#avatar-quest
1 messages · Page 21 of 1
avatar audio is not available on Quest
dang
Anyone know of a female avi with a smart phone
Anyone know any cute free Chubby girl avatars?
How do I use this?
make a post I guess? I've never done it
how do i upload an avatar i bought to my quest ?
are you familiar with pc uploads already?
its the same concept except you tick "android" in the upload menu instead of "windows"
but ofc youll need the android module beforehand of u dont have it already
hi I neep help so I was trying to add a Item for my avatar and some reason its invisible I don't know whats going on and vrcfury is not fixing it I don't know what to do heres a image on the object but its not there
what is said "object"
what exactly do you expect vrcfury to do if the object iself isnt there
i am not, this is my first purchase 
o
In this video you will learn how to upload VRChat avatars that you purchased on Gumroad, Payhip, Booth or other platforms for both PC and Quest.
This tutorial is aimed at complete beginners that newer touched Unity or anything like that.
0:00 What do you need to be able to upload avatars
1:22 Creating a new avatar project
3:43 Login into the V...
aaaaa tysm !!!!!
holy unoptimized, but its definitely the face mesh. what does select take you to?
go to lipsync (or view i cant remember) and drag the face (or body if they're merged) mesh into the slot
then choose the correct viesemes for each sound
^^^^^ this; your main focus is the inspector tab
wheres that at
waitnvm
this is what it says
drag in whatever mesh is your face's (likely listed as head or body) from the left of your screen (close the armature dropdown here to find it quicker) into there
i dont see armature anywhere but i see it on the avi thing
you're not dragging the armature into that slot
choose the one listed as Body, its likely your face's mesh
ohhh aight
oh yeah i see it all
its letting me upload it now appreciate yall
its saying this now
It’s saying It failed to upload it
nvm guys i fixed it
so how the hell do i make it so it shows up like the second image???? im trying to make this avatar quest compatible and i genuinely cant figure it out. this tutorial is recent too so i just dont know what to do
im very new to uploading so any help is appreciated 👍
nevermind i figured it out bruh im literally so smart im cracked at avatars
nevermind i did not figure it out bruh
im uploading my purchased avi and i cant get past the step where i open the project after creating it in creator companion ?
it wont show up under the projects tab
even tho when i go to 'create new project' and click 'pick new folder' i can see the folder the project is under
did i do something wrong or miss a step ?
what does the error says?
that's the thing it doesn't give me an error. it says "creating project" and when it's done loading it doesn't show up at all under my projects tab
based rindo
after the new builder menu, how uploading to quest works?
I need to mark Windows + quest and upload, or I can only mark quest, make my quest version and upload with the same name?
i already have a windows version of the avi
as long as the model uses the same Blueprint ID in the pipline manager as the PC version it should just upload a quest varitation for it
why is the Alpha Blended shader IN THE MOBILE SECTION not allowed??
It's for worlds. The error message is the stupidest error message though
Additive and multiply work sometimes
Some cases, it will white out in game for many and specific secret reasons that vrchat changes with updates randomly
Try adding an existing project (click the arrow on the create project button) and find the project in the files.
how can i get a vroi avatar into my vrc account through vcc and unity? i've been researching and none of what im seeing is helping and i need help
vroid? there are quite a lot of tutorials on this
I'd suggest using the VRM importer plugin for Blender, then exporting from there as FBX into Unity. Then it's the same as any other model.
i've been doing that but everytime i try to download which ever vrm it's asking me, it just bring me to unity with the icon glowing yellow and i cant find it anymore unless im stupid and not looking hard enough lol, it's my first time ever doing this and it's already a pain 🥲
I have no idea what that means, but feel free to share some screenshots or error messages
Bro this update has been killing my work
People have been messaging me about why the flashlight for the MD avatar for quest don't work anymore :(
I think this update is actually killing my avatar
constant complaining in here about it isnt gonna change anything. you're not gonna farm sympathy points here man, literally all you've done the past 2 days is whine that your bypass got patched
go make a canny post about it or sumn if you actually want a chance at it getting reverted (though its majorly unlikely)
Why are all of you guys so damn mean
This is exactly why I hate the PC players of VRchat
not a PC player but go off
The only people who seem to actually understand me are the quest users
Bro I don't care about your opinion, I'm just expressing my frustration
which isnt what this channel is meant for
I know I ain't going to do anything reverting the change.
not about being mean but expressing it here won't get you anything
Cool
I don't really care
I'm annoyed currently and have been getting nothing but constant disrespect from this community for over a year now
lmao, if you're not gonna follow the rules set by the discord and be pissy all the time nobody is gonna act friendly with you
not sure why that's hard 2 understand
Broke this update is killing the only Avatar I was able to make successful
Of course I'm mad
But what this server members has to do with you being mad.
I wasn't even arguing to you guys to begin with
And mentioning this to the actual developers will only give me the same outcome I had last time
theres nothing that people in this server can do to resolve you're issues though?? + id imagine the majority of users here arent fans of bypassing to being with.
again make a post at the canny, its gotten stuff reverted or changed in the past before its just a matter of others deeming it worth needing a change
What even is the canny
Please check out the following guidelines before suggesting a feature! Off-topic posts will be deleted.
http://bit.ly/vrchat-feature-requests
I'll see
But I know this will be pointless
I'll just have to watch my avatar die off because of a small flashlight that used to work
used to work via a bypass, again breaking bypasses breaks the community guidelines be glad they dont generally issue bans over stuff like that
Dude there was prefabs for this
I try to avoid that stuff.
so because you found a prefab on a pirater/ripper site it should be okay to do? people whom use those sites generally have no morals or care for if other users experiences suffer
jeez...
also you should delete that screenshot
So now you're calling me a bad person, that's cool
if you use stolen stuff and are trying to defend the usage of it? yeah you're a bad person
lmao
I do not use stolen shit bro
Whenever I use the prefab I make my own flashlight model
Get it right >:(
okay then not a bad person but still a gross mindset, really doesnt change my suggestions or view of you :P
hope you get better man
I'm just mad because I used the flashlight a lot for games like horror stuff.
