#avatar-quest

1 messages · Page 14 of 1

wary flume
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Did we ever get explained why rigidbodys and sprint joints dont work on quest?

magic slate
magic slate
wicked parrot
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upload what? upload your mum? (not funny)

magic slate
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someone else's avatar I'm guessing. I got DM'd too. Pro tip: don't do this 🙂

robust whale
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Idk I have that person blocked for some reason and I almost never block for personal reasons, I really only block scammers

thorny bluff
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What does the question mark mean

swift isle
jade narwhal
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???

magic slate
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That's a world shader, you can't use it on avatars.

jade narwhal
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odd

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it came with the quest version of an avi im uploading

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ill swap it

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for some reason any other shader makes it green?

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vs with lightmapped

jagged sequoia
jade narwhal
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how would i fix that then

magic slate
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Blender or the unity plugin named something like VRC Quest Tools

jade narwhal
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ohh just add the vertex color remover?

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i tried using vqt on the pc ver of this but couldnt get it under 10mb so gave up

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there we go!

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how is it bigger than when i ran the pc avi through vqt

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i give up

glacial isle
# jade narwhal ...

Double check if it's saying the avi is to large, or if the uncompressed sized is to large. If it's just the uncompressed size, you might just need to delete some unnecessary file's in the unity project to get it uploaded for quest. It Has happened to me a few time's after adding a bunch of tools to help me with optimizing faster lol

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sadly if it's not the uncompressed size causing the issue it's probably due to either the texture's being to big, or the mesh having to much poly's. Is the two main issues aside from blend shapes and or particles that could be causing the issue you're having

thorny bluff
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Are there any quest compatible alternatives to these I'm trying to use pointless' dodgeball prefab

thorny bluff
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Ok thanks for answering at least

barren token
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PLease Help im trying to get the eyebrows and baby hairs to shoe correctly and not blockey and i keep geeting the 1st error

magic slate
barren token
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but its in the folder that folder menu that's why I'm confused? is there a way to show alpha transparencies?

steady idol
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Alpha blended is a world exclusive shader

barren token
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😭

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i want this on my quest

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thank you im going to cry now

steady idol
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Make it not use transparency then

barren token
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i trying to figure out that out now , i think i would basically have to draw on the skin texture but i gotta fgure that out

robust whale
quiet grail
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can anyone else just not port their Avi to quest for some reason

dim cove
quiet grail
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it won't even let me change build target

dim cove
quiet grail
kindred fractal
robust whale
# barren token that actually worked

yay! just keep in mind in the future that this solution only really works for things that are supposed to be black (like the hair), so this proably won't really work if you were to try this for brown or blonde hair

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because multiply makes things darker

wary flume
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I thinking of doing a world contraint for an avatar and Ive been trying to set it up but not sure how tbf

steady idol
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parent constraint
enable the world freeze setting

wary flume
steady idol
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the world freeze is toggleable

wary flume
robust whale
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If you're trying to freeze an avatar to make it stay still you could disable locomotion

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Use animator locomotion control state behaviors

cunning turtle
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Can anyone make me a custom rondo avatar😭

steady idol
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no

arctic slate
cunning turtle
wary flume
robust whale
mint crescent
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I need help fixing my avatar as its correctly loads when using offline testing but shows the error robot when exporting. When checking the logs, I see a lot of null reference script errors. I don't know if this is because of the avatar or the world. Could someone help?

mint crescent
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I'm installing Unity 2022.3.22f1 seeing if that makes a change. Doubt it as I use 2022.3.33f1

mint crescent
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Fixed (somehow)

magic slate
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you cannot use 2022.3.33f1, the correct version is 2022.3.22f1

stable fern
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Anyone know whats going on here? I used the VRC/Mobile/Standard Lite shader and it breaks my normal maps every time. The 2019ver of unity works fine. This has been happening since we migrated to 2022ver

mint crescent
sour vault
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Those are possible issues off the top of my head

magic slate
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DirectX normal map format instead of OpenGL?

thorny bluff
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I can't edit the avatar info and thumbnail so I can't publish the avatar

vague vortex
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how to set up animation to kemono tail and kemono ear in avatar ?? (beginner)

thorny bluff
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I keep getting this error

arctic slate
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the screenshot is just saying to check for any red errors that're shown in console basically

thorny bluff
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This might be the problem I deleted it and it uploaded fine I'm gonna reinstall the prefab with the messed up script and try again

magic slate
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you can't upload with that ^ broken script, you'll need to remove those components or install whatever it is they require

sour vault
open galleon
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Anyone try to make the Dextro clone system quest compatible? Idk if there is a limit on vrc constraints?

magic slate
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there is a limit, but it'd probably work anyway

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you could try to add it then use the in-sdk conversion tool

vestal path
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I have a problem

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My quest avatar is broken, the blush and tears and etc they are showing on quest but not on pc

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How can I fix it???

sharp olive
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also im pissed off by official avatar guides vrchat staff gave out

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they said everything is bad on avatars, polygons, meshes, textures

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but that shaders are good

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i wonder why they arent allowed to use then

magic slate
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er, what?

sharp olive
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yeah they say shaders are most optimal to use

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because they scale with how much screen it covers

robust whale
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you need polygons, meshes, textures, and shaders in order to have an avatar..

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generally speaking you want to reduce the size/frametime for all of these though

amber onyx
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Anything being too complex can cause a performance impact and that includes shaders and don't believe the official guide says that anywhere at least it didn't when I read through it

abstract sparrow
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hello

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i cant upload an avatar to quest because download size is too big regardless of what i do to it

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i can change the size of all the textures to either 32x32 or 4096x4096 and it still say the avatar is 21.86 mb. i even tried removing the textures and its unchanging

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ive tried reloading the sdk and checking creator companion to see if the sdk is outdated and still nothing

arctic slate
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i think thry's avatar performance tool shows you what's taking up the most space

abstract sparrow
arctic slate
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is it stuck on a older sdk?

arctic slate
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are you trying to change it back to a older version then? all this says is that you checked if it was outdated not if it was or wasnt or what your goal was by doing that

abstract sparrow
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no im just trying to upload it on the lates version and nothings working

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i dont know what else i can do or how to further to exclaim that the sdk will not change the size of what it says the avatar is regardless of what i do to chang it and regardless of the avatar or unity project

abstract sparrow
arctic slate
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then yeah its likely not a sdk issue thats preventing upload but your model being too large, textures arent the only thing that can take up avatar space so even if you change the sizes it could be doing almost nothings size-wise since its not the thing hogging it up

abstract sparrow
alpine bolt
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3 fallback Stitch Avatars lost all of its things from the Action Menu in expressions

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Made by Purple-Rat

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It only works on PC now

magic slate
balmy yarrow
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anyone know how to fix this? i keep shrinking textures and nothing is working

magic slate
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check out the optimization channel and tutorials on that, you have to make the avatar smaller

gritty bridge
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Can constrained objects be placed on another avatar on Quest? For example; can I remove my hat and place it on someone's head?

carmine zodiac
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No

wintry prairie
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Anyone got a clue what this is lol

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Friends are having issues

random comet
wintry prairie
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I thought so. Thanks! I’ll tell them

stuck beacon
# wintry prairie

Having the same issue. Unity Hub is not giving me the option to install the Andriod support module.

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I got it figured out. Had to go to Unity's website to get the module.

royal ridge
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is it possible to have an rbg and greyscale slider animated to a blend tree in a quest avatar? It seems to not be recording when I change the material color.

terse vale
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Hey guys, I'm trying to make my avatar quest compatible. I deleted alot of the physbones and changed shaders. Also reduced texture resolution on everything but still have the issue of it being 44Mb instead of 10MB

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What else can I do??

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Avatar has Toggles doe outfit colours. Should I remove those ?*

flint forge
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You can also try adding VRCFury's blendshape optimizer, it'll help a bit by removing blendshapes that aren't used in any way and baking those that aren't being animated. (MMD blendshapes aren't touched)

abstract sparrow
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ok, again. can someone please help me or atleast point me in the direction of somewhere I can get help.
I can't upload an avatar because the sdk says it's too large. I can make the textures masive or completely remove them and it still says the avatar is 21.86 mb

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this has happened in different unity projects and with different avatars. it does the same thing with avatars I know for a fact are quest optimized because I have been able to upload them just fine in the past.

