#avatar-quest

1 messages · Page 19 of 1

full thistle
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is this referring to me?

delicate quail
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no, the message was deleted, I responded to the same person as Fuujin

gusty jungle
delicate quail
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one bone = no phsybones

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make endpoint Ionger

hoary vault
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ok im stupid im sorry

solid sentinel
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Several months ago this started, I spent a month learning Blender. Modeling from scratch. Created my own head base and events bought a body because I wanted it to match the body of a free avi I got... Weeks of unity goes by with me not doing anything... 4 days of Tutorials, 5 breakdowns and finally I GOT IT IN THE GAME WORKING.

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I wanted to make an avatar designed to look good on quest since that's how I play... Finally my work payed off. This is how they look on both PC and Quest.

still pivot
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Testing out the Toon 2-band shader—even after fixing the mesh normals, the shadows still look weird most of the time. Is that just how the toon shader works? Sorry, this is my first time creating an avatar.

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in another world

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this is using flat shader

kind fern
still pivot
kind fern
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oh no wonder

still pivot
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It looks ok for certain angle, it really depends the word lighting.

kind fern
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might be worth reporting on the canny

magic slate
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beware of scammers DMing you very soon 🙂

pure fiber
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my quest avatars would honestly be good or above performance, if the triangle limit didn’t exist…
i like having outfit toggles

magic slate
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okay...?

pure fiber
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i didn’t mean to ping you for that 💦

magic slate
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'sokay, I'm here 🙂

raw river
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So like- one of my avatars is completely broken, but only on Quest. It’s a Vaas Montenegro avatar by SlimJim9000. It’s fully blacked out, but on PC he looks normal. I don’t have a pc, but my friend does

pure fiber
raw river
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I wish that I knew how to get ahold of the creator to see if there’s a way he could fix it. I used it for roleplay a lot

opaque fox
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Is there any reason an avatar would be unavailable to build as fallback even when every metric is Excellent?
Switching build platforms doesn't seem to fix it. Windows says to switch to Android, both Android and iOS say it's unavailable. Restarting the editor doesn't seem to have any effect either.
Found the fix. Disabling other avatars in the inspector makes the button visible.

rich grove
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Why can't I use the expression wheel in PCvr, is it some sort of setting? I can bring up the wheel but when I flick towards expressions, it doesn't open up

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Please @ me

arctic slate
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Why're you spamming this everywhere, you dont even acknowledge/respond to people asking questions or giving suggestions

rich grove
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Because I need help. No one is helping me. I've been at this for hours

arctic slate
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Nobody can help if you wont explain the issue any clearer/answer their questions nor will people respond if you're spamming the same thing across multiple channels and breaking the #rules

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like someone asked if it was happening on one model or multiple models, or you were also asked if you tried to press trigger when selecting things in the expression menu (since you may have turned off flick selecting)

flint pine
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tips to avoid this?

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also could 2k textures be able to be used on quest if it fits the overall size limit

steady idol
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sure?

robust whale
flint pine
mighty stratus
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Hey. Is there any quest-compatible shaders somewhere that resemble glass closely enough that I can download and use in Unity?

arctic slate
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quest doesnt support custom shaders iirc + you shouldnt multipost :P

flint forge
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Most glass shaders will be using grabpasses, which don't work on Quest, this one isn't.

magic slate
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yeah absolutely use this if you mean for a world, it works well

prisma crow
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I'm trying to upload an avatar for quest but I'm getting the error Avatar validation failed. I'm not sure what's causing it. I used VRCQuestTools to convert it if that matters

magic slate
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post the first 2-3 errors from the console. errors are red.

magic slate
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there's nothing above those? hmm

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oh - so yeah you're doing a Quest avatar but you can't use Unity constraints, you have to use VRC constraints.

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you should be able to convert them in the "three dots" menu on the components themselves

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aha, or read the message - it says to click auto fix 🙂

prisma crow
magic slate
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I guess you can do it manually then

prisma crow
magic slate
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seems like there's one still there. Perhaps on a VRCFury prefab?

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Gogo Loco?

prisma crow
# magic slate Gogo Loco?

I checked that one as well, still same error. Even after deleting all the extra prefabs from the quest avi that would contain constraints, I'm still getting the same error

magic slate
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without seeing your project there's really nothing more I can tell you

prisma crow
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Anyone know how to solve this?

acoustic talon
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is there a way to cutout eye specular stuff on quest avatars?? with the vrc mobile shaders

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because everytime i delete the eye specular mesh in blender and try to upate it. it breaks

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figured it out i used the alpha blend texture

flint forge
magic slate
acoustic talon
prisma crow
magic slate
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ah, yep

broken cove
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Hi

pure linden
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heyo

shadow lark
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Hello! does anyone how to a seperate toggles for quest? that it doesn't change into other clothes in the PC version?

Like, its only stuck in its default settings, and that its- even the PC version changes clothes!

steady idol
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just use a separate fx layer?

shadow lark
soft igloo
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The VRCSDK just allowed me to upload an avatar to android that is definitely NOTTT optimized. I have like 20 physbones out of the 9 allotted, and it uploaded just fine. What's happening? lurkrat

delicate quail
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*8 allowed

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and it would upload yes, but it will delete all physbones

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if phsybones are still present in game, it could be a bug and you should report it

soft igloo
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8, my bad! Good to know. I'll probably test it out in game and see if they've been removed or not. I've never had this issue. I just wanted to check the upload size to see how much optimizing I needed to do. I didn't expect it to upload

delicate quail
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yeah, that's what it does. It says so in the sdk panel "you have too many components, we will delete everything"

soft igloo
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Ahhh okok, thank you

fair bane
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Will there be any sound avatars for quest in the future?

jagged sequoia
steady idol
wide field
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i wish they stopped me from uploading if i had more than 8 physbone not deleting it.. so annoying

arctic slate
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i mean they do give you a warning in the SDK upload panel if its over the permitted limit

pure fiber
wide field
pure fiber
cold musk
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How do i fix the "Avatar uses unsupported shaders 'Hidden/lilToonFurTwoPass'?. Im trying to upload an avatar with new clothes and hair but idk how to fix the errors

magic slate
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swap out that shader with one that's supported. This is usually covered in any "convert your avatar to quest" tutorial.
Or use a tool like vrc quest tools, which should handle this for you

cold musk
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im not sure which shaders are supported. How do i find out

magic slate
cold musk
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i think im slow bcs i cant find where to download them...

magic slate
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you don't download them, they're included in the VRChat SDK

cold musk
magic slate
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That's correct, it's not a supported shader

cold musk
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Idk which one is supported for that model and quest

magic slate
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the ones in that doc I just linked ^

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most likely in this case you just want to use the newly-released Toon Standard in the VRChat folder

cobalt arch
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might be a stupid question, but i gotta make sure, the outlines on the new shader are removed opon uploading to quest. but disabling backface culling is functional on quest, right?

flint forge
golden sparrow
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Yeah outlines are not coming to quest as that effectively doubles your vertice count

normal cloud
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you can easily make an outline in blender if you really want one

delicate quail
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if you want to comission go to VRC Traders #1204490664637890580 , and beware of scammy dms you may get.
And when it comes to creators it all depends on personal taste

supple oak
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@delicate quail Thank you! I just joined the server. Do you want me to delete the post?

delicate quail
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that's your choice, i'm just warning

supple oak
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@delicate quail yeah, I've already gotten a few. I appreciate it

magic slate
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wow that was fast

delicate quail
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yip

weak basin
robust whale
oak ledge
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how do i see people worn my avatar

magic slate
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?

