#avatar-quest
1 messages · Page 13 of 1
yeah usually if you're going to ask for help, be around your computer to provide details. But yeah, we can look later, no big deal
for some reason toon lit fucks my textures up and i cant use the shader vroid uses, is there anyway to fix the textures that toon lit screws up (left is toon lit,right is vrmtoon)
Are you referring to the colors being different, or some more specific thing?
look at the outlines of the jacket
k, that's why I was asking. Does that part use alpha transparency? Because you can't do that on quest
whats alpha transparency?
alpha is the name of the channel that is usually reserved for transparency
basically is that part of your texture see-through/transparent?
oh.
damn
.
the channels btw are just different variables that store data. pngs usually have 4: Red, Green, Blue, and Alpha (which is usually used for transparency, but doesn't have to be)
there are some that only have rgb though iirc
and vroid does that a lot
uses transparent textures
does this mean no layered chlothing
no it does not, it just means you can't use cutout or alpha transparency
just figure out another way to do it 🤷
i fucking suck at blender so im just gonna mash it into one big texture
Ok I fixed it
The shaders weren’t compatible but they were on materials I wasn’t using
ah that'll do it
Yeahhhh
does anyone have a good furry avatar
is there a tut on how to add the feature whe you talk your mouth moves?
the word you're looking for is "visemes"
yeah so its filled out for me...soo is that good?
that looks right to me
is it posible to add emitions on my avatar for the quest?
yes, using the Standard Lite shader
Thank you!
is there a way to add it to specific spot on my avatar's texture?
im using a vroid, so im having trouble figuring out how to add it spesifically to the eyes
if you know where the uvs are, it shouldnt be too hard to erase/add bits of emissions using a paint app, but i cant provide a visual example at the moment 
ok! thank you!
Is the blue on top normal or should I be worried?
Also is there a way to corporate it into toon shaders?
So the avatar I'm trying to make seems to rely on a LOT of RotationConstraints, which aren't available on Quest
How can I remove them or supplement them with something that is Quest compatible?
VRChat's Toon Lit shader does not support emissions
wait on it as vrc constraints are in beta
problem is i'm trying to get the avatar done soon x3
they're in beta, but not full open beta yet
they're like, on a separate branch from what i heard
pc only rn but the beta branch is autoconvert constraints to vrc constraints
even so, when they DO create VRC Constraints, there's this many Rotation Constraints
there's no way they're going to allow 15 VRC Constraints on a single avatar for Quest
same way you can't have infinite numbers of VRC Physbones
that isnt a lot of them
the excellent rating is 100 constraints
very optimized
There's beta docs you can look at
Give me a sec I'll send the link
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is.
This is the beta performance rankings, so rn this is what the performance rankings will be for VRC Constraints on quest and pc
VRChat provides its own custom constraints system, which allows bones on your avatar to move, rotate, and scale relative to other bones.
This is just the documentation on how they will work
Does anyone know how to make a convincing lcd / crt screen effect? something like this (Using Poiyomi on the PC Version)
What type of avatars are friendly to quest?
I noticed that rindo avatars are friendly but others like selestia and manuka aren’t, because they are too heavy for quest, unless u put on not a lot of clothes on them
Anyone know any small avatar? Creator names I can have and use please
ask in #1138520828556890214 (with images of models similar to what your looking for if you want more accurate suggestions/answers) not here
Oh ok thank you sorry
all good 👍
Is there a way to get a transparent texture on quest?
I usually try the particles shaders, it will sometimes work. might take a few test tries though
thanks, ill try
ofc, hope it works out!
Does anyone know if there is a way to use a cubemap on a quest avatar? I don't think there is, and i didn't find anything when looking for a way, but figured I'd ask and see if anyone else might know of a way :D I honestly just don't feel like remaking a galaxy pattern realign on all the seams by hand TwT
ah because for some reason you cant use alpha blended. its stupid and I dont know why, but it'll yell at you like that. try using additive or multiply instead
you cant get real transparency on quest it'll look transparent in unity but will be completely invisible in-game
not necessarily, thats why I said to play and test it. it'll sometimes work
its impossible to get cutout or alpha transparency for quest (aside from particles iirc?)
ive seen it done before
well yeah, cutout and things are impossible. but i figured we were just talking normal transparency, not cutout.
im just putting a texture on a plane
so the rest of the plane would be transparent
it also likes to scream at me for standard for some reason
idk
theres a quest version of standard that will work called standard lite, should look similar for ya
i know that, i dint start 2day lol
worked like a charm
now the only error is the standard shader
even if i switch everything to lite, it still screams at me
wtf
could be something hidden along the armature
anyway to make this look morelike the actual file?
the texture is a bit small, but you get the picture
what i got it to look like in blender
it isn't, no lights on quest. You could sorta fake it with emissions though
How so?
I mean, you can make something that looks like a flash light and which lights up, but it won't project light.
Right that’s what I thought
I was asking for a friend
Wait in that case how do some avatars project light, like robots with leds for example
they either don't, or they used a hacked SDK
(and therefore contribute to poor performance, dynamic lighting is expensive on quest)
Gotchaaa
these are the options for transparency on quest:
fake transparency:
inverted normals (so you can see inside an object, but not behind it)
cut out meshes (just manually cut out the texture for cutout style transparency)
real transparency:
vrchat/mobile/particles/additive
vrchat/mobile/particles/multiply
Did VRChat push a hot fix that broke my avatar? I tried to update it and it came out like this after the upload.
if its giving you an error bot and you didnt upload it after the performace push for android/quest avatars then you'll need to re-upload the model with better stats
That is currently not an option, so what do I do?
you're SOL then
How do I force it to show my avatar, it says that it will show the bot but default, implying that there’s a way to show my avatar.
you cant for quest this is something they've been warning for months atp
if its uploaded the same for PC they can see it but quest cannot
Ight, I’m going to Microcenter.
I get that the community was torn appart when EAC came in, but this is the worst update in my opinion, I can’t make cool stuff on quest anymore.
Someone send me the new quest requirements.
you should be aiming for medium or lower honestly
you can still make cool models at that ranking
So I have to limit my poly count to 15,000 somehow.
Ight, guess I’m making a PS2 Rex for quest players to see.
if you bought the model from the offical gumroad it should come with a quest compatible version
Yeah, it did, and then I added a crap ton of stuff to it, including a portal gun, a whole booth and a solar sail from Treasure Planet, so I have to remodel everything.
you could seperate them onto multiple models like most people do
They are multiple models already.
I made the avatar optimized as much as I possibly could.
also definitely doesn't help with the Rex that it has so many spikes
Yeah, I might bake the spikes to a flat texture and then fake them with a couple planes like how hair works in PS2 games.
the quest doesn't support transparency on avatars
It does if you use the particle shaders.
even then it isnt proper transparency
It doesn't support alpha transparency and it only uses additive or multiplicative blend modes, but it still is proper transparency since you can see through it
so i tried decimating the avatar so it would work on quest and its gonna end up like this.
why did yall have to update it omg.
im so angry rn.
automatic decimating is usually not a good choice, unfortunately
so i cant make avatars anymore BASICALLY?..
because me and my whole friend group wanted updated avatars and now i cant make non because were all quest users
dissolving Edge Loops works a lot better than decimate
if you really want to decimate then decimate it piece by piece rather then all at once (or i think you can generate imposters and that'll work too? not 100% on that though)
okay
What can be the reason for my avatar being marked as Very Poor by Android even though the VRC SDK says it's Medium?