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both the size and physbone count stay the same regardless of any changes made in the project.
I can completely remove all physbones and it will still stay the same in the sdk

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me and my friend have been having the same issues so I know it's not just me or my unity

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I've tried reloading the sdk and got the same issue

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ive tried checking creator companion to see if the sdk is out of date but it says it's the most resent version being 3.7.0

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creator companion is up to date
the sdk is up to date
unity is up to date

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the quest version of my avatar Is broken and is an eye sore for quest users and I just want to not have to switch to a different avatar just because the sdk is broken

steady idol
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the file size error only updates after building again

abstract sparrow
steady idol
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uploading?

abstract sparrow
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like uploading the avatar?

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I've tried making a new unity project and importing a unity package of the avatar with no textures and it will still say it's way bigger than it actually is

steady idol
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the size limit doesnt lie

abstract sparrow
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then how is an avatar with no textures and an avatar with 18 materials with textures, normal maps, and matcaps all at 4k resolution both the exact same 21.86 mb

steady idol
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the error is after you upload and only updates when you try uploading again

abstract sparrow
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how do I upload it if it won't let me upload it because it's too big

steady idol
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the error message only updates after TRYING TO upload again

abstract sparrow
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it won't let me click on build and publish because it says fix the errors above first

steady idol
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then you have other errors

abstract sparrow
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yea, too many pysbones on an avatar that has 0

steady idol
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it likely still has some

abstract sparrow
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it was origionaly 26, I whent into the poject and removed clothing that had pysbones and I removed the pysbones from the avatar and i check back in the sdk and it still says there's 26

steady idol
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and are you sure you actually removed the components

abstract sparrow
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I removed them both from the hierarchy and from the pogect itself and still nothing

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im saying this happening regardless of what's in the actual project

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completely different avatar and it says it's the same amount of pysbones and size

steady idol
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have you tried using a different project

abstract sparrow
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is that a joke ? please say that's a joke

steady idol
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have you tried taking this project and throwing the assets folder into a COMPLETELY DIFFERENT project instead of the same project

abstract sparrow
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im really REALLY trying to say this in the nicest way possible but I have stated multiple times that I have tried it in different projects

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I appreciate that your trying to help but it really doesn't feel like your reading my messages

abstract sparrow
steady idol
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the sdk stats dont transfer between projects so you are getting those stats from somewhere on the model

abstract sparrow
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again

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I habe tried different models

terse vale
flint forge
terse vale
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documentation says i dont have to do anything but still, its not reducing the size

flint forge
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You should fix those

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Also, yes, it does say shaders in VRChat/mobile, but you can't use skybox on avatars.

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They have for whatever reason put shaders meant for worlds into that folder too

steady idol
terse vale
steady idol
terse vale
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ok, so im getting that error cuz of using standard lite am i?

steady idol
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unlit

flint forge
terse vale
# steady idol unlit

so weird cuz i genuinely have no materials using standard unlit, just lite. ive checked all materials

wooden fable
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I always forget about those

magic slate
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check particle systems? Materials used in material swap animations?

terse vale
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Ive removed all particle systems for the quest version D:

terse vale
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fuck, i finally found it lol. the collider on my follower had a particle system using it! thanks guys!

magic slate
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ha! It's usually something really buried

terse vale
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okay now i need me a questie to test this avatar for me

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lmao

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who wants to volunteer 😭

abstract sparrow
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is there a way I can force the sdk to reread the sene?

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because reloading the sdk doesn't work

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yea no that would be the same as making a new project

robust whale
robust whale
abstract sparrow
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no that won't eather because it stays the same regardless of even unity project

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I can be in a completely different project and it'll read a different avatar as the same

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I was thinking maybe it was a specific avatar bit thays not it because I've tried it with the avatar I'd dispatcher and it's still the same

robust whale
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what is the sdk reading incorrectly?

abstract sparrow
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pysbone count and mb

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for some reason regardless of what I do to my avatar it stays at the same amount of pysbones and always stays at 21 mb

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with different scenes, projects and avatars

robust whale
abstract sparrow
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yea

robust whale
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idk about the physbone count, that's been finnicky for me before too, where it doesn't change even if i literally remove components

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the upload size warning is correct though

robust whale
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meaning it doesn't update live

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because it can't

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in order to update that you need to build the avatar again, either by building a test avatar (PC only) or attempting to upload the avatar

abstract sparrow
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well i try to upload it to quest but the button is greedy out and says I need to fix the errors above first

robust whale
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keep in mind the errors are only anything next to the 🛑

abstract sparrow
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those 2 are the only 2 preventing me from uploading

robust whale
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if it's vrcPerfVeryPoor that means it's a very poor avatar, if it's ⚠️ then it's warning you the avatar might not work, but it won't stop you from uploading

abstract sparrow
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the pysbones and mb

robust whale
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build size like i said doesn't stop you from uploading, but it can abort the upload

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is it physbone transform count or physbone component count?

abstract sparrow
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component

robust whale
abstract sparrow
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I don't remember I think it said I had over double alowed amount

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20 or so

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but since then I removed them all and it stays the same

robust whale
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are you sure you have the correct avatar selected?

abstract sparrow
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do you think just switching from android to pc upload would update the errors? or would I have to build amd test

abstract sparrow
robust whale
abstract sparrow
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it's been able to update both the pysbone cound and mb live every time I switch back to it before, as well as materials being the wrong shader bit now it only updates for the wrong shaders im not sure what changed for it to not update live

abstract sparrow
robust whale
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if this is what you're getting:

⚠️ the most recent avatar build was too large for VRChat on this platform

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then yeah that's the only way

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an avatar build is the file that is created when you either click "build and test" or "build and publish". Basically it takes all the files used to make the avatar and creates one "avatar" file that gets uploaded to VRChat. The only way to know the size of this file is to create it. And the only way to create it is to press the "build and test" button or the "bulid and publish" button

placid dagger
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whats the phys bones component and phys bones transform limit for quest

arctic slate
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for the components you should aim for 6 but i think 7-8 is the max iirc

uncut spoke
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Can I upload avatars above 40mb?
Or does it fail to upload?

steady idol
merry ferry
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Y'all, can particles be added to quest builds of avatars? People are sayin they can so idk

magic slate
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Yes

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you can also look this up yourself in the vrchat docs

merry ferry
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Oh I always thought you couldn't did they change it to where you can?

magic slate
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the link is right up there ^

flint forge
rancid cloud
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any idea why if i upload the same avatar with the same controllers in quest version, people will see different items while i am using pc version? these are not show when i login in quest avatar

drowsy lynx
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Question: Are parent Constraints, or Toggle Constraints (Stuff that'll let me pick stuff up from my avatar) able to be used on Quest?

