#avatar-quest
1 messages · Page 14 of 1
they require a lot of processing power, which the quest doesn't really have to spare
Can you upload?
what?
upload what? upload your mum? (not funny)
someone else's avatar I'm guessing. I got DM'd too. Pro tip: don't do this 🙂
Idk I have that person blocked for some reason and I almost never block for personal reasons, I really only block scammers
What does the question mark mean
idrk but itll disapear, when i upload to my account it appears but disappear later ( the avi works well tho)
That's a world shader, you can't use it on avatars.
odd
it came with the quest version of an avi im uploading
ill swap it
for some reason any other shader makes it green?
vs with lightmapped
that's because the VRchat mobile shaders show vertex colors
how would i fix that then
Blender or the unity plugin named something like VRC Quest Tools
ohh just add the vertex color remover?
i tried using vqt on the pc ver of this but couldnt get it under 10mb so gave up
there we go!
...
how is it bigger than when i ran the pc avi through vqt
i give up
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
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
Are there any quest compatible alternatives to these I'm trying to use pointless' dodgeball prefab
nope
Ok thanks for answering at least
PLease Help im trying to get the eyebrows and baby hairs to shoe correctly and not blockey and i keep geeting the 1st error
just as it says, you can't use that shader for whatever it is you're trying to use it for
but its in the folder that folder menu that's why I'm confused? is there a way to show alpha transparencies?
The quest doesnt allow transparency on avatars at all
Alpha blended is a world exclusive shader
Make it not use transparency then
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
yeah it's confusing.. if the eyebrows and baby hairs are their own material separate from the rest of the hair, you could try vrchat/mobile/particles/multiply, since they will only ever be seen in front of the head
can anyone else just not port their Avi to quest for some reason
have you checked for any errors in the console?
no like
it won't even let me change build target
have you downloaded the android sdk?
yes
Try VRChat/Mobile/Particles/Multiply maybe
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
because multiply makes things darker
I thinking of doing a world contraint for an avatar and Ive been trying to set it up but not sure how tbf
parent constraint
enable the world freeze setting
Wont it stay in the 0, 0 ,0 world or do you need to change were its at on the model?
the world freeze is toggleable
i'll try that, also me and a friend were looking into gogoloco to move view point but not sure how to take the idea of that and use it for other things
You can only move veiw point along y axis
If you're trying to freeze an avatar to make it stay still you could disable locomotion
Use animator locomotion control state behaviors
Can anyone make me a custom rondo avatar😭
no
go check out VRCTraders in #1204490664637890580 and commission one there though it'll cost you
W mans good lookin out gang ill check it out
Moved the view point but It didnt change the view point in vrc
using the temporary pose space
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?
I'm installing Unity 2022.3.22f1 seeing if that makes a change. Doubt it as I use 2022.3.33f1
Fixed (somehow)
you cannot use 2022.3.33f1, the correct version is 2022.3.22f1
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
It might be compression issues or the shader doesn't support normal maps (Taking from my Unity knowledge)
Flipped normals? Normals baked as rgb in blender? The intensity on the normal in the shader is too high? Normal is not set to non color in unity?
Those are possible issues off the top of my head
DirectX normal map format instead of OpenGL?
I can't edit the avatar info and thumbnail so I can't publish the avatar
how to set up animation to kemono tail and kemono ear in avatar ?? (beginner)
I keep getting this error
whats the actual error it shows in console?
the screenshot is just saying to check for any red errors that're shown in console basically
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
you can't upload with that ^ broken script, you'll need to remove those components or install whatever it is they require
What are the chances you need vrc fury
Anyone try to make the Dextro clone system quest compatible? Idk if there is a limit on vrc constraints?
there is a limit, but it'd probably work anyway
you could try to add it then use the in-sdk conversion tool
I have a problem
My quest avatar is broken, the blush and tears and etc they are showing on quest but not on pc
How can I fix it???
also im pissed off by official avatar guides vrchat staff gave out
they said everything is bad on avatars, polygons, meshes, textures
but that shaders are good
i wonder why they arent allowed to use then
er, what?
yeah they say shaders are most optimal to use
because they scale with how much screen it covers
everything is bad in excess, but everything you listed is necessary.. i'm not sure what you're talking about
you need polygons, meshes, textures, and shaders in order to have an avatar..
generally speaking you want to reduce the size/frametime for all of these though
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
hello
i cant upload an avatar to quest because download size is too big regardless of what i do to it
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
ive tried reloading the sdk and checking creator companion to see if the sdk is outdated and still nothing
i think thry's avatar performance tool shows you what's taking up the most space
still doesn't explain why the sdk will not change
is it stuck on a older sdk?