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what do you mean?

oak ledge
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im trying to restate this uh

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like how do i see my avatar that was favorited by other people

magic slate
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you can see some stats on the website

oak ledge
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like how

magic slate
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ah, not that I guess

oak ledge
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i just wanna see how many people that has my avatar and who favorited it because i sssee bunch of people that worn my avatar without my permission

magic slate
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is it a public?

oak ledge
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yes public avatar in my private world

magic slate
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then you have given permission

oak ledge
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dang it

magic slate
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public means public

robust whale
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i wish we could see

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just out of curiousity

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i want to know how many people are wearing/favoriting my avatars, just like i can see with worlds

magic slate
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yeah that seems a really useful thing to know

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I know it doesn't mean a whole lot but if you make or find a canny, I'll +1 it.

oak ledge
magic slate
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then don't make it public?

oak ledge
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but my two friends need the avatars tho

magic slate
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give them a package they can upload

oak ledge
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alright

magic slate
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you don't really have another option

robust whale
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i found this post already made a while ago

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gosh it's old though

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from 2021

magic slate
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yeah I'm pretty convinced anything that old will be just ignored

robust whale
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I also created this post recently, not sure if they'd add it but it would be nice

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could be used for things like pixel patterns, or masking emissions in areas using the detail map

oak ledge
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It would be better for Unity (VRChat) if, when you upload your avatar and it appears in the Content Manager, you could simply drag and drop it from there into the scene. just like uploading a fbx avatar

magic slate
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surely it's already in the scene if you uploaded it though?

oak ledge
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i did but i deleted the other avatars

magic slate
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that's a strange thing to do

cold musk
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is there anyone that can upload my custom Mamehinata for me? it doesnt work when i do it and idk how

magic slate
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account and file sharing is frowned upon. Feel free to describe where you're stuck though, perhaps people in here can help

cold musk
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how do i fix this?

delicate quail
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oh boy that's very bad for a quest avatar

cold musk
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i know..

delicate quail
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you have way too much of everything, how many outfits does that have?

cold musk
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im trynna put new hair and clothes on Mamehinata and idk what to do

delicate quail
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physbones are an obvious issue. If you wanna keep some physics, you'll need to limit them by a lot

cold musk
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i have no idea about anything like that, its my first time customizing a model

delicate quail
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I see

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this isn't just a case of uploading. It's a case of making it be quest compatible, which barely anyone is gonna do for free

delicate quail
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and how many different hairs and outfits do you have? because you should consider making it be multiple avatars

cold musk
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with the hair, i just deleted the original and put in the hair into the avatar. and i used modalus avatar tool thing for the outfit

delicate quail
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everything in unity?

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besides the phsybones are you getting any other errors when trying to upload?

weak basin
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Another thing to know, is your project build mode in android? If not, you won't be able to use the avatar on quest as it will be uploading to PC only.

fervent finch
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does anyone know why i would be getting an error for the unsupported shader standard after applying any sort of rig in unity?

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im trying to make a quest avatar but thats holding me back

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ive changed every material i need to on my avatar and yet it still gives me this error its super annoying

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and another thing, i can't get it to move in-game. its just stuck in t-pose

arctic slate
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try saving and reopening your project to see if the unsupported shader warning is just unity bugging, if it isnt then there has to be a small part of the mesh somewhere that doesnt have a proper material (click through all the meshes on the body and open the material dropdowns to find it)

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the stuck in t-pose sounds like its not set to humanoid, click the .FBX and check that it isnt set as generic

fervent finch
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i think my main issue is that the rest pose has the arms in t-pose while the legs are in a-pose. think of like a star formation.

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and it probably also doesnt help that it only has 3 fingers per hand

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ive given up on it for now though

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i dont know how people manage to make avatars like that

wanton scarab
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I think even if you have less limbs you still need to have the normal amount of bones in the armature even if you can’t see them. Like if you were making an avatar with no legs, you would still need to have leg bones to make the avatar work I think

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Unless you make your own custom animations

magic slate
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and it's way easier to rig the full base humanoid skeleton than do a full custom locomotion controller

dim cove
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yep

trail oriole
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Can someone pls make more Teen Titans Ravens and a Good MK1 Ghostface plsss!!!

woven patio
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Hi

covert apex
magic slate
# covert apex

make a new material and drag it into the slot in the particle system

covert apex
magic slate
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Please don't ping me specifically for new questions you can ask the channel

covert apex
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ig

viscid lily
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Where can I buy vrchat avatars ?

dim cove
pure fiber
hot sparrow
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I would like to know if there is any plan for the toon standard (outline) shader to be updated and available fully for quest avatars

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And lightmapped

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And particle alpha blend

delicate quail
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That's too heavy for Quests, so most likely not.

hot sparrow
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I'd ague that lightmapped and alpha blend could be ported over with tweaking

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They already have particle additive and multiply as options and lightmapped looks like it could be done since it doesn't seem to adapt with standard lighting

jagged sequoia
hot sparrow
# jagged sequoia lightmapped is only useful for worlds it has no use for avatars

Maybe for the prefabbed human and furry avatars since they tend to be the ones that need to their models react to light. But I've been wanting to use lightmapped in certain circumstances where stuff like outlines aren't possible or avatar props that are meant to not adapt to lighting. I just find it weird and nonsensical that shades under the mobile category are just not avaliable

jagged sequoia
gleaming badger
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So I've been having this issue with some of my Avis where when I try and upload a quest version it will upload from the SDK but on the website it will say "security checks Failed." So I'm trying to figure out possible issues with this. Cause I have my main avi that as a lot of stuff on it I could make a quest version just fine (removed some meshes obviously to do so.) meanwhile I try and upload an avi that is a simple avi with maybe one outfit and it fails the checks. Any idea what's up with that? Like what do I need to check still? I even make sure that texture size it under 150.

delicate quail
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are there any errors in the console?

robust whale
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That issue happened to me where every avatar I uploaded failed security checks (even very simple avatars like the default cube), it was because I had a broken script in my project assets

bleak void
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I have been toying with this for a WHILE now, where on earth is this extra 20MB coming from????
My icons are all 128, and it’s quest.. so no audio clips.

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I know that the evaluator I’m using isn’t 100% accurate to the uncompressed size, but being this far off doesn’t seem right.
Any suggestions?

delicate quail
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blendshapes?

bleak void
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For some reason, a texture that is set to 1024 android override and default is being called as 4098 when in play mode.