This update basically halted ALL of my avatars
The ones I didn't even get a chance to finish can no longer be updated just to ensure the flashlight stays working
Is there not a way to make a flashlight that doesn't break bypasses?
lights aren't allowed on quest avatars, so no, not possible.
how do i make a togglable animation that loops? based on what im seeing in unity just setting the animation to loop doesnt work - it loops fine in the animation preview but when pressing play and using gesture manager it doesnt loop at all
what is your fx setup for the toggle?
in the unity animator or where?
in animator yes. Where you made the toggle. On the avatar descriptor you can find the FX animator and click it, it will open it for you
thats the animation window. Find the FX animator in the avatar descriptor and click the fx to open it in the animator (not animation) window
animator window looks like this
try making a new layer for the loop toggle. Make it look like the image I sent
so like one that it goes into that has the actual effect and then drops back to a neutral position?
yes.
the off state has no animation. The loop state just has the looping animation
the transitions check for the parameter to be true, and then for the parameter to be false respectively
ok changed it to this - it still only plays the first frame of the animation and stops :P
no do i need to?
what else is in this layer, if there's an AnyState situation going on here?
its a bunch of other expressions that are all controlled by one 'emotion' parameter
(when emotion = 1 do emotion 1, when emotion = 2 do emotion 2 etc.)
ok, so your loop is controlled by this emotion param?
none of them should interfere with this because they cannot run multiple at once
oh ok yeah, only one thing in this layer will be active at any given time.
the loop starts when the param is set to 8 and it should continue until that value changes, but as is now the first frame of the animation plays when the param is set to 8 and it doesnt progress further (swaps out when the value changes)
the problem with using anystate is that it doesn't give us the off state and on state set up. You might need a new layer to handle the loop specifically.
so like the true would be param = 8
and the false would be param =/= 8
you don't have "can transition to self" checked on any of those anystate transitions, do you?
where would i see that
you do not want this.
probably, yep
ok that might fix it, let me know if it doesn
if it doesn't fix it, might need a seperate layer
yeap that was it
time to go through and change all of my layers to disable that (why is it on by default 💀)
yo why am i getting this error on reimporting my avi's model
that bone shouldnt affect the rig's overall layout
i cant enter play mode because gogo loco hates the fact that my model has a root for the physbones
ah wait got it
after i added a bone parented to the head containing the face, rather than just having all of the face parts be attached to the head bone, whenever i enter play mode they lock into place above where their intended position is, no matter where in the scene the face bone is - it can be really far away and no matter what they always snap to this one point and idk how to fix it
ah it was one of my default anims nvm
ooo i love seeing other reb00t userss 

Hello, could someone help me upload an avatar on VRChat? (or if you know someone who can put avatars on VRChat ;-;)
There's plenty of videos on this
account sharing is an unsafe practice especially between random users, if you really cant upload a model yourself and its a purchased model contact its creator about it
is there a way to make a billboarded object on your avatar for quest or does that require PC only shaders
you can do it with particles
Only particles can do that
does someone have a link to a step by step on uploading an avatar i purchased to my quest ?
Welcome to the third edition of my basic avatar setup tutorial! This video focuses on how to use the VRChat Creator Companion to set up your project, import your avatar files, and set up eye look and lip sync! I hope it helps you out!
Join my Discord! 💬🛠️
https://discord.gg/PrzeWMNqKG
Buy me a coffee! ☕💝
https://ko-fi.com/sippbox
...
this says 2023, is it still up to date on the process ?
pretty much. might not look exactly the same but close enough.
alright sounds good !!!! tysm :3
Bro I swear, I really hate when this happens..
So basically I was uploading an avatar, the physbone count was 71, normal but a little bit over the quest standard
I brought it down and uploaded it, the ears and stuff was stiff, so I decided to check the physbones
WHY DOES IT SAY 166
I'm like, genuinely so exhausted
I don't even know what I did wrong bro :(
are you adding anything with scripts like VRCFury during the upload?
The only time I use VRC fury is when adding emotes and Google logo
Everything else is made by hand
I just really want help man
I genuinely feel like I'm the only person who always has this issue
But the problem is that the numbers are not accurate
did you count?
I have to count every bone?
you said they aren't accurate...
That's because I know what is the correct amount..
There are two ears, both has 4 bones.
A tail, that has 7.
The chest tuff has one, there's 2, so that makes 2.
There's one object that has the same properties as the tuff, another object that has 8 bones + another set of armature which adds another 8
Another one which has 5 + another armature which adds an extra 5
We also have to include all the leaf bones
Adding that together left me with 52 overall physbones
please, I just need help 😭
There is no other "rest"
That's all I added to the character
it's counting something though
Before some reason it adds up to 71
You know what I think I know what it's counting :3
no
Ghost components! :D
Listen
I made this project before, and every time I updated the character more and more physbones were added to it even though they didn't exist on the avatar.
I'm guessing the same thing is happening to this character, but way more severe than the first one.
I didn't say that at all
I don't believe there is such a thing as "ghost components" though.
That's what the stupid AI thing said the first time I tried asking for help on this
I've not yet met an "AI" thing that was worth talking to.
I'm just clueless :(
This issue or whatever it is is genuinely aggravating
I've tried to research everything I could to find out what the issue is, and I think I'm the only person to ever have it
I'm guessing it's another one of those things
Then I just can't fix 😔
@unreal holly Hello. I was wondering if I can get my hands on Area 51 Alien Model. I want to put it in my scene, so I decided to ask you directly.
When you export from blender. Make sure to uncheck ”add leafbones” it adds extra bones to the end of all bone chains
Oh wait you said you included them
Erm
Goodluck? Its probably some obvious thing that nobody remembers to check or look at
I probably have to remake the fucking project again >:(
I swear, shit like this is the reason why I would quit making avatars bro
It’s a Unity Asset store character, you can find it here:
https://assetstore.unity.com/packages/3d/characters/humanoids/sci-fi/alien-grey-28059
is audio link just completely unusable on quest could i not make an animation clip and somehow link that to the audio link instead of using a shader like poiyomi, i just want to adjust the emission intensity on toon standard, is there any way i can make that happen or does audio link just not work at all on quest
pretty sure audiolink isnt possible on quest avatars currently
it can be done for worlds maybe and be kinda used with the little items things that vrchat added but thats about it
No, that can't work.
Putting it really simply, audiolink only exists on the GPU (the chip doing the renderering), it is using one of very few ways to do any sort of communication between an avatar and a world, in this case the world makes a global texture available and any shader that knows to look for it can find and use it.