^
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
no im just trying to upload it on the lates version and nothings working
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
it didn't say it was outdated, the sdk is version 3.7.0 witch the creator companion say is the latest version. my goal is to upload a quest version of the avatar ive already uploaded on pc
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
"regardless of the avatar or unity package"
3 fallback Stitch Avatars lost all of its things from the Action Menu in expressions
Made by Purple-Rat
It only works on PC now
known issue: #avatar-general message
anyone know how to fix this? i keep shrinking textures and nothing is working
check out the optimization channel and tutorials on that, you have to make the avatar smaller
Can constrained objects be placed on another avatar on Quest? For example; can I remove my hat and place it on someone's head?
No
You need the Android Build module installed
I thought so. Thanks! I’ll tell them
Having the same issue. Unity Hub is not giving me the option to install the Andriod support module.
I got it figured out. Had to go to Unity's website to get the module.
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.
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
What else can I do??
Avatar has Toggles doe outfit colours. Should I remove those ?*
If an animation is referencing a material then I am pretty sure it is still included in the upload, best to create Quest specific animators.
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)
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
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.
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
me and my friend have been having the same issues so I know it's not just me or my unity
I've tried reloading the sdk and got the same issue
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
creator companion is up to date
the sdk is up to date
unity is up to date
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
the file size error only updates after building again
what do you mean building
uploading?
like uploading the avatar?
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
the size limit doesnt lie
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
the error is after you upload and only updates when you try uploading again
how do I upload it if it won't let me upload it because it's too big
the error message only updates after TRYING TO upload again
it won't let me click on build and publish because it says fix the errors above first
then you have other errors
yea, too many pysbones on an avatar that has 0
it likely still has some
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
and are you sure you actually removed the components
I removed them both from the hierarchy and from the pogect itself and still nothing
im saying this happening regardless of what's in the actual project
completely different avatar and it says it's the same amount of pysbones and size
have you tried using a different project
is that a joke ? please say that's a joke
have you tried taking this project and throwing the assets folder into a COMPLETELY DIFFERENT project instead of the same project
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
I appreciate that your trying to help but it really doesn't feel like your reading my messages
my friend is having the same issue
the sdk stats dont transfer between projects so you are getting those stats from somewhere on the model
Okay thanks, I'll try that !
hey, i just attempted to do this. i added vrcfury blendshape optimizer to the avatar where the descriptor file is, but im not seeing any change in the size
The component only changes things while you are uploading and the size that the SDK reports only updates when you try to upload.
documentation says i dont have to do anything but still, its not reducing the size
Those red errors might be stopping the SDK before it gets to the calculating size part.
You should fix those
Also, yes, it does say shaders in VRChat/mobile, but you can't use skybox on avatars.
They have for whatever reason put shaders meant for worlds into that folder too
pretty sure the shaders are packaged with base not avatar/world
hmm im using vrchat/mobile/particles/multiply on some of these materials. r those for worlds too?
multiply and additive can be used on quest avatars
ok, so im getting that error cuz of using standard lite am i?
unlit
Yes, in the normal particles folder, you want vrchat's particle shaders, in the vrchat shader folder
so weird cuz i genuinely have no materials using standard unlit, just lite. ive checked all materials
There might be particles
I always forget about those
check particle systems? Materials used in material swap animations?
Ive removed all particle systems for the quest version D:
fuck, i finally found it lol. the collider on my follower had a particle system using it! thanks guys!
ha! It's usually something really buried
okay now i need me a questie to test this avatar for me
lmao
who wants to volunteer 😭
is there a way I can force the sdk to reread the sene?
because reloading the sdk doesn't work
yea no that would be the same as making a new project
i can test for you
close and open the scene? if that doesn't work maybe try closing and opening the project
no that won't eather because it stays the same regardless of even unity project
I can be in a completely different project and it'll read a different avatar as the same
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
what is the sdk reading incorrectly?
pysbone count and mb
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
with different scenes, projects and avatars
the upload size warning?
yea
idk about the physbone count, that's been finnicky for me before too, where it doesn't change even if i literally remove components
the upload size warning is correct though
if you read it, it says the last build of this avatar
meaning it doesn't update live
because it can't
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
well i try to upload it to quest but the button is greedy out and says I need to fix the errors above first
well what errors do you have?
keep in mind the errors are only anything next to the 🛑
those 2 are the only 2 preventing me from uploading
if it's
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
what 2?
the pysbones and mb
build size like i said doesn't stop you from uploading, but it can abort the upload
is it physbone transform count or physbone component count?
component
okay and how many does it say you have?