Stats as reported by the SDK
And I can't see the avatar on Android because the mobile client won't load a Very Poor avatar
are you adding addtional things through something like vrcfury? if so it wont count it in the stats sometimes until after upload :P
No. Also, I just installed the Quest client on the headset and checked through that, and the avatar is displayed as Medium.
Somehow there's a discrepancy in performance reporting between Quest and mobile clients
OH wait do you mean like mobile like phone?
Yes
im pretty sure they're far more limited then quest
The only limitation is that you cannot disable the performance filter and the highest you can set it to is Poor
My avatar is medium and shouldn't be affected by that
i remember seeing something about how even some of the provided fallback models made for quest that were ranked excellent on quest and PC clients were ranked medium for mobile
i get the feeling their ranking is different then quests ranking so id try to go for excellent or good ranking for the avatar and see if that fixes it possibly?
I forgot to mention that all my other Medium avatars work
Despite having similar stats
how similar are the stats? because if something on the model even goes one point above the limit it'll be ranked worse
they dont have wriggle room for that stuff
Pretty much identical. I use the same process and tools for each avatar
It became even more confusing now. I have just realised I've been trying to look at my own avatar from the phone while logged into a different account on the said phone, so what I proceeded to do is I logged in with my main account on the phone, and the avatar suddenly loaded and was being displayed as Medium.
I think this one is for the canny.
I logged out of my main account and logged in from the secondary again to gather the evidence, and now it just went ahead and loaded the avatar with no issues
Moth avis please
ask in #1138520828556890214 not here
ah yeah that is a bit confusing 
omg like I haven't done that wow
no need to get snippy i was directing you in-case you didnt know as you wont get a response here about it because its not the place
I already got a reply in alot of different channels
Seems like some people of those avatar channels are truely just not helpful at all
nobody has to be helpful, we're not hired by vrchat, everyone in those channels (unless they are vrchat team) are just other vrchat users trying to help each other out. You're asking for information in the wrong channel and also treating discord like it's google.
these avatar channels are almost all about making avatars, not finding avatars that already exist in-game
that's why there's a dedicated channel, #1138520828556890214, just for that
hence lilpimpen's redirection
I ain't reading allat and never said that everyone had to be helpful , they could be
wompy womp let me already go bruh
hi!, i added an animation to my avatar's fx and its not working on quest, did i do something wrong?
i should also mention that its working on pc
Does your Quest version have the exact same parameter list as the PC version?
I added a hair on model but the headpats n nose boop n the the animation on eyes n mouth don't work how do I fix it?
hello and good morning to everyone ^^ hope everyone are fine ^^ so.. im here because i have an issue with my quest version of my main avi, the main problem is this: after we tried to match the avi with the pc version with the clothes, para and stuff like toggles, we me and my friend tried to upload the avi, welp on quest stand alone was fine, like i was able to see the same things on unity, but if another person from quest observe my avatar they will see things in adifferent way like: no pants, not tail or no high tights, honestly me and my friend doesnt know what is going on, all the packages are updated ( im using the companion creator and the quest version is on a different project) anyone can help me ?
for the parameters they are the same of the pc avi, yesterday ive checked if they was synced in the parameters list and the box is checked, i dont understand the second and third reason, im not so expert with unity so please be patient with me ^^
Are the parameters exactly the same? Like same number and order. For the sync VRChat looks at the list of parameters and syncs them based on where they are in the list, not by their name. It can also interfere if you used something like VRCFury to add other parameters lists with game objects
i have fury but never used to add para, i will check again if the parameters are the same as u described
okay they are the same number and order
ehm how i can check if everything is ok with this thing ?
so basically with this setting they will not see my toggle on ? i gues if is not active by deafult on quest cannot be this the case
the paramaters u mean of both avatars ?
as said the paramaters are the same we copied and pasted basically from their original folder, if u want i can sedn screenshot of both version ( about the parameters )
order and type are the same for both version
checked the layers. they have same name and order on both
the first is pc the second quest 2, as u can see they are exactly the same
so what i need to send ? im confused
okay when is possible i will do the double check with my friend
just a question how i can delete the quest version only if is still bugged ? i mean from vrchat
oh ok so this is the only way ? hmm
@wicked drum " VRChat has upgraded to Unity 2022.3.22f1. Upgrade your project to use all the latest features " can be even this the motivation of the issue ? i wanna specify, i ve not upgraded yest because the devs itself writed is not strictly necessary doing the update now
i wanna specify another thing they are already on 2022 of unity, its just another small update of unity itself its like the 2022.3.22f1 so the devs said is not strictly necessary, honestly i dont know if i wanna update, but if this is an actual motivation of the cause of the problem i will try to update
mhh hard to research because i dont even know how can be tagged my problem, like mhh what type of words as a tag i can use, im still figuring out to understand what type of problem is ewe
sorry i didn't reply, i ended up fixing it!
Where can I find VRChat/Mobile? It wants me to replace my shaders with shaders from Mobile, but I don't have that folder in my unity.
it's not really a file folder, it's a path you see when you go pick a shader from the dropdown at the top of a material
that's the one embedded in the FBX file, you'll either need to extract it or just make a new one.
you can't edit that one
haha yep
How do I delete only the quest version of an avatar?
You can't
You can delete the avatar entirely or update the quest version
is the force own avatar on option a thing yet?
what do you mean?
hey, is anyone here a avatar maker
I am, although if you’re looking for anything past ps2 models for quest, then maybe don’t go with me.
ok
I’m talking about the oversight that came with the performance update where there’s no option to force show your own avatar.
dm me, when you ready
why would you need to force show your own avatar?
Because the performance update makes some avatars on quest error bots even if they are optimized enough for quest.
error bot is a completely different issue than if its going to fallback or not
whenever you switch to an avatar you already force show it for yourself
the error bot is the avatar failing to load for one reason or another
Ah ok.
in terms of filesize this should be able to be uploaded to quest, correct?
that uncompressed size is cutting it really close
i'm aware it's close, my question is why the editor magically adds 4.5MB to the avatar uncompressed size when calculating size during upload?
because ingame and trying to upload again are entirely different?
i'd imagine these to be the same if they say they are..
uploading is packaging and uploading right then and there
already uploaded content is old content
these 2 are the exact same thing, though, one just uploaded to pc platform, other trying to upload to android platform with no change in materials or textures
entirely different builds
it also uploaded perfectly fine before 3.6.1 SDK 🤷♂️
i remember seeing the uncompressed size thing a couple times, then changing some things as a result, and it then uploading fine
Are there any built in quest shaders that would allow me to put a mesh inside an avatar body and basically behave like “this mesh always gets drawn overtop the rest of the avatar”?
Like an orb/heart inside the chest that’s visible to other players regardless of whether a hand/arm/limb blocks the chest
heya, quick question, is possible to delete only a quest version of a pc avi or i need to delete the pc avi and doing the upload without including a quest version ?
understood thank u for the reply ^^
Good news, the new mobile poly hard limit has been discovered. The Hard Limit is 100,000 tris. Along with this discovery, my portal gun model has been replaced with a ps1 portal gun model to compensate for the new limit.
what
nothing is said in the documents about a hard cap, to my knowledge. there hasn't been one in years either
-# cited https://creators.vrchat.com/avatars/avatar-performance-ranking-system/#android-limits
Usually, if you maintain 10MB download size hard limit, cannot go that much on tris.
