon2, that'll be an improvement for script-heavy worlds. Nothing that's directly Quest-related, still affects Quest Ig
What is SPS-I ?
Unity has 2 main stereo rendering methods for VR, Single Pass and Single Pass Instanced. Single Pass is a lot more heavier on the CPU than the instanced variant, but VRChat needs a bunch of content's shaders to support it for whenever they do jump to Single Pass Instanced. I'm guessing VRChat is still waiting for more SPS-I supported shaders to be in most content before changing, and make a system to fallback non SPS-I supported shaders.
I’m trying to change the build to android in this new sdk thing and it won’t change
Does anyone know where to find a tsumiki model or have the file for it? I’ve been trying to find it and couldn’t find it.
Can anyone help me find a anti spiral avatar with attacks?
had this last year but is broken @vestal mortar
hi sorry this is really late but if you want me to help i can. just dm me or we can talk here. It's late so i can't vc, but if you want to i can troubleshoot, just send screenshots for stuff i can help
kind of. The best ways you can do this are with the albedo/emission colors on standard lite. You could also try matcaps of solid colors.
already got it, figured out it was due to the arangemnet of my parameters for quest and pc, m,y face and eye tracking stuff gets confused when prams dont match
ohh yeah you gotta have those exactly the same
can some amazing person make an avatar with a working portal gun that shoots poratls and can go though it and works on quest
when god comes back, ill make this
also when i try to create a avatar or world when im done it says the there must be a build but I had alredy built the project whats happining
this isnt even remotely possble
pc barely because seat jank
but quest no
It would technically be possible but you would need an abundance of contacts and receivers and it would a pain to set up also you wouldn't be able to place the portals wherever you want just the pre determined locations you make in unity
but vrc stations are a pain
yes
how do i make things double sided for quest or do i just have to deal with it??
throw your mesh in blender, duplicate the mesh, go into edit mode ands flip the normals, then merge the meshes together
Or add solidify modificator
How do i make smthing transparent on quest
you don't, quest doesn't support transparency
Ive seen many quest avatars with transparent clothes, skin, etc.
probably you didn't actually see transparency, but gaps in the mesh. You could certainly cut holes in blender or similar.
not sure what you're referring to?
yes. VRC will not let you upload that transparency.
either you saw faked transparency (like parts of the mesh missing, or inverted normals) or they were breaking the TOS by using modified software.
the best you got for transparency which this is absolute transparency (aka invisible) is taking the vrchat mobile particles multiply shader
that only works on particles
and it's also only for worlds i think
i've seen some people successfully use it on quest
avatars
but it only works on particles
which means no skinned meshes
Im trying to convert pc to quest i never had this problem before what do i need to remove or change to make it quest compatible
Phys Bone Transform
remove physbones
Can someone make good td South Park avatars
Not good to ask here
A lot of scams
Also dont copy and paste ask in every channel
you can't
sorry
my avatar uploads perfectly fine for pc vr but for quest uploads it brings up this error despite there being no reason in the control panel
scroll up to that first error
what do your materials look like and what does it look like in editor
Can I get the blush to work on quest?
blush that uses transparency, no
Quest hardware wouldn't handle transparency that well on 20+ avatars at the same time
Ah..
normal
and in editor it's the same way
shitty
sorry for the late
Hi zero
I meant the material settings
hello
is there a way for me to get eye simulation working by having a pupil laterally move instead of rotating a spherical eye mesh? i've got a character model with stylized glasses and rotation won't work for that
(also please ping for the response since i don't check this server often)
You can put a contact sender on an eye bone and receivers around the perimeter, use that to drive animations via blendtree or something
Those animations can be as simple as animating UV offset or something
alright, thanks!
Thats is comically vague
sure, what's up
I'm busy right now but we can talk about it later sorry
can someone help me?
Hey if I have an avatar that's gonna be too difficult to make quest compatible, can I just upload an entirely different avatar as the quest version? Or is that gonna fuck with toggles and stuff?
If the toggles don't match then they will not work cross-platform
other than that yeah you can upload basically whatever you want
Gotcha, so I guess I'll try using a quest compatable avatar and just throwing the menu/params from my PC avatar on it and seeing if that works
I only started making avatars yesterday. The avatar is completely fine but in game its under the ground. Does anyone know what to do? Im clueless.