The logical, CPU, side has basically no idea any of this is going on and even if it did there is no uncompromising way to send data similarly.
It could work if the Quest shaders supported it, but they don't.
Audiolink is entirely a community made feature.
How do I add
A. Lights to my avatar
B. Sword slashing effects (I could
C. particle trail
model the slash or smth if needed I need help trying this in general )
(Even a answer to one will help)
you cant have lights on quest
I’ve seen flashlights tho
you cant have light sources on quest
any time you have seen it would be a bypass
Well how do I do that?
you don't bypass.
all bypass methods got patch and update or two ago but even if there were still a working one nobody here would assist with setting it up
Thank you man, You are a lifesaver
You dont?
Like it should be a no brainer that you shouldnt bypass the restrictions
They are there for a reason
the 'flashlights' you've seen are more likely just cones with translucent white textures that make objects behind them appear brighter, though they dont function as actual light sources, just white filters
Unlikely, it was entirely possible to put full on lights on Quest avatars without a modded sdk, but the server-side checks now detect them.
that was a thing? sounds cool, until you realize it would fuck over the quest players
If I made a Canny post for a quest feature request, am I allowed to post it here, like to advertise?
I think it would be cool if vrchat made a VRCAudio Component that was more optimised for vrchat so that it could be quest compatible
#feature-requests possibly
but you probably won't see audio on quest
probably for a while sadly
Hello
Oh is THAT what leaf bones are
ya!
I’ve always been told to turn them off without knowing what they are
they can be usefull to leave on sometimes. depends on the situation
Do they even register when you set humanoid
They appear in unity. But arent weightpainted to anything
But usefull for physbones…. Since a physbone usualy NEEDS an end bone. A leafbone and an end bone is the same thing
If you put a physbone on a single bone it wont move. But if you put it on a bone with a leaf bone. It will move
I’ve always just set my physbones end manually with the component
Im too lazy for that XD
but that also works
Probably better to do that for quest but overall. It does the same thing
I don’t use physbones very often so it’s never been an issue
I rely on them too much XD
Ok i had a question idk if you’d know the answer or not
I see a lot of avatars with absurd amounts of bones but not many physbones why is that
Like where exactly are the bones on the avatar
cause people suck at making avatars
Oh lol
duplicates of the whole armature from multiple outfits for some reason.
as said: people suck at making avatars
I over optimize the shit out of my avatars
One thing though the quest ratings system pmo
How is 20001 tris very poor when every other stat is excellent
i try to, but sometimes im lazy and my avatars end up poor rated instead of good or medium
cause the quest is a shitty phone strapped to your head. weak hardware cant render as much
whenever i make my stuff quest compatible i do it overkill... i just remesh my whole PC avatar and bake the textures onto that XD
What i meant is that the ratings system should be points based or something
One stat going over the limit tanking the rating is so stupid
- like 80% of the “quest compatible” avatars have 300k tris, 100 materials, and 50 skinned meshes
How would I go abt rigging this?
well the bottom half
i should say
would that be entering more custom rig and not humoid rigs?
It'll still need to be "humanoid" to Unity if you want the arms to move and have an IK, you could simply have the entire lower half rigged to the hip
hard to say without seeing the actual armature
ooh scrolling down to present is good, don't forget to do it
Id do it on a third leg that you later add rotation constraint to follow both real legs
that might look cursed tho 😅
Sigh... it doesnt matter anyways, the whole model was one object 💔
Id have to take it from the actual game if I really want the model
nothin' wrong with it all being one object
heyo! so i'm extremely new to making avatars and im trying to make one for myself but i keep running into the same issue of not being able to upload to android, can anyone help?
provide detail - error message or something
i just cant select android when trying to change the build
Yall I just got my butt beat by a black panther man iqt
I realized on Quest the blush for my avatar is INSANE, but I don't know how to delete it or where to even find it my hierarchy.
can someone help me fix this error please
It's usually attached to the body or face mesh. Go find the facial expression animations and edit them. Remove the shapekeys for the blush and it should not come out
Says it's mipmaps, it wants you to enable mipmap streaming
Usually there is an auto fix option at the top of validations
where do I go to fix this because I was converting my avatar to quest and it was at 10.01mb and when I lower one last texture it hit me with this?
is it still possible to upload for ios/fallback?
it may not be textures - might be blendshapes, or meshes
Looks like you tried uploading an avatar that you do now own. Make sure you are logged in to the right account, and create a new avatar / blueprint id or copy one from the avatar if you already uploaded it
Is this that weird vrc server? In here
I dont see myself asking for a avatar
I knew they cost money
That y i never asked.
Anyone to make me one
I have no idea what that means 😭
Click on your avatar, find the vrchat descriptor and find playable layers in inspector. Then click FX. The first couple of layers will be your facial expression layers. Click on one, and see the boxes for point, open, peace, etc.
Then click the animation in the inspector and you can delete any blend shape in the animation that says 'blush' or something like that. Do that for all the facial animations.
can someone help? when i upload an avater the vrc pov is a little above their head. and the toggles dont show up
Make sure your view point is set correctly.
I suggest setting it between the head, slightly sticking out of it.
That way, if you look down in vr, you won't look inside your body.
If your toggles are missing, also make sure you set the fx layer and stuff
Both can be found in the avatar descriptor
I fixed that, but now when I move her head, only her head moves and not her POV/sight
Wtf xd
And all her toggles are on at once, took so long to take all her hairs off to get to her eyes XD
What did you do lmao
I'm not sure Im afraid its something I didn't do but also Idk. Shes my first upload
what tutorial is followed?
Uploading an avatar to VRChat in 2025 is super easy. In just 4 minutes, Madeline walks you through the whole process step by step using MoyashiChan’s Quanstella avatar from Virtual Market (Vket). You can even download this avatar using the link below and follow along to learn how to upload your first model to VRChat!