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OMG I AM A DUMMY
I have a texture swap… and i didn’t adjust that texture qwq

flint forge
bleak void
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I found it with the thry in play mode, but I’ll give that a shot too!! Thanks

delicate quail
shy wind
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Oh ok

worldly widget
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Yeah do you have a preference for that

worldly widget
undone mantle
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How would I go about getting to be able to hear the custom sound effects that come with avatars I'm on quest 3 and a laptop but the laptop sucks trying to run vrchat

arctic slate
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mobile and iOs dont have access to audio sources on models, only PC does iirc

soft pivot
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Is it possible to do like a moving watery shader on quest somehow?

random comet
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Worlds can use custom shaders on Mobile platforms, avatars cannot

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if the new Toon Standard shader has panning, you could probably pull that effect

soft pivot
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I just wanna get this looking a bit more lively and less static.

silent siren
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notably, a lot of water-like effects want to use a grab pass

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a grab pass captures the screen and puts it into a texture

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I'm pretty sure you can't use that on Quest

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however, I don't think you need to capture the scene for a portal like that

random comet
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You can use grabpass, but it makes the quest basically have negative framerates

silent siren
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ah, okay, i was looking at older messages that said "no"

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I guess it's "effectively no"

silent siren
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and a P90 😉

random comet
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Just don't try to push a mobile GPU to do high-end Desktop GPU stuff

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we still aren't there

soft pivot
robust whale
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not perfect bc i just threw this together with default unity stuff in like 5 mins but this is with the new quest shader

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it's pretty much just a normal map with animated offset and high specular

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here's all the settings, everything else is default

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and here's my normal map and shadow ramp if you want them

robust whale
# robust whale

this is literally just a squished unity sphere, but i'm sure you can make better UVs than that yourself

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all the effect really requires is that your UVs are square and line up with the edges of the UV map (so that it tiles properly), the default UV sphere should be fine, you can use its UVs and just flatten it and remove any extra edge loops

soft pivot
robust whale
soft pivot
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How do i get them in the box that says normal map?

robust whale
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and then i just animated the Y offset between 0-1 over a period of time (you can make this whatever length you want but it's 3 seconds in the clip) and set the interpolation to linear so it loops correctly

robust whale
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again this is just like any other texture in any other shader

soft pivot
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I've never used normal maps before....

robust whale
robust whale
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just copy what i have in the screenshots

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then you can mess around with it until it looks like how you want

soft pivot
robust whale
soft pivot
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unity assets.

robust whale
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idk it should work

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try the other way i told you

soft pivot
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how do i import from file explorer?

robust whale
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drag it into your assets?

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this should be exactly like adding any other texture to your material

soft pivot
robust whale
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discord reformats them as webp

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idk how to send them as png

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hold on

soft pivot
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gonna try uploading from mobile and downloading from google drive.

robust whale
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no i'll just send you a unity package

soft pivot
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Is there a way to make sure it's always moving whenever it's turned on, or would i need to somehow tac that on to the end of an already existing animation?

robust whale
soft pivot
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and how do i animate the offset between them?

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-# i kinda dumb and new to unity

robust whale
# soft pivot and how do i animate the offset between them?

make an animation. press the record button. set the value on the y axis to a non-zero value, then back to 0. go to the last frame you want (this will be the duration of the loop) set the value to 1. Press ctrl+a to select all frames, then right click on one and select "both tangents" > "linear"

robust whale
soft pivot
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I'm doing that but nothing is popping up in the animator

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nevermind. I got it

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And how do i get it to always be playing?

robust whale
robust whale
soft pivot
sharp charm
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for some reason whenever I try and set up quest for my unity it gives me this error and I dont know how to fix it

past dove
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I am trying to upload an avi and its giving me this

covert apex
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yes yes vrchat down for 5 hours

heavy kestrel
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Any1 got a good 2003 grievous

left mural
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hey guys, when i upload my android avi it fails secruity checks on the windows one. i have had this issue for multiple avis now

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unity doesnt give me any issue themselves. its only for the game/website

arctic slate
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are you using the multi-platform upload option? its pretty hard to actually break the PC limits so it might just be bugging if you are and need it to be seperately uploaded

left mural
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i just switch from pc to android and have the avis seperated

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for the avi i work on rn i apperently fixed by removing gesture manager as a whole, it said it was missing something for some reason. i have it as a repository, so i have no idea why it broke it

urban sluice
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Anyone else struggling to upload quest versions? When I switch to quest the thing is just frozen and when I can upload it always fails

high lion
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I'm trying right now to make a Vroid Model quest compatible in Blender.
Sadly the downside of Vroid is, that it uses Transparent Meshes for Eyelashes and Eyebrows...
On PC, I just use a transparent shader on the materials and I am good to go, but Android/ IOS Avatars doesn't support transparent / cutout material Shader.

Image 1 = After I cutout the transparent meshes around the eyelash.
Image 2 = I press "Propagate to Shape" but it wont move with the Eyelid and would look bad.
Image 3 = I would play a Shapekey without "propagate to mesh" and the eyelash mesh starts to freak out.

How can I cut out the transparent parts of the eyelash and eyebrow mesh and keep it in place if a Shapekey is played without freaking out polygons and without a static eyelash that wont move with the eyelid?

delicate quail
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tbh I just put eyelashes directly on the skin texture

high lion
high lion
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I guess the next best thing I can do delete the transparent polygons as close as possible and put the same skin color like the face as background for those polygons that I can not delete, because they touch the Eyebrow/eyelash texture.

But that's only my plan B if there is really no option in Blender to cutout the eyelashes with the knife tool without loosing the shapekey or making it glitch out.

bitter shale
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does anyone know how to fix this shading issue? Whenever i put vrchat > mobile > Standard lite
it becomes this, although without the shaders of vrc it normal...

magic slate
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what about it needs fixing?

bitter shale
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the shading? It doesn't look normal

magic slate
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it's not the best angle but it doesn't look that weird to me, I guess.

bitter shale
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?

dusky niche
gritty bridge
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its vertex colors

pure fiber
severe pecan
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Why do some of my toggles not show up for others but show up for me?

magic slate
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maybe they aren't marked "Synced" in the avatar parameters list?

severe pecan
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They indeed are

magic slate
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are you and the others both using quest?

severe pecan
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Yes

rugged ferry
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I need help fixing this please!

magic slate
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start by showing us your build stats

rugged ferry
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Can I dm you?

magic slate
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no

rugged ferry
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Okay then.

magic slate
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When you go click on "build and publish", it's the list of problems just above it

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show us that list

rugged ferry
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It published fine...

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Its just when I click to change into the avatar, it says security check failed

magic slate
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Yes, that happens.

royal ridge
magic slate
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?

rugged ferry
magic slate
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yes

rugged ferry
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So how do I fix it?

magic slate
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I asked for more information, can't help without that.

rugged ferry
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Look... Im extremely new to this...

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I have no idea what your talking about.

magic slate
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When you go click on "build and publish", it's the list of problems just above it
is there a part of this that's not clear? I'm happy to elaborate.

rugged ferry
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Nope, like I said, it publishes fine...

magic slate
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...

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Once again, screenshot that thing I'm talking about and paste it into here.

rugged ferry
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Sure thing one second...

rugged ferry
magic slate
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Yes.

rugged ferry
magic slate
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yeah... I'm not surprised the in-game checker rejects that

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there's no real "smoking gun" but it's overall very very poor, it seems sometimes those get flagged

rugged ferry
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How can I fix that?

magic slate
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optimization

dusky gate
#

kazin, I've uploaded worsely optimised avatars then that. giving this dude the wrong information isnt going to help him lol

magic slate
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I said "sometimes" not "all the time"

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I don't actually know what the criteria is and neither do you

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But if you know exactly what's causing it, please share with the class.

dusky gate
#

apologies, I stumbled over that
even then tho, i see a TON of avatars way worsely optimised then that and theyre completely fine

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the only time I've had error bots has been when it's failed to load

magic slate
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Yep, same - but they've updated their server-side checker more recently too

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it seems more things get flagged than used to

dusky gate
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switching in and out of it, or re-uploadimg i think

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then again the only times I've experienced it recently, jusr switching out of the avatar fixed it 🤷‍♂️

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oh, I also missed the part where it is the security check. probably is the polygons. apologies AGAIN it is 2am.. sigh

magic slate
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been there 🙂

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(go to sleep!)

rugged ferry
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I just want someone to call and screenshare... Im a visual learner...

dusky gate
#

I think the only time that ive personally experienced a failed security check was when I had my mesh set on calculate or something

rugged ferry
#

Once someone teaches me, I wont need help again.

dusky gate
#

thing is tho we dont really know lol

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best bet is putting it in blender and decimating it

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to lower the poly count

rugged ferry
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Ive never used Blender...

dusky gate
#

or just optimise it in general,

delicate quail
#

have fun learning or spend money on unity tools

dusky gate
#

there is a paid tool that decimates in unity but

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I am not a fan

delicate quail
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same

dusky gate
#

ive used it and its super wonky...

delicate quail
#

I like the control blender gives me

dusky gate
#

i know it seems daunting but if you're working on avatars it's honestly a great skill.