(The model is there in VRChat I can see it but only if I look under the ground or jump.)
Wdym , like make it and gift to them as a package ?
You probably have too many physbones
Iv been working on a project for a fair ammount of hours and i think the fatique is kicking in and making a simple issue complex in my head.
perhaps someone here can help...
I have a particle effect on my model (namida) and im trying to swap the particle shader over for quest optimazation, but its greyed out. so i cant swap around the shader to vrc.
im almost certain this is a easy fix and i have a box checked that shouldent be, but my brain is lagging at this point.|
you'll have to go find whatever material uses the wrong shader. I'd look at your particles first, based on the name of the bad shader.
Search t:renderer in the hierarchy search to find all object that uses shader
I can just about handle vroid enough to create a very bad PC-only avatar. A more experienced avatar maker talked me, step by step, through putting the *.vrm through Creator Companion and Unity to get an avatar to VRC. I want to create a Quest version of one or two of those Vroid avatars. I've been trying to learn via YT tutorials, but it seems like the ones that I find go too fast and skip over obvious-to-them steps. As well as working with older versions of Unity, so the dashboard onscreen doesn't look like the one that I have. I have Blender on my PC on Steam, but I even more don't know how to use that. What would be my best starting point? I know a Quest avatar would have to be much simpler, which I'm fine with, but I have no idea how to get there.
is there a tool to help lower avi size? ive made every texture on it 128pixel and high compression and i cannot get it under 10mb
the avatar isnt even that intense
Ho many blendshapes does it have?
If it is many then try using VRCFury's blendshape optimizer on the root.
looking into it, its mostly mesh memory
ie, blendshapes most likely.
Does anyone know why when I switch to mobile shaders the toggles for this avi I downloaded mash into the other textures
This is what it looks like on PC
Hey yall, right now and now I’ve been working on a avatar and for some reasons, even though I uploaded it to Quest every time Quest users see my Avi all my toggles are disabled for them and they don't see anything until I get on Quest where they can see it but then PC has the issue of not being able to see the toggles. If anyone can help, it would be much appreciated!
use the same avatar parameter list for both quest and PC versions. In the same order.
Ok
im trying too make a model quest but it says its disabled??
You need to download android build for Unity most likely
Search the unity version your using and download the android build support for that version
Does anyone know what's up with mine?
The PC shaders are probably not just "standard" (the shader) I assume, the PC shaders could be making use of UVDiscard which is a pretty neat solution for hiding mesh on PC, but that no shader on Quest supports.
Makes no sense because I have tons of other toggles on here but its only doing it with the ear and plush texture
Check if the PC shaders make use of anything called UVDiscard or I suppose it could just be dissolve.
And it isn't all that odd to have different things toggle differently, the ears I would definitely use UVDiscard for.
I literally put the shaders on myself it's just poiyomi shaders
It works perfectly like with the Poiyomi shaders I have on on PC I jut can't use it on Quest
Poiyomi supports both dissolve and UVDiscard, "just poi" could literally mean it does almost anything.
However, since you put it on I guess it isn't that then.
Is it making use of cutout?
If you change the shader on PC to be opaque instead of cutout do those things appear?
Sorry had to reopen my project, yes thats the issues, PC is on cutout. Is there a way to do that for quest?
Nope
Just in case though, you did check what happened when you swapped it over to opaque yeah?
Yes
You either have to live with it or go into blender to separate or remove those things.
Okay thanks
Does anyone by chance have this model I’ve been looking for it for a while it’s called tsumiki
wouldnt that get rid of my current build and overwrite everything
nope, you can swap between them
have you tried going to prismics search world and looking it up?
No I’m saying in unity
What no?
Quest runs on Android
You can't upload on Quest without android build installed
And then just switch to it on the SDK
is there any way to make particles not just boxes on quest? bc i see a lot of avis with good quest particles and they show up fine in unity with the quest shaders but in game they just boxes
Not really
Use a blend mode like additive or multiplicative
for additive particles use a black background. for multiplied particles use a white background.
where do i find that?
vrchat > mobile > particles
oh those
yeah im askin bc im just tryna make a laser for quest kinda like how you see on all those dragon ball avatars lol
use additive
ill try lol
Thank you so much
why does the quest additive particle shader look completely different in unity then in game
it makes it very annoying to make particles work on quest bc you have to use a quest to see if it works right
Because the transparency effects on the quest don't work.
shaders that blend additively (like vrc's additive particle shader) don't actually do alpha comparisons and stuff, they're supposed to literally add the diffuse albedo value for a given texel to the current screen pixel
Hard to say what's going wrong with no description of the problem or any visuals.