A huge shoutout to Moyas...
vive making vrchat tutorial, wtf

unity is somehow saying this is not a humanoid rig even tho ive uploaded avatars with rigs that look EXACTLY like this before
it said smth abt having to rename a object so I did and its STILL complaining abt the object ALREADY renamed
So my way of fixing it is Enforce T-Pose so I do that
and it DOESNT SAVE even after hitting apply
so everytime i try to fix it Unity RESETS itselrf
I have No idea why its causing so many problems now when ive been doing this exact process for abt 4 days now
That leads me to believe you have import messages on your rig, check this area and show what the error is
it only talks abt this
and i renamed that head object
and for some reaosn its still complaining abt it even tho its gone already
you look to have multiple head objects, you need to fix this in blender and overwrite the FBX, this can't be fixed within Unity
I just rerigged the whole avatar for the 3rd time and its still complaining abt the same things that dont exist
I dont get it
i use this Same rig for EVERYTHING
why is this model in particual causing problems
I use the same rig cus ik it WORKS
Okay well i re-rigged it and now its complaining abt smth else
Shoulders look a little weird, but given that model, that's probably fine. We'd have to see the hierarchy to provide more detail - seems like you have duplicated stuff on that avatar.
not sure why you have a Left Leg under Right Toe - might want to investigate that
yeah the rig looks all sorts of messed up
this is what I always do
its how i rig r6 roblox avatars and they never have a problem
EXCEPT this one
I dont personally assign stuff i like unity do that and I fix the red
And then it works
it's not about assigning things
The error message clearly says you can't have other objects the same name as a humanoid bone, and here it strongly suggests that's an error, so again, I ask what is that bone doing there?
heres one that works that uses the same rig structure
I dunno ig thats just where it put it
no, that's not the same, those bones are differently named
you don't know what that bone is?
huh.
okay.
i barely know anything abt rigging all ik is that what i was doing was working
again, it's not the same as your "working" one even if we ignore what that bone might be
I'd suggest not having stray bones that don't do anything though.
does this mean i have to rerig it again
not from scratch, I'd just go see what that weird bone is, and if it doesn't do anything, delete it
i wouldnt know what that bone is its a pretty simple rig
it's not shown there for some reason, but it was shown in your unity hierarchy
this image looks reasonable, but doesn't match what you showed in Unity, so.....
no everything here is what gets ported into unity
Based on images you have shown, I think that is not true
ill try rq
i revealed hidden and it didnt do anything
every bone there is the same on unity
or ig apparently not
cus ig new bones spawn in now
look in the hierarchy, not the 3D view
make sure if you use bone collections, they are all visible
(I use them a LOT)
seems to be the same
open up left foot to be sure
but yeah, seems right.
did you do some weird merging in unity? Try dragging a new copy of your .fbx into the scene and see what that looks like
okay well all the bones from the unity project has moved into the blender project so i literally have NO idea where these extra bones come from
not sure how bones from unity move into blender?
well ig i shouldve said that i have no idea where the .fbx got all the extra bones from
... so are they in blender or just unity?
well what i can tell is that when i make the rig and export it as a .FBX for some reason the rig gets super complicated and by time it gets into unity and that stupid mess
so its neither blender or unity its the .fbx
id assume
I'm definitely not sure what would randomly add a leg bone below your foot bone
Im just gonna grab the rig of the model that worked and see if i can force it to work
cus if the rig of my other model worked then maybe im just using an outdated template or smth
Im gonna do it this time
same rig
different results
how
did unity have like a update?????
or smth that breaks ALL of my rigs??
Unity doesn't update by itself, you keep the exact editor you install
Standard lite is washing out my textures for some reason?
can you show the shader settings?
tada
Anyone knows how to add seats to my avi on quest?
You add the vrc_station component, you can't add and edit a collider like you do on PC, but a station missing a collider will create a collider on its own so it will still work.
Only way to turn it off and on that I am aware of on Quest is to move the entire station really far away, might be some other way.
Oh I see so if I add it for quest I can't turn them off.
Thank you I'll try that!
i'm making a Quest version of my avatar, how can i make this material transparent/invisible ?
You can't use alpha transparency on quest, ideally delete the mesh you want to be transparent.
Just mess around with the metalic and smoothness. For warhammer avatars i see 0.7 and 0.8
Is star wars and I made the textures myself so
im not sure what triggered it
I can tell dwwwww
But yea id say mess around with the smoothness
I also substance my own textures
I was it didnt fix anything like it seems like the occlusion got busted?
Ussually if i see that i just mess around with the smoothness
Guh
Weird
Put in your secind normal map
See if that fixes it
No you only use one
Put your normal map here
I js noticed it
Idk if like
Itll fix it
But it ussually does for me
noted...
Mb queen am i being to gay 💔
o no is ok
LMAO
Nooooo
when I get home (on campus rn) ill mess with it
Okiiii
Question
What do i do if i get stuck in a crasher avatar that crashes my headsrt whenever i try loading in to vrchat, and I cant sign in to the website and swotch it that way because when I merged accounts a few years aho, it merged the wrong way and now my meta account has the otger vrchat account name, oh and also yes I did try uninstalling and reinstalling, and bo i dont know where to find the clear cache button outside of vrchat in the new update
Please help, i couldnt find the support channel
hold Y and B on your controllers whilst loading into the game until you notice you get past the time you usually crash and are in a robot avatar
improved the normals quality sure but textures are still washed
fixed!
"specular light probe hack"
Is there a quest compat shader to remove the black
I wish alpha blended was quest compatible
It should be
Theres no reason not to
Quest CAN handle it
if it something that requires transparency then just take the mesh to blender and use the knife tool to cutout the mesh around the texture
Yeah it can do it, but not well, the hardware literally doesn't handle transparency as well as PC hardware.
I have a avatar i bought but it doesnt have a quest ver. so being a noob with unity I converted all the stuff except all the outfit and hair is ON but not visible from hierachy or any toggle to turn them off, what can I do to turn off some items?
The outfit and hair are likely merged into one mesh or hidden under blendshapes check the Skinned Mesh Renderer or separate them in Blender to toggle them.
what is skinned mesh renderer?
the component on your mesh object that renders it, if it's "skinned", or weighted to move with an armature
wth XD
did you just export from blender into unity? did you not set "apply scalings" to "FBX All" in Blender's export dialog?
i did not
probably you want to do that.
now the model is invisible ... i wanna die
You need a raise, you've been here for too long helping people out
I support this idea
Hey
I tried it out and it didn't work 😕
Nvm! It did but i can't sit in them
remember that you can't sit in your own stations
does anyone know why alpha multiply isnt allowed on quest avis if it is on worlds? is it particularily taxing on the GPU or something hence its ban? i feel like out of any material it would be the most worth to add in out of any disabled shaders
yep, Alpha transparency is heavy on the GPU
Worlds are, ideally, a curated experience where a skilled world creator knows to not stack transparency, but with avatars it is uncontrolled and you don't know the situation beforehand, could be no transparency one second and tens of transparent materials the next.