I don't remember I think it said I had over double alowed amount
20 or so
but since then I removed them all and it stays the same
are you sure you have the correct avatar selected?
do you think just switching from android to pc upload would update the errors? or would I have to build amd test
yea
it will not update the build size warning, because like i said that won't update live. But maybe that will update the physbone error
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
do you think thays the only way to update it? or us there another way for me to try?
i know that's the only way
if this is what you're getting:
⚠️ the most recent avatar build was too large for VRChat on this platform
then yeah that's the only way
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
whats the phys bones component and phys bones transform limit for quest
should be under mobile limits 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.
for the components you should aim for 6 but i think 7-8 is the max iirc
Can I upload avatars above 40mb?
Or does it fail to upload?
You cant bypass limits
Y'all, can particles be added to quest builds of avatars? People are sayin they can so idk
Oh I always thought you couldn't did they change it to where you can?
the link is right up there ^
No, you've been able to for since day one I think.
Only thing that didn't work for a while was the VRC provided particle shaders, that you have to use on Quest, but that was only visual, they still showed something.
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
Question: Are parent Constraints, or Toggle Constraints (Stuff that'll let me pick stuff up from my avatar) able to be used on Quest?
Been trying to make a weapon that I can grab from my back, but it doesn't seem to work in game
Yes, as of SDK 3.7.0 - you need to use the "VRC" constraints though, not the unity ones.
The thing that matters for syncing is the parameter list, it has to be in the exact same order, the names aren't used for syncing.
Is the same par and menu and controllers
menus and animators can be different, it's just the parameter list
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)
I was able to upload for Quest but my avatar is stuck in Tpose and doesn't lock to world. It works fine for PC using VRC constraints.
Any ideas as to what might cause this?
Well I used the same I did used the same file, but I will check double
when you upload for quest are you given any ⚠️ messages in the SDK control panel?
anyone know what this is? I am uploading a Quest avatar with Toon Lit shader
it's a warning about the project settings. The project settings are set by VRChat (changing them doesn't do anything in-game and they will revert back), so it's nothing to worry about
To verify to make an avatars menu synced between platforms I take one platforms menu and put it on the others menu slot
I did that, maybe is because I use VRcfury and modular avatar stuff
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
Dextro Clone System works but my model is stuck in Tpose and dosnt drop to world for Quest. It works perfect in PC mode though.
avatar quest requirements are driving me fucking insane
very poor unless you have 2 triangles
Yeah the poly count limits are a little much on quest tbh
is there anyway to see what quest sees without having a quest player?
Even worse that androids not quest, can't see verypoor avatars
Which makes no sense at all
Especially on phones that are more powerful than a quest
Upload the quest version to pc
you know what, fair enough i dont even know why i didnt think of that ._.
The theory I've heard is they regret allowing very poor on quest but can't disable it because people would be mad
If you have an android phone that supports vrchat you could always do that
So they started over with the mobile support by never allowing it in the first place
I just find it so insane that my phone is literally more powerful than a quest and can push more frames out of VR chat because it's not in VR yet quest users are allowed to see very poor avatars
I don't know it's just crazy to me
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"
But it's been there for multiple years at this point iirc
Yeah I think they should be allowed but 🤷
What can you do
look at how i had to massicre my avatar
The Quest 2 is using a cell phone processor
i know, its still rediculous
especially how I cant use verypoor avatars on a phone thats more powerful than a quest, which can use verypoor avatars.
quest is kinda dedicated towards doing this though, it's not very comparable
wdym dedicated
a phone is intended to be a phone
vrchat gets better performance on phones.
is your phone newer than the quest though?
way newer
okay
and its also not in vr, doesnt have to process tracking and render 2 versions of the game
they're considering removing very poor avatars from the quest all together
which is also kinda rediculous
personally I'm not surprised because it's a mobile processor so running million triangle avatars is not practical
if the quest users keep verypoor avatars on its their fault their game runs like shit 🤷♂️
nobody else to blame but themselves
i mean people wanting to be able to see users they're talking with shouldnt be something that's hard to do
or well ig not hard but nearly impossible (especially with how many of the commonly used public models are poorly optimized)
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
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
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
(no I'm not turning on your 300MB VRAM 500k poly monster)
yeah it always slightly bothers me when people don't know anything about fallbacks and get mad when new people think they are whatever their fallback is while they're wearing the most unoptimized thing known to man
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
haha I've seen that, it's hilarious - I was like wait, I'm the furry here, what are you talking about
I also wish more people knew that you can tell if you're seeing someone's fallback by looking at their nameplate
because people constantly get confused about my custom fallback
they've just learned to recognize it by memorizing the fallback avatars i guess
yeah the standard set are quite obvious
any idea why this model's arm breaks when i use in in vr? also when the chest opens
hard to tell about the arm from there, maybe bone roll, maybe weight painting.