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or you could pay someone to do it, but don't ask here

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scammers and stuff

delicate quail
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ye

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VRC Trades

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better place

dusky gate
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id also help you over VC, but like I said it is 2am and im going out of state tomorrow sob

drifting tusk
#

im trying to upload an avatar for quest but i get this error

magic slate
#

You need an actual android device plugged in to do "build and test" - perhaps you meant to click "build and publish" instead

drifting tusk
#

You may be right

frozen marsh
#

You can't just build an android build ?

magic slate
#

?

frozen marsh
#

For example I want to build an android build and then put it in the asset bundle website to analyse it

#

Can't do that without an android device plugged ? xd

magic slate
#

I don't know, but the build and test button requires the device to test

manic moth
#

wow that new multi platform build override thing doesnt work at all
told it to upload the quest and pc versions of my avatar and it tried to upload an avatar that wasnt even enabled in the scene

dark narwhal
#

Is there a way to make Quest compatible ESP?

steady idol
#

Not really no

vast cliff
#

When my head gets too close to someone else’s avatar, it disappears, how can I change that ?

quick geyser
#

Go to menu(press ESC) > settings > confort and safety > disable personal space.

It should solve your problem

fresh leaf
#

If that doesnt it might be a bound box problem in Unity.

#

Pretty sure there is tools to automatically do it

vast cliff
#

It worked thanks

quick geyser
cloud flint
#

ok so im not sure how to fix this. my rex model has an eye lens and it breaks when i change it to Toon Lit. how do I fix this.

trim pulsar
#

🤧 would anyone know how to make a gif reset before and after an animation plays? I want my toggle to play the gif while audio plays but it desyncs since the gif is always playing

flint forge
#

It is very cheap and basic transparency, but you shouldn't need much.

#

Ideally you should get rid of it

cloud flint
faint mist
#

how do i fix this bs with the lashes?

brisk ibex
# faint mist how do i fix this bs with the lashes?

Pretty sure those are meant to use a transparent shader, im guessing this is for quest which means you will probably have to use the mobile multiplicative particle shader if the eyelashes have their own material slot. I would recommend just not using anything that has to be cutout with transparent shaders on quest because they usually don’t look good though.

#

I’m pretty sure the additive and multiplicative shaders are the only transparent ones that work on quest due to how simple they are, but I don’t think they work well for cutout

wanton scarab
#

Multiplication can actually be quite versatile if you use it in the right situations. It’s really good making black textures visible, though if anything has colour to it you’re gonna want something behind it to act as a background otherwise it looks rlly bad. I’ve used it on a good couple of my avatars and saves me having to cut out stuff in blender, though because those lashes stick out it might not give the look you want in all directions. Honestly depends on what you prefer and if you want to put the time ab effort in to cut it out yourself

umbral flower
#

i got a question what shaders is the one to give lighting to avatsr? matcap or lightmapped?

delicate quail
#

lightmapped is only for worlds

#

so I doubt it's that

umbral flower
delicate quail
#

and if by lightning you mean emissions, I know Standard Lite has it and the new shader they added has it too

umbral flower
astral scroll
brisk ibex
#

I’m pretty sure those shaders are lightweight which is why they are supported

astral scroll
#

i thought vrchat got upset because it wasnt being used for what it was supposed to be used for

umbral flower
#

how do i make a texture glow quest side aswell?

steady idol
#

emission

native yew
#

I was trying to convert Anza to quest but she is bigger then the sky blocks on quest end. I couldn't figure out for the life of me why she is so big. I did use pumpkin tool to move over the descriptor and everything.

magic slate
#

make a cube in Unity, set it scaling to 1 on all axes. That is 1 meter. Scale things accordingly.

magic slate
#

She looks a little short, but that's not unreasonable

native yew
native yew
#

Nvm solved

dusty yoke
#

ive been trying for the past maybe 10 or 20 minutes to get my avatar to quest support but i think im missing at least something because i still cant make it for android

teal echo
#

you gotta go to unity hub, go to installs, go to all, click the gear in were you see the unity version click add modules, go to platforms add android build support, if you already have it installed then idk whats wrong, maybe the vrc sdk version but I would have no idea.

#

if you don't exactly get it then feel free to add me and we can dm or if you really need help we can call.

dusty yoke
#

Maybe vrc just got beef with me or something

deep sparrow
#

dose anyone know how to make world constrants for quest avi

magic slate
#

I answered that one elsewhere

teal echo
regal phoenix
#

is there any way to remove texture backgrounds for quest within the shaders available

flint forge
topaz sapphire
#

I don't know which ones the right chat

#

But

#

Can we Ban this avatar

#

It's making my friend crash

#

Every time they load into the game

robust whale
craggy kraken
#

Is it true that they removed the ability for the particle shader to render transparent mesh for quest?

brisk ibex
brisk ibex
kindred fractal
#

It just can’t be used for full on transparency like fishnets n stuff anymore

robust whale
#

detail texture can use alpha channel to basically make it a 2nd layer

#

easiest way to line it up right is if you use a 2nd UV channel for it

kindred fractal
#

Ouu good to know

red hearth
#

Heya, I'm trying to optimize my avatar for Quest, but I dont see where to download/activate the android support. I completely uninstalled Unity 2022.3.22f1 and went through the install wizard again and it never gave me the prompt for selecting android support that ive seen in multiple youtube videos. Is there a way to enable android support after installing?

delicate quail
#

Build Settings

#

select Android after you click that, there should be a download button

red hearth
#

Imma try that now!

#

Looks like this may have been what I needed! Ty!

wanton badger
#

hey i would like to know if anyone knows the name of the avatar in this video i know this probably isnt the right place for me to be messageing if its not please tell me where to ask

wanton badger
#

ok thank kazin

#

have a good day

#

or night or afternoon

magic slate
#

evening!

severe mauve
#

i have zero clue about how to create an avatar but i found a model in vrchat that i kinda wanted to use. only issue is that it was pc only. is there a way to make it so I can use it and have it show on my quest?

shell salmon
#

You have to make it quest compatible in unity

severe mauve
#

What makes it incompatible? Optimization?

shell salmon
#

Quest avatars are limited to 10mb max download size. So yes, optimization

severe mauve
#

Interesting

shell salmon
#

Getting an avatar not designed for quest to work on it gave me migraines. I do not reccomend it for a first time avi project

severe mauve
#

😭

#

I found it initially in the game but ended up finding the person who made it on sketchfab

shell salmon
#

What's the poly count?

severe mauve
#

Im not exactly sure on the number. But i think i remember around 90? One second

#

It doesnt sound right

shell salmon
#

90k?

