#avatar-quest
1 messages · Page 10 of 1
you could try doing the flip normals trick to fake transparency
It would just be completely invisible at the point though
One more thing, I'm having trouble with substance painter, normally when I export my textures, they look something like this, which is good.
But I just tried exporting textures from another model, and they look like this.
When I apply the maskmap to the occlusion slot and metallic slot, it just looks scuffed.
But it looks fine in substance.
Use the same output template on the second one that you used on the first one
I'm trying to upload an avatar and it keeps saying application error. What can I do?
Detach your blueprint id
Is that a bracken?
Any ideas? https://i.imgur.com/4d84XJI.png
You'll need to either split the muzzle into its own object or make a blendshape to hide it. probably it had been setup with the hide action handled via a shader you can't use on Quest.
Is that stuff I need Blender for? Or can I get rid of it somehow here in Unity?
You can't do it in Unity
Alright. So there's no way to choose the nuclear option and just remove/disable/make it invisible here in Unity?
I don't know of one.
Okie dokie. Thank you.
good evening for all, i have a problem with avatar, im too hight for it, and in VR his legs bend and curve. First time I encountered this problem and do not understand how to solve it, so far the only thing that comes to mind is that when importing the avatar is not flat on the floor, and hangs higher.
If I remember correctly, there is a part in settings where you can set the avatar to match your irl height which should stop the bent legs
oh ye?
fck...
maybe you know 1 more thing. i want to have glasses on my model, they looks good on PC, but for oculus basic shaders ruine everything
maybe you know which shaders will look the same on oculesa ?
That's transparency. Quest shaders dont have transparency. You'll have to either see the fully opaque lens, or remove the lens completely
hello
hi
I want to know how do some people make avatar texture glowing in dark but quest compatible, or which shader do they use to make that?
just the default quest shaders should have emission
toon lit? i think
Standard lit is the only Quest shader with emissions.
The others that accept textures are not entirely unlit.
Are poor/very poor avis are locked on Quest?!
very poor is hidden by default and cant be changed
you can manually show people's avatars
So I uploaded both my avi to pc and quest (had to do the classic pc to quest transport thing which worked out well), but even though both have been successfully published, it only appears on PC and doesn’t have the check mark option next to quest even though it says its compatible for both platforms. What do I do?
Sometimes it doesnt update visually but is infact uploaded
Check the website, it should always be up to date there.
Nope. I even tested it for quest and it appeared as the small robot fella when it’s PC only.
What is the "classic pc to quest transport"?
Just, mat swaps?
Ah, it’s a thing I downloaded from watching a video. Basically allows you to convert your avi to quest (android) and changing up a few things to make it compatible
Which usually works ofc
Now the avi I uploaded was required to use unity 2022 (which I did), and I of course downloaded it, though took a while, and of course had to redownload the android platform for it as well. So I might try saving and exiting out and then going back to upload it to quest
And if that doesn’t work then I don’t know
🥲
Maybe might redo it and hopefully it goes correctly
is there any way to make the matcap lit additive instead of multiplicative
I want it to look like this, I figured using a matcap like this would make it work but in unity it is looking like this
the other way I could do it is to double the amout of geometry which I DONT want to do
not for quest
is there a way to make a gesture toggle only available after a toggle has been used? prefferably with vrc fury
You really shouldnt spam the same question in every channel and keep it in one of them
its not spamming if its in 3 channels MEANT FOR THAT
fuck sake your a nerd
Im just saying
You tend to not want the same convo in multiple places
can someone help me figure out what this means?
(I'm playing a video in the background sorry abt that)
if you specifically want to do this with vrc fury, you might get more response by asking in their discord
really stupid thing, but all my shaders are vrchat/moblie yet the issue is still coming up saying the avatar uses a standard shader. Everything is on vrchat/moblie/toonlit, or the diffuse setting in the same category.
Anyone here know how to auto convert unsupported shaders (like MToon) to Quest supported Mobile shaders?
Cuz when I manually change it...
I get this.
wtf is happening and how do I prevent this
https://www.reddit.com/r/VRchat/comments/11xy9ny/please_help_trying_to_make_vroid_avatar_quest/ I have the same issue as this guy, but I have vrcquesttools
There is no way to auto convert you'll have to fix it in blender
that's so weird cuz I never had this issue before until like, yesterday?
the problem is the cutout textures mobile has none so you'll have to manually either cut it out or texture the stuff to the face layer
texture it to the face layer?
yeah like paint the eyebrows and lashes to the face texture but that probably the worst looking option
ughhhhh
yeah
did you switch the build to android in unity before doing the quest version 
haha
so I'm trying to make things glow using vrchat mobile standard lit for quest side on an avatar. Ever since I updated to the new version of unity it refuses to upload with the glowing though. everytime I safe for load something else to add to the avatar it reverts back as if it wasnt set with emissions on and only goes back to normal when I click on the material? Does anyone know how to fix this?
Emissions are currently broken
No one really makes that stuff for free, it takes tons of work and time, better to learn how to make stuff yourself, it's very rewarding though 🙂
For free? Never will ever happen
Also in this server? Against the rules and all you get scammers
Ok
Grab a spiderman model base which the only good not stolen one is one you pay for and make it yourself
when will this get fixed?
cuz i added emission to one of my older but it doesn't show up in-game
Im not a vrchat dev
no
Is it possible to use face tracking on quest standalone?
quest pro eye tracking yes
No, that build was deprecated because of performance reasons and because almost literally no one was using it, so the VRC devs didn't think it was worth keeping up to date.
But since there are conflicting answers, maybe there is some janky way using a second app running?
so not even eye tracking?
To my knowledge no.
The Quest Pro specific build was deprecated, are you thinking of another way?
I highly doubt it
I need thick avatar creators before I go crazy
WHAT
@sterile lotus You don't need to yell. Chill with the all-caps.
stfu dunk
down bad
HEE HEE
does anyone know how to fix toggles
specify the issue
i made a bool and i know that works but when i toggle it on the animation doesn't play
then it probably doesnt work
i used the debug menu to check the bool though and it says it turns true when i activate it
yes but does the transition actually work
a bool toggling isnt much since the menu grabs directly from the param asset
i made one toggle that works and i have been trying to copy what worked to the other ones
exactly same spelling and capitalization and spaces between the layer and param
same param type
layer weight of 1
setting up the transition so it actually transitions
its the correct animation layer in the descriptor
@steady idol can i call you and show you
you probably don't want a toggle as your base layer
Alright so I uploaded an avatar for quest. I want to test it quickly in PC desktop mode only to see "not supported on this platform". Is it really impossible to use a quest compatible avatar but on PC?
Or would I have done something wrong?
Yup, it is a Unity limitation.
Asset bundles aren't suited for a case like this.
please I need a thickie avatar 😭😭
miing on gumroad makes thick avatars ?
ah wait this is the quest channel nvm i dont think she makes them for quest.
This isn’t the place to ask. Use #1138520828556890214
I’m really hoping that I’m not actually seeing ||nipples|| on that avi. If it is that then delete that photo, that’s a good way to get banned.
Opps sorry! Guess this is the wrong place to share to.
Deleted
Mhm.
Can someone upload a quest Avi for me?