I much prefer visuals, personally.
i just wish quest had transparency at least just for the particles
You think you want transparency. You don't want transparency.
You think you want something, you don't want anything.
You will want nothing and be happy
why not?
Transparency on Quest is especially expensive
It takes more memory accesses because tile based renderers work differently
well maybe someday there will be a way to at east change the particle shapes to not be squares
unless there already is
If I knew what your particles looked like right now I might be able to offer a suggestion
https://www.youtube.com/watch?v=BD1zXW7Uz8Q if you want to learn more about the differences between desktop and mobile graphics processing
In this video, originally presented at Vulkanised 2023, get an introduction to a modern mobile system-on-chip (SoC), and the hardware building blocks of the Arm GPU family. Find out some of the key best practices for efficient rendering on Arm GPUs, including some highlights of the Vulkan API that are critical for efficient rendering.
Get more...
they are just translucent red squares
What do your import settings look like
I'm assuming you don't want translucent red squares, since you haven't provided any kind of visuals to demonstrate what this is supposed to look like vs what it actually looks like
yeah i was just tryna make a simple laser ill try to work on it more when i get home
Is it possible to transfer an avatar from vrchat or vseeface to blender?
tutorial ?
from vrchat, no
and unity?
Is it possible to transfer an avatar from unity to blender ?
That is actually a complicated question. Usually you're going to have the files on your harddrive already.
Normally you don't "export" resources from unity like that, you import them
and can blender import a unity model? Or does it have to be in a certain format so you can open it in Blender?
FBX is the preferred format.
FBX which version is preferable?
Given the questions they're asking, I doubt expanding on that will be productive.
Exactly, making FBX in Blender 3.6 and exporting without additional plugin in 2019 Unity is just a great idea
If they asked that I could have told them I guess? I'm not sure what you're getting at
They haven't explained what they're actually trying to accomplish so I'm just answering the questions as they ask them
They asked about this, now after your advice they will sit for two days wondering why the blendshapes and skeleton are broken.
Again, they haven't even said what they're trying to do. They asked a question. I answered. There's nothing to be upset about here.
I have an avatar in Unity and I want to transfer it to different things, such as making animation through SFM, and transfer it to blender to implement that model to games in the form of a MOD, similar to this video https://www.youtube.com/watch?v=nh1ax-jnjZI&pp=ygUOZ29kIG9mIHdhciB5dWk%3D
#keion #k_on #godofwar #godofwarragnarok #godofwarpc
Yui and Azusa embark on a journey in Midgard!
https://www.nexusmods.com/godofwar/mods/167?tab=description
Here is a demonstration video of the Yui Hirasawa/Kratos and Azusa Nakano/Atreus model swap mod! Instructions and full details on installing will be in the link above!
Rigging and im...
as long as you have the model you should be able to just import that into blender
there are also ways to add props and stuff to your avatars directly in unity
if you need a primer for blender I really recommend BlenderGuru's donut tutorial series
I will try to try it
Part of my mesh is black when i use the mobile shaders for my avi
If i use standard its fine :c
Any ideas on how to fix this?
It seems to be ok in blender
Maybe i should just combine all everything together into one material and texture.
I did extrude the mesh in blender to make the tail from the existing mesh. Maybe I didnt do something or missed an essential step for the mesh
Do yall know how to fix the error that says, chest, feet, etc. are not defineded?
what do you mean its not supported my brother in christ its from the folder you TOLD me to go to
The SDK for Quest only supports certain shaders that are for avatars. For example: VRChat/Mobile/Sprite would not work
bruh
Lightmapped is for worlds, yes, it is annoying that they don't make that clear.
One of the particle shaders are the same I think.
Damn
anyone ever have this problem?