The chest looks like bad weight painting.
Also that model isn't positioned right in Blender, the origin should be on the floor, not the hip bone
Maybe merge the chest's vertices that open up there. The arms look like a weight painting issue.
I saw that the model was only a left side that was mirrored, could it be that both side aren't joined?
Yeah that's probably what happened
definitely
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.
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
it also depends on what you mean by prefabs, i should've asked that first
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
I’m pretty sure that’s what prefabs are
That would be something like a VRCFury/Modular Avatar prefab
sometimes (mostly old) prefabs are manually done
Well I’m using VRCFury so that’d be correct.
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
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.
there probably is something, but if you think it's correct you can submit a support ticket
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?
leaking isnt allowed here or anywhere and uploading to your account for you is against TOS
I've since determined it wasn't those errors, but this one. Problem is, I've damn compressed every single texture and the file size hasn't changed at all. So I'm not sure what am I meant to do
theres tools like thry's avatar performance tool that can show you whats taking up the most space on a model
its not always textures that take up major amounts of space :P
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
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 
Just so you know, it only updates the number when you build the avi (so, uploading it)
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
soo what am i meant to be looking for because besides blendshapes (which i dont really care about) these stats are perfectly fine
blendshapes cause your mesh to take up space. if you have blendshapes you don't use, deleting them will save that space.
the one that has the most blendshapes is the body itself (31496 tris), so it's not something i can change / remove
you could change it if you take it into blender and delete the unused blendshapes
pretty quick process too
but it seems like (atleast from your screenshot) that'd be the only thing you can fix to lower your count
or one of those in-unity tools, I think VRC Fury can?
unfortunately not VRCFury
nope
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
file warning wont update until you attempt to upload again
but i can't upload again because it won't let me until i fix it, it's just a loop
as in the option is greyed out?
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
any errors in your console or items with a red " ! " in the sdk panel?
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
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
are they just
or hexagon shaped?
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
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
son of a bitch it's letting me build
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
Advanced Visemes
interesting, it wasn't an option at the top bar
are the VRC constraints quest compatible? did i miss that part in the post about them?
yes
Niice
Good
Has anyone had this issue where you can’t change the texture color on a model in Unity?
wdym by "cant change the texture color" do you mean you cant edit the texture file or do you mean the material?
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
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
So like in blender?
no?
Where would I find the option to manually edit the texture than? Because that’s what I’m trying to do
any image editor that supports whatever file type the texture is
Ok thank you
My avatar already under 10mb with under 40mb uncompressed size but quest people still see error robot. Really no idea what causing this I never had problem doing quest avatar until update happen.
are you adding anything on upload with stuff like vrcfury?
gotta manually install/switch it
File>Build Settings>Install android version
or switch if its already been installed on that project
excellent thank you.
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.
Hey, just want to bring some attention to this bug that affects the Standard Lite shader. The occlusion strength slider is used incorrectly, making the avatars completely dark when setting the strength to 0, instead of ignoring the occlusion map.
The fix is only one line and included in the canny, hope to see it soon!
oh! Funny enough I fixed that this week, it'll go out in a future client/sdk
Yay, thanks! Perhaps you can also update the status of the canny?
Will do!
pfft, fixin' stuff without telling us...
Hello
Anyone know contacts well enough? I followed some tuts but I still cant get mine to work on Quest.
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
so what part of this isn't working?
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?
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.
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)
ah, yes. Gotta remember that next time! 👍
Good way to solicit scammers around here - best to go to the VRC Traders discord, link in #1204490664637890580
Ok ty
How do i make a grabbable object on my quest avatar? cause i cant use parent contraints
You can use VRC Parent Constraints
??? Where do i find those?
You might need to update your SDK
You need SDK 3.7.0+ for that
see #announcements 🙂
Why are there no north african avatars
because most of the human avatars on vrchat are anime style or video game rips
yee boi
anyone got like a cool david martinez avatar with all his cyberware
make a post in #1138520828556890214 (or just check in there if someone's already found one)
mb
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
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
is that something i have to do in blender?
probably
another question, how do I get toggles to work on quest (they are radial puppets but not hue shift)
What kind of toggle? You cant do hue shift on quest
its a radial puppet for clothes (it has 3 options)
so, same as the PC version
it only works on pc it wont work on quest
make sure you use the same Avatar Parameters list for both, it has to match
it does
hard to say why it wouldn't work then
i used the vrcquest tool on it does that mess it up maybe?