Against TOS to upload an avi for someone 😦
Ohs I didn't know that
I wouldn't trust anyone either cause what if they get banned, your account is linked to them and you'd be banned too D=
Got some shady ppl on the internet too you know >_>
Fair enough
Already aware but it's sad
It really is 😦 What happened to kind strangers
So, i made an avatar and made it quest compatiable, but suddenly, the people who plays on quest sees the avatar materials purple, but there is no error in the unity editor ( even when i switch to android and i made the materials vrchat mobile standart lite), there is no errors in unity so i cant find any fix about it
make sure there is no vertex painting on the model
what does this mean 😭
Hi all,
I recently saw a vrchat player, it was showing his fallback due to my restrictions but I guess the avatar was excellent so it was still showing, anyways. it was a simple ghost avatar holding a wood sign that says "Please turn on my avatar". Does anyone know where to get this one or was it custom made?
I spend money on nice PC and Quest avatars, but people can't see them unless they turn on my avatar.. but this dude a fall back which was telling people to turn on the avatar it was awesome..
I don't have a picture but it was a simple small blanket ghost, holding a sign saying "Please turn on my avatar" I'm looking to buy this one to set as a default fallback.
If anyone has seen this, please let me know.
Thats easy to remake
You just make an avatar with the sign that is at least good
But if its a fallback then its likely a private
I hope that if you do that, your normal avatar isn't some VeryPoor monstrosity 🙂
that specific one is on booth iirc
do you have a link I did try searching
i do not
Is it? I mean I haven't read something like that in the TOS and if you share your account to get some help with world or avis where its breaking TOS?
Yeah that's why they added the code system too
That is for preventing accounts stealing. Not sure about sharing your account with a friend
It's code for uploading and still against TOS to share 😦
I guess its the same as NSFW tos that no one followed 🤣
Cuz I actually see that situation everyday on many discord help servers where people who struggle to work with Unity just ask a trusted friend to do it for them
Hi. I need to limit the rotation of bones to only work on one axis, but quest does not allow for rotation constraints. Is there a way to do this using physbones at all?
Head rotation just left and right, not up and down or tilt.
Not dabbled with doing stuff like this, but you can make a physbone be drawn towards a collider, if you made the avatar's head be on a physbone, that sticks out the front, then you could have the collider attached to the head bone.
If that doesn't work then you can do the same, except the physbone is attached to nothing, and read the angle of the physbone to animate rotating the head.
How do you make it be drawn/constrained like that?
As said, not done it, just know it is possible.
Should be a setting in the collider to invert it.
ah ok
Emissions
Standard Lite + Emissions
Hi there, a friend of mine is trying to upload an avi for quest and she downloaded the unity android sdk that it recommends when going to build settings but it doesn't seem to detect it for her. It's been awhile since I did mine so I don't remember if there's an additional step or something like that to get it to detect
🗿
Me and my friends were finding avis but i found one named "I hate quiggers" I think it was a crasher. I can't get back into vr chat without crashing. What do I do?
Are you still set to that avatar? @unique socket
If you're still set to that avatar you need to go the website, log into your account and switch off that avatar.
hey, thanks but someone else helped me. But thank you for wanting too.
Got a slight issue with Standard Lite shader while converting a model for Quest. When I save my project or do anything to prompt some kind of load, the emissions turn off on my model. Clicking on the material or loading the materials UI seems to make it remember that the emission needs to be on, but again any kind of load prompt disables them again. Uploading the model like that keeps the emissions off. Is this a known issue?
This was never an issue with the old SDK on Unity 2019, I am aware Quest Shaders received some UI changes and updates when we upgraded to 2022. But I'm not sure if this is a problem with the shader itself, my project, or maybe my Unity install
yeah its been a problem for everyone since the switch
Anyone found any workarounds?
Emissions just dont work at all rn
Great...
Thank you anyway
I noticed that materials placed on the avatar with an animation will keep their emissions, but thats it
She gotta use the creator component. The old ones won't work well most cases
i need help, i'm trying to add toggles via the expressions menu, i've done it before and it has worked but now the toggles don't work and idk what is causing it
nvm i forgot to add the FX layer, me big dumb dumb 
thanks
For some reason in Unity when i press choose platform android doesnt work why?
I need some help with optimizing avatars for quest. or better yet how to make the most out of custom impostors. it could really help if I could make an impostor for quest/android users instead of making a butchered model.
update: it was way easier than expected. screw "both" compatibility. Like I would rather make an impostor than making it compatible for quest.
Though now I can't really revert the quest model of it lol
Oh thank you
go to vrctraders
dont ask for commissions here
Ok mb
litteraly the reason why I hate Quest people 
normally you dont just aim for the bare minimum just to upload?
I've optimized the texture, but that's sad :')
it was 10,14 mb :')
Tf??
I need 10 of that picture stat
Time for impostors then lol
Oh shoot, I was just possibly informed that my Rantichi will have to be Quest Medium performance or better for this one meetup I plan to attend. Should I just Imposter it? I know it won't look great, but I'm worried it'll be my only option.
Do y'all know anyone that could make me a avatar
for money? Check out the vrc traders discord, listed in #1204490664637890580
Hey does anyone know why the material is missing on the Quest Platform? It looks and uploads fine in Unity but then does this on Quest side.
Here is the validation list as well
Okay so after just trying everything I did find a spaghetti fix for this. weirdly enough adding another material slot and adding the same texture fixed the issue
the pink is because a missing shader
you probably had an animation that was trying to swap the material
i have purchased an avatar but i cant upload the quest version even though the pc version works just fine am i doing anything wrong?
so, I'm running into an odd problem. I'm trying to upload an avatar using the VRChat/Mobile shader "Lightmapped". The VRC SDK will not let me upload it because it says that this shader is not supported, and yet it is one of the shaders it says must be used.
Is this a bug?
(Note, no other shader can be used. They all break the head texturing, turning it completely black.)
Also, the world editor allows me to upload objects using this shader just fine, with no error notifications that I've noticed.
Lightmapped is a world shader, you can't use it on an avatar.
Thank you
Same issue!!!
what does it look like when you use gesture manager?
make smaller file size avatars lol
lower res textures
pls
🙏
so our headsets don't explode
When its right at 10
How can you login in your VR Chat SDK
You log in with a vrchat account
Log in to your vrchat account, Go under your Downloads and you will find your SDK right there, then Hit download
Okay I got VRchat download on steam right
So I'm having this normal map issue on the quest version of my avi. The normals appear to work properly in unity, but in-game it's completely borked. When showing the imported normal map, it seems to change to this blue color (first image), however if I open the same image in my file explorer, it shows the normal as it's supposed to be, that blueish-purple color (second image). My maps are most definitely set as normal maps in unity as well.
I believe this has to do with the color channels and how their data is stored, but idk how to go about fixing it :/
Do you have the texture set as a normal map in Unity? Is it properly an OpenGL normal map?
I figured the last part of my message would've covered that, but yeah. And I exported them from Substance painter as an OpenGL normal.
Just checking the obvious things first!
(.. and I missed that line)
So, is our options for particles on quest really just making a mesh in the shape of the particle? I've learned now that they disable transparency even on the particle shaders on a particle system
pretty much
can you show me the import settings on the texture? maybe a swizzle is set wrong somehow and it's breaking the color channels?