Any avatar uploader here please am just asking don't come to my DM
Its against VrChat TOS to share your account stuff to get avatars uploaded, unless you are asking for someone to upload to their own account and you clone it
thats im made smthing wrong when transfer or my rig is too bad ?
1st time try to add into VR
almost certainly it's vertex colors causing this
Oh okay
There's actually nothing in the ToS that says sharing accounts or passwords isn't allowed.
ToS 3. You're responsible for any activity, but it doesn't say it has to be yours.
ToS 12.1.G mentions sharing account access without permission isn't allowed. Implying permission is.
The community guidelines only mentions that, only 1 person should use each account. I've also never seen staff enforce any requests on the Discord, where others ask others to upload content. It's entirely possible it's okay, so long you don't get in trouble.
But for hopefully obvious reasons, it's unsafe. Installing Unity and uploading yourself isn't that hard
I'm just repeating what I've been told many times 🤷
Many do that. Let's break the circle spam
[Always] AssetBundle was not built
UnityEngine.Debug:LogError (object,UnityEngine.Object)
VRC.Core.Logger:LogError (string,VRC.Core.DebugLevel,UnityEngine.Object)
VRC.SDK3.Builder.VRCAvatarBuilder:ExportCurrentAvatarResource (UnityEngine.Object,bool,bool,string&,System.Action1<string>,System.Action1<object>)
VRC.SDK3.Builder.VRCAvatarBuilder:ExportAvatarBlueprint (UnityEngine.GameObject)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<Build>d__106:MoveNext () (at Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2034)
UnityEngine.UnitySynchronizationContext:ExecuteTasks () any ideas on how to fix?
hi
having this same issue ^^^
trying to publish a quest version of an avatar, slightly different mesh, bones, and physbone placement but all the menu functionality is the same. I tried reloading the SDK and removing the blueprint ID so it'd be separate, and the issue persists. I asked in avatar-help yesterday but didn't get a response
edit: it is most likely mesh/map garbage from decimating it in blender, which feels like it implies a ton of work that I really don't want to do, and also doesn't make sense because the previews work in the Unity editor, as well as Blender
still there after using cats for it, I think I'm done trying to make this thing work for quest users for a while. they can just see my fallback lol
DoesDoes anybody know where i can find fnaf movie avatars?
No but the avis are probably being made right now just not ready yet as the movie is only two weeks old
I made a William Afton
who made the smashing brush?
you can get the base here, its just a texture edit on the face
https://blueasis.booth.pm/items/2015781
but its $13
But it's ONLY $13, thats cheap
Ngl I thought all of those were public
Only publics allowed are either the fallback or others made by the creator otherwise it breaks tos
Oh
im broke tho
no custom brush for you
get the files then send it to me then
that would be against terms of service
the avatars terms the service doesn't allow distribution like that
y
and the vrchat Discord does not allow discussing pirating things
its not tho
it would be because you would be getting access to something you didn't pay for
but im broke
then no avatar for you
I have a question if I’m converting an avi to quest and it says the avi is to big and I already delete most of the physbones to make it quest and it’s still to large what do I do?
Chuck your monitor out the window out of rage
I agree 👍
Lowering texture quality in unity can help
I tried I put everything to 256 and it’s still to big and I don’t know what im doing wrong 🤦♀️
Delete some parts of the avatar like extra clothes, accessories etc.
Gotcha
Also selecting dxt1 or dxt5 for the android override
Ah okay I didn’t do that I’ll try that
also crunched over compressed iirc
do hands properly render w pcvr yet?
Avatar on PC says its fine but on quest it says "Server side checks failed", any ideas?
Avatar was quest and normal before, in fact was a fallback for a little while before I tried to make it a bit more unoptimized by better textures, etc
They never didnt?
tried uploading quest avi I converted halp
Show entire console
Anyone know a walten files av I can have?
Does the toggle menu on the quest version of the avatar have to be identical to the pc one? I'm just thinking if I toggle something on pc and the menu is in a different order for example on quest will it toggle something completely different?
you can make an entirely different avi for quest if you like, not a big deal 🙂
Yes I know that but the thing I'm wondering about is how are the toggles synced?
I just depends how you do the animations and how you set them up
Parameters are synced, crossplatform, by position in list and type https://creators.vrchat.com/avatars/animator-parameters/#cross-platform-parameter-sync
This document is written with the assumption that you know a bit about Unity Animators.