#

90 polys is straight SNES graphics with the SuperFX chip

severe mauve
#

LMAO yeah idk where i found that number

#

I just vividly remember a 90 or something

shell salmon
#

Another thing is if it's using tris(please god no) or quads

severe mauve
#

Wait where would i check polygon count in unity

shell salmon
#

You wouldn't. That would be a blender thing

severe mauve
#

Oh

#

I have it open on blender

#

Cause i assumed that mightve been the case

shell salmon
#

Lmao

severe mauve
shell salmon
#

Yup

severe mauve
#

917 triangles

shell salmon
#

Well the limit for quest is 20k polygons

#

So it's well within quest limitations

severe mauve
#

the model i found from the creator is the same one that the avatar i found uses i believe so why is it pc only i wonder

shell salmon
#

Uploader may have just been lazy shrugs

severe mauve
#

dang

#

does it take a lot more work or something

#

or they were just THAT lazy

shell salmon
#

Not really if the poly count is that low

#

Dm me the stuff for the avi, I'll see if there may have been any reason it was pc only

severe mauve
#

probably used it for themselves and they might've been pc user so they didn't care

#

ok!

shell salmon
#

Can't get to it tn

severe mauve
#

that's fine

shell salmon
#

Okie :P

severe mauve
#

will be helpful either way

#

ill send it soon give me a bit

hard hill
#

I need help finding this avi

pastel storm
severe mauve
#

😭

robust whale
#

i don't get that at all 😭

#

some random guy said he loved me and he thought i was pretty because we watched a movie together after like an hour of knowing each other

#

i told him i was gay and he didn't even care.. idk why he would call me pretty either, he doesn't know what i look like so i was just confused

pastel storm
#

Do we have scrollable textures yet?

#

On quest, obviously

robust whale
#

texture offset

pastel storm
#

Glad we have it now though

pastel storm
#

I take it these parameters can be animated?

#

Thanks for showing me!
I do not know how i missed it x_X

robust whale
pastel storm
#

Alright, now we're cooking!

#

Thank you so much!

zinc lake
#

Anyone know how UPM works with git url? I'm trying to add compatibility to my editor tool. Nevermind figured it out, just needed meta files.

brisk creek
#

where do i go to complain about issues with the quest toon standard shader? the detail normals dont follow the detail mask 😦

robust whale
#

for reporting bugs and requesting features

brisk creek
#

thank you!

sweet dock
#

How do i add outlines on quest?

brisk ibex
# sweet dock How do i add outlines on quest?

Usually this is done in blender by having a slightly wider version of your model that is entirely solid colour but with inverted normals to make it part of the mesh, this works but can essentially double the triangle count

#

Im not sure if there is any way to do that with shaders

sweet dock
ashen quarry
#

guys....i have that problem
that hair not move realli like stone its the Problem from PhysBone?

delicate quail
#

if you have more than 8 physbone components they'll all be deleted. Check the warning in the sdk

rustic bough
#

Need help with asset that has weapon for it to work

west iron
#

will cubemaps ever be available for quest? Curious since im unsure how much it affects the actual size of the avatar.

severe mauve
#

i tried searching it up but didn't really find anything

#

what exactly does this mean

#

or like, where can i get this abd

#

or install android sdk

severe mauve
#

well i found out the solution

#

was able to upload avatar in the end but

#

weird stretchy model

robust whale
#

cubemaps are just a texture type

west iron
#

metal and sick reflections

robust whale
wooden fable
#

Probably not gonna get far with this but is there any way to mask smoothness on Quest without using another material slot? I find it crazy that we can mask details (which doesn't work actually) but not smoothness. Unless I'm missing something.

#

Relieved to say that you can actually mask smoothness with the Metallic alpha layer! Whew, that's a relief. Wish it was more obvious though.

robust whale
wooden fable
#

I'll try again. Was definitely not working for me earlier, but let's see.

#

Ah, yes, it's working! I did not realize it has to be an alpha mask so that's why it wasn't working earlier. Now I just have to figure out how I'm supposed to combine it with my emission map to keep things optimized.

robust whale
#

none of the masks do

#

like none of them have a specific channel they have to be

#

you can set the channel per-mask yourself

wooden fable
#

Where? I don't see that.

robust whale
#

if you are on an old version of the sdk it might not show up

#

this wasn't part of the initial features

wooden fable
#

What shader is that? I don't see this

#

Oh, right I do need to update, let me do that real fast

robust whale
wooden fable
#

What the hell, I didn't even know we had this shader 😭

#

So many options. Thank you so much for englightening me.

robust whale
#

one i highly reccommend taking advantage of is the custom shading

#

it allows you to use a shadow ramp, which is amazing for cartoon, anime, or painterly style avatars

wooden fable
#

I see that! I was so frustrated with the old shader that I usually would just put on Matcap lit. But nevermind. I already see it's leagues above. I mean are you serious, we have access to Matcaps AND the normal shader features???

robust whale
#

yep! and you can combine these features wonderfully with masks :D

wooden fable
#

Yeah, I love making a fairly complicated poiyomi setup, and now most of that can be converted. Still no decals though but that's alright, I'm not gonna complain about such a great upgrade.

robust whale
#

most of the features people would have on cartoon avatars would need to be separated into separate materials (flat lighting, cel shading via matcap, and emissions) and now all 3 are available on the same shader with masks! I was able to reduce my avatars' material slots a whole bunch this way

robust whale
wooden fable
#

Hmm, true, but I am using a detail normal map separately and it would pull from that mask

#

Guess I could sacrifice that tiny detail for it to be used like a decal. Basically the blush I use on the avatar is controlled with a decal so it's normally not possible on Quest. But now it could be.

robust whale
#

I actually did exactly that on a recent avatar (detail normals and blush)

wooden fable
#

Oh wait you're so right, I literally have the blush on a separate UV anyway

robust whale
#

since it has fully transparent edges that prevents it from applying to the wrong area

wooden fable
#

I'm not used to having choice with the quest shader 😭 Also, I just noticed rim lighting? Can't that be used as a sort of faux outline? Finally a way to not double tris on Quest, right?

robust whale
#

unfortunately not, unless you want a white or light colored outline

#

there's no choice in blending mode, so black = no rim light :/

#

although you could use a matcap for this purpose

wooden fable
wooden fable
robust whale
#

instead of repeating beyond the borders it clips

#

wrap mode

#

tha'ts what it's called

#

sorry clamp

#

i think clip is the blender term 😅

#

okay set the wrap mode to clamp

wooden fable
#

So let me try to understand because I'm having trouble wrapping my head around it, your normal UV map stays the same. But on your blush UV they are put into a separate UV tile?

robust whale
#

yes

#

you could do this on one UV map as well

wooden fable
#

And then what texture is set to clip? The blush texture/mask?

robust whale
robust whale
wooden fable
#

Oh so your detail UV is also on the blush UV then? Because that's where I'm seeing a potential issue with how I set it up

robust whale
#

yeah they'd have to be

#

also the detail mask is always UV0 for some reason

#

not sure why you can't change it

wooden fable
#

Aw what? But the detail texture actually uses the separate UV?

robust whale
#

yeah

#

weird choice imo

#

i think every map should have a UV channel option

wooden fable
#

Yea, I wonder why they did that

robust whale
#

i also wish we had an emissions mask

#

maybe kinda niche use case but it could be helpful

#

like single channel mask + color map

#

same as details

wooden fable
#

I don't see why it's needed. I just painted everywhere I didn't want emissions to be black.

robust whale
#

details

#

and options i guess

#

you can mask different sections of UVs to create options for which area has emissions

wooden fable
#

Ah. Right.