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)
nvm fixed it
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
either the parameters aren't the same or the quest version doesnt include the clothing mesh you're trying to toggle on perhaps?
Guys how do I put makeup texture thingys onto a avatar 😔
if its just an edit of the normal face then swap out the face material's texture
dont ask in here it'll get ya scammed check out VRCTraders (link in #1204490664637890580 ) they've got a verification system for commissioners
this helped me so much https://www.youtube.com/watch?v=HIfuleXdqng
Ever wanted to customize your VRChat experience? This video is your one-stop guide to uploading your own avatar for BOTH PC and Quest! I'll take you from A to B as fast as possible so you can enjoy using your new avatar!
~/Links
Bambi's webshop - https://payhip.com/bambivr
Gumroad - https://gumroad.com
Jinxxy - https://jinxxy.com
Payhip - https...
took a bit to do but still
works 🙂
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
You can use kannaprotect but this will mean people cant see your avatar unless they turn on shaders
Its also very destructive so make a backup
Bit late but if you take it into blender duplicate faces and flip normals it'll be visible from both sides, but keep in mind it's way less optimized and not really recommended
thanks, i figured it out
any tips ive already descaled the textures and mesh so im at a loss
wrong image mb
you can use thry's avatar performance tools to find out what's taking up the most space
it could be an animation
i experienced that once
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
Go to the physbone component and drag the physbones you want to delete into an area that says "ignore transforms"
Maybe I'm blind but where is the ignore transform area?
I guess I found it, need to try for a bit. Thank you :D
Did they update the requirements for Quest avatars?
depends on how long ago you created avatars
anyone else have issues of a shiny normal map on quest side?
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
are you attempting to upload or swap to android and getting that error?
sus
<@&397642795457970181> scammer/rule breaker
taken care
guys what is the polycount of a quest avatar?
if you're asking about the limits they're listed under mobile here https://creators.vrchat.com/avatars/avatar-performance-ranking-system/ over 20k makes the model be listed as very poor
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.
ty
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?
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
what would a problem be considered?
it wasn't that much of an optimized avatar other than the size of it being under 15mb so it's able to upload to quest
but if performance is the issue, which type could i look to optimize? do avatars HAVE to be green now?
may I direct you at #announcements where these release notes are posted?
sure, which post is it?
I don't know without going to look.
would appreciate if you do
thx
if it was 15 compressed for quest then that's probably the issue as the limit is 10 now
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
Dose anyone know were I can find some good nova beast avatars
i suggest making a post in #1138520828556890214 as this isnt the right channel but maybe check Prismic's avatar search world
maybe specify what you mean by "good novabeast avatars" in your post aswell since that's a bit vague
Ok thanks for the help tho
quick, how do I make an avatar quest compatible
get it under the quest limits as documented on vrchat's docs pages
already done first
I just need to know how to get it quest compatible
then copy the PC version's blueprint ID into the quest version and upload it
can you show me?
are dance moves only on sertain avatars or can you add them?
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
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?
how do i make my avatar quest compatable
when you change your model's upload target to android it'll tell you what needs to be optimized/fixed in the SDK panel
you can also read the mobile stat limits here 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.
Y'all got cool pilot Avis?
Ts
Better to commission someone from the VRC Traders discord.
Yeah but I don't know how to fix the bugs for it
oooh. so it has to be 10 mb at most now?
yep
are normal maps just completely broken on quest right now
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?
Thank you!
You’re welcome!
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
did you apply the changes?
Yeah
But it didn’t save them, it went back to the a-pose as soon as I went to configure the settings again
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
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?
looks like the asset creator was neglectful and just wanted people to just turn off backface culling, if you have blender experience just flip the normals for that glove
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
it's just another learning curve 🙂
it's very easy to do in blender:
- Open Blender
- Press A, then X, then Enter
- In the top left corner go to file>import>fbx
- navigate to your unity project folder and find your FBX within the files
- select your file and click "import"
- select your gloves
- press tab, then A
- in the top left go to Mesh>Normals>Flip
- in the top left go to file>export>fbx
- in the settings tab (in the window that pops up) find the "armature" section
- disable "add leaf bones"
*12) find the "transform" section and change "All Local" to "FBX All" - 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
- 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
why did this new update just break vrc avis, like anything with the mobile particles are black boxes for quest
it has alpha blended
I dont think you could use alpha blended on avatars normally
it worked before like a long time
was it intended, or were people modding their SDKs to force it
very likely forcing it
as Ive seen a couple complain that transparency broke on their quest avatar
It does seem stupid though, I mean. What was the point of doing shit like removing transparency
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
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)
did you not ever get lagged out by someone wearing a dragon ball z avatar..?