Basically, don't change your parameter list when uploading for Quest or vice versa.
Okay got it thanks, I was worried I had to keep the toggle menu layout the exact same
I've been shrinking textures and removing features from ym avatar to make it Quest compatible It is still at 17 MB even after most textures are 128x128 and some are 256. Shrinking textures seems to be loosing effectiveness
so what do I need to get it under 10mb?
Saw the note about DXT1 and DXT5, I'll try
Could be because of the blendshapes.
How many blendshapes does your avatar have?
Blendshapes can take up a lot and since, aside from MMD blendshapes, you basically never need to touch unanimated ones, you can use VRCFury's blendshape optimizer to bake the blendshapes (baking makes it save the current value to the mesh and then removing the blendshape).
Install VRCFury and add its script to the root of the avatar (where the descriptor is), inside that script you can add various VRCFury scripts, one of them is the Blendshape optimizer and when it has been added you are done, it will handle things during the upload step and keep your avatar intact and untouched.
Ok, I've used other VRCFury features like 'turn off before upload' etc
Does this apply to just the Avatar mesh, or all of its clothing too?
Should apply to everything, why it is added on the root.
downgrade your textures further
or have less stuf on ur avi
@wise idol @raw abyss
VRCFury will probably fix it #avatar-quest message
Blendshapes can take up a lot of space, you can check using Thry's performance tools https://github.com/Thryrallo/VRC-Avatar-Performance-Tools
It will tell you the amount the textures and mesh are taking up.
bruh my entire avii is buil onit
Well then you should be using the blendshape optimizer, and with how many blendshapes you might have, you should probably enable the keep MMD blendshapes in the advanced settings.
I already used all fixes so it's purery was basing it on sheer amount of textures and meshes in the avi and yes i already optimised them all and uploaded them.
hey can someone help me figure out how to retexture an avatar either later tonight or tomorrow i have been trying to figure out how to do it for about 2 weeks but i just cant figure it out
does anyone know why avatars on quest with normal maps/cutouts look ass now?
do you have any screenshots to demonstrate
and there aren't any Quest shaders with cutout support
that's against terms of service
well yeah cut out shaders are not supposed to exist on Quest avatars
would you happen to have any screenshots showing the same Avatar before the update and after
it's not possible to use shaders that aren't in that section without breaking terms of service
okay that doesn't change the fact that it sounds like people were breaking terms of service using Shader mods
and Alpha overdraw is indeed a problem for mobile Hardware
question are your avatars using the standard light Shader or something outside of the VR chat mobile list
could you answer the question as I'm trying to narrow down what's actually broken
does your avatars that use the standard light Shader render any differently in the update
that wasn't my question do you have any standard light Shader avatars and are they showing any different Behavior
thank you for answering the question
did you upload the avatars themselves or are they public avatars
Modification of the SDK or VRChat is not allowed. Doing so can result in your account being banned.
The Shader limitation is there for a reason
Why not just revert the update or just make you be able to use custom shaders on quest
the open Beta is upgrading the render quality of the standard light Shader
Mobile GPUs are terrible at Transparency :D
Also, I don't even work for VRChat. So please don't say "your game" when talking about it to me.
the literal manufacturers of the the headset disagrees with you
so you were using a Shader that's not a VRchat mobile Shader?
Yes, cuz the vrc one is ass for quest
ok so im just asking here cause i saw in a few other servers im in that people (yes they are using the standard lite shader with the regular sdk and it isnt modded) are having issues where avatars arent looking that good anymore on quest. They are claiming that the avatars just look dull now and that reflections such as smoothness data are no longer visible visually on quest. I just need to know whats going on with this
currently im out of town so i have no way of testing this with my own avatars
*mods the game* WHYS IT BROKEN >:(((((((
Yea all of my avatars are broken
same shit
thats beside the point
lol bye
why are the shaders basically screwing over reflections within worlds
Moddked SDK's are against tos
Modifying the SDK is just as much against the ToS as modifying the client is.