robust whale
#

you can tile the mask to create patterns with a low res texture

#

keep both textures low res

wooden fable
#

I'm also just now seeing the fact that you can use RGB masking. I could cry

robust whale
#

for example you want to mask the detail map from emissions so the shadow areas aren't fully bright

#

you could use separate UVS for this and tile something like a fur texture

#

low res fur texture and low res colors

#

way more optimized

#

you could also tile a small square mask to make a pixel effect with your emissions

#

if you set the tiling to be the same as the emission map resolution

wooden fable
#

Ohh, that's really interesting

#

Something I'm noticing is that the smoothness (gloss) looks a lot different than the Standard Lite shader. Is there a way to better replicate the effect from that shader instead?

robust whale
#

maybe increase reflectance?

wooden fable
#

Toon Standard vs Standard Lite

#

It's at max on the left

#

It looks more like clearcoat than smoothness

robust whale
#

hmm

#

i'll play around with it

#

increasing metallic might help add contrast

wooden fable
#

I tried that too but it's not really the effect I want

robust whale
#

also maybe increasing the normal map

#

or actually decrease reflectance

#

not really sure tbh

#

here's a similar sort of texture i was able to get

wooden fable
#

Oh right, my detail mask wasn't tiled properly. That helped a lot, and I'm happy with it now. Still confused why it washes out the colors though.

#

Seems like I have to compromise a little, but it's a small enough difference that I'm okay with it.

robust whale
#

well black is going to reflect more if it's fully glossy, so decreasing reflectance might help

#

like a shiny black car for example, it almost looks like a mirror

wooden fable
#

Yeah, it does help a bit.

robust whale
#

1 actually looks fine as well

#

normal map set to 1

#

not seeing a lot of color washing here

wooden fable
#

It's still color washing for me a little even messing with a bunch of settings, I can't get it super shiny while also not making it kind of gray. But it's fine honestly, the difference isn't big enough for me to really complain about.

wooden fable
#

@robust whale I hope you don't mind me pinging you to ask more about how you get the blush to work on Quest, feel free to ignore if not. Anyway, I'm setting this up and coming to a bit of an issue. How do you get the detail normal to not also go onto the blush area? You have to mask both for them to both show up, but that means the blush also has normals, at least in my case. Or did you have a use case where it was okay to also have those normals on the blush area?

#

I found a super scuffed workaround for now, but it definitely messes with shading a little. On the blush UV map, if I make the UV island for the detail normals super tiny, then I can tile the detail normals to something outrageous (1000), so they're imperceptible on the rest of the blush but look fine on the area I want the normals. But it's so scuffed that I kind of feel bad for doing it, lmao

robust whale
#

but honestly that's a good solution

#

quest compatibility means scuffed solutions 🤷

wooden fable
#

It's okayish. The problem is that the normals look fine but it doesn't blur like a mask would, it just abruptly cuts off where the UV ends. So you get this sharp edge unless your texture lines up perfectly with your topology :') But I think a small adjustment to just remove this one quad from the UV should be.. acceptable.

wooden fable
robust whale
#

this is where the tile thing could come in handy as well

#

have the blush and nose (and any other areas that need to be masked into the detail maps) on the main tile, then have everything else moved over to another tile and set the wrap mode for your mask to clamp

#

depends on how your UVs are set up, you may not have to do this

wooden fable
#

I don't think it's necessary, but overall I don't want to mess with it too much since this seems to be working fine for now. My main focus is on the PC version and I want the blush to have good resolution there, so editing the UVs too much to stray away from that would make updating it harder in the future.

robust whale
#

ah yeah that's fair

wooden fable
#

Thank you so much for helping me out with this by the way, wouldn't have even realized there was a new shader in the first place nor how much it can do without your help :)

robust whale
#

of course!

ocean galleon
#

are there any shaders that are quest compatible capable of creating an outline

flint forge
#

Closest is with matcaps but mesh needs to be built around it.

steady idol
ocean galleon
#

VRChat/Mobile/Toon Standard (outline)

steady idol
flint forge
frosty glen
#

does anyone know if theres any shaders that can make things like tails fluffy looking without having to use blender? I'm new to unity & all that fun stuff still and I've been trying to find a way to make an avatar's tail fluffy without needing to use blender since my laptop crashes everytime i open blender... If not, I really hope that in the future there's a "fur" shader for quest! (apologies if this isnt the right spot to ask this question)

robust whale
steady idol
robust whale
#

if you want the textures to look fluffy, you can use toon standard or standard lite to use multiple maps for texture:

  • Albedo (colors)
  • Ambient Occlusion (shadows)
  • Normal map (changes the "shape" of the surface in terms of lighting, but doesn't actually change the model)
#

there are other maps available, but these are the most important

#

you can also try using a detail albedo and normal map with a noisey texture or the same normal map but tiled more in order to break up repetition

#

here are some variations on a fur texture from poiyomi, as well as a noise normal you can use. These are rather large textures (aside from the noise normal) so I would suggest setting them to a lower resolution

upbeat lava
#

Could someone with A LOT of knowledge of seting up custom avatar from blender to Unity help me. If bought a base off of gumroad and recoloered in in blender but idk how to import it to vrchat. And I have no idea how to use unity

#

This will be to import this avatar into quest

frosty glen
paper urchin
#

Heya!!! I have an issue I cant fix and need help with :( Basically I am importing my avi from PC to quest. Everything worked out, but now I struggle with this!
I added the shader "VRC/Mobile/Particles/Multiply" but my model still turns out like this when I upload it. But in Unity it looks normal and okay. Any help? :(

magic slate
#

exactly what part are we trying to fix here?

paper urchin
#

the sunglasses are supposed to be see through

magic slate
#

you can't do alpha transparency on quest

paper urchin
#

and the blue tint on the face

paper urchin
#

but it still turns out weird on my end

delicate quail
#

i mean, it makes sense that shader wasn't made for this

paper urchin
#

so particle shaders in general dont work? :(

magic slate
#

they're for particles

#

if they work on something else it's a bonus, but don't expect much

steady idol
paper urchin
#

i see

#

that sucks

#

but whatever. thanks for the help! :)

sweet dock
#

Can anyone help me with my avatar?

delicate quail
#

just say what issue you're having

bitter shale
#

I need help, so I'm trying to do a drop world object toggle and it won't work at all.

#

for quest specifically.

sweet dock
#

especially since the top lip is connected to a bone

civic sky
#

I've also seen quite a few avatars that are completely transparent too

steady idol
civic sky
steady idol
ocean galleon
#

im trying to create outlines on a model by having fl flipped normals on mesh. usually id just use solidify modifeir but i cant rely on it for anything with blend shapes. are there any alternatives that could work instead

#

shft+ d + normal flip doesnt work too good

robust whale
#

or just alt+s on basis

#

shift+d, flip normals, alt+s to scale. Make sure you have mirror editing turned off

ocean galleon
magic slate
#

modifiers apply to just the one mesh they're on, but (in most cases) to the whole mesh.

ocean galleon
#

i know that part but i never used the shape keys addon before

magic slate
#

oh that just applies the modifier

#

because you can't normally apply a modifier to a mesh object which has shape keys

ocean galleon
#

so basically the shape keys addon wont help with use of new modifeirs?

magic slate
#

I'm not sure what you mean?

ocean galleon
#
Blender addons

Shape Keys+ is an add-on that enhances the default Shape Keys panel, providing a more extensive panel filled with additional features for an efficient and streamlined workflow in creating, sorting, viewing, and driving shape keys. It is tailored for managing a substantial number of shape keys, aiming to reduce the time and effort for various […]

magic slate
#

oh - this isn't what I thought Sunshine was talking about, okay

ocean galleon
#

ye im trying to add an outline to a model that already has shape keys

magic slate
#

right, so the one I linked can do it.

ocean galleon
#

awsome thanks

#

for some reason i cant add it but it says it doesnt work well with things that change the vertice count

magic slate
#

yep, it doesn't

ocean galleon
#

an im trying to use solidify modifeir

#

i would just dupe the body of my model but that makes proportions weird

ocean galleon
#

hat i need is a mesh inflator

magic slate
#

scale with alt+s?

ocean galleon
#

yee that works with simple shapes but not with a body

#

like a head has a obvious center but a torso u got the hands an legs that create issue

#

cuz it focuses on center on the object instead of just expanding the mesh as a whole

#

like the solidify modifeir

brisk ibex
#

Isn’t that exactly what the shrink/fatten tool does though?