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Been trying to make a weapon that I can grab from my back, but it doesn't seem to work in game

magic slate
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Yes, as of SDK 3.7.0 - you need to use the "VRC" constraints though, not the unity ones.

flint forge
rancid cloud
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Is the same par and menu and controllers

magic slate
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menus and animators can be different, it's just the parameter list

flint forge
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It is generally best to just use the exact same parameter list from PC.
Harder if you use something like vrcfury, but can be solved manually, or by stripping the vrcfury prefabs of meshes and etc in the hierarchy (since that won't affect the prefab elsewhere)

open galleon
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Any ideas as to what might cause this?

rancid cloud
robust whale
gritty bridge
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anyone know what this is? I am uploading a Quest avatar with Toon Lit shader

robust whale
thorny bluff
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To verify to make an avatars menu synced between platforms I take one platforms menu and put it on the others menu slot

rancid cloud
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I did that, maybe is because I use VRcfury and modular avatar stuff

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I don't use the same stuff here, now I tried preview the avatar and copy the new generated par file here, hopeful it work

open galleon
karmic hazel
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avatar quest requirements are driving me fucking insane

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very poor unless you have 2 triangles

robust whale
jade barn
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is there anyway to see what quest sees without having a quest player?

karmic hazel
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Which makes no sense at all

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Especially on phones that are more powerful than a quest

robust whale
jade barn
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you know what, fair enough i dont even know why i didnt think of that ._.

robust whale
karmic hazel
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If you have an android phone that supports vrchat you could always do that

robust whale
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So they started over with the mobile support by never allowing it in the first place

karmic hazel
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I don't know it's just crazy to me

robust whale
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Especially because on the creator docs there's a warning in the performance ranking section that says that very poor might be removed from quest "soon"

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But it's been there for multiple years at this point iirc

robust whale
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What can you do

karmic hazel
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look at how i had to massicre my avatar

jagged sequoia
karmic hazel
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especially how I cant use verypoor avatars on a phone thats more powerful than a quest, which can use verypoor avatars.

magic slate
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quest is kinda dedicated towards doing this though, it's not very comparable

magic slate
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a phone is intended to be a phone

karmic hazel
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vrchat gets better performance on phones.

magic slate
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is your phone newer than the quest though?

karmic hazel
magic slate
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okay

karmic hazel
jagged sequoia
karmic hazel
jagged sequoia
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personally I'm not surprised because it's a mobile processor so running million triangle avatars is not practical

karmic hazel
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nobody else to blame but themselves

arctic slate
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i mean people wanting to be able to see users they're talking with shouldnt be something that's hard to do

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or well ig not hard but nearly impossible (especially with how many of the commonly used public models are poorly optimized)

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even if you've only got friends avatars shown for alot of users they can have tons of friends in a single world and if all of them are using un-optimized avatars then their game shits itself

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overall it just makes the game less fun for alot of people when all they're able to see is gray bots or else their game crashes

magic slate
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pro tip though: use impostors or make/find a fallback that's close to your avatar. it's weird talking to a VeryPoor 1m tall e-girl when she's displayed to you as a 2m knight in plate mail

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(no I'm not turning on your 300MB VRAM 500k poly monster)

robust whale
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it can be very ironic though, i've seen some little kids try to harrass furries without realizing they have a furry fallback and that's what most people see them as

magic slate
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haha I've seen that, it's hilarious - I was like wait, I'm the furry here, what are you talking about

robust whale
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I also wish more people knew that you can tell if you're seeing someone's fallback by looking at their nameplate

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because people constantly get confused about my custom fallback

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they've just learned to recognize it by memorizing the fallback avatars i guess

magic slate
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yeah the standard set are quite obvious

rocky dagger
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any idea why this model's arm breaks when i use in in vr? also when the chest opens

magic slate
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hard to tell about the arm from there, maybe bone roll, maybe weight painting.
The chest looks like bad weight painting.

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Also that model isn't positioned right in Blender, the origin should be on the floor, not the hip bone

upbeat shadow
rocky dagger
upbeat shadow
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Yeah that's probably what happened

magic slate
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definitely

empty comet
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I’m very new to this, is there a database or list of prefabs I can add to avatars that specifically support Quest? There’s one for all platforms which I have bookmarked, but it’d be way nicer if I just know as soon as I see it, rather than have to investigate.

arctic slate
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theres sites like jinxxy where you can search for the quest and prefab tag, but theres no big database to my knowledge just alot of different websites

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it also depends on what you mean by prefabs, i should've asked that first

empty comet
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Like Unity Packages, that I can drag and drop into my avatar that adds it in the expression menu like a toggle. Just with functionality and not just a static object

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I’m pretty sure that’s what prefabs are

random comet
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That would be something like a VRCFury/Modular Avatar prefab

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sometimes (mostly old) prefabs are manually done

empty comet
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Well I’m using VRCFury so that’d be correct.

uncut spoke
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an avatar quest my friend uploaded is not showing it. Instead it is showing the "avatar error robot"
It uploads normally and no errors show up

flint garden
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so... are we just have to wait till vrc update for quest avatar? I been reuploading so many times and all my friend see error robot. Even though there's nothing wrong with it.

magic slate
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there probably is something, but if you think it's correct you can submit a support ticket

empty comet
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Are there any automatic tools to help fix these errors? I know this model works, considering it came with a Unity package model that uploaded just fine (with VrcQuestTools), but when I redo everything for practice, now I get errors?

arctic slate
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leaking isnt allowed here or anywhere and uploading to your account for you is against TOS

proper scroll
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Oh i didn't know

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Sorry

empty comet
arctic slate
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theres tools like thry's avatar performance tool that can show you whats taking up the most space on a model

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its not always textures that take up major amounts of space :P

empty comet
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I do get that, it's just most of the guides or instructions I looked at before asking here said to compress textures, so I assumed they were taking up more than they should

arctic slate
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in the majority of cases (especially for pre-purchased models) it will be the thing taking up most of the space so it makes sense vrcBotThink

wooden fable
empty comet
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Well I’ve already uploaded it on PC (which is only for friends to see cuz I play on Quest), and you can’t build and test on Android, so that’s definitely a problem because it’s what’s preventing me from uploading I’m pretty sure

empty comet
magic slate
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blendshapes cause your mesh to take up space. if you have blendshapes you don't use, deleting them will save that space.

empty comet
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the one that has the most blendshapes is the body itself (31496 tris), so it's not something i can change / remove

arctic slate
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you could change it if you take it into blender and delete the unused blendshapes

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pretty quick process too

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but it seems like (atleast from your screenshot) that'd be the only thing you can fix to lower your count

magic slate
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or one of those in-unity tools, I think VRC Fury can?

empty comet
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unfortunately not VRCFury

magic slate
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it doesn't have a blendshape optimizer?

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huh perhaps I was misinformed.

empty comet
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nope

empty comet
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i'm starting to think the uncompressed build size is just bugged on the sdk or something. avatar has 77k tris, i have a flamethrower object which when deleted, removes 30k of those tris. the file size doesn't change at all. it makes absolutely zero sense

arctic slate
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file warning wont update until you attempt to upload again

empty comet
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but i can't upload again because it won't let me until i fix it, it's just a loop

arctic slate
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as in the option is greyed out?

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because if it isnt greyed out it'll allow you to attempt a upload and if its too big it'll update the file size warning

empty comet
arctic slate
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any errors in your console or items with a red " ! " in the sdk panel?

empty comet
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the skinned meshed renderers and the material slots. except i've already uploaded this avatar a few days ago and that had those errors too. it was a premade unity package by the creator, but i didn't like some things so i reimported it myself

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so it makes no sense to me how it worked there, but not here, the only error the original package didn't have is the uncompressed file size

arctic slate
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are they just vrcPerfVeryPoor or hexagon shaped?

empty comet
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those errors are just circles, there are 2 hexagons which are simple fixes and i extremely hope i haven't been wasting my time and sanity

arctic slate
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fix the two hexagons and see if it makes it allow upload then if it does attempt another upload, it'll either upload the model or give you the new updated file size warning

empty comet
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son of a bitch it's letting me build

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well it's uploaded, all i had to do was change one shader and add an expressions menu. i am very dumb, but i guess it's better it happened now than later

empty comet
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interesting, it wasn't an option at the top bar

strange bison
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are the VRC constraints quest compatible? did i miss that part in the post about them?

strange bison
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Niice

stiff kelp
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Good

silk ivy
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Has anyone had this issue where you can’t change the texture color on a model in Unity?

arctic slate
#

wdym by "cant change the texture color" do you mean you cant edit the texture file or do you mean the material?

silk ivy
#

We could change the color of it on the pc version but can’t edit the color of it

#

Like it does show the color wheel option

arctic slate
#

Ah, the quest versions have that option removed for optimization

#

you'd need to manually edit the texture

#

or find a diff shader under vrchat/mobile that has the wheel option and swap to that

silk ivy
#

So like in blender?

arctic slate
#

no?

silk ivy
#

Where would I find the option to manually edit the texture than? Because that’s what I’m trying to do

arctic slate
#

any image editor that supports whatever file type the texture is

silk ivy
#

Ok thank you

flint garden
arctic slate
#

are you adding anything on upload with stuff like vrcfury?

runic trench
arctic slate
#

gotta manually install/switch it

#

File>Build Settings>Install android version

#

or switch if its already been installed on that project

runic trench
#

excellent thank you.

flint garden
#

hmm.. seems after a while my "error robot" avatar fixed itself and now can be seen by quest user. So I think there's long delay for uploading quest avatars that makes recent upload came out error and fixed after few hours? kinda odd.

little latch
dense rivet
little latch
dense rivet
#

Will do!

magic slate
#

pfft, fixin' stuff without telling us...

high fiber
#

Hello

sharp belfry
#

🫴 vrcIcon

gritty bridge
#

Anyone know contacts well enough? I followed some tuts but I still cant get mine to work on Quest.

magic slate
#

sure

gritty bridge
# magic slate sure

I am trying to grab and detach antlers using the fist gesture. Its not working.