And mobile GPUs, like the Quest GPUs, were optimized for mobile workloads in such a way that it also just straight up doesn't handle transparency well compared to PC hardware.
VRChat/Mobile/Particles/Multiply with no texture should do it
i need help with the blueprint id because when i go to content manager in the verchat sdk it doesnt show the avatar and the copy id thing to copy the blueprint id
@fluid kiln could you help?
i used blendshapes to remove it
is additive particle shader the only way to get transparency on quest?
I think so
You can also use multiply though
Downside is you cant shade them or add matcaps and reflections
yeah, hmmm
im comfused on the multiply thing
additive is way too bright, multiply is way to dark, thats fun
im making an avatar for a friend and he has this fluffy tail thing, and i decided to just do it with a couple of planes and a transparent texture, alpha blended could look perfect for it but of course that doesnt work :V
Either SDK is broken or you aren't logged into the correct account, I am leaning towards latter.
Tf happened to particle lighting
You mean using particle systems to hide lights from the metrics?
I got it
you mean something that wasnt meant to exist?
I noticed that too before, looks like something messed with the lighting settings or shaders. Did it break after an update?
adding lights via particles to quest avatars wasnt an intended feature
But it was a smart and optimized way to do avatar lighting on quest
Optimized when not on, sure.
that is VERY incorrect
particle lights are still lights
they are in fact even less optimized than a regular light component
Well the way friend did it on their avatars it worked pretty well
it was entirely unintended as lights arent allowed on quest AT ALL
you doing the particle thing was exploiting a bug
lights are very performance heavy even for pc
yeah I imagine that being really disruptive on a Quest except in the most ideal conditions
For me it never lagged me
easily causes crashing
Unless it was like a crasher than yeah ofc but like
good for you?
you arent the ENTIRE platform
particle lights were never allowed and it was inevitable that it was going to be patched
Hm it would be awesome to have a avatar lighting system on quest though
the quest is literally mobile hardware strapped to your face
if its causing issues on pc
then it sure as hell will on quest
yea no
realtime lighting is AWFUL in every regard
even for worlds
there is no possible way for it to be optimized enough to be allowed
Then why not a baked lighting system for avatars?
It's practically just a texture overlayed on top of another
do you not know what baking lighting is?
like yknow? baked? not moving?
baked lighting cant just be freely moved
thats not how it works
I don't mean like LITTERAL baked lighting
I mean something equivalent to it
Like say you have the lights set up in unity
And it bakes the lighting to the texture itself and makes it have emission so it glows
I mean one of my friends basically did that with their avatar and it works perfectly fine
thats not how that works
None of this works on avatars because they're entirely dynamic
avatars are in fact not static
In a world you can have emission light other surfaces because you're baking the lighting
baking time at best takes several minutes
you also cant just expect it to behave like realtime
it glowing is realtime with extra steps
Gonna shove this thing on quest, what we thinking about my beautiful old prince?
I'm making a png avatar for my friend, is there any way to remove the black background for quest or do I have to make a new mesh, if so, how?
Quest cant have transparency
i feel it too i have a low poly butterfly that has 2d plane wings now i have to make the wings high poly for the block pixelated wings
we cant make optimized a thing. we can add pets stickers (stickers use what i would assume cutout/transparency shader) and emojis same goes for it like come on vrchat saying we need to optimize look at what your doing
Transparency can run on quest
But its like driving in first gear on the highway
Its incredibly slow to process
So its used sparingly and in complete control of the devs
Yall be careful of the avatar Ghoul Whisker by CementoO
Its one of thosr avis that crash you when you try loading it
rather then putting the model name here report it properly at https://vrch.at/support
putting the name here just provides malicious users with another avatar to harass others in
might aswell just go in blender and use the knife tool to cut out the blacks in the image
Sweet ive been tryna find the repirt thing for a while, im kinda dumb so its hard for me to find stuff
Seems like it always ran fine before
Quest can process it in quantities
Obviously large groups with 15 transparent materials would be laggy and crashy lol
In a small controlled group, it runs just fine tho
Im still extremely salty that Quest gets functions removed just because "it cant handle it" as if its like some old blackberry or something
My guy
The hardware literally doesnt have what it needs to process it
Whats needed to process it?
The chip used cant handle transparency properly
The CPU chip?
Not sure which chip but they stated that its one of the reasons
It uses a snapdragon XR2
the quest gpu can obviously do transparency, but it is very taxing
I know it cant be limited to a "number of transparent materials" thing. but why cant there be some replacement?
I just want something for hair
Its awful in its natural state
Replace it with what exactly?
Its either opaque or its not
There has to be some form of thing able to be utilized
Or just let us use alpha blended overall
Additive and multiply work too
Couldnt something similar to additive be used then?
If there was an option they wouldve given it to you by now
i mean there is the particle additive shader, im pretty sure that's allowed for quest uploads
It is, but what if there was a shader that was additive but less bright so it looks like proper transparency
Even if its still noticable
Like the devs are actively always looking for alternatives
Thats not how additive works
Its the texture added to whats behind it
How <\3
using the quest Particle Additive and Particle Multiply shaders, i figured out how to make transparency on quest
lookatda the message above, and see if it helps
put da multiply layer a lil behind too
and prolly set the multiply layers render queue -1 from the additives render queue
thanks man its slightly transparent but it works 🥹
i havent tested if it works in-game on quest though, so hope it actually looks how it does in unity
asking for commissions here is just gonna get you scammer/bot DMs, you're better off going to somewhere like VRCTraders (link in #1204490664637890580 ) and seeing if you can find a verified commissioner that'll do touch-ups like that
tysm! I deleted my msg because I am starting to get bots 😭
My parameters don't seem to sync like they should from pc to quest and the other way around
I am using vrcfury, the align is set
-# Warmers enabled on quest
so i uploaded the avi, on pc its fully colored and stuff but on quest its bright neon pink
bright pink usually means broken/missing shader
how can i fix that? im very new
depends on what's wrong - could be simply installing the package for the shader which the avatar creator specified.
if not that you'd have to look at the problem material in the inspector
oh, you posted this in two places
how do i clothes swap?