#

Are you using the shrink/fatten tool or the scale tool?

robust whale
robust whale
robust whale
#

that's different from just s

brisk ibex
#

I’m confused because they said they did that but it didn’t scale on the normals lol

robust whale
#

s = scale
alt+s = shrink/fatten (scale along normals)

magic slate
#

yeah I was wondering why that wouldn't work when I said it too

ocean galleon
#

that worked

magic slate
#

we did say it specifically 🙂

ocean galleon
#

well im dumb

#

missed it

magic slate
#

it happens. Glad it works though!

ocean galleon
#

thanks yall

stone bone
#

this is hard to explain but how do i get the lines not to be on my avi its making it hard to properly place stuff

#

like bro

magic slate
#

one of the options above the Scene view controls what's visible in the scene, including the grid, it looks like a # mark

quiet tree
#

okay so I'm having an issue that is persisting between entire different avatars/unity projects/bases i can upload any of them to pc just fine, but if i upload a quest version it will build and upload fine but it makes the avatar unable to use in game due to "security checks failed" all three of these are the exact same unity project just different blueprints,

quiet tree
#

a completely blank avatar project with just a cube also fails security checks im just completely unable to upload any avitar for quest platforms

robust whale
#

i'm thinking the sdk things it's an attempt to bypass restrictions so it flags it

pastel storm
#

"Too Many Avatars"!? It's okay, I found a fix to the bug:

- 1. Open their profile like you are going to friend them. Ensure you have "avatar shown".

- 2. Select the upper right hand corner square. Shows the bigger profile for more settings and options.

- 3. Scroll down to "Avatar Details" and select.

- 4. The avatar model on the right will load and so will your friend. :>

robust whale
#

this would be such an awesome feature

thorn harness
#

Anyone know why my textures look different when I use shaders made for quest?

arctic slate
magic slate
#

head over to the VRC Traders discord to commission artists, you'll just get scammers here.
Link is in #1204490664637890580

glad portal
#

Looks like something straight out of poiomi
If there's any way people are achieving this, let me know ;w;

I want to add this stuff to my characters too

robust whale
glad portal
#

Yeah I just checked the announcements

robust whale
#

came out a while ago now though, surprised you haven't heard of it, it was big news

#

just make sure your sdk is updated

glad portal
#

Well I haven't been able to join the server in almost a year, so I never heard about it until now

#

But now that I know I'm definitely updating my SDK :D

#

By the way I have one question

glad portal
robust whale
glad portal
#

Thank God ;w;

robust whale
#

well as long as it's not sdk 2

glad portal
#

I literally broke one of my projects trying to find this thing bro

robust whale
#

you can migrate to sdk3 from 2, but that's a bigger hassle and should've been done a looonng time ago if you haven't already

#

like years

#

you can't even upload from it anymore

glad portal
#

I don't know what version of the SDK I have but I know for sure it's definitely updated

#

So it shouldn't be that hard to get this one

thorn harness
#

Sorry for my 2 day late reply

#

Was busy with other stuff

arctic slate
#

in blender, select the mesh you're wanting to edit and under object data properties (the green icon) find the Vertex colours dropdown and remove any that might be on the mesh (by using the - button)

#

generally you dont need/want them on a model in the first place unless iirc you're wanting to use 0 textures

arctic slate
#

ah which blender version are you using?

visual trout
#

Can I commission someone to make me an avatar. Pm me looking for (eboy) creators

magic slate
magic slate
sinful cradle
#

Whenever I upload my quest avatar, the emissions just get ignored

steady idol
sinful cradle
#

Wdym

steady idol
#

You need to use the vrcsdk and mobile shaders

sinful cradle
#

I am? I'm using toon standard

steady idol
#

Latest sdk?

sinful cradle
#

yep

#

Its done this multiple times in different projects

steady idol
#

Animate the emission on

robust whale
icy trellis
#

Yo im looking for some desert eagle assets for an avatar as well as a hi smith and wesson five hundred magnum

sinful cradle
magic slate
#

ask specific questions, provide lots of information, don't ask to ask.

frozen lintel
#

Is there any mobile compatible shaders apart from the default ones in unity by any chance? Would love to have more variety in my avatars

magic slate
minor cedar
#

I saw a translucent shader on someone else's quest avatar, how can I achieve something like this? I use particles/additive on my avatar, but it shines too much

manic ore
minor cedar
manic ore
#

For blush I use the multiply particles shader, it makes it darker

minor cedar
minor cedar
manic ore
#

Not sure what you mean by that

raven tapir
robust whale
minor cedar
#

Now I want to ask, I'm asking this again without understanding how to do it. I'm talking about render queue, I need the avatar's eyebrows and eyelashes to show through the hair. I'm using toon standard shaders, but there isn't even a render queue field... What should I do?

robust whale
minor cedar
red ether
#

hey so im trying to upload an avatar, i got the pc version uploaded. i jsut casnt figure out the quest opne. i have android build support but it wont let me chose android as a publish option

delicate quail
#

did you try restarting unity

#

?

red ether
#

yes a few times

#

ive also reinstalled the android module too

delicate quail
#

correct unity version?

#

and can you post a screenshot of the android build support being added?

red ether
#

its version 2022.3.22f1

delicate quail
#

and in sdk Quest is grayed out?

#

hm

red ether
#

this is what it shows when i go look at the options

delicate quail
#

that's very weird

#

can you go to build settings and switch to android there?,

red ether
#

it doesnt work from there either :/

delicate quail
#

is there a download button there?

#

maybe

magic slate
#

likely you didn't install the android build tools

burnt mural
#

^ This. This should usually be selected if you downloaded unity and stuff via VCC. Otherwise you can go into your unity hub and install the missing platform there.
I'd have to check what i had to select

delicate quail
#

on the screenshots it shows as installed that's why I'm confused

mystic rapids
#

One message removed from a suspended account.

ornate wharf
#

Did quest add audiolink? I was in YTS and placed down the ref cube and it seemed to have audiolink? anyone know abt this??

dim cove
mystic rapids
robust whale
# ornate wharf Did quest add audiolink? I was in YTS and placed down the ref cube and it seemed...