That's explain why....
true, if you are going over 100k and have a lot of blendshapes, you are likely already over 10mb
yeap
no there is no hard cap
but there has been a message going around discord servers spreading misinformation that there is one
something like "GUYS they're going to make quest avatars have a 100k poly limit which means NO COOL TOGGLES"
which is bs
like first off it's not even true
but secondly toggles aren't tied to polygon count, and you can have plenty of cool toggles under that count
most quest avatars probably aren't even over 100k, that's a bit overkill for a quest avatar
I found this hard cap manually, if your whole avatar with all of its toggles exceeds 100,000 polys, it will turn into an error bot on quest.
been seeing people still asking about this in quest-general recently and its slightly irritating
On this comment, the latest build was just over 8mb with an almost 7mb texture memory usage.
false
just checked
created the worst thing ever
a 122k polygon cube
uploaded to quest, tested it myself on my quest, works fine
not correct
there are specific things that can cause it to fail to load but its not specifically one thing or another
(except if its using a bypass to try and bypass the sdk limits which it will error bot)
is there anyway to make vroid avatars compatiable with quest because the one i uploaded is pc only
itll be annoying and require blender edits
since quest cant use transparency
(which the particle shaders for quest that people use to fake transparency wont fix it)
It might be incorporating other factors like materials and animation.
I don't mind, are there any tutorials I can find?
not that I am aware of
Get Vroid importer for blender, and you’ll have to manually convert it to a usable fbx for Unity.
So then it's not a hard 100k cap
Well now I have even more questions, how far can we go with an avatar on everything?
it's so black!
oi so i have one simple question. For the beta sdk thing with constraints am I able to just upload the pc ones to quest or is it where you have to use some whole new system like how we changed from dynamic bones to physbones?..(sorry if my question doesmt make sense its hard to word it)
#open-beta-discussion is probably the place for this, with some details in #open-beta-announcements
Heya and good morning or evening to everyone, small and quick question, the new update for the avatars ( sdk and new size limits for compressed and uncompressed size ) breakd some quest avatar ? like they appear nude or with some error of sync betwen pc and quest version ?
Wattttt? TvT
Is there a way to use the VRC Fallback shader "Hidden" (totally invisible) on quest?
Transparency isnt supported on Quest
Is there already a transparency quest shader feature request that I can go vote on?
No idea, sorry
VRchat is not going to implement that because of the cost of running transparency on mobile Hardware
if you want it to be invisible, use either additive with a black texture or multiply with a white texture
vrchat/mobile/particles
dont think the update caused that it sounds more like the avatar's werent uploaded or updated properly to share the same parameters list
the only thing that ive seen anyone talking about issue wise with the update is the inability to use their model's because of the stats
i dont want to hide the whole av, just 1 material. splitting into many skinned meshes is very poor
vrc hidden is no render so its perfect but not whitelisted...
yeah but i'd need about 4 for all the clothing toggles if i need to make each material a mesh instead
sounds bad..
blendshapes don't work for shoukders and hips, makes weird spikes that poke out, i tried
This is tricky, because this means that you need a different set of bones for each of the clothes that you want to toggle separately
i can assure u ive tried to share the same parameters list but the avi have this problem and this happened after the last sdk update
I already told you how to, use vrchat/mobile/particles/additive or vrchat/mobile/particles/multiply
If you just use a black texture or additive that makes it invisible
how do i fix this?
Is that the only error message?
The only red error yes
annoying, that's not very informative
unity in a nutshell
so true
Hey by any chance do the cutout vrchat shaders work on quest?
nope
on particles
Oh so the particle shaders don’t work on the models?
supposedly there's a specific way to do it, but they're for particles, so...
Ight
Guys how do i fix this
My avatars arms are crossed while my arms arent crossed like that
first: wich platform: pc, quest, phone
second: the avatar is old, new, is android compatible or only pc? u already tried to reset the avatar or to clean your cache ?
The avatar is android and its a new one
ok reply to the other questions
Yeah i did that mb
Nothing really seems to happend its all i tried to do
Could there be any options to fix this ?
its the only version of this avatar ? if is a public one i suggest u to go in prismic and to research and to take the same public avi from another person who uploaded, can be a problem about old sdk or other stuff
No all of them are private
u have the sdk of this avatar ? try to update the sdk from the creator companion
Hey 👋
hi?
They can work for transparency stuff sometimes— like lenses fir glasses, pool floaties, blush, etc
It’s just limited stuff tho
I think maybe a sprite shader might work if you use it right but I haven’t tested it too much. I’m not too deep with shaders.
Does anyone know why this keeps happening with textures on quest?
specifically what about it do you mean?
Like how it keeps going white it’s only the body texture nothing else but I think I fixed it I had to change the shader to toon which doesn’t look as good
does your model have vertex colors? the mobile shaders use those and so they can do weird things
how do you upload pc only skins to quest if anybody know and can show me on a dis call wit me and my friend that would be awsome add me and text me and let me know
how do people go about the physbone requirements for quest avatars?
is there a way to still make models with more than 8 bones in the hair look good or do people just make everything stiff for quest?
you could try vrcquesttools or if that wont work/you dont like the outcome then you'll need to take it into blender and manually optimize it (and depending on what toggles and such are on it some cannot be converted for quest support)
I personally re-rig all of my hairs and optimize bones down to get as many bones working as possible
I just move where the physbone components start, usually you can just make the hair root the physbone component, worst case you will have to play around with the graphs to make it only move after a certain length.
oh, this is the amount of compontents. each component controls an individual chain of physbones with its own settings. quest avatars can have up to 64 physbones total.
do yall know any good avi creators for Quest
for purchaseable avatars or just public models? what type/style of model are you looking for? you've gotta be a bit more specific + you should be asking this in #1138520828556890214 this channels for Developing quest models not finding them
Is there an easy way to find all the liltoon textures in the avatars? Cuz sometimes whenever I am sure I converted all the textures to mobile toonlit, but then for some reason there is always one texture that is not converted yet and I can’t find it
Is there an easy way for that??
you mean "materials" probably
Me
Hey so if theres anyone who can make a quest avi for me for a special occasion id be happy to talk prices just msg me and ill explain what i want
Does anyone know of any good acnologia avatars
Hello
hi
What is the problem you are having?
You can have up to 64 physbone transforms in total on quest. Also a tip for reducing physbone transforms without losing nearly anything: don't use end bones/leaf bones (the bones that have the name "<bone>_end"). Then add an endpoints on the y axis for all your physbone components. The only thing this takes away from your model is the last bone being able to stretch but ONLY if you had weight painted it already which you likely did not since they are leaf bones. I usually add my own leaf bones to anything that I want to be stretchy. If it doesn't need to be stretchy, use endpoints instead as they do not contribute to the physbone transform total
And if you're talking about the limit on physbone components, just combine physbone chains together via a root bone (but be aware this does add a single transform)
Like say you have 8 bone chains for your hair. Instead of giving each one their own physbone component, go into blender and create a new bone in your head that is parented to your head bone, then parent all the roots of the hair bone chains to that bone. So it goes head>hair root> hair strands. Then put your physbone component on this hair root bone
By default the bones should behave exactly the same, since when a bone has multiple children it is possible (and the default setting) to completely ignore it so it will not move. Then only it's children (the hair strands) will move
what?