Because its for Quest, and optimized at that, I can't use mesh objects for the antlers. So, these antlers are skinned to unparented bones. To help with alignment for the empty game objects, I added some bones to the head and hands.

I am sure I missed some small detail. but I cant fin what it may be

magic slate
gritty bridge
#

That's what I'd like to figure out, since it doesn't work when I test on VRC. Is there a way to test this in Unity?

magic slate
#

Sure, gesture manager and/or lyuma's emulator, make a test object with a contact sender with the right tag, go into play mode, put the contact sender in the receiver, trigger the gesture. observe results.

robust whale
# gritty bridge That's what I'd like to figure out, since it doesn't work when I test on VRC. Is...

oh btw if you would like to test in VRC (in some cases like interactable props this can be more intuitive), open your radial menu and go to options, avatar, then you have 2 really helpful things in there: Avatar overlay (which can show physbones and contacts, easier to see in the mirror and you need a mirror that reflects the world environment), and Debug menu. The debug menu shows you the current value of all of your parameters, the current state of all of your layers on all your animation controllers, and some other useful information (like if locomotion control is on/off, temp pose space, tracking control, etc)

gritty bridge
#

ah, yes. Gotta remember that next time! 👍

pastel storm
#

Does anyone know someone that makes good small avatars?

#

Please ping me if you do

magic slate
pastel storm
#

Ok ty

errant blade
#

How do i make a grabbable object on my quest avatar? cause i cant use parent contraints

magic slate
#

You can use VRC Parent Constraints

errant blade
errant blade
amber onyx
#

You might need to update your SDK

magic slate
#

You need SDK 3.7.0+ for that

errant blade
#

oh damn

#

i had no idea there was an update

magic slate
ashen ruin
#

Why are there no north african avatars

jagged sequoia
#

because most of the human avatars on vrchat are anime style or video game rips

nocturne agate
pastel storm
#

anyone got like a cool david martinez avatar with all his cyberware

arctic slate
pastel storm
#

mb

inland acorn
#

is there a way to make the vrchat quest compatible materials not see through? Like its only visible from one side and it makes some of the assets look weird

robust whale
# inland acorn is there a way to make the vrchat quest compatible materials not see through? Li...

that's called backface culling. Each face has a direction, aka a front and back. if you render both sides then you're rendering twice as much then just rendering one, and in most cases you only ever need to see the front of the faces. Say for example you have a sphere for your head. You never have a reason to be able to see the inside of your head, so it simply isn't rendered. This only works though if the shape you have is closed. Since we're only rendering one side of a given object, if you are able to see the other side while remaining on the outside, then it will appear "see through" in that area.

The solution is to create a front face there, so duplicate that part of the mesh and then flip the normals, which are the direction that things face

inland acorn
#

is that something i have to do in blender?

magic slate
#

probably

inland acorn
#

another question, how do I get toggles to work on quest (they are radial puppets but not hue shift)

wooden fable
inland acorn
magic slate
#

so, same as the PC version

inland acorn
#

it only works on pc it wont work on quest

magic slate
#

make sure you use the same Avatar Parameters list for both, it has to match

magic slate
#

hard to say why it wouldn't work then

inland acorn
#

i used the vrcquest tool on it does that mess it up maybe?

deft saddle
#

i dont use quest tools since it brakes my unity but how can i make my helmet not be red (its on toonlit and its not going back to its og collor)

deft saddle
#

nvm fixed it

lament robin
#

so i made a custom avatar i have before ect so im not entirely new to it but i somtimes have this trouble and i am with this custom on quest if you toggle these 2 clothes/outfits they dont show on quest and just shrink the limbs because of the blendshapes that i out ect this has happened before and i quest converted it so i have 0 clue why it dose that

arctic slate
#

either the parameters aren't the same or the quest version doesnt include the clothing mesh you're trying to toggle on perhaps?

thorn onyx
#

Guys how do I put makeup texture thingys onto a avatar 😔

arctic slate
#

if its just an edit of the normal face then swap out the face material's texture

arctic slate
#

dont ask in here it'll get ya scammed check out VRCTraders (link in #1204490664637890580 ) they've got a verification system for commissioners

hushed cave
#

took a bit to do but still

#

works 🙂

formal panther
#

I just saw the VR chat announcement on Discord. I am wondering are there precautions one can take to protect an avatar you build from being ripped? @placid rover

wooden fable
#

Its also very destructive so make a backup

tidal kraken
royal thistle
#

any tips ive already descaled the textures and mesh so im at a loss

#

wrong image mb

arctic slate
#

you can use thry's avatar performance tools to find out what's taking up the most space

dim cove
quartz mantle
#

Hello, I recently got an avatar and I'd like to make it Quest compatible. Now I got some errors like download size etc. I think I can fix that.
My issue is the PhysBoneTransfomCount. I'm not sure how to reduce this one. Because when I delete these in the Hierachy my for example hair tips get pulled down to 0,0,0

tidal kraken
quartz mantle
#

I guess I found it, need to try for a bit. Thank you :D

gleaming hatch
#

Did they update the requirements for Quest avatars?

arctic slate
#

depends on how long ago you created avatars

past ice
#

anyone else have issues of a shiny normal map on quest side?

digital verge
#

pretty sure this goes in here not sure

#

Library\PackageCache\com.unity.burst@1.8.12\Editor\BurstAotCompiler.cs(1160,27): error CS0234: The type or namespace name 'AndroidExternalToolsSettings' does not exist in the namespace 'UnityEditor.Android' (are you missing an assembly reference?)

#

but anyone able to help

arctic slate
#

are you attempting to upload or swap to android and getting that error?

dim cove
#

sus

arctic slate
#

<@&397642795457970181> scammer/rule breaker

simple scroll
mellow tree
#

guys what is the polycount of a quest avatar?

arctic slate
pearl cloud
#

hello, would anyone have an idea why an avatar that i made a while go which uploaded fine to quest like half a year ago to 1 year ago, would now upload to quest as an error bot? was something change or?

magic slate
#

possibly had something on it that's now flagged as a problem, it was covered in the release notes for one of the more recent updates

pearl cloud
pearl cloud
magic slate
#

may I direct you at #announcements where these release notes are posted?

magic slate
#

I don't know without going to look.

pearl cloud
arctic slate
#

there could be a buncha other things as we dont know your model's stats, when you uploaded it, what you used to upload it etc

#

if you think its a false flag of some kind you can make a ticket about it here https://vrch.at/support but it's likely a case of something being far past the current limits and will need a re-upload/update to the model to work

dark osprey
#

Dose anyone know were I can find some good nova beast avatars

arctic slate
#

maybe specify what you mean by "good novabeast avatars" in your post aswell since that's a bit vague

dense spruce
#

quick, how do I make an avatar quest compatible

magic slate
#

get it under the quest limits as documented on vrchat's docs pages

dense spruce
#

I just need to know how to get it quest compatible

magic slate
#

then copy the PC version's blueprint ID into the quest version and upload it

dense spruce
#

can you show me?

magic slate
#

er, switch build target to android first

#

no

pastel storm
#

are dance moves only on sertain avatars or can you add them?

arctic slate
#

if its a model you own/uploaded then you can add cutom animations yeah

#

if its a public/favourited model then no

#

though some models might have completely custom "dance moves" made by the avatar's creator but re-creating/finding ones similar likely wouldnt be that hard

silent steppe
#

So the multiply and additive got "fixed" but for me theres still a block of white in my face where there should be a blush. Anyone know why that is?

elfin hatch
jolly egret
#

how do i make my avatar quest compatable

arctic slate
#

when you change your model's upload target to android it'll tell you what needs to be optimized/fixed in the SDK panel

cosmic tapir
#

Y'all got cool pilot Avis?

cosmic tapir
magic slate
#

Better to commission someone from the VRC Traders discord.

jolly egret
#

Yeah but I don't know how to fix the bugs for it

pearl cloud
arctic slate
serene garnet
#

are normal maps just completely broken on quest right now

pastel storm
#

I hope we get more blend options for shaders on quest (like color dodge, overlay and whatnot)

#

I looked at the math and it shouldn't be too bad for performance (hopefully?)