I can when I get on my pc next. But I also noticed that any time an image is switched from default to normal map, it causes that blue hue. All of the normal maps that are present in poiyomi by default are also blue.
sorry for the significant delay, but here it is
I appear to be stuck at the same file size for my avatar no matter how compressed the quality of the textures are.
and also every time I delete something from the avatar, the file size increases
Huh that is weird, nothing looks significantly different in settings to me, try right-click > reimport, or try assigning it to the actual material and see if anything bad happens? I found one post saying it's possibly fine or you may need to change it back to a normal texture, assign it to a normal map, and then change it to a normal map on import settings? Sorry I can't offer much help, does the texture show any significant problems on the model itself?
that's strange indeed, if you, just for the sake of testing, change all your material's textures to nothing, does this affect the size? it's possible you have something somewhere that's causing this, but it's complicated and my best debugging advice is start removing entire pieces / textures / ect and see if something changes on the size value, to debug what might be causing it.
yeah.. even with no textures it is still 17MB. I wanted to update my avatar's appearance, but I guess I can't ;-;
I even deleted some clothing from my avatar
that's really weird, do you have any automatic tools on them or something that could be causing it?
not that I know of
I have gogo loco on it, but deleting it just makes the avatar one megabyte bigger
right now I'm trying to see if deleting unused expressions will help minimize the size a bit
(edit) did not work...
i wonder if parenting my armature to a physbone object would make a playspace mover that works on quest...
trying now
nope
too many physbone transforms
ooo pretty avi :3
interesting theory but that would only move your avatar, not your viewpoint I believe, also I think you can set it to "ignore" all the other bones so you are only moving the hips with the physbones
you may need to just re-start your avatar making process, and try to upload it as literally just a base rigged model with base everything, see if that's already a problem? Either that or your vrchat sdk is corrupted.
maybe...
Has anyone else had a problem where their normal maps severely degrade in quality when swapping to quest? In the editor I lose a lot of small detail that the normal map overpowers for no reason. Yes I've adjusted all the possible import settings I can with my texture settings, nothing fixes it on android.
Adnroid, and then PC, you can see I lose out on the blue fine lines, but they are the same resolution (the inspector is selecting the normal map)
My current fix is to just color hue overlay the normal map texture with 75% strength of the neutral normal map color, which "lessens" the strength of the normal maps, because even if I set the normal map strength on the material to 0, the normal map was still discoloring some areas, so had to do it manually, it's annoying but that's the current fix; recolor your normal maps to be closer to the neutral color
Edit edit: I used a feature on my photo editing software dedicated to normal maps and it did something with the blue channel of my photo, and now it looks similar on both platforms
That texture reminds me of a certain bottle of tequila
How do you make an avatar???
uh... from scratch? start by making a 3D model 🙂
Yeah. I know. I'm just phishing for scammers.
haha, I bet that works
excuse me how can ı roughness texture for quest
You'd use the VRChat/Mobile/Standard Lite shader
The SDK is saying that VRChat/Mobile/Particles/Alpha Blended isn't supported for my avatar. Is this a bug or intentional and if intentional, what do I do?
it's intentional. That shader is for worlds
Alpha based effects aren't supported on avatars
Okay, so what do I use for a substitute
explain what you're trying to do
roughness does not appear
It's the metallic map slot, the alpha channel is a "Smoothness" map which is just a roughness map inverted
is there a metallic map with this asset too?
could you send that as well
I can pack this texture myself for right now
but in the future, you'll need to make a packed texture yourself. You could use ThryEditor's Texture Packer for this
hmm magick convert -channel rgb metallic.png -channel a smoothnes.png output.png or something similar.
Yeah, Thry's editor is good, if you've got it installed
Is there a tutorial video for this?
I wouldn't expect you'd find something like, avatar-specific, since it's really an image editing technique
is it possible to add lights to a quest avatar? like a flashlight without using a spot light
You cant have any lights on quest avatars
hello, how to update quest avatar after first upload? ive never had this issue before
exactly the same as the first upload. Did something go wrong?
does anyone have experience using taggyns quest compatible particles? im having issues making the shotgun work for quest but i set the particles up the same way i did for the pc particles can anyone help?
nvm i got it fixed
it keeps saying i dont own the files but whenever i switch over to pc. it like behaves
only changes i do is literally shader swaps
paste the error messages here?
I have really cool ideas for avis that I want made, just I don't have the capabilities at the moment.
Amazing.
After all these updates in the past year, does Quest still don't have Transparency?
Nope. Don’t think it ever will
Sad but great at the same time, cuz I'm making the Quest version of my Avi and I can get rid of the eyelashes and save some polycount. xD
nope, we'll have new hardware first
If you wanna dumb down stuff for quest that isnt transparent you usually needa bring the model into blender
Or yeh just get rid of em LMAO
thats where I am right now
Noice noice
You can't have lights, but you can have emissions. The best thing I think you could probably have is a flashlight with a cone mesh coming off of it, and make the cone mesh+flashlight light white and with emissions. Flip the normals on the cone mesh so you can see things inside of it. It won't be transparent though, so you can't see things that are behind it, just in front and inside
I can’t find “turn on optimized avatars” in my security settings can someone help me?😓
I got an avatar from someone and the creator said to turn it on but I don’t know where the setting is for it
What do you mean??
Just how to make it so you can see the avatar??
It's in your quick menu, if you select someone there will be user interactions, click the eye button
My avatar
You can't see your avatar?
What does it look like?
Well if you can't see the avatar then what are you seeing instead?
A robot with a yellow circle in the middle that says error
Is your avatar quest compatible?
They said it was
did you upload it on the Android build target?
What I mean is did you upload it for quest?
I didn’t upload it
😭😭😭
The creator did and he send me the link to click to get the model and when I put it on it was a robot with a circle in the middle that was yellow that said error
Does it say PC and Quest on it?
Try resetting your avatar
How
Open your expressions menu then go to the gear icon (I forgot what the name is sorry) and click reset avatar
It's in the same menu where you change your avatar height
Right next to it
I’m stupid sorry
How big should be the atlas texture where every texture of the avatar fits in so the avatar only have this single mat?
is 4096x4096 ok?
4k is the max it should be, you very rarely need a 8k atlas and "need" is a strong word even then.
I used atlas in blender and turned 13 materials to 1 material.
Unless the atlas is dense and doesn't have any large holes then baking would be outright better.
But since CATS doesn't work anymore on newer blender versions then I am going to suggest https://github.com/feilen/tuxedo-blender-plugin made by someone I am pretty sure is a vrc dev.
It can change the uv map to be denser.
the latest blender version I use for cats blender plugin is 2.93
The latest with the dev version is 3.6
where do you got those cats blender plugins?
I remember the link I used caused python errors on higher versions than 2.93
It is linked in the cats discord in their faq channel, which links to the github, just a bit annoying to find it there, think it was a branch.
Is also a unofficial continuation of CATS that should work on even 4.0 https://github.com/Yusarina/Cats-Blender-Plugin-Unofficial-
Official CATS is basically a dead project.
Tuxedo is great though, if those are the features you need.