So my avatar is tposing only on android, and works completely fine on the pc version
any idea which part of the optimization that i'm doing that could be breaking it?
both versions tpose in unity, so i can't test it easily
Do you have two different fbx files for quest and pc?
No
Hi
hi
Whenever i go into gesture manager, it all goes pink, any known reason for this? Its saying stuff about shaders but its all set to Standard lite
nvm i got it
This channel is for developing avatars, not asking for commissions
hi scammer
lmao
Lolz who is this
Guys I'm fr desperate. Does anyone know a way to get alpha cutout working on quest.
I will code my own shader if I have to.
Just please let me know if you have any info on this.
You can not have any transparency on Quest
You can only use the VRChat/Mobile shaders on Quest
you can only use vrchat/mobile/particles/additive and vrchat/mobile/particles/multiply
other methods for faking various aspects of transparency are:
Cutout transparency: manually cut out mesh
Seeing inside an object (not behind): inverted normals
Hi
Any idea why my avatar might be tposing on quest only?
it works perfectly on PC, but it T-Poses on quest
and in unity it always tposes, including the PC version
dose anyone know how to make avatar seat colliders quest comp? cuz everytime i upload it, for some reason the seats are as big as the map and not small how i want it
Delete colliders
Just trust
It adds colliders back
Oh also use animation to animate size of collider
Since it adds them back the animation will work
yea ive done that but for some odd reason it makes the seat huge still
That's how gogo loco flying works
Might be possible to scale the component with the seat on.
I already told you three times change the base to locomotive layer. That's all you have to do. It's not that complicated
Hey I have a question about what an animator component is on unity
The model I’m using apparently doesn’t have one and I don’t know how to add one
The unity docs explain what all the components (other than VRChat-specific ones) are
(not that it helps you much but the discussion in #avatar-help should cover this)
;-; if you're missing a animated components then why don't you press add component
small question, im unaware of the cause of this but in the unity project, the avatar looks fine, but when uploaded to quest i get these white outlines on certain areas. I looked stuff up for ages but nothing seemed to really solve my issue, i was wondering if anyone could help? I thought it was just a world issue but when going into another the problem persisted, and even showed up on the menu. i have not the slightest clue
im posting this in avatar help too
you don't have enough padding around your UV Islands to cover mipmaps
problem solved yippie :v
glad to hear it got fixed
what is it?
ok so PC upload went smooth as butter but for some reason the texture usage of this avatar skyrocketed when adding vrcfury/gogoloco and wont let me do a quest upload. This is my first time using vrcfury/gogo so idk whats up
I could see those adding a little extra texture usage, since there are small menu icons, but it shouldn't be too large
ok it skyrocketed on pc too so thats weird, and it did it on the other avi i was trying to upload gogo on too
How do I place objects in a world from my Avatar. I've seen some avis that can do it. I tried the particle method but I don't know if I'm doing it wrong of not.
Mesh particles, physbones, or constraints
Constraints aren't on quest rn but will be very soon
By the end of the summer, so hopefully within the month?
Is there a guide?
Not that I know of? Probably if you look it up
Mesh particles are going to the least jittery btw until constraints release
Just spawn a particle with no shape no start speed max 1 particle really long lifetime, simulate in world space
VRCFury has a component for it too
I thought those were PC only?
yeah idk why they sent those
VRCConstraints will have an option built in for world constraints when they release
so if you want to wait those will work better
Yeah, I am dumb, forgot which channel I was in.
how do i make an pc only avatar look good on quest aswell?
that's one of those deep, philosophical questions
getting a "unsupported shader" error while using vrchat/mobile/lightmapped?
since its in the vrchat/mobile folder i dont know why its not working
because that's a world shader, not an avatar shader
sucks that it's in that place, but you can't use it on an avatar
Hi sybil!!!
jumpscare !!hallo
Whatcha makin?
can anyone help me with this? I added an animator component because it said i was missing one and now im getting these error messages
Find the .fbx file then open up the rig tab.Then press config. Then set the appropriate bones
This?
Im sorry, this is my first time uploading an avatar and im so lost haha
yep!
You might wanna watch The Virtual Reality Show's video about uploading an avatar
Thank you! I'll look into it c:
How do I fix this
Don't use that shader, it's for worlds only
Ok
Why does the avatar sdk even include a world shader
because the base vrcsdk contains all of the shaders at the same time
Ah, I forgot that was also included as a package
Uploaded quest version with no issues but shows up as grey robot for quest users?
It might have errored out on vrchat's side. Try uploading both versions with a different blueprint id
That white part covering the eye is most likely the "lens" which is intended to be a transparent, glossy material, so you have shiny eyes. If uploading to quest, delete it or make a shapekey where its scaled down and moved inside the head. (If thats what youre asking)
i was recently told that the quest limit is now 40 MB to upload from the old 10 MB, is this confirmed?
No, that is just someone missunderstanding the change.
10MB is still the upload limit, the 40MB is a new uncompressed limit, to stop people from abusing, for example, crunch compression, since that doesn't do anything to lower the actual size of the avatar when in RAM, which is the important part, since Quest has very little RAM.
i was like, there’s no way they increased it to a average pc sized avi 😭
thank you for clarifying
🖤
hm
If only the average pc avi was 40 or below 
How do i fix the validation issue?
example?
My vrchat mobile bumpped recently did stop working
Try recalculating normal on the avatar or check your materials to see if they have fixed the normal maps not being discovered as normal maps
Hey yall, converting my avi for quest, whats the best texture type i can set my textures to and how can i delete items that will not display for pc too?
what's the maximum polygons for medium avatar performance
details are in the docs here (about half way down): https://creators.vrchat.com/avatars/avatar-performance-ranking-system/
The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is.
What the flip
Welp, imagine a person with avatar very poor by 1 triangle 😂 (20,001).
I want to know why Gogo loco is causing security checks failed.... aghhhhhhhhhhhhh
It uploads and works fine without it
The moment I added it, it's broken on quest
I've never had this issue before
odd, it works on my avatar with it.
even for iOS
you using 1.8.3?
Yeah I know this is the first time I've ever had this issue.
ok so i have my quest version(i think) then my pc version of it do i upload tthe quest with the same prefab id as the pc one?
yes
Ok I think I’m in the right channel for this but I’m mute most of the time cause of anxiety I found an avi that had what I think was called mute box but it was female so dose anyone know of a male one that has it
Salmon, most of them are protogens but yes
I don't use them but I've seen alot, salmon
Go to prismics avatar world. Salmon.
Salmon✅
Would I just type protogen?
if you make a post in #1138520828556890214 people can likely link you some
👍
how can I fix these errors and reduce the count?
you can either remove some physbone components, or attempt to decrease the number of bones they act on, either via removing them or maybe using the "ignore transforms" section in the physbone component.
As for contacts - same deal, remove excess contacts, keep only what you absolutely need
I’ve tried deleting all my physbones and the number still shows 30
Nm found the issue
Thanks
what does it mean by newer format
literally there's a newer format for the image files which works better.