#

How do we ask for these types of features?

pastel storm
finite flower
wanton scarab
#

Gang im losing it. I configured the rig in unity and it told me to put it into t-pose mode. I clicked enforce t pose and clicked apply and everything looked okay, but as soon as I click done it just...doesn't save and goes back to the first picture with the errors. Can someone help? Im dumb

wanton scarab
#

Yeah

#

But it didn’t save them, it went back to the a-pose as soon as I went to configure the settings again

soft igloo
#

I need some help. This is driving me nuts. There's a glove on this hand, but the texture is only showing up on the inside of the mesh SalitySaltySenpai UNLESS I use "Particles>Alpha Blended" which isn't compatible with Quest avis, and gives me an error upon upload. Is this something I can fix within Unity, or do the gloves need to go?

random comet
soft igloo
#

Blender is way beyond me, sadly. Thank you for the info though! I guess the gloves have to come off, lol. I can live with that

magic slate
#

it's just another learning curve 🙂

robust whale
# soft igloo Blender is way beyond me, sadly. Thank you for the info though! I guess the glov...

it's very easy to do in blender:

  1. Open Blender
  2. Press A, then X, then Enter
  3. In the top left corner go to file>import>fbx
  4. navigate to your unity project folder and find your FBX within the files
  5. select your file and click "import"
  6. select your gloves
  7. press tab, then A
  8. in the top left go to Mesh>Normals>Flip
  9. in the top left go to file>export>fbx
  10. in the settings tab (in the window that pops up) find the "armature" section
  11. disable "add leaf bones"
    *12) find the "transform" section and change "All Local" to "FBX All"
  12. navigate to your unity project folder and find your FBX within the files and select it. This will turn the name section of your window red
  13. click export FBX

*this step may need to be skipped depending on the original export settings of the model. The best way to check is to do the following:
Within Unity, select your FBX file and look at the inspector. Under the Model tab, towards the top there should be something that either says one of these:

"1cm (File) to 0.01m (Unity)"

"1m (File) to 1m (Unity)"

If it says the 1st one, skip step 12. If it says the 2nd one, do not skip step 12

#

This isn't as complicated as it looks btw, I just broke down everything into steps so that it's easy to follow even as a total beginner

#

honestly the hardest part isn't fixing the gloves, the hardest part is making sure you import/export the model correctly in order to override the file

soft lichen
#

why did this new update just break vrc avis, like anything with the mobile particles are black boxes for quest

#

it has alpha blended

steady idol
#

I dont think you could use alpha blended on avatars normally

soft lichen
random comet
#

was it intended, or were people modding their SDKs to force it

steady idol
#

very likely forcing it

#

as Ive seen a couple complain that transparency broke on their quest avatar

hard pulsar
steady idol
hard pulsar
# steady idol because its literally mobile hardware

I was a quest user up until two months ago, and I can say for a fact that it didn’t impact shit, it was 100% other factors of the avatars. As far as particles goes it was more the amount of them rather than the transparency. Look at the vast majority and their count of systems

#

The “mobile hardware” excuse has gotten old to a degree. The quest particles already get watered down quite a bit

#

It’s literally the models, and the worlds, that cause this

#

Not only that but I have made mobile ready games in my free time using unity

arctic slate
#

Just because it didnt feel like the impact was that bad when you were playing doesnt mean it isnt performance heavy, VRChat does some pretty extensive testing with their android and IOS platforms and as of a few months ago have started pushing stricter limitions for all platforms to counter the poor performance issues ( + in november alot/all of the content that goes past their current limits will be full un-usable which'll definitely help with getting them a better idea of user experience which may lead to them increasing their limits a bit) not to mention its "getting old" because Meta/Oculus headsets are at a stuck point where they arent beefed enough that VRChat could reasonably add it back as an option 😔

#

i doubt things like transparency, lights, or audio sources could ever reasonably be given support with the current hardware they've got to work with (maybe for IOS but that seems slim)

robust whale
#

also you can have additive and multiplicitive transparency on quest

#

lights techincally are able to be uploaded to quest but the performance cost usually isn't worth it

#

i have like 1 avi with an adjustable light on quest just for 1) showing off and 2) lighting up horror worlds or otherwise dark maps

#

it was for a comm but i use it for those purposes

serene garnet
#

i know im not the only one having this but i cant find a concrete solution

humble raven
#

hai is it possible to convert a pc avatar for quest? I have a avi i bought and LOVE and ill mostly be playing on pc with my quest 3s when it comes in but i wanna optimize it for quest if possible too

#

it unfortunately ranks very poor because its a bit high in polys

#

but im not sure if i change the poly count if itd mess up the texture and i dont think i could redo it

jagged sequoia
deep ermine
#

So I had successfully downloaded the pc version of the avatar, but when I tried making it into a quest avatar it didn't work. I tried the avatar out on the quest but the tracking of the head was off and the avatars hands were in the air instead.

#

I used VRCQuestTools to convert avatar for quest like the youtube videos I watched had said but I think i'm missing the head bone structure for the avatar and I don't know how to create that

jagged sequoia
deep ermine
#

so do i have to adjust the veiwpoint between the eyes?

deep ermine
#

alright that worked TY

jagged sequoia
#

glad to be of help

shut oar
#

yay

opal coral
#

I can't find the Lean Cat avatar!

#

😦

livid urchin
#

Hey!! So I put facial expressions of my hands and now my hands are stuck anyone know how to fix?

glossy oracle
sterile onyx
serene garnet
#

that doesn't sound right

spare summit
#

they mightve been, i dont do quest stuff

jagged sequoia
#

and they recently added detail normal maps

spare summit
#

i remembered wrong then

kindred forge
#

(not deving but avatar related)

i cant clone someones avatar even tho they have turned on cloning does anyone know how to fix

magic slate
kindred forge
#

that didnt stop the other people in the group

#

im the only one with the issue

#

its for an rp server

magic slate
#

ah, then it isn't that.

kindred forge
#

im even friends with them

#

i have this issue alot

austere lodge
#

erm... what is why? its under vrchat/moblie

simple scroll
austere lodge
#

no? i have used this on another quest avatar... its under the section of quest supported shaders

random comet
#

that shader is for worlds

#

you can only use additive on avatars if you want some sort of "alpha"

austere lodge
austere lodge
random comet
#

surprised some of the shaders aren't even mentioned here

#

VRChat should recategorize the shaders to help lessen confusion

austere lodge
random comet
#

as before, most of those are for worlds. Transparency is really expensive for Android (Quest/Mobile) due to their tile based rendering architectures

#

Worlds can use any shader on Android, but it can be really expensive to use non mobile supported shaders and could cause stereo rendering issues on quest (one eye renderer being entirely black)

terse vale
#

Hey guys! I am trying to convert my PC only avatar to make it quest compatible. Using vrchat toonlit shader for the hair but it won't render properly. Any ideas?