Thats incredibly vague and open ended
how do I do that transparent parts work with a quest shader ?
Quest doesnt support transparency
I wonder why no one made this avatar version of Kerfus?
i keep getting the 'build failed' message whenever i try to priv upload this avatar i bought, an ive never uploaded an avi before so i have no idea what these mean and how to fix them. anyone got some pointers ?
can you use Win + Shift + S please so its easier to read the text
I heard people using bloodborne. It’s very possible since I see avatars that people make that has transparency for quest
That's a hacked SDK and disallowed, so we shouldn't be recommending it.
Also that won't work, since I believe uploaded quest shaders are replaced server side now
one of those errors is "missing script" - install whatever prerequisite you are missing. notice the error shows the name of the game object it's on, that should be a clue.
thank you muchly !
You can use the additive and multiply particle shaders, it isn't good looking transparency but it is still transparency.
Thats a modified sdk
Its banned entirely
Every single time that dip shit sdk tries to bypass vrchat just fixes the bypasses causing people to go crying here about it
Dont try to bypass as it just leads to it getting fixed or at worst you banned for modifying
I've gotten this far
This is MISERY my 1st ever avi
i spent like an hour jst figuring out how to download the android thing alone
I have crazy respect for ya'll now though
I gave up im gonna find someone to pay 8 hours later fuh dah
You need to upload
Not build and test
Woops no all caps.. wait thats it!?!?
All these hours.. it was in a single button click
Thank you so much
You cant build and test android
Ohh that actually makes alot of sense but I never would've guessed
Ohhh thats why theres so many rough copies of quest avatars from the same author 🤔
Well no
Build and test are locally built for testing only
Like only you can see the avatar
You cant build and test for android because of that
hello guys. I’m tryna find mostly Eboy avatars without having to pay solo on quest. without converting. in prismic what do I need to search or worlds to find eboy? (a lot of accessories also)
Any of y'all know why when I switch my project to android, all reflective materials have a cyan tint?
That cyan tint usually means your reflection captures or skylight aren’t set up right on Android mobile shaders handle reflections differently. Try updating reflection captures, disabling mobile HDR, or checking your reflection texture format.
Can you explain that to me like I'm a 5 year old child
Sorry I'm not too familiar with all of this lol
so like when you switch to android the game forgets what the world around them looks like so instead of real reflections, it fills the mirror with a cyan color.
To fix it, you just have to remind the game what to reflect by
Turning on HDR (so it can see colors better), and Re making the reflection captures (so it knows what the world looks like again).
Then your shiny things will stop being cyan color
This is the simpliest I can explain
How do you fix this
Anyone????????
so everytime i upload for quest when my pc sides are done, it always says "window security checks failed" how do i fix that?
i remember i clicked something in unity hub that made it work. but i dont remember how i did it. can someone help me?
my avatar lit chat
after deleting the psybones like it asked (and converting the materials liltoon) it gives me this
just seeing this now but actually crushing, i just had to link it to voice activation instead 😔
thank u for explaining though i appreciate the understanding
bit late but they likely just inverted the normals so you see the inside but not the outside of the mesh, it'd atleast give the same effect as they've got here if that isnt their actual method
i did something similar awhile back for a quest model to give it aquarium legs: #avatar-general message and other then it being a bit weird when bending in certain positions (like where joints meet when they bend) its a pretty solid effect
I only recommend it since I thought it was fine. Since there’s a couple of avatar creators who use it
Didn’t know it was bad
sadly theres a large majority of model creators/commissioners who use it and actively promote it to customers since they dont care about the rules or making their content optimized within the limits
t'was one of the reasons i got into making fully personalized content
So i got a prefab called sync dances for my avatar. on pc the emotes work fine but when I try it on quest none of the emotes work at all
I've tried using the quest version of the prefab but it still didn't do anything
maybe i did something wrong?
what does sync dances even do?
also make sure the quest version has all the parameters in the same order, otherwise it will not work
It's just a bunch of emotes. Where can I find the parameters?
uuuuuuhhhhhh
i hate to be that person but
there should be tutorials for it online
Yeah
I know
Just nvm then ig
i need help with vrcfury when i make a world drop the object (at least in unity in play mod) is always showing
toggle the item off via animation
where can i do it
make a toggle which turns the game object on or off. There are lots of tutorials on how to do this.
I don't use VRC Fury so I can't comment on how to do it with that.
is there a reason you are even using fury for it
this is the first time i make a avatar vrcfury looks simple
you definitely shouldnt use vrcfury if you dont know what you are doing
its significantly better to learn how to actually do it
i would have to learn how to code i dont really know where to start
Nope, there's no coding on avatars.
there is no coding at all with avatars
oh...
its entirely just animations
you can write code for worlds, but you can also use a node-based flowchart system instead.
i fix it but when i enter play mode the object turns purple
you where right fixed it thank you
Please don't ping me specifically for new questions, anyone can answer you.
sorry
i just added gogoloco and i noticed that on the legs the pants are like this
i got the base model on i site i tink it was gumroad this was the only free one i found and then i got the pants and shirt from a chell model i found on sketchfab
thats definitely a blender thing
yeah, bad weight painting
how can i fix that
weight paint it better, of course.
i have to make weight more right??
it's really hard to give you specific suggestions without having the project in blender in front of me. My best suggestion is that you want to weight paint it so it moves how you want it to move.
if you want and i dont disturb you of course i can send the blender file to you
learn weight painting
ok🥹
Sorry, I'm not taking commissions at the moment.
should it be like this??
does it move properly?
how do i move the single bones ?? i dont remember
ctrl+shift right click a bone to select it while in weight paint mode. Then you can rotate it, but shouldn't try moving them.
i found out how to do it but even if i make it weight as little as possible i still have the same problem
I really suggest a tutorial on weight painting, there's nothing I can tell you from here
well one more thing: weights are relative, and without normalization the color is misleading. So something weighted at .8 to one bone must be weighted at .2 to some other bone, or that .8 is automatically 1
Probably those parts that are wonky are weighted too much to some other bone instead of the leg bone.
i think i found the problem but i can paint on the top of those long ones
I hate that this is still happening AAAAAAA
ik theres no way quest can have transparency. but is there at least any chance quest can have sps?