I think this right place but i am having a problem with the vrc sdk the only opinion i have on it is "Reload Vrc sdk" and it does nothing if i press it and i tryed unstalling and restalling it how can i fix that
so dynamic bones dont auto convert themselves in game to vrchats thing? or am i doing something wrong cus i remember theres like a limit or something but idk if the "sdk" is equipt to know what that limit is?
Dynamic bones are auto converted in game by default, you can turn that off but it only changes for you, everyone else will see the converted bones unless they also turn off the conversion.
How do i put the android module for unity 2022? when i click open download page, it gives me an error
What error
surely vrchat, you don't need that extra 10 kb.
it doesnt need it thats why its yelling at you
I love Unity
Literally uploading the avi you made me right now and I got that same error
I did add a few mats I wanted to test out so it's on me
Technically that's a vrchat bug, I believe they fixed it in SDK 3.5.1
Right, but Unity's been giving me issues on other projects unrelated to vrchat, so lumping it in
oh absolutely!
Straight way the exact same thing i had. we need to be able to see size down to the KB.
how?
In game, but I understand now that I might not have answered your question, in Unity no conversion happens unless you run a script (they exist but I don't have an example, just search "dynamic bones to physbones").
Since Quest doesn't allow dynamic bones and never have they cannot be uploaded even if they technically would be converted at runtime.
the vrchat sdk includes a utility to convert db to pb
ok, so when you use a vrcstation on a quest avatar, does it automatically add a box collider so people can click on it? and if so, how to control the clicking distance and size of the box?
does anyone know how to fix the lashes and brows? or at least prevent this from happening?
E
It does automatically add one and to my knowledge you can't change any of those settings.
VRC_Stations are just weird.
agreed and thanks!
ig a secondary question is what arrow does which orientation? im currently assuming that the blue arrow direction or Z is front facing but idk which arrow is "up"
it seems you can change the size and position, it's how GoGo Loco makes a flight collider. Though those are apparently a bit broken right now
Get Unity as normal, and since there's no VCC, you can use the VPM command-line as we do in Linux: https://vcc.docs.vrchat.com/vpm/cli
The VRChat Package Manager is available as a Command Line Interface application, for advanced users and automation.
The avi might have shapekeys to take that stuff off. Or you need to screw with it in blender
the gray shirt is meant to be white like all of the other parts. It has the same material, but it is still dark. How do i fix it? i don't have this issue with poyomi materials, just the quest ones
vertex colors
Hello, I have a question, how much do you have to play for me to let you upload an avatar? thank you
terrible because I lost my previous account :c
Alright, I've had this happen many times with some models, the one on the right is what it's supposed to look like, the one on the left is what happens when you switch to android shaders and build mode, is there any way of fixing this?
hello! i have uploaded a new avatar for quest side but for some reason, the cloths go into some sort of RGB color scheme rather than white during vrchAT RUNtime and im very confused because theyre not animated or anything. please send help
Does anybody knows why emissions doesn't work on quest with Stansart Lite Shader? They kinda switching off when I'm trying to upload quest version of avatar
nvm I figured it out, if anybody else gets this issue, the way to fix it is putting the model in blender, using vertex paint, and paint the whole thing white, it fixes the weird colors
you can only use the vrchat shaders on quest avatars...
standard lite is a vrchat shader
oh I misread 'Stanstart', thought maybe it was something I'd not heard of
its currently broken
the only solution Ive seen people try is having an animation constantly turn it on
@kind wigeon Are you sure you're on the latest Avatar SDK?
I'm having the same issue, on the latest avatar SDK emissions shut off when you upload. Occurs only on Standard Lite when uploading to PC, not sure if it does the same on Quest
hmmmmm
this is a known issue somewhere, dw
i just dk when attention to it will happen
Yeah I'm pretty sure it's latest SDK
And it's also effects the avatar on quest it is dark
This is very frustrating considering emissions are a very important part of my avatars, I've seen people bring it up in other channels before but nobody has answered those people.
A video of the bug occuring. Happens when saving a prefab, saving the scene, etc.
I thought we fixed, like, explicitly that. Perhaps the latest version of the SDK hasn't gone out yet
Hoping that’ll be out soon
I didn't see anything about it in the patch notes for 3.5.1
If I pay for vrchat plus and the account is new, would you let me upload an avatar?
Remove vertex colors in blender
Possibly. Someones when vrc+ is bought it makes the account user rank. You just need user rank to upload.
or it boosts rank in general
Thanks
For anyone experiencing this issue here, you can edit the ".mat" file of your material and set "EnableEmission" to 1 to fix it.
Hey i have some avatars i wanna turn into a quest avatar is there a essay way to do that or do i need to fix it myself? Like with the phy bones and material
anyone know what this means and how do i fix it?
(Also hiii I’m sorry I love red vs blue)
caan some one help me the avatar im making is missing scripts and i dont know how to fix it
install the scripts - see which requirements the creator says you have to have, install those if you haven't
is it possible to add sounds to quest avatars?
even just one
no
can somebody upload a avatar for me, i somehow cant download unity
Hey is there a way to make particles work on quest?
Yes
A lot of meshes and pain
it's usually old dynamic bone scripts or something of the like just go through every bone in the inspector and look for and delete them
Meshes?
mesh particles let you get around the non transparency issue and use any shader, but you'll have to stick with sprite particles, and cut them out of the image as a mesh in blender
Oh I get it now
its a pain in the butt
yeah its nowhere near as good as shader particles but its what you gotta deal with on quest
You did, emission is just broken in the editor window, not the actual built avatar now.
Ever since my initial Open Beta canny post about Quest emission breaking, it’s been breaking in the editor too. However even after it was fixed in game, the emission will turn off in editor sometimes until you view the material asset in your inspector window.
This is purely cosmetic though, as it will still upload to VRChat as if emission was always on.
I think there's an editor fix ready too, I'm just surprised it's not out yet
only "fix" is to duplicate those faces and invert them
at the cost of doubling the polygons for that part of the mesh
Damn, is that something I can do in unity or need to do it in blender? Im inept with ble@random cometnder
it would be something to do in Blender
Sheeeeet
when making a quest version would i just place the quest compatible model in and upload it and itll just upload under the same avatar?
You need to set it to the same avatar id as the pc version in the pipeline manager of the quest version, you can copy the ID from the content manager tab of the SDK
I did vrchatquesttools on my avatar, everything came out right but the hair in the back became transparent. I found a way to fix it from YouTube but is VERY VERY confusing to put it back on the avatar since anytime I do it breaks everything in my package.
i have question: is standard lite supposed to have a 2ndary detail albedo?
yes it recently added detail Maps
cannot figure out why when i set just this certain mesh to quest shader it turns black, never had this issue before
Remove the vertex colors from the mesh, you can do this in blender or in Unity with VRCQuestTools
Hey i recently learnes how to do a silly/high pitched voice but dont have a good avatar im looking to clone someones avatar that looks chibi-ish to match my voice id like it to be a furry dm if u can help me out^^ also i want it to be pc and quest compatible ||and no anyone that will ask me to pay will get instantly blocked||
Already made one that was before i knew that existed
Xd
aaaa
guess you gotta optimize even more
avatars dont move arms or legs because of the update
ive returned! anyone know how to actually get chairs/stations to work on avatars? is there a limit or like, what to do?