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
like
i know im not the only one having this but i cant find a concrete solution
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
it is possible to reduce the triangle count without destroying the textures but it would probably require doing modification in blender
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
the Viewpoint ball seems to be like way too high in the air compared to the avatar
so do i have to adjust the veiwpoint between the eyes?
alright that worked TY
glad to be of help
yay
Hey!! So I put facial expressions of my hands and now my hands are stuck anyone know how to fix?
Yes of course it can be well optimize without affection your texture
if you're using vrcfury turn off "fix write defaults" in your main avatar root
that doesn't sound right
they mightve been, i dont do quest stuff
the standard light Shader has a spot for normal maps
and they recently added detail normal maps
ahh ok
i remembered wrong then
(not deving but avatar related)
i cant clone someones avatar even tho they have turned on cloning does anyone know how to fix
The avatar might not be public
that didnt stop the other people in the group
im the only one with the issue
its for an rp server
ah, then it isn't that.
erm... what is why? its under vrchat/moblie
you can use only standardlite or toonlit with quest avatar
no? i have used this on another quest avatar... its under the section of quest supported shaders
that shader is for worlds
you can only use additive on avatars if you want some sort of "alpha"
its for particles
the pain and suffering is real
This page will describe various limits in place for the Oculus Quest version of VRChat. These limitations are in place in the interest of performance, user safety, and discouraging malicious behavior.
surprised some of the shaders aren't even mentioned here
VRChat should recategorize the shaders to help lessen confusion
also why only 1 out of the 3 particle shareds arent compatible... and for no mentioned reason either is just weird... since all 3 of them are under vrchat/mobile
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)
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?
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
The way I do it is go into blender, highlight the part of the mesh that’s affected, click shift+D, alt+N, then click flip
omg thank you! i will try that
are you logged into an account with upload perms/an account at all ?
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
If you have more error messages, perhaps post the first 2-3
we probably can't help otherwise
im not getting any other error messeges besides that one when i click it it says body isnt detected
you can use any of the shaders in vrchat/mobile except for the following:
skybox
supersampled UI
lightmapped
alpha blended
that's not really a avatar related issue? i suggest making a post in #1138891887374237706 as this channel is meant for talks/support with creating and developing quest avatars
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
VRChat has the 10mb compressed limit, and 40mb uncompressed limit due to the game still having to target the Quest 2 which only has 6gb of RAM. Say if people adopt the Quest 3s en masse like how the Quest 2 got adopted, then sure a slight increase could be possible. The current majority hardware demographic is the only reason why that size is small
And it used to be 20 mb
I don't recall the Quest bundle limits changing, just the uncompressed limit getting enforced
So yeah 👍
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
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.
limit has always been 10 MB for android for the compressed size
I'll also link this message I posted before on the topic #avatar-general message
make a post in #1138520828556890214
I dont recc DMing this user ^
Huh why
the user was likely a scammer (which is prolly why their message got deleted)
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
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
2 personally
I like 2 🫶
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*
I'm making an avi on my PC to upload it to quest any ideas that i should put into it
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
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
It's a brand new avatar
you made it?
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
well, that's good to hear
Thanks
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.
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
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?
You don't
there’s people on quest standalone with 40mb avis 🤷♀️
it's 40MB uncompressed, 10 compressed
i've seen those avis too. They are breaking the rules by bypassing the limitations on quest
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
make sure to report any you see that goes past the normal limits 
thats the uncompressed memory not download size
yeah i always try to o7
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
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?
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.
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
You need to use the same blueprint id on both avatars
If you ever figure this out ping me too!
just take the blueprint ID from one and apply it to the other
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
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. 
Can someone advice how to make it not transparent for Quest? Or is it a Blender thing to edit mesh?
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
Is it possible to make something even remotely like a spring joint ball on quest?
you can probably do something ok with a physbone
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
you should be able to swap avatars on the website
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
If you make a support ticket then they will probably just direct you here https://help.vrchat.com/hc/en-us/articles/360060847634-Unable-to-switch-out-of-an-avatar
The second section is crossplatform and works even if you haven't migrated to a full vrchat account.