🤨
The point of allowing you to upload even if you have too many components is because an avatar post-processor (e.g. VRCFury or Modular Avatar) may remove some of those components.
no it's not quest has really strict shaders limitation
similarly, you can try to upload even if your current parameter list has too many synced params in it
Couldn't they stop it while building?
ah, yeah, now that i'm thinking about it: if you have too many parameters after the postprocessing, it throws an error and stops
i was conflating two things here:
- letting you try to build the avatar
- silently removing components if the result still isn't acceptable
but that's not the case here because VRCFury doesn't even have anything physics bones related
literally I fucking WISH it could already
(again the transparency in particular)
tho I think I found a workaround for it (why do we always have to keep finding so many workarounds? AAAAA)
I have a package I wrote that adds physbones, so the number could go up or down 😉
You can't use that shader on an avatar. It won't work when you upload it.
except it does allow me to upload it tho without error?
aka, no build/upload fail
because the question there was about transparent lenses for glasses
doesn't matter - quest at runtime will not use shaders in your avatar package, it uses server-provided shaders.
confusingly, the Quest Content Limitations page says you can use the Multiply shader, but it also says it should be used on particle systems
https://old.reddit.com/r/VRchat/comments/vplews/transparent_glasses_on_quest_how/ I discovered it from this post when trying to look it up
translucent =/= transparent but its likely that on-upload it'll change the shader so its not see-through, especially since that post is 3yrs old if it isnt giving warnings/errors when attempting
i'm pretty sure the multiply shader works fine on quest
There’s no iOS channel here so I’m just gonna ask about it here, I tried adding an iOS version to one of my avatars and it says security checks failed. How do I fix this?
There was nothing that said it wouldn’t work on iOS in the sdk
are you adding stuff on upload via something like VRCFury? or are any of the stats too far past the limits?
Yeah I'm using vrcfury, it doesnt reference anything that isnt on the root avatar object though so it should show up in the sdk
only warnings i get are performance which i dont care too much about as its a personal avatar
if the VRCFury stuff hasnt already been added it wont add to the stats listed in the upload panel
all i have vrcfury doing though is toggles and armature link and the android version worked to an extent before i added the ios one
well i cant speak for how the armature link works since ive never used it but are any of the toggles external prefabs you're trying to add to the model?
all armature link does is automate dragging all the bones for addons like clothes onto the main armature, and none of the toggles reference external objects, everything is on the base gameobject
ok so gogoloco was whats breaking it i guess, i forgot it has a full controller module on it
tried uploading without it and boom worked just fine
that... really sucks. gogoloco is super useful
ok so tried uploading again and it suddenly works
ok then
I heard you can put out lines for quest is that true?
you could always do that? you just need to make the outline in blender
Excuse me what??
alpha blended is a world shader
well what shader do i use for avatar transparency
quest doesnt support transparency
i know this is from yesterday but it works perfectly fine. this is the quest side for 3 of my avis that use the shader, i used it for full transparency on the Uruki as well, she has an "eyeshadow" material that needs to be transparent or else it looks fucky
well why the hell are people telling me to use a particle shader for quest transparency
you only got additive and multiply which are not alpha based
how do i make vroid avatars work on quest then
cut the parts that need to be transparent in blender
i did transparency on my most recent avi quest side just fine
i don't have that level of skill
additive and multiply are the only allowed shaders
ehh, multiply looks alright
yeah i used multiply then just put a blank transparent square as the texture for the eyes on my uruki, you can see in the pic above, if she didnt have it the upper part of the eyes would be covered by white
or i mean, in the "eyeshadow" material it already had
making it not render is not the same as using transparency
cant even tell where you're trying to put it and thats probably a good thing since its supposed to be transparent anyway 
also an unintended use of particle shaders
to most people whatever the difference is doesnt matter probably
typical vroid optimization
ouch
O.O
vrcquesttools is nice to help remove physbones btw, i usually just keep whatever i think is the bare minimum to balance looking nice and actually running somewhat well on the platform
I need someone to teach me avatar stuff.
I don't know how to do any of ts
ive learnt everything i know so far from the past year from youtube lmao
that and some questions here about the really hard stuff
i tried yt tutorials, they never help me
well, im sorry but gotta figure out how to do it yourself anyway cuz there aint anybody on earth who can constantly help with this when you need them to, i think just following a tutorial on something you dont understand step by step definitely helps to teach the concept pretty easily
gotta start small and work your way up
Like I said, I tried YT tutorials on ts many times, but it never helps
im having an issue with my avatar, i made a mask for it but for some reason the mask doesn't stay with the head and it shrinks after it moves a certain amount. can someone help?
I'm still having issues with my emotes not working on the quest version. someone told me to check if the quest version of the prefab has all the parameters in the same order but i dont really know what I'm looking for
so everytime i upload for quest when my pc sides are done, it always says "window security checks failed" how do i fix that?
i remember i clicked something in unity hub that made it work. but i dont remember how i did it. can someone help me?
everytime i still upload for quest, it wont work
ive done it over 4-6 times but no luck or anything
tried self converting but nothing worked
Trying to upload an avatar to quest and it keeps clearing the blueprint ID before loading up the SDK to upload.
Update to this: now it removes the blueprint ID of any avatar I select for some reason. Fresh new project, unsure why it does this.
I can explain more or go into a VC to stream the issue.
Look for error messages, that blueprint one is often a side-effect of the real error.
Ah yes, transparent textures aren't transparent. Anything but admitting you're wrong💔
because they were a workaround that allowed a thing that was never intended to be allowed
since quest avatars first became a thing lights were never allowed
And lights are notably bad for performance, everything the light touches has to be rendered again basically dubbling its cost and that is assuming you didn't turn shadows on which makes it even worse (which I forget if you could even do with particle lights.)
particle lights are literally just lights but emitted from a particle
lol yep just saw, thank you!