Isn't that complicated, just need the vrc station script on something, it is the tweaking that will be the hard part. And how to deal with the default collider since you cannot setup your own on Quest.
And you can have a max of 5 if I remember correctly.
i cant use colliders, if thats what youre refering to
The station creates its own collider that works on Quest, you just can't tweak any of its settings.
ok but like, how do i ensure that it does make a collider?
im currently under the impression that it doesnt because the chairs will work on pc but not on quest, do they need to be enabled onstart or something oddly specific?
Yes, I think so, need to be on at start.
You also can't/shouldn't disable the station, on PC you would turn off the collider, on Quest the best idea I have heard is moving the station faaaar away from you.
wait what
this is the stuff no one talks about, so it is supposed to just be enabled gameobject wise?
Stations are the arcane knowledge of vrchat with how edge casey and undocumented they are.
And yes, while it was a while ago that I had to deal with stations, I am quite sure it needs to be enabled.
As said, the stations can't/shouldn't be disabled, only the way to access them, which just happens to be annoying on Quest, since no collider to disable.
Have fun
Yo may i have some asistance? im trying to get my mamagen on quest but vrchat isnt letting me publish due to materials that i cant find being detected that arent supported, and everytime i click select it brings me nowhere
i've been trying for a few days to find the materials that it keeps detecting and i cant find them.
and pressing select doesnt do anything. ||like every other asset it gives the same thing||
wrong channel?-
anyways- i would apreciate some help once someone can
this is usually where you'd have to go in your shaders for the material of the avatar you're trying to port, go into the vrchat folder, click mobile, then select a shader there
i'll get a screenshot of where you need to go in a sec or two, hold on
Ill remain here waitin
didn't see this as soon as i'd like to since no ping- but booting things up now
This is how your materials should look, in some form of folder with an orb form
click on one, and you'll see shader
yeah thats how they are, but the ones in the picture i sent dont appear, i cannot find them anywhere on the assets folders
since what i ported was an anime styled avatar, toon lit is usually want you'd want for those forms of characters, but there are other shaders that can be noted
aha, then i know your problem
click your model in your assets folder
and make sure your materials folder is setup like this
it should automatically create a seperate material folder, and you can adjust your shaders from there!
okay let me see.
(at least, thease are the settings that work consistently for me, so :p)
look thats not the issue im having, the materials listed dont appear on anywhere of the assets. i dont know what these materials could be and looking through the assets through the meshes doesnt show anything, everytime i go to the vrc controll panel and press any of the select options, nothing appears
unsure, then
maybe a restart may suffice? other then that, this is an issue i've never had
albeit looking at things, are you trying to put text in on a model?
if so, that may not work on quest, sadly
no im not- i dont remember adding text to my mamagen
hm, dunno then
honestly this wouldnt be a issue if it indicated the direction of the thing its trying to tell me to fix, this is why i didnt work on avatars for a long time due to stress. :/
Yo i know i asked before but if someone else knows how to help with my issue it would be highly apreciated, i really want my mamagen working on quest and i've tried my best at making it as optimized as possible
whats the issue?
these 4 materials appeared when trying to make my mamagen quest compatible and it keeps me from publishing.
hm
did you download custom shaders by any chance?
theres a way you can filter out your search results so that you can look for materials
if you have it, you can go here to browse all of your shaders
delete the ones that you know you dont need, and see where that leaves you
actually i havent, tho i only have poiyomi and the default vrchat shaders installed.
so poiyomi is obviously not for quest
yeah oviously, i know what to do about that -w-
but yea, just look throught all your materials here
well then, ill try once home.
alr
I've been looking for a very specific avatar and I think the best way to get it would be doing the rigging stuff on mobile, has anyone done that before?
I think I've seen mobile versions of unity and blender but I don't wanna try it and then realize its impossible
i don't think the unity editor runs on any mobile hardware
besides, it wouldn't be nearly fast enough to compile/import assets and such
yea basically
you can compile a project to run on mobile but you cant just run unity on mobile
can i have list of all fancy shader looking effects working on quest
vrchat/mobile
thats it
you cant have custom shaders on quest
is transparency still possible on quest or are the vrc mobile particles still broken?
transparency was never a thing on quest
or more specifically never was supposed to be
I know that it was never a thing, im wondering if they fixed the vrchat mobile particle shaders that vrchat supplies? back in 2019 they never worked
they dont render at all on quest if they arent on a particle
they werent broken
so they were disigned to make the mats invisible?
not entirely because they just dont render at all
oh
iirc they only actually render on actual particle systems
Guys, my ready player me avatar has bugs
Ah alr
That makes sense yeah
there clearly some effects avaiable
like outer parts of mesh shining on other color
no the only shaders allowed on quest are the vrchat mobile shaders
I mean other than fancy matcaps you cant do much on quest
Hi
Hi, I wanted to know if hue shift is possible on quest avatars
there isn't really a list, but here's all the things you could probably use to make interesting effects:
Emissions (Standard Lite)
Matcap texture (Matcap Lit)
Animated Color/Emissions Hue Shift (Standard Lite)
Animated Texture offset (Works with all shaders)
Normal Maps (Standard Lite)
Custom Normals (Standard Lite + Matcap Lit, This one also is something done in blender)
Material Swaps (Works with all shaders, is done through animating the materials used)
Blendshapes (Works with all shaders, is done through blender)
Particle Effects
These aren't effects in their own right, just tools that are available to you that you may be able to use for interesting shader/texture effects
Blendshapes also affect the model itself, and are called "Shape Keys" in Blender
Here are a few things you could potentially do with these (all of which can be animated, so you can control them with whatever you'd like):
Scrolling textures
Counters
Shiny Objects
Image/object that always faces towards you
Hue Shifts
Glowing Objects
Objects/images that stay in place in the world
Cel Shading
Animated 2D textures
there's much more you can do, you just have to understand the tools and get creative
When it comes to making interesting things on quest, you definitely have to get creative
One other thing, this isn't a shader effect or anything like it, but for Quest, if you want to make interesting things, try utilizing Physbones. They can create some pretty interesting things as well. Here are some things I've made with physbones:
Items you can place in the world and move around
Follower pets (like an among us crewmate that follows you)
Props that you can grab off of someone
Interactable clothing (Zippers you can zip, Swords you can unsheath, Sleeves you can roll up, Masks you can pull up/down, etc)
Avatar fidgets (I've made a yoyo, boomerang, etc)
Makeshift rotation constraints (doesn't work in all circumstances, but they can be used sometimes to help with skirts, shawls, etc)
Oh and also make use of contacts!
I've used contacts for plenty of things, like:
Swords that spark when touched (it can detect where on the sword you touched it)
Menus/interactable buttons
Avatars that have unique interactions with each other (touch bracelets that glow, facial expressions that change when you hold hands/kiss, etc)
Grabable props (only by the user of the avatar though)
you can combine lots of these for interesting interactions also
a combination of physbones, emissions, and contacts, is what I used to create touch bracelets for me and my partner. They only work with our avatars, and when one person touches theirs, the other person's glows. They also work anywhere in the world (they just have to be calibrated first by standing next to each other and pressing a button in the menu)
oh and also make use of the default parameters!