and yes they have tested in worlds with proper lighting including realtime, baked, mixed, and they all have reflection probes and have tested in a large amount of worlds not just one
.......bypassing... by using a modified version of the sdk.... aka modding
modded sdk always been violation of tos and ban'able, easy to spot one ingame
this conversation is hilarious to read
Fr
are the avatars using the standard light Shader
im just trying to figure out how to fix my damn shaders and people are whining over modded sdks
just dont use modded sdks, dont b stupid 🥱 ull only get actual support if u use actual legitimate sdks
unfortunately it seems like there's kind of two issues going on at the same time that makes it a bit hard to tell heads or tails at the moment
transparency doesn't work well on quest iirc
yeah its getting annoying
adding an alpha channel makes image files a lot larger
so while it might work in theory, your avatar would be very poor performance rank no matter what
Mobile GPUs aren't good at it
according to people i know avatars that they have made and uploaded for quest using the regular sdk with the standard lite shader are basically fucked in worlds im tyring to figure out how to fix it so when i get home from vacation i can reupload my avis to fix the issue
yeah i have a friend who makes avatars and there avatars had transparency for quest and they work fine
do you have pictures of the Avatar before the update and after so the standard light Shader issue can be diagnosed
But strawds avatars we're fine I never laged once with there avatars this update was point less
sadly i do not have ones before
i dont take very many pictures
fiddlesticks
ok so this picture came from a friend of mine and apparently they uploaded this avi on quest. Im a pc user so i dont really know if the avi looks worse or not but theyre saying this looks worse than what it used to look like
is the photo taken from PC?
no that is taken from quest
looks like there's specular highlights on the avatar?
you can tell cause there isnt an AO detail above the kneecaps
no it seems according to them that the avatars have less reflection
and are more dull
this is avatar after i put spoiler because of how terrifying it is
is this the before or after
after
again im a pc user so i dont realy get the problem but i make my avatars for a few communities and when i get home from vacation it would likely be useful to make sure that my avis are looking weird
this is before
bb everything changed
ive lost my dignity
question what Shader were you using
idk my friend made the avatar
but i had no issues with it, my game on my old ass quest 2 ran so smoothly
try taking this photo in the same world as the before one in the same spot
so the lighting is the same
i am curious what the exact differences are
the avatars were so amazing for quest
the transparency in the hair
and you can see that there are no reflections
and i dont think theres any normal maps
ok they likely used a modded sdk for that then
ohh
cause of transparencies
i didnt see how it lagged though?
if there's transparency in the hair your friend was using modded sdk
so far everyone ive asked has no issues with lag
are the avatars going to look like this forever?
the thing with it is not that its necessarily hard for the quest to render. Its just that it adds more size to the avatar cause you are adding another layer to the image. It also adds slight performance decreases that arent as noticeable unless there are more people in the world with the same avatar
your friend was exploiting a illegal bug so yeah the avatars are probably not going to revert back
Yea but this new update made everything look horrible
tile-based GPU's (like the quest has) do not like transparency and objectively perform worse when it is used
just because you didn't personally experience lag doesn't mean others didnt
its not necesarrily just me but i kinda understand??
and the lag gets worse if more than one transparency is overlapping on top of each other
it sucks, sure, but thats the disadvantage of playing standalone
do you think you guys will ever make it so transparency is fixed for quest
cutout/transparency are heavy for mobile - its not about one person using it - add up multiple in same room and their terrible avatars you can create crashers/terrible performance - why vrchat does not let you set one in its sdk
so looking at just one Avatar with transparent hair might be fine but a dance club full of transparent hair would send your headset screaming as it's having to draw the same pixels like 10 times
maybe like a option where you can toggle the transparency
transparency is not intended feature on Quest avatars so no that's not going to change
won't happen until mobile hardware gets much better and becomes the standard
also im not a vrc dev if thats what youre thinking
It never once did tho???
oh sorry
not many members of the vrchat dev team actually hang out in this Discord
I'm sorry but like so may creaters are gonna be affected
Ive been in worlds with people who r using transparency and there have been no issues im pretty sure 90% of these creators use the transparency for quest
Yea
sounds like most of those creators were breaking the rules
and its not just me its big portion of the community saying this
that's kinda on them for using unsupported (and otherwise not allowed) modified sdk's
a world maker can make sure you don't have 10 transparencies on top of each other
oh i meant avatars sorry
where is avatars because they move about could stack themselves up in a scenario where you get like 10 transparencies on top of each other with no way to control that
my frinds are still having issues with lag even without the illegal hacking, is it also the physbones?