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?
can you show the build dialog from the SDK? Perhaps it's over the limit on something else
Hi, any updates on this? I don't think I've seen it mentioned in any changelogs so far and the bug still appears to be there
That's been resolved I believe, is your SDK up to date?
the occlusion slider is supposed to reduce the amount the occlusion map affects the darkness as it gets closer to 0? it is not doing that and my sdk is up to date
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
Created new project with SDK 3.7.2, here's what happens when the occlusion slider is set to 1 and 0
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
Does your StandardLite.shader have this?
o.Occlusion = LerpOneTo(UNITY_SAMPLE_TEX2D(_OcclusionMap, IN.texcoord0).g, _OcclusionStrength);
Nope
Ah. Proooobably next SDK then
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
?
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
no, quest doesn't support cutout shaders
thanks
yeah um evening i might need help
can i get help please ^^
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
i literally said that i need to import gun anims models to pc to quest
hows that not clear
thats not what you said in this chat? you said "different folders"
you said about multiposting so i posted the problems on other channels too and you prob saw that
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
like what the model from the quest version basically has the same armature as the pc ver
also where do i find rig bone names and how do i see if it has specific meshes
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
which anim shooting guns fx or what
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
the anim on the guns right
the animations that make the guns do stuff yeah
the other stuff should work as long as your base/raw files work
so these guys
matter
yep, since you said the models are basically the same check if the animations work with the quest version
how do i see if thats the case
like where do i open and inspect em
drag the animation onto a duplicate version of the quest model and check in the animation tab
onto the duplicate model in the scene yes
why is it so hard to find quest fallback compatible avatars that i can customize
it just gives me a body file?
wdym?
you could make a post in #1138520828556890214 to see if someone knows of any good ones
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
like i drag and drop the shoot 1 anim on the model just spawns a body file
ignore that check the animation tab and see if the animation is even working on the model
that is the goal with this
how to i change meshes
fallback models are very limited with what they can do (not to mention manukas/booth style is generally not allowed to be public) but like i said #1138520828556890214 might help you if you show some visuals on what your looking for 
wdym by "change meshes" ?
ohhhh so that's why i can't dress them?
most likely
so the animator clip names are all yellow which means i need to change something in blender but how do i do that tho
like where to go
import the FBX file into blender and go to whatever mesh you're trying to get working with the animation and change it to the exact same name as the one in the animation file (just double click the desired mesh in the blender armature and it should give you the option to change the name) once thats done re-export the fbx back into your project
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
i said in blender by opening the file from unity
which i did it anyways for my visemes
problem is that the mesh the model is only 1 big mesh it has not different ones
like it doesnt have hands ecc its just 1 big one
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
you can just open the model directly from the unity folder where the model is
then work on it and then save it and then unity will update itself with the new.blend file
which contains the fbx
im struggling now however to find what mesh because the model doesnt have different parts is just one big mesh merged together
here
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
is not possible the first option because even the pc version all the model is merged into one
double checked on it just rn
is the naming exactly the same aswell then?
however
when i hover my cursor
on the name of the anim
this message appears
hardly i think also is that the problem
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
atp re-creating the toggles might be simpler/quicker depending on what those toggles do, is it just to turn on the gun?
Do anyone have any male and females models I can use
No like the models where I can recreate the avi and put different clothes yk
the anim of the gun that i imported just makes the gun shoot
avatar search is still the place to ask though id check through sites like jinxxy,gumroad and booth for asset searching (it'll get costly)
Ok
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)
Also, be descriptive. Male and female avatars describes a vast majority of avatars that exist. You're going to need to include more detail than that or it's just going to be an unproductive back and forth until you get those details out.
Muscular? Petite? Body colour? Anime? Realistic? Piercings? Etc....
@inner bane
hows it poorly since it works pretty smooth on pc
like the guns do shoot and have toggles on pc, but when import the same files on quest not even the menu with the guns appears
thats the prob
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
i never created a single anim on unity
ever
not once...
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?
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?
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
its a model intended only for vr chat
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
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
yeah... when making the like quest version thought that converting weps later wont be that hard but my dumbass only knows in detail on blender...
didnt know in detail unity in depth
LMAO
i mean it uploads fine it doesnt show me a error ill go grab that for you tho
i only get this which is nothing much to my knowledge
this is the stats
yeah I was wondering if something was obviously very bad, it seems to sometimes not catch everything. This doesn't look terrible though
why is alpha blended in the quest/mobile particle shaders if I'm only allowed to use additive and multiply?
because world and particle shaders are in there too
whats the performance cost difference of alpha blended vs additive?