random comet
#

That hair has some flipped faces which are on the other side, VRChat mobile shaders cull the backface with no way of turning it off. You'll need to go in blender and fix the face orientation

wanton scarab
frigid holly
#

iv never had this problem before

arctic slate
#

are you logged into an account with upload perms/an account at all ?

frigid holly
#

Yeh iv uploaded a bunch of avatars

#

its the only acc i have

#

its saying something about the body not being able to be found

magic slate
#

we probably can't help otherwise

frigid holly
#

im not getting any other error messeges besides that one when i click it it says body isnt detected

robust whale
raven galleon
#

Vr chat not letting me join worlds

#

Stuck on connecting part but wifi is great

arctic slate
fading walrus
#

Can we all agree that 10 mb is not enough for us to upload a decent avatar

#

Because I would love to see it be bumped up to 15 mb as it would be easier for us to upload and we won't have to giveup the detail that we put so hard into making textures for our avatars

random comet
fading walrus
#

And it used to be 20 mb

random comet
#

I don't recall the Quest bundle limits changing, just the uncompressed limit getting enforced

fading walrus
#

So yeah 👍

fading walrus
#

Nope it definitely changed it used to be 20 mb now it is down to 10

#

Im not here to argue I'm just here to get vrchat to up the upload size to 15 mb

random comet
#

I'd love a citation for that in any sort of patch notes or announcement. That would be really odd if that was the case, the Quest 1 had merely 4gb of ram and it was impeccable that they even got it to load on that

#

If you want the VRChat staff to take note of your request, you'll need to do on the canny page if you want your best chance.

normal gate
#

limit has always been 10 MB for android for the compressed size

arctic slate
arctic slate
#

I dont recc DMing this user ^

toxic steeple
arctic slate
#

the user was likely a scammer (which is prolly why their message got deleted)

median crescent
#

even if i scale my textures super tiny, my avatar only goes from 50mb to 30mb when i need to reach 10mb to upload to quest, does anyone know how i can figure out what's making my avatar download so big?

#

and my uncompressed size is also somehow 110mb

median crescent
#

i used a site that showed what's taking up what amount of space on my build & test vrca file and it said that textures i wasn't using were taking up most of the space, i made all my materials from new mat and made sure it all was only using my materials yet it's still somehow using all these other massive textures that i dont have in my materials, i only have 1 animation that swaps materials too to other new materials i made

untold monolith
#

2 personally

runic pebble
#

I like 2 🫶

drifting tundra
#

I tried making a vrchat charactarer for my quest but it always had too many polygons or whatever and had multiple errors 🫠 but yours looks great! All of them look great I like 2 and 3

#

Character*

rare patio
#

I'm making an avi on my PC to upload it to quest any ideas that i should put into it

arctic slate
#

thats more a personal choice, generally people'll do colour/material swaps, outfit/clothing toggles and fidget things (toys,markers,camera/lighting effects) though having all of those things on a single avatar is yucky because of how unoptimized it is

hybrid valley
# crimson dome I'm having the same issue.

it can happen by multiple things, like you maybe forgot to remove an object that you don't even use in your avatar. The uncompressed size can increase a lot by the shaders that use black and white masks, these masks can usually reduced by more than 90% of the size if you use crunch compression on them (it doesn't really reduce the download size though), or if you have a lot of accessories in your avatar that only uses a little portion of that texture, when you have a lot of things going on, things can add up

crimson dome
#

It's a brand new avatar

hybrid valley
#

you made it?

crimson dome
#

Edited yes

#

I also uploaded for PC and it says 14.65 in game

#

I also removed all textures and it didn't change the Unity value

hybrid valley
#

14.65 megabytes?

#

is it the download size?

crimson dome
#

Yes. You thought I meant gigs? :p

#

I restarted unity and that fixed it

#

: )

hybrid valley
#

well, that's good to hear

crimson dome
#

Thanks

flint forge
# hybrid valley it can happen by multiple things, like you maybe forgot to remove an object that...

Don't recommend crunch compression for avatars, it just causes stutter for people loading in the avatar (on worlds it isn't as much of an issue since you only load in the world once anyway)

On Quest you can simply use the ASTC format for textures and increase the bits (12x12 being the most compressed one) if you need to lower the actual size of the texture without reducing the resolution, I think it looks pretty good still and I wish we had it on PC.

hybrid valley
#

i think it's kinda a trade off, you can get a little better download size, and I also haven't really experienced stutters when people loading in (I play on PC)

#

even if it's not recommended, and it also don't look as much good (but i think it's still better than changing it from 4K to 2K) but if you can fit into a better performance rank, then it can worth it

#

i haven't had any texture issues to be honest, my biggest problem is always the triangle count

warm latch
#

don’t know where the right place to ask, but I’ve been seeing quest avatars more than 10mb nowadays so.. how do I upload more than 10mb for Quest avatars in Unity?

magic slate
#

You don't

warm latch
#

there’s people on quest standalone with 40mb avis 🤷‍♀️

magic slate
#

it's 40MB uncompressed, 10 compressed

robust whale
#

not going to inform you on how to do that bc 1) those avatars lag the hell out of people, optimize your avatar, 2) it's against TOS

arctic slate
#

make sure to report any you see that goes past the normal limits lurkrat

steady idol
robust whale
#

if you scroll up to the top is the current avatar set to the quest version?

#

alright, check that all your material slots have the correct materials in them, and also double check you have the correct FX layer in your quest avatar

karmic python
#

Can anyone explain what determines an avatar to be quest compatible and not? I recently bought an avatar that has a full version and an optimized version, but no quest compatible version. What is preventing the optimized one from also being quest compatible? Can I just change the shader and call it a day?

thick vault
#

Theres whats shown by default on both platforms and maximum stats to reach those ranks

#

If only one statistic, say polygon count or material count goes over a rank limit but the rest stays under, it still receives the worse ranking. Its very strict

thick vault
#

You need to use the same blueprint id on both avatars

hybrid ibex
#

If you ever figure this out ping me too!

magic slate
#

just take the blueprint ID from one and apply it to the other

solid grail
#

on the upload tab under where it shows you the stats of the model and above the upload button there's a drop down menu called "selected platform" swap it to windows to upload it to pc and android for quest

clever crypt
#

Weird question but anyone know any good matching avatars that aren't just pure eboy and egirl stuff. Like I don't mind the egirl ones but the eboys all look the saaame. vrcTupStare

zealous lava
#

Can someone advice how to make it not transparent for Quest? Or is it a Blender thing to edit mesh?

magic slate
#

If it's a matter of that being the backface of an object, you'll need to add another face (in Blender), quest shaders don't have the option of disabling backface culling

thorny bluff
#

Is it possible to make something even remotely like a spring joint ball on quest?

magic slate
#

you can probably do something ok with a physbone

neon scarab
#

Hey, does anyone know what to do if you accidentally put on a crasher avatar that is a suicide crasher avatar and you can’t even open your account without crashing your quest home

solid grail
arctic slate
#

and if you cant swap via the website due to your account not being a vrchat account you could either make a support ticket about it or try to enter safemode when launching the game

flint forge
meager tundra
#

hey so i uploaded a avatar i made, and i optimized it for quest i think its like 4 or so MB for quest but it keeps popping up as a error bot what can i do?

magic slate
little latch
dense rivet
#

That's been resolved I believe, is your SDK up to date?

robust whale
#

setting it to 1 fully uses the occlusion map, the lower you set the slider however the darker it gets, unless i am misunderstanding the intended use of the slider

#

it seems inverted to me

little latch
robust whale
#

yeah testing with the same settings in the standard shader the occlusion slider decreases the effect of the occlusion map as it lessens, whilst the opposite effect is present in the standard lite shader

#

i will say though it can make for a cool oversaturated effect at lower values, it reminds me of the freeze frames from i spy spooky mansion and danganronpa v3

#

probably closer to the right one (from danganronpa), the 1st one is probably an overlay effect

dense rivet
#

Does your StandardLite.shader have this?