Quest doesn't have or not have audiolink. Audiolink is shader-based, and only certain shaders are whitelisted for quest avatars (so no audiolink on avatars). Worlds can use any shader that works properly on android (so worlds can have audiolink on quest), while other features, such as stickers, emojis, and items, have 1st party (aka made by vrchat) content, meaning they can do whatever they want, and have used shaders for them on quest that wouldn't normally be allowed. Also, items are different from avatars, and while they use udon/soba (same programming language as worlds), it's unclear weather UGC items will be allowed to use custom shaders on quest, or only whitelisted shaders, and whether or not that whitelist will be the same if it exists. My bet is that we will have the same limits as avatars, or be limited by how many material slots we can have, but regardless the VRC devs can put whatever shader they want on them since.. they are the devs.

brazen steppe
#

i know people probably ask about this often, but is this ever going to be supported? the error message makes it sound like it's intended to be supported or maybe i'm doing something wrong. Multiply and and Additive both work from the same location so it doesn't really make sense. (but alpha blended looks the most accurate)

"Avatar uses unsupported shader 'VRChat/Mobile/Particles/Alpha Blended'. You can only use the shaders provided in 'VRChat/Mobile' for Quest avatars."

manic ore
brazen steppe
#

oh yeah, that sounds right

#

although... worlds will upload with any shader for quest with a warning

flint forge
#

I think the reason why they haven't changed it is because the shaders are included in the base SDK and therefore they can't change it easily, things would break if they move the location.

brazen steppe
#

ah ok, ty guys

hot sparrow
#

I wish to ask if vfx graphs are supported on quest avatars or not

#

Just need to make sure before I pour the next few weeks in learning it and I don't want to check, as it is 3:24 am and I am not reopening my laptop just to check

sonic canopy
#

Will toon standard have more options in future?

#

Id do many things for cutoff or transparency 🥲

magic slate
delicate quail
boreal tulip
#

Do anyone know how yo fix that avatar grainy Graphics on meta quest 3. I have not been on vr in a long time. I remember that on meta quest 2 it wasn't like this. Please help.

magic slate
#

are you seeing someone's fallback?

boreal tulip
#

Im not sure

magic slate
#

look at their nameplate, it should say clearly

boreal tulip
#

yes

magic slate
#

You'd have to show their avatar then, to see the full version. If one exists.

#

of course, at the expense of your performance.

boreal tulip
#

so how do i fix everyone to be decent quality avatars all at once without going to one by one

magic slate
#

you don't

boreal tulip
#

thats crazy

magic slate
#

Very Poor is blocked by default on standalone headsets, since it's a major performance concern

#

like leading to just crashing your headset

boreal tulip
#

it never used to be like that back when was just meta quest 2 before 3

magic slate
#

Yes it did, this hasn't changed

#

possibly you were seeing fewer very poor avatars then

boreal tulip
#

Weird, when i played it then i never had those things

#

thx tho

flint forge
magic slate
#

oh right - impostors probably didn't exist then

slim galleon
#

How do I reduce contact components

#

Not sure what I even did to get that many

raven tapir
gloomy gust
#

Anyone know the name of this model if so please dm me it or dm me the files

delicate quail
#

and don't ask for DMs here, you'll get scammers

brisk ibex
fringe zenith
#

Any1 know any good fnaf??

gloomy gust
steady idol
#

like you arent entitled to anything just because you want it

magic slate
#

yeah I felt like I missed the context there

gloomy gust
steady idol
gloomy gust
steady idol
#

you also said you "called out"

steady idol
#

like was it a whole you asked the creator for the avatar they said it was private then you got pissy and "called them out"

magic slate
#

there shouldn't be anything wrong with a creator keeping an avatar private.

robust whale
#

I had someone rip my public avatars (???) And threaten to dox me over having private avatars/doing private commissions

#

I think he did it just to piss me off bc he ripped a commission I did (idc) and a public avatar of me/my sona (I also don't care)

#

He said he hated all avatar creators that made private avatars

magic slate
#

what, because all content should be free for the taking? what incentivizes creators then?

#

I find those people are also not the type to be a patron either. so F them.

magic slate
minor cedar
#

I found a legal way to increase the amount of physics simulation in the quest avatar. To do this, you need to use rotation constraint on adjacent bones and bind them to bones that have physbone, so bones without physbone will be able to simulate movements. I think this technique is great for hair

robust whale
pale cloud
#

I keep getting this error, but there doesnt seem to be any other options for shaders

magic slate
pale cloud
#

ahh ok ty

worldly magnet
worldly magnet
#

That goes against tos 🧍

gloomy gust
worldly magnet
gloomy gust
worldly magnet
#

You need the link to purchase the files lol

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Even if the asset's or avi is free

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Lol

#

🧍

gloomy gust
worldly magnet
#

Again they are who different things

#

If you found a texture on Jinxy or gumroad that you like you'll have to click it (the link) and you'll still have to press a button to "purchase" the files

#

Like you said most of the avis or whatever you like are free, but you still have to click a button to download (purchase) it

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🧍

#

Either way @gloomy gust

#

It's a private personal model

#

"Not for sale or public"

#

You're welcome

gloomy gust
gloomy gust
worldly magnet
#

That's her model, you must be thinking of a different model gang

#

I've seen similar ones to it b4

gloomy gust
#

Ik what im talking about

worldly magnet
#

I don't think you do

#

It's most likely the same base or head model you've seen

#

As I said I've seen multiple that's looked similar

gloomy gust
#

Body and head

#

Only thing different was cloths thats it

worldly magnet
#

Uh huh

#

Yeah no

#

Private custom ┐⁠(⁠ ⁠∵⁠ ⁠)⁠┌

gloomy gust
#

At this point your just getting annoying so ima just block you

worldly magnet
#

Block me all U want I'm just trying to give you the information that you can't get this avi bcs it's a custom

lyric cipher
#

Bruv. What did I just read. Tryna explain something I totally understand just for the 🤡 to block them because they to 👶 to understand.

#

Yes I just filtered my words with fitting emojis...

minor cedar
#

Help please, I use parent constraint and rotation constraint for the character's dress, because I already have the physbone limit. There are two layers on the dress, how can I make it so that the top and bottom of the dress do not touch and the bottom does not climb into the top

shy needle
#

Are there avatars already built for quest bhaptics suits

robust whale
#

if the public version is now gone, then it was probably taken down because it was a ripped model.

robust whale
# shy needle Are there avatars already built for quest bhaptics suits

I haven't seen any public ones, but if you have files to an avatar you would like to add it to, it's not too difficult. Here is the tutorial I followed: https://www.youtube.com/watch?v=QCtdo5_cYdk

Also, if it doesn't already, make sure to set all contacts to "local only", which should now prevent them from counting against your performance ranking.

This Tutorial Will Show You The Full Steps To Adding bHaptics To Your Avatar Within Unity!

bHaptics Unitypackage: https://github.com/HerpDerpinstine/bHapticsOSC
av3-animator-as-code: https://github.com/hai-vr/av3-animator-as-code

Ampwave Avatar: https://jinapark.gumr...

▶ Play video
robust whale
shy needle
#

I will

worldly magnet
worldly magnet
robust whale
burnt nest
#

could anyone recommend any actually good avatar worlds with girl skins?

arctic slate
south atlas
#

can anyone give me vrc+?

sonic canopy
#

will toon standard have more options for quest in future?

#

i reall want the outline version work for quest too 😭

#

ik it doubles the meshes and ups the size but for some avis it wouldnt hurt. there are tons of avis with outlines made in blender and works pretty good on quest

arctic slate
#

it only works good if the model is optimized in a way that can support faking outlines, most models uploaded for quest barely fit within the limits set already because people do the bare minimum so its not really all that realistic of an option unless they lowered the avatar size limits even more

worldly magnet
#

This is what blue sabre said

steady idol