When I go to change the format it only shows the rgb ones and none of the astc ones though
Just click autofix
Then click out of unity and back in and it’ll start doing its thing
It’s working now but now it’s saying my avi is 3mb to large to upload
If what’s a fast way to reduce the size by 3mb
squish down a texture file
I’ve been doing that to like all of them lol
would wouldn't happen to be using the "beyond" vrcfury prefab instead of the "all" prefab would you
if you have too many polys/ bones/ blendshapes those also take up space
I’ve already reduced polys and bones as low as they can go without compromising the model, how do I see what blend shapes my model uses, if they’re unused can I just delete them?
in Unity in the inspector window for a skinned mesh object, you should see blendshapes
you can just delete them if they're not used (be careful about your face mesh, it will have blendshapes for mouth movements), d4rks optimizer plugin will do that and a few other tweaks for you on upload
Oh thanks, I’ll be sure to check out that plugin
For some reason when I right click a blend shape and press delete, it doesn’t delete it
in what, Unity? Blender?
In unity
Shouldn’t I be able to delete them in unity
nope, you can't really change the model there without an add-on tool
I reconfigured everything, all said bones are mapped in the configure tab, why is it giving me this error?
Oh
You might wanna make sure there named properly
As well as having the correct hierarchy
Cuz if a bone in under the wrong bone for ur armature
Then things kinda like to mess up
bruh
Lightmapped is meant for Q6est worlds. It is dumb that they have left it like this considering how many people it confuses.
my problem: toon lit vs lightmaped
i have no idea why the face and skin look difrent on texture they have same color pallete
why quest have to be such a pain
That is because of vertex colors, which the Quest shaders use.
This tool can remove the vertex paint your avi has in Unity https://github.com/kurotu/VRCQuestTools, otherwise you'd need to do it in Blender.
thx
This really helped, i kinda wanted to avoid tools similar liek this cos they didn't work as well as this one [ i used easy quest switch beforehand]
hello, i just uploaded a quest avi and it shows a question mark in a grey circle instead of quest, i heard that it means that it just has to go through a vrchat sided scan, is that true?
and if so, how long does that usually take?
Is there a way to make it so that all avatars show up automatically?
on PC or Quest?
Quest
nope
don't get mad at vrc it's not their fault it's the avatar creator's faults for not optimizing their models
you can automatically see all avatars that are excellent, good, or medium
and if you want you can change the setting to see poor avis as well
but not very poor
Ok thanks
Quick question: Why does Unity say I'm using over 55 MB of texture memory despite Thry's VRAM calculator only saying 16 MB?
I've had the same exact issue so I would love if anyone could shed some light on that
I have been trying to solve this for awhile and haven't found the issue for quest at all. I even included the QuestTools??
you're using the wrong shader and need to change it to a shader in the VRChat/Moblie section
I figured it out since I checked on the materials ^^
turns out VRChat SDK is just lying to me because when checking in-game the texture memory is what it should be and not absurd like that
^
trying to make an avatar quest compitable and the shirt came out SUPPPERRR low quality is there anyway i can make the shirt atleast readable?
increase texture size, if texture size is too large, could be an issue with how the uvs are done
compress outside unity tbh
I have no clue on where to do that. is there anyway you can tell me on how i do that?
make use of uv space. if you need something to be high quality, give it a large area on the uv map
how to change texture size?
yeah
in the texture import settings
select the texture and it will be in the inspector
"max size" towards the bottom
i clicked on it but have no idea what to do next
it will highlight a texture file in your assets. Select that then follow previous instructions
Oh ok i got it working thank you so much!!
Is there a limit to were Quest will start to lag? Or can i just go as high as i want
it won't lag you, it will crash you 🙃
quest has 2 issuess:
slow cpu (lowers your fps/lags when overloaded)
low memory (crashes you/kicks you to home world)
texture size will mostly affect memory which will crash you rather than lag
Ohh I did not know that thanks for letting me know
So im guessing... dont go over 1024?
yeah unless you're using like 1 or 2 textures for the whole avi
Well I'll do trial by fire and just upload it and see if its good or not and if not ill just raise the Texture size!
I'll let you guys know!
I need help uploading a quest side avi
help with what specifically ( its better to just outright say your issue rather then say "i need help" w/o providing info)
I wish there was a built in Quest shader for when you have a cube but want the entire inside of the cube to be filled in as well.
useful for things like simulating underwater effects using only quest shaders on an avatar (aka water based avatar).
<@&397642795457970181>
already taken care
okay
like having backface culling disabled?
you can just duplicate mesh + invert normals
does crunch compression not work on quest?
ye
crunch does nothing but make performance much worse by making GPU do more work.
oh.
i didn't know that
i just saw way smaller texture files on desktop and went "oh dang"
does anyone got a x-18 gman in vrchat?
which channel is for AO on quest?
this one?
they aren't talking about discord channels they are talking about color channels on texture
''Occlusion''
if you're using standard lite
i see that the quest standard lite shader got an update- does that include the matcap lit one? ive been hoping for ages that the x/y/z/w of a matcap would be modifiable and animatable one day
and does anyone know if this update fixes the "solid color" bug where the material is a solid emissive color until selected in the inspector and then it refreshes and looks corrected?
only the standard lite shader is getting modified
Hello everyone, i'm sure i'm bringing a subject that is already on the table but a way to bring vroid avi to vrc for quest without it to look all crapy due to poly/triangles réduction? I know transparency wont work so how can I have a good avi on vrc quest pls? (Seriously dont try to scam me dm I want to learn)
I have no issues with vroid to quest
and i use the particle shaders for transparency
For quest there is one shader you can use for transparency but you can also simply delete polys that are intended to be transparent. Also you can reduce polycount in multiple ways if you dont like decimation. Dissolving edge loops is the best way to keep the good topology of your avatar but it takes quite some time compared to decimation.
Is there some way to block only quest crashed avatars
If vrchat had that, there would already be none
keep safety settings on and don't turn on non friend avatars
and if your friends are crashing you get better friends
and report the user/avatar
tons just block the people instead of making reports about it which doesnt solve anything in the long run
which shader can be used for transparency? would that work on things like eyelash and eyebrow meshes with alpha textures?
turn off everything except avatar and voice for players above user
in other words: use maximum shield
it depends on the color if its darker try the vrchat mobile/particles/multiply if its a lighter color use additive
Downside with additive is that the white can look like it’s glowing
How do I disallow people from sitting on a station on quest without a box collider to disable/enable??
Have an animation move the station faaaaaar away.
I don't think there is a better solution.
That's annoying, but thank you
can i get help plz
Abt what?
State your issue, helpful if you also show screenshots, and if someone knows how to fix your problem then you'll get help.
Oh
im importing a sims person for the first time im very new to unity
Just set the chest bone on the maping section to the chest bone of the avi
The bone that moves the chest
It's all good
this
Is it alright if I talk to u abt this in DM's?
yes plz help me
I have a problem. I am trying to download the character, but I am getting many problems.
Ok random question now that they made constraints for quest can I use those to replace previous restraints for quest such as world constraints and all that
Pretty much
Ok cool wanted to make some quest compatible but wasn’t able to due to that
Yeah that’s fine
not sure if you fixed this but try clearing the ID in pipeline managers (not sure about the first error but maybe try installing your unity on a seperate drive from your windows if you've got multiple)
I will try it thank you😇
quest shaders broke my eyes lol
does anyone know a possible solution?
the pc shader is poiyomi toon
so the whites of the eyes turn transparent with the mobile shader? you could replace that part of the texture
is that a texture on the inside of the eye? or does the mesh appear missing
bit hard for me to to tell
when I move my view (in unity), I can see the whites of the eyes from inside of the head
i'll see what I can do
might be flipped nornals
im not even sure if the devs are aware of this issue,but everytime ive tried using unity 2022 to upload anything quest ends up having messed up normals everytime. ive uploaded things to 2019 and have those avatars ending up looking fine, ive tried messing with compression types aswell to no avail,if theres a solution please lmk 😭
Having the same issue as well xP
You can see the issue happening on the right model
Looks correct on pc and in unity, except in when in game. Here is a snippet showing how it should look
Setup in unity
Also this applies as well. Normal maps are more blue than usual when uploading to android or ios
I believe this is caused by VRChat assigning a different default compression method for normal maps which I'm guessing ends up changing the color space of the normal map to none linear from linear (none sRGB you can say)
turns out that was exactly the problem
thanks so much!