This document is written with the assumption that you know a bit about Unity Animators.
there are some pretty interesting things you can detect. I sent a link to the documentation on it, but here's some ones of interest:
-IsLocal (Detects if you are the person wearing the avatar, can be used to show stuff only to yourself, or only to other people. Also useful occasionally for syncing parameter drivers)
-Viseme (what shape your mouth is making)
-Voice (How loud your mic is)
-Upright (how "Upright" you are)
-Grounded (If you are touching the ground)
-TrackingType (How many trackers you have)
-VRMode (If you're on Desktop or VR)
-MuteSelf (If you're muted or not)
-IsOnFriendsList (If someone is on your friends list or not, this runs locally and returns false for yourself)
-EyeHeightAsMeters (Self explanatory, and there are multiple other scale-related parameters)
There are a few other parameters you can use as well, I'd recommend checking out the documentation.
Also you can use physbone parameters to detect things relating to the physbone:
How stretched it is
How squished it is
If it's grabbed
If it's posed
What Angle it's at
and one more thing! I'd recommend checking out state behaviors for more complex effects. The most useful one is probably parameter drivers, as they can be used to:
Set parameters to a given value
Add/subtract from a parameter by a given value (subtracting would just be adding by a negative number)
Copy a value from one parameter to another (and change the min/max range)
Randomize a given parameter
But tracking control is also very useful for certain toggles/animations
Anybody know the name of the models in this picture? Trying to find em
Try reverse image search
You can make RGB HSV work on quest? WHAT !?
I'm hoping it actually carries through to the game and isn't just a unity thing
This is genuinely kinda crazy
this is my setup if anyone wants to replicate
i'm curious how you added saturation and brightness? Aren't the R, G, and B values the only ones you can animate? I would just think animating "brightness" or "saturation" would require overwriting the RGB values. Even if they're blended with a blendtree, wouldn't the brightness slider for example dull the colors?
if you change the RGB 1-0 to HSV you can just animate sliding them in the pop up window and it mixes alongside RGB
every time i've tried that the actual properties being animated are just the RGB values
Value would be brightness, so it just gets darker or lighter
yep ! they dont show seperate but on a blend tree they do infact function
I tried it before and thought the same
interesting.. i must have set it up wrong
it's probably fine with just RGB though since you can still get every color that way lol
my setup was a bit scuffed though but this is only a test avatar I'm working on to try some things out
hey does anyone know how to make seats on Quest? I can't find a good tutorial mainly because they all use Box Colliders which the Control Panel just removes on upload. Please ping me if you have an answer.
It is the same, but you can't use a box collider, the seat component automatically creates a box collider when there is no box collider provided, you just can't change any of its settings, which also makes it harder to enable and disable the seat, the easiest way is to move the object with the seat on it faaaar away from the avatar when "disabled".
would this work?
Should work
well I have it where it toggles the main object so instead I just move it far away?
Yes, just disabling the seat doesn't work, forget the exact thing it does, but it does break things.
hmm, well ill try moving it far away. another thing uhm how far can it be? cuz I held 9 for like 5 seconds then let go and it gave me NaN
uhm but its not here so?
does that work?
Uh, I'd just move it 1000 down.
okay
? okay
There are the rare worlds that do take up that much space.
hmm. Also, should I just upload it the same on PC as well or do I add the Collider?
is there a way to make phycbones disabled just for quest? I mean in a way that lets pc users see the full amount of them but quest users just the 64 which was the limitation to upload for quest
Yeah. Just delete it down to 8 phys
You can use vrcquesttools to select and delete them easier
but the deletion won't affect pc players?
oh that's good to hear
The quest avi is a separate avi from pc
so I'll have to clone the avi before doing any of changes?
Hm? :o
I mean I suppose. I usually do my quest stuff in a seperate project from pc
oki, just to make sure, I can be playing on the pc avi but it'll just show the quest version to quest users or do you mean just having completely separate 'cause that's not what I'm looking for
I mean I've used some public avis that are with more functions and stuff when using on pc but when viewed through standalone they just have less stuff(sry for bad wording, dunno what's correct terminology here?)
Ooh I see now that I watched this one video, there's avatar ID so it'll link the seperate project as same avatar
Hi so I'm trying to upload my first ever quest avatar and I'm new to unity. However I'm not able to upload the avatar until I have removed some physbone transforms. I've looked everywhere and I can't seem to find where I can remove some. Can somebody please tell me how it's possible to do this? thanks
PhysBone transforms are the total chain of bones a physbone component controls, either exclude bones or remove physbone components entirely.
How would I go about excluding bones?
Hello, I literally cannot install the android module to be able to upload to quest users on my unity, I've gone through the installation so many times but it just stays greyed out. helb
what stays greyed out
did you reopen the project after installing the module?
this is a standalone installation of unity, did you point the android module installer to the correct folder where Unity is
however I did not install this version of unity "2022.3.6f1" through the hub, I had to do it manually because it wouldn't allow me through the hub for whatever reason
I'll double check now
Installing previous Unity versions through Unity Hub requires using protocol links, either from the release page of the specific version or the unity archive site.
should the android module be installed in the "editor" folder where the unity.exe is?
beacuse by default it's just program files\unity 2022.3.6f1
did you install Unity into a custom folder
you'll need to point the android module installer to that folder then
just the root folder
yeah that's what it has been doing by default so I'm still confused
I restart unity and it's just not installed
maybe I'll try reinstalling 2022.3.6f1 through unity hub again
You can do so through this page, https://creators.vrchat.com/sdk/upgrade/current-unity-version
It'll prompt your Unity Hub to install the correct version.
oh nice
the only module you need is the base android build module, not any of the submodules
ah yeah nice now it's installing in the hub and I could check the android module
crossing my fingers now
thank you, works
does anyone know if particles are possible on quest, and if so, how?
i tried uploading particles on quest once, and people said they couldn't see it (although that seems to be an issue on pc too, that might be another problem of itself, idk)
Yes, particles are possible on quest, but the mobile particle shaders (additive and multiply) don't really work. Unfortunately you'll have to use an opaque shader (standard lite, toon lit, or matcap lit)
I think they might be fixing this in a future update, but I'm not 100% sure
ah, thank you!

If anyone down to take a 50$ commission for a vrchat avatar dm me! I am looking for a creator !! 
Don’t ask for coms here
if you want to commission someone, go to the VRCTraders discord server and make a post there.
I heard y’all
I found what I wanted thx tho
what can i use to make an pc avatar to a quest avatar ?
blender and unity
if it's quest compatible already, you can upload it to quest
i mean what tool
if it's not then you can use blender to reduce polygons, material count, etc
you can use material combiner to make atlases
and in unity you can use easy quest switcher (i think that's the name) to easily remove PC only components
ok
How can i make my avatar less than 10mb my avatar is currently at 10.52
lower resolutions of textures the avatar uses through Unity primarily
how
click on texture, look at right, see compression stuff? Lower from 2k to 1k if you haven't already. If it looks ok, try even lower. Use crunch compression, etc
mess around with the settings
try this on textures that aren't as visible / are small in size on your avi already
i changed like 5/10 textures from 2k to 1k and there is no size differences
hELP
obviously you'll need to explain
I fixed it
can i pay for coustom avatars for stand alone quest no pc and use them?