Like I still lag like a bitch
Sooooo
What's going on
Because that transparency removal did not help
are you showing very poor avatars @daring dust
We dont know a whole lot but the avatars looked soo good before
lag comes from all kinds of sources, transparency is just one of them
in particular, many creators do not optimize their avatars for quest
Almost every avatar that looks descent is very poor
im just waiting for the day that the quest 2 gets phased out and the awful hardware doesnt need to hold progress back anymore
then yes you're getting lagged by the avatars
is there a way to keep avatars optomized but make them look good because so far every optimized quest avatar look really horrible like all of them
unfortunately the transparency problem is not likely to go away anytime soon because of how mobile Hardware renders
likely because they use more textures
with more textures you can add more detail such as metalic, smoothnes, normal, etc
well the more materials you have the more textures you need
avatar optimization is on the creator of the avatar
Then by that people can just turn off the transparent avatars that are "lagging"
thus increasing the amount of textures your mobile gpu needs to load at a time
the problem is all of those very poor Avatars are causing you lag
is there an alternative for transparency because alot of these avatars look really bad without them its like the beggining of vrc
sadly, its annoying too cause at this point pc is a much better option
so basically either you get a laggy mess or everyone looks like a PS2 game
like quest by itself even the newer ones are shitty, theyre nice for like 6 months and then die off due to the software being shit
That never even happend
probably, i dont personally do much quest avatar development
do the vrc creators go on quest
and like expirience it
I would have evey transparent avatar on and I would never lag tbh
likely not
dunno, i dont know every creator
bc its really diffrent than what people are describing
I'm guessing the answer is probably not on the transparency as if vrc found one they would have allowed it
theyre all pc from what i know
if you have a pc powerful enough to develop things for the game your pc can likely run the game
this is assuming your referancing the vrc developers being the people such as tupper
yeah most of these very poor avatars are avatars that were never designed for the quest being just upload it on the quest with no regard for how it performs
isnt that why you can turn people avatars off
Exactly
im in this server for avatars and everyone is complaining about this😭 and peope on my friends list are yelling about it in their bios
i dont really optimize my avatars for quest granted i make them for mil sim communities so they care more for if it looks better and has lower performance as most of them can bear through the lag as long as they hide a few avis and have decent wifi
hi guys
hi
does this mean that people who used the illegal sdk are gonna get banned because it sounds like alot of people are gonna get banned like alot alot
i hear everyone talking about this new quest update
and how their avis are messed up
yes
i doubt theyll be banned
oh ok
That would be a LOT of people
like half the vrc population?
or if they do vrc would get fucked significantly. There are an annoying amount of people who use modded sdks for it to look better and its likely that a lot of people would be complaining if they got banned from vrc
the vast majority of the vrchat user base never uploads anything so no that would not be half
im pretty sure like 70% of the vrc creators out there use modded sdks
56% of numbers are made up on the spot
yeah i think so😭
i was exaggerating
probably
😭
girl the gifs
there are a lot of people who dont know how to make shit that looks decent so what they do is they get recomended an sdk that can allow for things to make it look better. And most people who get into this shit usually dont ever try to get better. Atleast from what ive seen
i said.. "That's so bad" in caps...
so
have you been on quest?
yes i was a quest user before i was a pc user
i do know what they used to look like and they still look like shit compared to pc
Me when I load in and everything looked bad on my avatars
basically a bunch of folks were outing themselves as using modded sdks
because they were using those to do illegal things to their avatars but there's also been some folks who
use completely vanilla sdks who are having issues so it's a bit of a mess trying to figure out what's going on
and to be fair as well its also because of bad lighting
i wonder whyyyy😭
might be another glitchy update
sadly a lot of the worlds on vrc have the worst lighting imaginable and then the avatars look like shit because of it
but they dont even reflect light anymore, they lost reflection and specular
the people using modded sdks that might be closer to intended Behavior stopping them from using illegal shaders?
before the update atleast
this world had the most beuatiful lighting but now the avatar is just flat
yeah before the update
pc shaders?
is my friend gonna go to jail?