I have no idea
but various people suggest it's a lot, and that's why quest has no transparency options
okay, i figured all transparency was the same cost
except for grab passes because thats different
not on the quest, it's WAY worse than on a PC
Yo anybody know where to get a green sans avatar for quest?
sadly, there's no option for that, quest shaders are very limited, the easiest way to fix it would be to edit in Blender, where you duplicate those faces and flip the normals
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
there's also a blender plugin that allows you to merge bones with the weights
I see. I'm cursing myself by avoiding blender huh? I got it uploaded though so it's fine for now.
well, I think it's still looks better than half of your clothing wouldn't moving
yeah, I hate that too, and sometimes even if I make edits on my avatar, it won't always update
As long as the skirts bones are moving with the legs I don't mind if it doesn't sway. I mostly upload the quest version so questies at least see somewhat what is being resembled and not some weird fallback. I don't know if there is an option to set "only fallback" to be visible for questies
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
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?
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
Can I avoid anyone ever seeing any fallback and instead always seeing the imposter?
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
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
yeah, I agree, It's really weird seeing some 20+ year old guy playing with the green toothbrush avatar, because he's only showing up with the fallback xD
Thanks for answering my questions and being helpful and nice. Have a good day
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
Does anyone know how to have a grab constraints work quest?
"grab constraint" isn't a thing - but there are various kinds of constraints, what are you trying to do?
Found a free Halloween asset where you can grab the candy from the pumpkin pale and then throw the candy. I want it to work for quest as well.
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.
Okay thanks
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?
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
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
if you look in the inspector for the body mesh, there's a list of materials. replace the problem one
yeah drag quest-compatible materials into the slots there under the blue-hilighted word
it's not allowing that - I had to remove extra bones in Blender so that must be why material is embeded then
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
sorry - I was comparing original and edited meshes from project window
but you helped fixing the problem. Thank you 🙏
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
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
what did you try to do exactly?
By using Pumkin tool to Copy all these from PC-avi into Quest-avi
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
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 🦾
i like the attitude
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
you should try out Thry's avatar performance tools to see whats taking up the most space
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.
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
Will a avatar still work on quest even if it has 25k polygons?
i cant seem to optimize it anymore without it looking awful
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
Did you try uploading between attempts to lower it?
That warning only updates each time a build is made.
Using a matcap #3d-modeling message
it probably failed security checks and is probably not very optimized
Its not a opti avi n all i did was do but of color changes to it. So id probably have to redo the whole project then
ITS
how does one fix security failed checks on uploaded avi
usually it's because one of the stats is really far outside acceptable parameters, so you'd have to look at that
how would i do that
look at the build window
It will work but it will be hidden by default
is there anyone i can talk to in order to help me upload an avatar? 🥲
Is there a way to delete the quest version of my avatar but not the PC version?
go to avatar detail page on website, IIRC there is button for it.
I see delete avatar but thats for both the PC and quest version
ah, world can do but seems not for avatar.
easiest be upload again once delete.
I was able to build on Quest before, switched to iOs, uploaded, switched to Android and now this happens
Unity 2022.3.22f1
I upgraded the SDK to 3.7.2, still this
Tried reinstalling Unity 2022.3.22f1, stuck on this
Well, I fixed it by completely reinstalling Unity 2022.3.22f1
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?
show the stats in the builder window, it's probably over the limit on something
problem is that it works when i upload it, buyt the identical avatar does not work when my freind i made it for tries to upload it.
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
and i assume this version had vertex painting? lol
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.
file sharing of any kind isnt allowed here and is generally against your TOU during purchase (its illegal) aswell as if you're asking someone to upload to your account for you that breaks TOS
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)
So my fiance uploading my things for me with a shared PC right across from me is also illegal and breaks TOS?
The models are free to download
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
This is news to me..
I've seen so many people do it already .
Quite frankly why I thought nothing when asking
just because someone else does it doesnt mean its okay/alright to do :P
Ok! Thxs!!
if its free there shouldnt be a problem
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
i believe aslong as the files stay on your pc (ie you dont redistribute the files) and your fiance uses your account to upload it to, i think you’ll be fine
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
hypothetical:
if id use a remote desktop application to upload someones paid avatar on their pc, would I be breaking “no redist.” TOS?
just to see your opinion on that
cuz thats such a hard loophole lmao
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)
what if they control the pc while logging on?
is it considered filesharing if the files never leave the pc itself?
just hypothetical stuffs
just crurious what others think
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