I mean yeah
but someone would have to upload it for you
okay thx u
Quest only avatars is crazy
i'm not 100% sure that's what they mean. They could either mean that they want a quest only avatar, or that they don't have a PC. Or maybe they don't understand the way crossplatform avatars work entirely
I'm trying to make a quest conversion for an avatar, and when I build it on PC it reads as 9.7 mb, but when i build it on quest it is 10.4. it is saying that the FBX is 17 (uncompressed) mb and it isn't. what could be causing this? (first pic is pc build second pic is quest build)
Have you already tried removing unused blendshapes
no i'll try that. i still wonder why the same avi has different build sizes tho.
How would I change the hair color on an avatar to make it darker on quest
A toggle to make it darker or just permanently?
Permanent
Just change the texture file in an image editor or drawing program
Whaa ok
for example, here is an image of spongebob
i put him in my drawing program
and change the brightness
now he's darker
It's just I want to change my avatars hair color to a darker green
send the texture file
It's this avatar on quest It's pretty light
Its the quickest way to get photo
And I kinda can't
Don't have computer
And I want to learn
well then how do you plan on uploading the avatar?
When I go back to my laptop
ohh i thought you meant you don't have one
It's at my father's house
Yea
just take your file into a drawing program or image editor
there are some free online ones and free downloadable ones
personally I use firealpaca
If you want a private avatar your options are:
Make one yourself
Buy one (gumroad, booth, payhip)
Commission one (best place is vrctraders)
Thank you
To add on to what they said make sure to not ask for people to make personal Avis here cuz you’ll just get messages by scammers
^
best place is learn to make one as well.
that's a "funny" avatar website you've got there ^^"
I don't take avatars from there I just look a them
That's how I make my avi wishlist
explain me this why i cant make it into a fallback
is it good performance on both android and windows builds?
hi, i have a weird issue with a particular avatar, when using the standard material for emulate metal, it become red
when clicking the material it become normal
oh fixed, it was the emission thing, i have to enable and disable
im uploading an originally pc avi for quest and i was wondering if i needed to still input poyomi shaders for the avatar to work even though im going to be using vrchats toonlit
Quest can't use Poiyomi shaders
so it wouldnt be nessicary to
No. Just input the textures into the quest-compatible VRChat shader you plan on using
so much to go through 😭
but thank you, ill get there eventually
is there a fast way to put mobile shaders on everythign?
Click faster lmao
It's an Autodesk file format that is a package of your 3D model, basically.
ah ok, and i did all the same stuff as last time in a new unity project just without the shaders and it seems that every toggle is appearing at once now instead of how it looked on the other model
i just got done with all the shaders
why would all the toggles be showing now?
I honestly have no idea
What do you mean by the toggles are appearing?
Send a picture please
like every toggle from the face to the body is turned on
this was what it looked like in the previous build normally
Ooh they might not be compatible with Android. Notice the text near them? "This is an Android project!"
I'm unsure though. That's not my expertise
it is technically put out as a pc only avatar so it could make sense
That would be my best guess
i turned them off manually and it looks more normal
but thats just the face
all the other suits seem to be still on
i might just hide them for now and see if they still work as toggles in game
because the sword is hidden in the unity project but it shows up by default in game
were you able to figure out what's taking up file size @serene ravine
yes and no
gotta get that build size down another 5mb
all of it looks like this
oh dear sounds like you need to do some optimising in blender if it's having 45 megabytes of mesh data
The mesh is kind of big
and some of those pictures look like they're Pitch Black
ive killed this avi pretty hard
and yeah the mesh is huge
but i dont knwo how to use blender
have you tried deleting the excess meshes in unity?
curiosity how is the texture memory on your avatar now for the PC build
probably could be optimized further but glad you're able to get it to not be very poor from texture memory
its just for pc so im not going to mess with it anymore especially since im new to it
https://x.com/ZexisZexc/status/1766690163957076102?s=20 a Twitter post going about some optimization that requires like no work on your part because the unity tool handles it at upload time
🧵Wanna optimize things with little effort?
Wanna have a tool that makes you medium FOR YOU?
Well, use D4rk Avatar Optimizer
https://t.co/KoN4fSj2ZR
People ask me how I get my model down to medium with so much stuff on it; a great portion of the work is ONE tool.
🧵(1/?)
oooh i will try this
and it works non-destructive so you don't have to worry about the Avatar breaking
it seems to work on the upload that i just did, testing it with a friend
i couldnt be botherd to mess with it more rn but ill make a new one tmmr and use that to see what i can do
hopefully it helps out
Hey, can someone help me? Uploading an avatar for quest but it appears invisible. I know I obviously need to provide more information so let me know what information you need to hopefully help me with this problem, thanks!
Send a picture of your entire screen
Unity or vrc?
unity
And you're saying the avatar is completely invisible in VRC?
Yes
Have you tested it with other people to make sure it's not client side?
Yeah
Though I just uploaded it so I don’t know if thats a problem that commonly occurs with freshly uploaded avatars
It doesn't. Does the avatar have any animations applied to it?
Also, can you press play in Unity to see if the avatar disappears in play mode?
It’s gone on play mode, and I don’t know about animations. Kind of new to this
Honestly I'd recommend a youtube tutorial about animations
it would be difficult to explain, but i'm not even sure what's happening with your avatar
it might help you to get the gesturemanager plugin for unity through vcc. Gesturemanager allows you to test the avatar in unity, and see parameters, animations and transitions change in real time. this might help you see what exactly the problem is without needing to load into vrc.
otherwise, you have a console warning at hte bottom of that screenshot that ive never really seen before, are you using vrc mobile shaders for the avatar? the shaders might be causing some issues.
why can't I switch to android build
You mean Android?
You need to download it in unity hub
Its under the instillations tab
Then you click the 3 dots for whatever unity version
And check “android build” then wait for it to download
Ok
im trying to take apart the clothing into seperate pieces for quest toggles in blender and i was wondering if all i had to do was put these in different things?
Hey i could use help. I trying to add a Flower to a avatar, and I am aware alot of things are limited for quest, Is there any way to Get rid of the box around the pedals?
cut it out in blender
where can you find this in unity ?
Vrcworld tool kit
do you have any idea why this FBX its 30Mbit, here it said 10mbit
cant upload it cant because of this
Poorly optimized
You need to put it into blender and turn down some stuff
Download the fbx and import to.blender and look up a video for it. That's what I did
like material, polygon and etc ?
Use the dissolve tool is my recommendation
I don't know much at all about blender tbh, I can send the video I watched
This time we're looking into some simple tips on how to optimize your VRChat avatar in Blender.
Rainhet's Tutorial Playlist:
https://youtube.com/playlist?list=PL2EEbgwoJzdt5kFVDyY2lliNqf7cWJeD3
#Blender #VRChat #Tutorial #Optimization
If you found this helpful and entertaining, please consider coming a Patron.
https://www.patreon.com/Aggrota...