            o.Occlusion = LerpOneTo(UNITY_SAMPLE_TEX2D(_OcclusionMap, IN.texcoord0).g, _OcclusionStrength);
little latch
#

Nope

dense rivet
#

Ah. Proooobably next SDK then

pastel storm
#

yeah uh

#

so i need a hand here

#

if anyones so kind

#

so

#

i need to import guns assets from pc to quest

#

but the pc version has different folders

#

than the quest version

#

how could i import

#

?

jagged barn
#

hello. i imported my avatar into blender, fixed textures and stuff and realised that to be able to work my material is one png that is transparent from time to time. in standard shader i can set rendering mode to cut out and itl fix it but i am not sure if thats quest compatible

dim cove
jagged barn
#

thanks

pastel storm
pastel storm
arctic slate
#

if your messages are getting drowned out/you need 1 on 1 help make a post in #1139216499123437668 but both asking random people and multiposting doesnt help anyone, also being a bit more specific might help because so far you've basically said "i need help importing guns that ive got on my pc model to my quest one" which doesnt tell anyone what part you're struggling with

pastel storm
arctic slate
#

thats not what you said in this chat? you said "different folders"

pastel storm
arctic slate
#

again mutliposting doesnt help (in this case its caused confusion) but if you're trying to make the anims work with quest they'd need to use the same rig/bone names and if the anims use specific meshes they'd need that too

#

not sure how barebones your toggles/anims are so theres likely other things you'll need to change

pastel storm
pastel storm
arctic slate
#

in the actual anim files if you select them an open the animation tab (or drag it onto a duplicate) it'll either appear white which means its working on the model or yellow which means its not working generally

#

(the triangle shaped ones are the animation files)

#

to edit/change bone names and meshes it'd need to be taken into blender and swapped there

pastel storm
arctic slate
#

what? no FX the raw files is what you need to check

#

the actual Animation files not the FX,menu,expression,parameter none of those

pastel storm
arctic slate
#

the animations that make the guns do stuff yeah

#

the other stuff should work as long as your base/raw files work

pastel storm
#

so these guys

#

matter

arctic slate
#

yep, since you said the models are basically the same check if the animations work with the quest version

pastel storm
pastel storm
arctic slate
#

drag the animation onto a duplicate version of the quest model and check in the animation tab

pastel storm
#

so basically i need to drop the anim triangle on the model itself

#

on the scene?

arctic slate
#

onto the duplicate model in the scene yes

cold ermine
#

why is it so hard to find quest fallback compatible avatars that i can customize

pastel storm
arctic slate
#

wdym?

arctic slate
cold ermine
# arctic slate wdym?

i want to make a fallback avatar with a similar outfit to my pc manuka avatar but i can't find any fallback compatible avatars that aren't predressed

pastel storm
arctic slate
#

that is the goal with this

arctic slate
arctic slate
cold ermine
arctic slate
pastel storm
arctic slate
pastel storm
#

cant i just open it

#

directly

#

from the project

arctic slate
#

changing the bone/mesh names in unity wont save over the actual fbx file which means if you need to redo your fbx later on you'd need to rename everything again

#

so importing to blender and re-exporting into unity is the safest bet

pastel storm
pastel storm
pastel storm
pastel storm
arctic slate
#

im a bit confused are you struggling with figuring out how to import the fbx properly? because theres no way to just drag the model from unity into blender you'd have to do File>import>fbx> then find the fbx you're using in your unity project

pastel storm
#

then work on it and then save it and then unity will update itself with the new.blend file

#

which contains the fbx

pastel storm
arctic slate
#

im guessing either your animation is looking for a mesh you dont have since you merged them all together or needs the current one big mesh you've got to have its name changed to the correct one

pastel storm
pastel storm
arctic slate
#

is the naming exactly the same aswell then?

pastel storm
#

however

#

when i hover my cursor

#

on the name of the anim

#

this message appears

pastel storm
#

because the thing isd

#

is even on the pc version when i drag and drop shoot 1

#

it says the same "game object error"

#

even tho on pc the guns spawn

#

perfectly

#

so the yellow name of the anim that the anim file gives doesnt really help in this case i assue

#

assume

arctic slate
#

atp re-creating the toggles might be simpler/quicker depending on what those toggles do, is it just to turn on the gun?

inner bane
#

Do anyone have any male and females models I can use

inner bane
#

No like the models where I can recreate the avi and put different clothes yk

pastel storm
arctic slate
inner bane
#

Ok

arctic slate
# pastel storm the anim of the gun that i imported just makes the gun shoot

re-creating the animation shouldnt be that hard then, just re-do it on the model like you did with the PC version, additionally im really struggling to understand what you're saying and its getting a bit confusing so i dont think i can help you any further with trying to fix whatever issue your running into 😞 (especially since it seems like your PC stuff was made pretty messily/poorly the first time round which doesnt help with transfers to new models)

unique turtle
#

@inner bane

pastel storm
pastel storm
#

thats the prob

arctic slate
#

i mean the actual files themselves, you've said there was errors/yellows on the PC version aswell which means those animations already had broken/missing stuff in them

#

but again re-creating the animations themselves will be far quicker in your case then figuring out what goes where

pastel storm
#

ever

#

not once...

arctic slate
#

then you can swap the old animations to the new ones in your FX and it should work fine- what?

#

where did you get the animations then?

pastel storm
#

oh wait im stupid

#

yeah im getting confused too

#

prob is that

#

will take an enormous

#

amount of hours

#

to make em..

#

which made me think what if i just convert the model from pc to quest using the tool made for vrc

#

you know the "pc to quest" model converter?

arctic slate
#

theres a few out there so im not sure if know the one your using but they generally only work for models/avatars created specifically for vrchat

#

it sounds like you're converting something that wasnt originally intended for vrchat though

pastel storm
#

with gun models taken from games

#

so would it easier to conver the whole pc model into a quest ver

#

?

#

with the tool,

#

i ment

arctic slate
#

you could attempt it but it might not turn out as clean as you'd like it to be, it never hurts to try though

#

should've been the first step anyways imo

pastel storm
#

didnt know in detail unity in depth

#

LMAO

meager tundra
meager tundra
#

this is the stats

magic slate
celest nexus
#

why is alpha blended in the quest/mobile particle shaders if I'm only allowed to use additive and multiply?

magic slate
#

because world and particle shaders are in there too

celest nexus
magic slate
#

I have no idea

#

but various people suggest it's a lot, and that's why quest has no transparency options

celest nexus
#

okay, i figured all transparency was the same cost

#

except for grab passes because thats different

magic slate
#

not on the quest, it's WAY worse than on a PC

sour mauve
#

Yo anybody know where to get a green sans avatar for quest?

sturdy pebble
#

Is there no way to set backface culling to off on quest shaders?

hybrid valley
sturdy pebble
#

Ty, i will just keep it as is it's ok

#

struggling with this currently, need to make some sacrifices but it is what it is

#

also it would be nice if the SDK showed this instead of me needing to build every time only to see in the console how many are still too much

hybrid valley
sturdy pebble
#

I see. I'm cursing myself by avoiding blender huh? I got it uploaded though so it's fine for now.

hybrid valley
#

well, I think it's still looks better than half of your clothing wouldn't moving

hybrid valley
sturdy pebble
hybrid valley
#

it's hard to create a good looking fallback avatar with only 10k triangles

#

if your clothes has end bones that doesn't have any weights on it, you can remove them, I saw some people doesn't know about that trick

sturdy pebble
#

Oh yes but I mean as in, isn't it possible to make it so questies don't ever see a fallback but instead the Imposter? Or is the imposter always the fallback?