wdym illegal?
oh!
oh.
i hope not!
no they just might get banned from vrchat
honestly i doubt vrc will ever ban the people using modded sdks
me too
ohh
two people who admitted to it got banned from the Discord
yeah sorry they're getting 25-life.
from vrc atleast
then they would get rid of almost the entire avatar creator community😭
if they had a difinitive way of knowing who uploaded what using a modded sdk the amount of people who would be banned is ridiculous
that is not going to be the case
there's so many avi creators i know who use modded sdks
exactly
i think what vrc is doing rn makes sense
theyre basically just removing your need to use a modded sdk
is it because you guys made the update to get rid of the good avatar stuff
ig shutting them out and making their avis worse is better than banning
I don't work for vrchat
ohhh
that didnt answer her question
Me without the good avatars
if ur going out to help people pls answer questions properly or to the best of ur ability instead of avoiding or saying the same thing as last time without a proper link
like ill admit when i first started making avis i tried a modded sdk cause i didnt realize that it was against the TOS (i did not read the TOS and lets be fair no one does) and i did stop cause i realized it was against the tos and a lot of the draw for using it was specifically the fact you could have ao detail on avis. Now that is no longer the case. What i did figure out though is that its not incredibly hard to just bake ao detail into the base color through a process in blender.
But to answer the question vrchat does tend to try to stamp out any modding
its ok aquire well make it out or atleas well try
its kinda impossible but hopefully well survive
any sane person would not fully read a tos lets be real😭
i dont bake avatars
YES
yeah if you read the full TOS your a psychopath
then don't be surprised when you hit the consequences of it
but the loading screenss
i eventually found out it was against it so i stopped of course
The TOS was shorter than I expected
I read it because of an argument I got into with a friend lol
good thing theres any easy to read TLDR of the TOS called the community guidelines
if i read the TOS of all the accounts i have id have spent a year reading
like its absurd how long some are now adays
lol
like the full google TOS is stupidly long
microsoft
my friends were tryna make some christmas avis and this kinda ruined it for them
Tbh don't be upset when a lot of people leave vrc because all there work got ruined
honestly if they were uploading very poor avatars they weren't doing a good job at Avatar making
hours, even DAYS of work wasted
if they were using a modded SDK they knew they were playing with fire
if you care that much about quest avis just join a pc community and then youll be fine
but it looked beautiful?
Almost every avatar that's not a cube says very poor...
you can usually find some really nice pc communities that dont worry about uploading stuff for quest
HELP
Right!
This just in folks, a limited platform has limitations to it!
yeah honestly the quest is ass
Or poor and they would still Run fine
is irrelevant to the point of the intentionally breaking the rules
it has zero longevity
ive asked alot of people and none of them had lag issues, the "limitations" worked fine before
i play on pc and i hve quest frends
oh no what do you mean my glorified mobile phone cant run raytraced game at 8k 144fps
and they had no issues
you changed the point yourself, you changed the convo to optimization
honestly poor avatars are a lot better than very poor ones performance-wise because they have a cap on resource usage
🤯
not modded sdk usage
it works nicely for a few months then everything just starts to get super slow in every game, your tracking gets worse, and the only way to fix it is a full factory reset
😭
and even then that only works for a few short months again
My point was both poor and very poor run perfectly fine...
mostly because it honestly comes to the same of skill issue
because they don't actually know how to design their content to fit within the quest limitations
It literally just depends what's in and on the avatars
im pretty sure quest has alot of limitations theres hardly anything you can do
And not the transparency
i think thats why so many people used the other sdk
confirmable
i know how to im just lazy and dont half the time lol so my stuff on quest all i really do is change the shader and then change the size of the images
quest has limitations for a reason because you are using a slightly stronger than normal phone
I think she knows that already
We arent using nokias thoo
Y'all treating us like we're dumb
oh!
BYEEE
thats what a nokia looks like btw
exactly
wow the nokia looks sooooo goodd!
samsung smart fridge
You cannot expect the same level of fidelity that youd get on a pc. Of course things aren't going to look great, or have every single bell and whistle.
i play vrchat on that/j
that also has to render everything twice so it has less resources to spend on pretty compared to your phone only having to do 30 frames per second once
real
again y'all treating us like we're dumb