Very helpful
oh ya i know how to use blender, just i dont really want to take time for that xD and was curious why the size of the FBX change between my folder and VRC importantion
still gonna watch the video, probably gonna learn some tips, thx :p
It takes like 2 seconds trust me, it will save you a lot of work
how come whenever i add "ignore transforms" or "immobilize" on physbones for quest, they no longer render?? like, the physbones get removed completely. despite these methods being used to "optimize" physbones...
Removing unused blendshapes is usually the first thing to go to if you haven't done that already
blendhape ? dindt know that was that eheavy
if you have a bunch of them, yeah
there's Unity tools to automatically remove unused ones non destructively (VRCFury, or D4rk's Avatar Optimizer)
I uploaded an avatar to quest but it still won’t show up. I uploaded pc first and attached the blueprint if and it says it uploaded the question version but only oc is checked off. Anyone know why?
if it's only turning black using the vrchat mobile shaders it's probably vertex colors and those would be need to remove from the avatar
this tool has a Vertex color removing option https://github.com/kurotu/VRCQuestTools
okay i download it an set up a copy of the avatar I want to put into quest now what do it do
What's the best workflow for quest support; I get how it's done, but what's the most efficient way to do it?
Duplicating the project, or doing it right from the same project and just switching platforms?
Unity's Asset pipeline v2 basically caches the other platform, so you only import assets for that specific platform once
No need for an Accelerator?
Unity 2022's asset importing improvements help as well
Working on 2022 due to the way superior import times btw
So the best way would be doing it in the same project, right?
yes, just minimize the assets you have in your project and import times won't be abysmal
Bet, tysm!
where is that
Unity hub under the installations tab, like I said
where here???
Installs
then???
Gear icon
Then check “Android build” and wait for it to download
And you’re done
Thank you
It says I’m missing a prefab? I can’t even see the avi on the quest version
Hello?
Anyone know why this suddenly appeared in the eyes of my avatar when I used a mobile shader on the eyes?
it is not there normally
Hey everybody I have a problem when I upload an avatar it tells me this:
Warning! Using more than 1 pixel lights on a mobile device may decrease performance severely. You can change the mobile quality settings in 'Project Settings -> Quality Settings
I changed it to 1 or 0 but the problem persists
try clearing vertex colors in blender
does it cause any errors in vrchat or stop you from uploading?
It stops me the upload but it's ok it was some mistake hidden behind
Thank youu
did vr chat just updated the mb from 10 to 40? cuz it messed up on some of my avatars and i cant upload them to quest
even though they were not going over the limit before
How do i fix it
Do I need to downgrade on my vcc to get it to work again
no the 40 megabytes is referring to how much memory it takes up when uncompressed not the download size
So I have to compress the texture to be able to upload it on quest.
you'd probably want to lower the maximum resolution as well as all the textures have to fit in that 40 megabytes
they made it IMPOSSIBLE to upload quset avatars now!
i couldnt update my avi anymore, i even removed EVERYTHING and just kept a blank base model Avali, and with the textures lowered a lot, it was STILL 12MB OVER
when it WASNT before!
It really isn’t impossible, my friends have had no issue.
before this Update, i was able to upload this entire avi to quest, with textures lowered
was sittingat 9.50mb or so.
now i cant even post this, without it being at 12mb
There’s gotta be some sort of issues I have Avis with some good textures, lots of toggles, assets and what not
Hey question, when uploading my avatar to quest with standard lite for some reason when normal maps are applied, only in game it looks jumbled and diseased, anyone know why? Im really tired and have been trying to figure this out for hours
it could be some sort of compression?
Well they better fix that
so i downgrade the sdk until then
Only used crunch compression to lower the mb count
then that could be why
do you know why it does that?
How do you turn on auto show avatars for quest 2
you dont
Mhm ive learned
crunch is pretty bad, i recommend not using it
the avatar gets compressed when the assetbundle is built anyway
crunch does very little, reduces quality and causes lag when loading in
Also likely crashes you depending on how much is crunched
particles additive is finally working as it was supposed to? on android
Wait what?
hell yeah just tested it
some questies friends dm me to thank for updating their avi, they said they can see blush and other particles now. But i never updated their avi
I just tested it
hell yeah
awesome lol
quest transparency? NOWAYING
WHAT
Oops caps
Is it just for particles n stuff?
Or can you use it on everything
thats a good question let me find out
Ouu. Keep me posted
This is w/ the newest SDK for 2022?
Bcs if its everything I’ll take advantage of it like an absolute mf
pretty sure its just particles since i didn't see a new shader, but we shall see
That’d make it possible for Questies to have fishnets and ripped pants n stuff wahh
Heck ye
so while there's no new shader it now lets you use the particle shaders on avatars so if you play around could still get neat effects
Kk coolio
Can someone please tell me how to do this?
Can I delete only the Quest version of my avatar that I have uploaded?
only way currently is to delete the entire avatar and reupload the PC version on another ID
(yet another thing worlds have but avatars don't)
its stupid yes
For some reason on the quest version of my model, the backpack UV map is super zoomed in for some reason, and makes my backpack model one solid color for no reason, can anyone help me with this?
it works fine on the non quest model when using poiyomi and a setting called uv set to "uv2"
pls help :C
tiling and offset doesnt work on quest side
i noticed
the shader standard lite has a UV setting like poiyomi
but there's only 1 option
which dosen't change anything :c
i found out what the problem is!
blender UV maps
i am big silly.
i thought it did?
i think the quest shaders always use UV0
very finnicky
it doesnt exactly work normally
similar to emissions rn
you are able to use uv1 if you use standard lite
but unfortunately uv2 or uv3 will not work
is there any way to use a Smoothness map with the standard lite shader for quest? all of the other maps have options but I haven't found a way to do smoothness mapping
smoothness would be Channel packed in the alpha channel of the Albedo texture or alpha channel of the Metallic
It absolutely does work
I’ve used it on 4 or 5 Quest avatars
You just need to set up your UVs correctly and know what you’re doing
my first ever avatar: "the geck"
yes it does
i used it for my avatars recently and everything worked as expected
this doesn't appear to work, packing the roughness value into the alpha channel of the albedo texture does nothing
alright, I figured it out - in order to do smoothness mapping you have to use specifically the alpha channel of the metallic map, NOT the albedo map (and you have to invert the alpha before importing it, because Unity uses smoothness and the entire rest of the 3D industry uses roughness)
Does anyone know how to find out where upload size is coming from?
Avatar is a modified Chimera Hue to get it under the 10k poly limit and 1 material, but no matter what i do it just stays at 10.04mb. Only have 1 1024 texture on it and have removed all the playable layers
You can use VRWorldToolkit to view your last built assetbundle size and what's the largest assets
Is it for worlds or avatars too? Bc it looks like its meant for worlds
the build report tab can be used on any type of project
Hey! I found a problem in my avatar.... I made a Quest avatar with a few color shifting radial toggles and built and publish it to Android, then in the I just switched to Windows in the SDK Builder and uploaded the exact same avatar without any modifications and went to test it in Quest and moved the toggles and stuff people on PC only see default avatar. What is usually the cause? This is what the expressions parameter look like:
also figured this out - the SDK wasn't reporting it accurately before first build
ah, in the normal non-lite standard shader, you can select which alpha it uses
yeah standard lite has some weirdly specific requirements
Solved! Nevermind