I'm probably unclear forgive me:
If I don't upload a quest verison will they always only see my imposter?
If I upload a quest version but they decide to not show it fully (safety settings) will they always see the imposter?

hybrid valley
#

if you don't upload a quest version, vrc will auto generate you an imposter for that avatar on quest (and on IOS too I think), and people will see that, not your fallback

sturdy pebble
#

Can I avoid anyone ever seeing any fallback and instead always seeing the imposter?

hybrid valley
#

I think most people only see the impostors nowadays

#

but I think if you create a quest version for the avatar that is ranked as very poor, they would see the impostor of your model, not your fallback

#

unless they use the "show avatar" button, in this case, they would see the actual quest avatar

sturdy pebble
#

Okay good, thank you. I kind of like how good the imposters can actually look so I would rather them seeing something resembling my current avatar instead of some completely unrelated fallback creature

hybrid valley
sturdy pebble
#

Thanks for answering my questions and being helpful and nice. Have a good day

hybrid valley
#

you're welcome, thanks

#

but if it's possible, it's better to upload a Medium or Poor avatar on quest, because it does move smoother compared to impostors, and you can see the physbones moving. Also mobile players can't even use your avatar if it's ranked as very poor (they can still see the impostor though)

#

and vrc may removing the very poor avatars on android entirely in the future

pure spruce
#

Does anyone know how to have a grab constraints work quest?

magic slate
pure spruce
magic slate
#

hmm that could work a few ways but it's probably just a contact receiver that enables a parent constraint. not sure how they do the throwing, maybe a particle - but that all should work on quest these days. If the asset is old you'd probably have to convert unity constraints to VRC constraints.

pure spruce
#

Okay thanks

pastel storm
#

There is unsupported shared "Standard" that I can't find - despite combing all the materials and turning them into Mobile/standard_lite versions

Any advice how I can find the problem shader since I feel I'm looked all the used materials and even unsused ones -.-

#

actually found it, but seems to be ... locked?

magic slate
#

Locked like that means that's a material embedded in your model file. you'll need to drag a quest-compatible one into whatever slot that's in

pastel storm
#

aahh - thank you for the tip
There was empty material slot in clothing, a top hidden under t-shirt that needed to filled

#

-or not

#

on body - beside normal shader/material slot there's on extra that I not sure how to access

magic slate
#

if you look in the inspector for the body mesh, there's a list of materials. replace the problem one

pastel storm
magic slate
#

above that, near blendshapes

#

(you clipped that part out of the shot)

pastel storm
#

that's the full shot

magic slate
#

yeah drag quest-compatible materials into the slots there under the blue-hilighted word

pastel storm
#

it's not allowing that - I had to remove extra bones in Blender so that must be why material is embeded then

magic slate
#

wait, why is the whole inspector greyed out, what did you click on?

#

you should be clicking on the body in the Hierarchy window, not the Project window

pastel storm
#

sorry - I was comparing original and edited meshes from project window

#

but you helped fixing the problem. Thank you 🙏

magic slate
#

heh, you'll need to fix that "too large" problem too

#

oh good!

pastel storm
#

I just want to start by having it able to be uploaded in quest first 😅

#

but yeah - need to look into that next. I know it can be done since there are quest compatible models of this in VRc atm

pastel storm
#

Avatar uploaded for the most parts into Quest - yay!

however, menus were not copied from original with pumpkin tool (avi menus worked in PC side) + scale was not accurate, POV-camera was off and AVI's mouth didn't move

Firstly I just want to start with working menu. Not sure how to do that manually

magic slate
#

what did you try to do exactly?

pastel storm
#

By using Pumkin tool to Copy all these from PC-avi into Quest-avi

thick vault
#

I used pumpkins today and noticed that it failed to replace the face mesh reference object in the viseme and eyelid bits of the descriptor

#

That sometimes happens, youll have to know where to find stuff and manually place small pieces

pastel storm
#

there has been updates to CC, so idk if that's what braking it

yeah, currently piecing things together. Slowly, but surely

#

finally been able to upload the avi in Quest side was already a huge progress to me. So I'm happy to call it a day for now. At least know what to work on next 🦾

thick vault
#

i like the attitude

versed notch
#

why is my avatar all a sudden to big to upload on quest like ive optimized the textures and i optimized the model and it is still 23 out of 10 mb and the uncompress is 72 and i have no clue what to do to fix uncompress

#

like its just a basic nkd protogen ive even optimized the material count and it did nothing

#

like what fixes this

arctic slate
# versed notch

you should try out Thry's avatar performance tools to see whats taking up the most space

dim cove
# versed notch

it could be the amount of props you have on the model, or perhaps the polygon count of the model itself.

#

alternatively, if you have any particles on the avatar, those textures will count aswell.

tender gulch
#

Not sure where to post but can anyone tell me why my uploaded avatar i had for while is now greyed out after doing more edits to her and yet her dancer one is working fine. But the main avatar is greyed out and i deleted it n re uploaded her n still greyed out

limpid roost
#

Will a avatar still work on quest even if it has 25k polygons?

#

i cant seem to optimize it anymore without it looking awful

nova sphinx
#

what is a performant way to add a noutline to a quest compatible outline? I tried the solidify modifier method, but it doubles the polygons

flint forge
dim cove
tender gulch
quaint badge
#

ITS

tender gulch
#

how does one fix security failed checks on uploaded avi

magic slate
tender gulch
#

how would i do that

magic slate
wooden fable
stiff hill
#

is there anyone i can talk to in order to help me upload an avatar? 🥲

ionic haven
#

Is there a way to delete the quest version of my avatar but not the PC version?

simple scroll
ionic haven
#

I see delete avatar but thats for both the PC and quest version

simple scroll
frozen marsh
#

I was able to build on Quest before, switched to iOs, uploaded, switched to Android and now this happens

#

Unity 2022.3.22f1

frozen marsh
#

I upgraded the SDK to 3.7.2, still this

frozen marsh
frozen marsh
#

Tried reinstalling Unity 2022.3.22f1, stuck on this

frozen marsh
#

Well, I fixed it by completely reinstalling Unity 2022.3.22f1

austere lodge
#

Ran into an issue, When i upload the quest version of the avatar to vrchat i can no longer wear it cause it says "security check failed" even tho it worked earlier when i uploaded it to quest?

magic slate
austere lodge
hot sparrow
#

Anyone knows what causes textures to turn green?

#

I had models that did this before because of vertex colors, but this is not the case

#

Nevermind, for some ungodly reason, the asset creator had two sets of the same mesh in different folders

austere lodge
runic ruin
#

I was looking for someone to upload a few avatars, I have links to the files.

Ive been trying to figure out how to for the past 5+ hours and I'm still not getting it.

arctic slate
#

if you want someone to upload to their account and make it public for you to clone that'd be allowed (as long as its not against the TOU and you either purchase the model for them or they purchase it themselves/already have it)

runic ruin
#

The models are free to download

arctic slate
#

yes, file sharing a model/avatar that the user doesnt own is illegal and getting them to upload to an account that isnt their is still against TOS

runic ruin
#

This is news to me..

#

I've seen so many people do it already .

#

Quite frankly why I thought nothing when asking

arctic slate
#

just because someone else does it doesnt mean its okay/alright to do :P

runic ruin
#

Ok! Thxs!!

naive pagoda
#

look at the license of the avatar and if the license supports sharing

#

if it does you can share the files

#

if it doesnt youd have to link to the original files on their(authors) page

naive pagoda
#

dont take my word for granted though its not legal advice :P

#

even though avatar TOU/TOS are barely legally actionable but hey its just morally correct i guess!

#

just dont fileshare paid avatars

#

and id be more careful about someone uploading your avatars for you when its about paid avatars

naive pagoda
#

just to see your opinion on that

#

cuz thats such a hard loophole lmao

arctic slate
#

remote desktop as in not actually on their PC? then yes that'd be breaking both the TOU and TOS still

#

TOS states you're not allowed to login to an account you dont own, for uploading it requires you to login to their account therefore breaking tos

#

the TOU can get iffy depending on the site and creator but its better to just not file share (and again isnt allowed in this discord as per the rules)

naive pagoda
naive pagoda
#

just hypothetical stuffs

#

just crurious what others think

arctic slate
#

again if it isnt the actual creator/owner of the account and not from the actual owners PC not allowed

#

the file sharing is just a set rule of the discord and would be something most creators tell you not to do, if you're ever questioning if its allowed or not you'd check the description (as many go into detail with examples) or contact the model/avatars creator