@visual notch
I imagine its possible to make some cool particle effects with the spritesheets. Perhaps using custom meshes with emission maps?
Yeah, particles have built in spritesheet capability
Thanks so much, your work is inspiring! ❤️🔥
Im a little lost looking at this for Quest constraints, can anyone help me set one up??
For some reason, the avatar's legs are bent. How can I fix it?
My legs are supposed to look like this...
maybe it's your idle animation?
animation?
Is it an idle animation issue? How can I fix it?
Trying to convert a pc avatar to quest, I need to delete this material but it won’t let me ? The delete option is all greyed out
You need to actually remove the material slots in blender as far as I know. You can't just delete a material because that mesh still has a slot that needs to be filled. So either delete whatever mesh it's on or go into blender and remove the slot that you don't want to use
I don’t use blender ;^;
Well.. time to learn? :p
It doesnt necessarily have to be blender if that's what you mean, I'm sure you can do it in another 3d software
I only have/use unity
I don't know if there is a way to do it in only unity, as far as I know you gotta edit it in another software but I could be wrong of course
My questtools are telling me “material isn’t allowed for quest”
Oh, you have to change the material to one that's quest compatible
Click on the material, then at the top of the inspector see the "shader"? Change it to one under VRChat > Mobile. Either Standard Lite or Toon should be fine, matcap lit also is an option
Could you specify what that is ? This has never happened I’m so sorry 😭
A mesh is just another term for the model, or an object, in the scene. So like your character is usually 1 mesh, clothes could be another or could be in the same mesh, and objects are often a separate mesh. That material is applied to a mesh. So what mesh is it applied to?
None that I’m aware of, everything is Toon lit
Uhmm, if it's not applied to a mesh then you have no reason to change it because it's not actually on the avatar. Are you sure?
Have you double checked that this is the material that vrchat wants you to change?
Hmm, maybe try clicking on it in assets and then erasing anything in the search bar, might bring you to the folder where the mesh is
If that doesn't work then you'll have to go through the hierarchy on the avatar and look for anything that has a "mesh renderer" in the inspector, then check the materials on it
not sure if they fixed this, but i've had an error where the sdk didn't give a warning about using a non-compatible shader when it was only applied via animation (not applied in the scene)
so it probably means it's something that is on the avatar in the scene rn
Its in FBX
Oh maybe it's a default material for the fbx? In that case you would need to create a new material to put in the slot because you can't change the default one
@hushed monolith btw if you want to send screenshots press shift+win+s
it will copy it to your clipboard so just press ctrl+v to paste it into discord
I know, I’m so sorry for taking pics w my phone- I try to save storage on my pc
I have no idea how to do that
doesn't add anything to storage
Right click, create, material (in assets)
it's saved to your clipboard like i said, so it's temporary
Then just change it to a quest shader
Okay, I did that
Ok, now you need to find wherever that fbx is in your hierarchy. You should be able to search for it. Then when you find it, look in the inspector for Mesh Rendered (might be skinned) and find "Materials" then drag that into the slot
Or actually..
You might be able to click on the fbx and just go to the materials tab and put it there
So just drag it into materials folder ?
Folder? No, there should be a slot. Can you take a picture of your whole screen?
Sorry for the shit quality, my discord tab is refusing to open
the SDK doesn't seem to be able to find a material that's applied via animation, though it knows it's there and must use a compatible shader.
Hmm. Still not totally sure where it is located to be honest. I recommend just going through all the assets in the hierarchy at the left. If it's a mesh then in the inspector on the right you'll see that it has a "Materials" tab, and you can check if that material is applied
It’s applied to the collar
Good you found it! Now drag in that new material that you made into that slot
If you want the texture, you'll have to find it by searching in your assets and put it into the material you made
It isn’t allowing me to drag in the new material
Do you think that if I just delete the collar it’ll fix ?
Yeah, it will
Seems to be the only asset in my hierarchy that has it applied
Weird that it's not letting you drag it in though
Deleting the collar solved the issue
Nice
It’s giving me another warning, though. It’s telling me that the rotation constraint in the butt isn’t allowed
You can convert it to a vrchat constraint
I had this happen on Canopa V1, I deleted it and the feet fucked up
If you have the new sdk you can anyway
There is a risk that the rotation constraint is animated for some reason but I would assume not if it's in the butt? But you should be able to find it on the butt (most likely in the armature), make a VRChat Constraint, and try your best to copy the settings, then delete the old one
Newest SDK is 3.5.2 right ?
3.7
You can easily update by just going to your project and hitting "manage project" it should tell you what needs to update
Gotta close unity as far as I know tho ;p
I’ll just download the new SDK and delete 3.5 out of the project
you shouldn't need to close unity to update via vcc
FYI if you use other add-ons also you probably want to update everything
So should I do the same thing with the legs on Canopa V1 ? Because it had the same rotation constraint issue
Yep
I imported the newest version and it’s not giving me an option for vrchat constraint
there should be a conversion tool (I haven't used it yet) or you can add a new component such as VRC Rotation Constraint
(I didn't see what kind of constraint you had earlier)
I currently have a rotation constraint (which apparently isn’t quest compatible)
ah ok, then yeah what I said
I added a new component, and my only constraint options are Aim, look at, parent, position, rotation and scale
it should be literally called VRCRotationConstraint
The VRCRotationConstraint component changes the rotation of the target transform to match the rotations of its sources.
If it's not in there, perhaps you don't have SDK 3.7.0
I do. I imported it into my project just now
you updated both the base and avatars SDKs right?
Yeah
hmm, works for me 🙂
Should I maybe just create a new project and start over ??
I wouldn't expect that's needed
Hm. I wonder why it’s not giving me the vrchat constraint
I’ll try closing and reopening unity, if that doesn’t work I’ll just make a new project
Do these look the same ?
what program r u using, I wanna make an avatar
Unity
that makes sense thx
Specifically version 2022.3.22f1
looks reasonable but i'd disable both, then reset the rotation of the target, then activate just one. just to be sure it's at its default rotation
I keep having weird things happen when I don't make absolutely sure I've done that before enabling constraints
(which makes sense, it's not exactly weird)
Should there be a target transform ?
if there's no target then the target is the object the component is on
Alr
- yes you can bring in a custom avatar but you need a computer to do it
- VRC Traders discord, link is in #1204490664637890580
(sorry for being unclear)
friends avatars arent loading on quest, stuck on the error robot but work fine on pc. no matter the creator of it too
- are they quest compatible? the clone button shows platforms again, if you want to be 100% certain then switch to a public avatar because all of those should be quest compatible.
- are you sure it's actually an error robot and not a default? if you force hide someone's avatar (with the closed eye button, or shield while they're using a global blocked avatar, or them being too low trust on custom shield settings) they will show as the default robot
yeah theyre quest compatible and its actually an error robot
i rejoined when they were in another avi and it broke to the same thing too
Hello everyone
I'm here to make friends
this isnt really the chat for making friends its for making quest avatars
try #quest-general or one of the VRchat general chats for that
hi hi, im getting reports of one of my avis tops flashing off and on on quest
any reason as to why?
your animation layer for toggling it
do i just delete it? theres one for top OFF, so i assume its that one LOL
could be the transition or the animation itself
transition? sorry- i didnt make this LOL
the arrow/line going from one animation to the other
(pictures would also be helpful)
this is with the animation layer TopOFF
the animation layer not the animation itself
as in the fx layer used for toggles
if you didnt make it at all where did you end up getting it
bought it off gumroad, thought maybe i could fix it easily without making a ticket and whatnot, i want to use it tonight and not flash quest friends LOL ;-;
and my unity settings are gone ;-; how do i go to that fx layer again?
you can find it on the avatar descriptor also which gumroad
https://luchiha.gumroad.com/l/Nari?layout=profile&recommended_by=library
thats the link, i put in a ticket for help lol
thank you for helping :)
𝐍𝐚𝐫𝐢 𝐛𝐲 𝐋𝐮𝐜𝐡𝐢𝐡𝐚$5 𝘤𝘩𝘦𝘢𝘱𝘦𝘳 𝘰𝘯 𝘮𝘺 𝘱𝘢𝘺𝘩𝘪𝘱! https://payhip.com/b/7g12t✧ 𝘛𝘰𝘨𝘨𝘭𝘦 𝘚𝘩𝘰𝘸𝘤𝘢𝘴𝘦: https://youtu.be/vRkvZQ0qeuo?si=u47KXs6tjSydOpMQ✧ 𝘋𝘢𝘯𝘤𝘦 𝘚𝘩𝘰𝘸𝘤𝘢𝘴𝘦: https://youtu.be/aW0Hn3RzL2M?si=bP05Q2_fle7QZ-ls✧ 𝘙𝘦𝘯𝘥𝘦𝘳𝘴: 𝘟𝘌𝘙𝘖 #4122✧ 𝘚𝘩𝘰𝘸𝘤𝘢𝘴𝘦 𝘝𝘪𝘥𝘦𝘰: 𝘤𝘭𝘪𝘬𝘬#6571✧ 𝘋𝘢𝘯𝘤𝘦𝘳: 𝘗𝘶𝘯𝘬𝘪𝘯#1370✧ 𝘘𝘶𝘦𝘴𝘵 𝘊𝘰𝘯𝘷𝘦𝘳𝘴𝘪𝘰𝘯: 𝘻𝘪𝘭𝘢#2222𝘐𝘧 𝘺𝘰𝘶 𝘯𝘦𝘦𝘥 𝘩𝘦𝘭𝘱 𝘰𝘳 𝘸𝘢𝘯𝘵 𝘧𝘶𝘵𝘶𝘳𝘦 𝘢𝘷𝘢𝘵𝘢𝘳 𝘶𝘱𝘥𝘢𝘵𝘦𝘴, 𝘧...
I hope makes someone makes chinese power armor
you could always commission someone to do it
Fixed
Does anybody know what I should put as a soft and hard limit for particle systems to keep the impact low on quest? I originally had my limit set to 500 particles for the entire particle array but somebody told me I can go way higher before it starts to actually impact quest users to the point where any fps drop is detected
I couldn't give you a technical answer but I'd say with Quest that less is more. Even if you wouldn't be impacting anyone's performance alone, you're not the only avatar people have on. Especially because lots of people do not optimize for quest and have ridiculous "quest compatible" avatars with 300k tris, 30 materials, etc etc. Just find a point where your particles look alright but aren't overbearing, if your current setup works fine then there's no point increasing it yknow?
yeah but my issue is my setup looks kinda bonked so I was thinking of revising it to look better
Ah, I guess for that I couldn't help you, if that individual seems to be knowledgeable about avis then I guess you can trust them until someone else can give insight? All I know is that the docs say the total max active particles should be under 200 for any rating below very poor
i would set your max particles to the minimum you need for it to look good
no reason to go over that
Wip of an upcoming Quest avatar, ND5.
Planned to have physbones and a gun that can be drawn and twirled.
@vital ivy
Yo Dose any know of some Video/ Tutorial Explaining the Vrc Constarints
the vrchat docs do a decent job of it
Woah this is amazing 🤩
So Dose parent Constraint just not work for Quest For Grabbable Toggles? I'm Pretty sure i did Everything Right but i just Stays in there Air
Uhh Looks good thanks for remembering me
I am super impressed how fast you are😃
Well the droid is on the web, but it needed some edits, the rest is from scratch.😄
Amazing💖
heya, when will the vrcconstraint thing be in the SDK for asset creation?
like the constraint components or what
it already is, get version 3.7.0
isn't that beta only?
no
right now
ok, is it in beta or no beta rn?
not beta
gotcha, ty
latest release has it
^ likely scammer, be careful
anyone know why this imposter is so bright? The first version looked good but then I tried the add a resolution scale the just the hand (it's a hand puppet avatar) and it suddenly turned very bright
for reference this is what it looks like normally, and yes that is a trail however it wasn't affecting it before hand
does it actually turn really bright when you change into it or is it just like that in preview?
is there an easy way to change into an imposter on PC or do I have to open a second instance of VRChat?
im not quite sure thats theres actually a way to on PC but using someone else/a second instance is usually the only way to see it to my knowledge 
hm alright alt account timee
be aware that having a second account under your email/name can get you in trouble later down the line
it's made with a different email so that should be fine right
oh well that shouldn't be too bad since different computers on the same network can share a public IP address plus it's not like I'm doing it all the time lol
also just realized it's rated excellent on PC so I actually have to test it on mobile
hmm when on mobile I can't even get it to show the imposter as instead it renders it normally but without the trail renderer which I guess is good?
attempting to add quest compatibility to my PC avi
why am I getting this error code?
I want to use this avatar as a fallback but my sdk said I can't because it has 3 material slot but I only can find 1 as seen in the pictures
Found what the problem is anybody know how to fix this
it look like your mesh is using the same three materials in which case you can either try to remove two of them be selecting them and pressing delete to remove them or edit your mesh in your 3D modeler to only use one material
you might need to install the Android unity package in File > Build Settings > Android > Install
i recently switched over to 2022 and whenever i switch to andorid it doesnt do anything so i checked build settings and when i click download page it doesnt do anything either
you didnt download android
im gonna try reinstalling and see if that works
Does anyone know if the Modular Avatar "MA Convert Constraints" component will convert them on upload before this deletes them?
that autofix deletes them before you even upload
if the model's dont work after the update has been pushed then it shouldnt have been uploaded in the first place!
far too many unoptimized wrecks out there :P
Skill issue on your part
None of my avatars are fucked over so its a genuine skill issue
🤷♂️
it wont let me install the android version for 2022.3.22f1, the add modules button doesnt show up
how so?
what does it show?
i fixed it, forgot to mention :3
how
you should say how in case someone else has this issue and then reads your solution
sometimes things just sort of fix themselves, maybe they had just restarted unity hub, didn't have the right editor version selected or something else
So the sdk and unity projects corrupting is an issue on my part? Even though nothing changed since yesterday
the update hasn't rolled out yet so its deff not "corrupting" your projects or sdk
I need some help, its not super complicated but i want to make sure it works, i want to make it so that the outfit i have for quest stays on and doesnt turn off when i change outfits on PC. just not sure how to do that.
skill issue yes if you didnt make backups
take the same avatar and switch the vrcsdk to android and upload or do what it tells you to fix before you can
Soi have to back it up every single day?
15gbs a day
make a backup before switching to the new sdk
plus if you didnt change anything about the sdk then it corrupting is definitely a your end issue
I never switched sdks
All I did was make another avatar
then its an issue on your end
the only time the sdk can fuck over your project is if you switched sdk versions
It might of also been unity
There were a lot of packages on the project
the update never did shit to your project
I didn't update anything
I was super pissed off, I was having a really bad day
switch it to android in the vrcsdk?
I'd probably delete the whole Library directory and let it recreate, probably weird stuff in there. Also make sure the SDK + Unity are versions which are compatible
I have a plane avatar with paintings I have made in VRChat animated to swap out at different times. However it only works for the person using the avatar and not if you look down at the plane directly, only if you look at yourself in a mirror or with the camera can you see it being animated.
If someone else copies the avatar, the animation does not show for you but they can see it on themselves if they look in a mirror or use their camera and face it towards themselves.
How can I get it to just play the animation so anyone looking at the avatar can see it or is that not possible?
Anyone know the avatars name?
#1138520828556890214 is your best bet
Also would it be possible to have an animated texture on an actual avatar and not just a plane?
Did a few Arc pieces on a whim.
@real shore
I think a lot of the armor details will have to be painted to save on polys.
I might also add a roasted haunch and a mug of ale! 😄
Hey does anyone know how to fix this issue in Unity, Ive updated the SDK and Ive reuploaded it multiple times, I dont understand what the issue is but I hope someone can help me out here.
Anyone know the name of this or where i can find it please?
#1138520828556890214 in the future, but here: https://mukumi.booth.pm/items/4340548
VRChatでの使用を想定したオリジナル3Dモデルです。 Unity2022、Avatars 3.0、PhysBoneに対応。 PC版、Quest版VRChatに両対応。 ちいさくて表情豊かな犬の女の子です。 ▼まめひなた対応アイテムはこちら▼ https://booth.pm/ja/items?sort=new&tags[]=まめひなた
if you've tried using different projects and blueprint IDs already then its likely a case of poor stats, is the model optimized?
is there a tool i can use to bake poiyomi matcaps onto a texture to make a quest compatible version look more accurate to the pc?
eh... substance painter? 🙂
...anything that isnt $200?
Pirated substance painter
Also matcaps work on quest
ik, but i have a matcap mask on the body of an avatar, cant really do that on quest without making it a seperate material slot as far as im aware?
As far as I'd know you'd have to make it a separate material slot, yea
can someone help me rig a model i have no idea what im doing
i promised my friend that id make their model a rig so they could upload it but i dont know how to rig it either 😭
Yeah
Yeah
Anyone know any furry avatar worlds
For quest
And some winter or Christmas worlds u can watch stuff on
use #1138520828556890214 for the furry question
i dont need help anymore
try using VRCquesttools or purchasing https://markcreator.gumroad.com/l/Polytool
Polytool is a Unity tool that helps you optimize your avatars!It makes optimizing models simple for those who value a quick and easy solution. Choose a preset and go!It was specifically created to optimize VRChat avatars, though it can also do other optimization tasks inside Unity.Feel free to join our Discord server to participate in our commun...
already tried it but it didnt work but i already got it to work so
Anyone willing to upload two avatars to my account for free? My b-day was 28 days ago, its a birthday gift from a friend to me, i can't get anyone to upload them to my account... If anyone is willing to help, i can help you get into contact with the guy that gave me the files for these avatars:
Dms are always open just to contact me and i can get you into contact with the guy
this both breaks vrchat's TOS and likely those model's TOU
additionally file sharing is scummy and illegal go purchase those models yourself
First off no
Secondly thats a great way for your account to get stolen or banned
Thirdly file sharing/leaking is very scummy
Just upload it yourself
so i'm trying to make an avatar that can change its textures by moving the UV to a different portion of the texture file. essentially a "material swap" using only one material. is this possible for Quest-compatible avatars? trying to get around the material limits to give my friend a Halloween costume
i have some resources on how to do this in Unity and i know how to bake the textures into a single image, i just don't know if this is going to be limited by Quest compatibility. appreciated
pretty sure thats how most people do it (that keep their avatars optimized atleast)
yeah but it's not necessarily more optimized. I would do this only for textures of small resolution or textures that are needed to be swapped in quick succession over and over (like making a frame-by-frame animation). If you're only doing this to have a customizable texture swap toggle, there's no reason to have both textures always loaded into memory, just make them different materials
there also is no "material limit"
there's stats for material slots and texture memory size that affect your perf rank, but material swaps don't change the amount of material slots, and you're going to have the texture in there either way, so in most cases it won't make a difference to the texture memory size if you have it as 1 texture or 2
ah, could have sworn i remember Quest being one material only. if i can just have multiple textures that i can have the material assigned to, then that solves my issue. i though material swaps neccessarily involved swapping to another material slot
Does anyone know how to get a transparent texture to be transparent on quest? Anything that is suppose to be transparent just goes black no matter what shader I use that is made for quest. If anyone is willing to explain or VC with me to help that would be most appreciated!
is it true that there's a transparent shader in the vrc mobile set that works on quest now?
usually what happens for me, is the things I make transparent work, but they show invisible on quest platform
but they look fine in unity
I normally use vrcmobile>particles>multiply and then whatever alpha map
but it always ends up invisible in game, so I usually don't do that because it's impractical
would that work for quest though? They issue I'm having is when I got to upload for android it tells me I need to fix the issues, the issues are the shaders aren't quest compatible (I cant spell sorry lol)
vrcmobile particles multiply and alpha blended are compatible for quest
but as far as I know, they show invisible
so you're better off deleting whatever is transparent or just making it a solid color
i make my models in vroid so that could also be an issue
i could do that but i dont think i can edit the texture in unity, but thats alright
OOOH it's a vroid model, i see
yeah lol
you could just make a material with standard lite
i tend to add extra things in blender, becaue im still new
and make it black or something and apply it
im a lil special i dont get what you mean 😭
exhibit a: this top was transparent but I just made it solid black
so, vrchat has mobile shaders that allow quest usage
there's a shader called "standard lite"
lemme see if i can send a picture of what is happening
i know that lol
The black on the eyebrows should be transparent so you can't see it and only the eyebrows, but I've tried every shader is VRChat/Mobile and it comes out black with every one.
Yes its ben drowned lol
just my model of him
OH
so for that, you need to edit in blender
and cut out the area/re-uv the eyebrow
there's not rlly a way around it, if you use a transparent shader it'll make ur brows invisible
so you'd need to go into blender and remove any of the faces that are black and re-uv/shape the brow mesh to the brow texture itself
i could go back into vroid and draw his eyebrows on instead of making them a different material
make it 100% easier
copy and paste bros eyebrows back on 😭
that could work too
i might just make it pc only for now and work on the quest version tomorrow
if you ever need any tips, feel free to shoot a dm, i do quest religiously
Alr, thank you!
Absolutely !
yes multiply and additive.
alpha blended does NOT work, it won't let you upload.
multiply and additive used to show up as invisible like you said, but they've since been fixed