There was a workaround that if it was attached to a particle it worked for quest and it barely affected performance
so thats called an exploit/bypass not a "workaround" and it was literally just a light so it in fact did heavily impact performance
like lights are quite literally very performance heavy
Ive had people shine dozens and had little to no impact even on quest 2
if it didnt impact performance vrchat would allow it on the platform 
they dont just set their limits willy-nilly they do some pretty good testing
That's just factually inaccurate it doubles the draw calls of any mesh you shine it on essentially doubling the the poly count I've had them crash me many times on quest 2 they're easily one of the worst optimized components in the unity engine
they testing it on a rasberry pi?😭
what kind of potato you gotta be playing on for that to lag you
Once again easily one of the most unoptimized components in the unity editor
Anecdotal evidence doesn't prove anything though. They are extremely performance heavy, as others have pointed out, but if you are in an environment that has the budget for it, you wouldn't notice any performance hits.
https://x.com/ropevrc/status/1986289429670207679?s=46&t=3br2fYkaUnJ6cKl4DhLNlA
Not mine, but this creator makes a few free low-poly avatars with face tracking that are pretty decent for bases or even just using if you arent confident with optimizing higher poly models to quest.
Anyone know other similar creators for good starting points?
Helped me learn a bit so I figured id ask. Im not confident in making topography from scratch yet, but modifying and retexturing a bunch of different creator’s models alongside tutorials works for me
Does anyone know a avi that is chubby but not like super overweight
Preferably a girl avi
Does anyone have a link or know were you can get this pale king avatar or if it's public or private
Thanks
FYI there's a VRCFury discord too
Kk. Last night hot me a gaming laptop for light gaming, streaming, 3d modeling (finish work), and maybe a couple other light tasks. Is the hp victus worth it? Didnt have much in terms of spending money. Intel core i5, 16gb ddr4, nvidia geforce rtx 4050, 512gb ssd, and 15.5in display. I get i wrong be able to really run pcvr, but its not exactly why I got it.
You can get much more for your money with a desktop than a laptop 😅
if i already have a pc avatar I can upload an android version by just switching unity to android and using the same blueprintid right?
You may have to change it to be android-compatible, but yes, that's how
And is there an addon to show what parts of an avatar use the most "size" like if it's too big (in mb) for quest
Thry's Avatar Tools has a thing for this, yep
anyone know of any quest compatible toon shaders?
the ones vrchat offers in the 'mobile' directory
Vrchat > mobile > toon standard
Comes with the sdk
Need help with a strange avatar issue I’m having on quest,
For some reason, in the spinning avatar preview you can see in the avatar selection menu (and expanded avatar info screen) the main body seems to render as the menu background colour (or just invisibly or masked away, due to some stuff being blocked by it’s shape despite being invisible, not fully sure what the issue is just what it looks like)
The only fix I’ve figured out for this so far is toggling off the animator on that body, but that is FAR from ideal as that then makes any animations the mesh/material the mesh has, not play at all
It’s definitely not a material problem because the hair uses the same material and it shows up fine, and I’m not sure what else the issue may be because it’s not a problem on pc, nor is it a problem ingame seemingly it’s specifically just on the preview
Greetings i need some help with an avi, whenever i upload to quest shows no physbones even tho the components are 8 and transforms 63, on limit and idk why its uploading with no phys
Are there errors in the build console about stuff being over limits?
only one
but doesnt seem to be an issue for phys
just fixed that one console error
may try now but still i think is smth else
and in sdk console says nothing over limit niether the vrccquesttools
sorry, I didn't mean error console, I meant the SDK build window where it lists your avatar stats
for some reason i quest shows it has 26 phys and 300 transforms
that looks like your problem
mmok
im having this exact same issue
noticed vrcfury makes the submenus nested inside the main one, is it possible to do this normally?
You need basic knowledge about /Documentation/Manual/class-AnimatorController.html">Unity Animators to use expression parameters in your avatar's animators.
Oh no I know how to make sub menus, i just want to know how vrcfury does multiple menu assets in one file
My thing keeps saying the avatar is to big beside crunching the textrures how else can I fix it
This tells you what's taking up the most space
Thank you I have have another problem now…….how to I get rid of this extra floating hair without deleting it because it’s literally the rig idk how but it is
its either there or its not
Eh?
you either have it there or you delete it
which if its a part of the fbx then you need to use blender
excuse me? i thought it was 10 MB why did it change mid way of trying a millon times trying to upload for quest T0T, it fr went from 11.35MB telling me its too big to fit the 10MB limit to changing to that mess am i being ragebaited rn 🗿
is vrchat changing their dumb 10 mb limit finally or did my project glitch some how after trying to many times?
"Uncompressed"
The 10MB is the entire asset bundle after being built and compressed, the 40MB is the true size of the avatar, the only one that really matters.
Generally it is as simple as, don't use crunch compression.
It should not be used on avatars, it just causes other people stutters as they load in your avatar.
I could use some help, I'm running into the physbone transform limit on quest, any tips to bring back into limits?
I'm at 72.
reduce number of bones in the physbones or delete physbone components
why is it doing this????
am i supposed to extract zip files of an avatar?
i want to import my entire avatar as one asset
so i dont have to put all the files together individually
not sure why you replied to that message with something completely unrelated
i cant remove the paint on these ones
Weight painting is relative - if a vertex is painted to only one bone then it'll always be 100%. Probably you'd need to paint that to another bone also, such as Hips (it's a good default)
ok thank you
I don't know what that part is, but often you can be smart about which "default" bone you use. Like stuff on the head (ears, hair, whiskers, hats, etc.) should probably default to the head rather than hips
i think i fix it but i found another problem is this related to weight ?
that is also bad weight painting, yep
but see if your model has extra bones to shape the rear when the legs move, it's a popular technique. Requires rotation constraints to work right, usually this is only done in Unity, but personally I set them up in Blender also so I can see how things move
Do Floor Colliders work on Quest?
physbone colliders in general do, so I would assume so
Idk they work fine for pc but on Quest they don't show
i cant take it any more
yeah isn't weight painting fun?
because i needed help
this is hard
ok well don't reply to unrelated things. Anyway nothing in Unity expects a zip file, so probably unpack that. But I don't know what the file is or what's in it, so that's about the only answer I've got
is there any way that i can make this scythe open like spinels gem rejouvinator from steven universe?
Anyone help me with uploading to PC and quest pls ????
You gonna state a specific issue or?
Well I’m on quest, I have no pc so I want help and someone to do it for me
Uploading it into my vr account
sharing account info is unsafe especially with random people, id also check that w/e model you're trying to get uploaded says it can be fileshared (as 99% of them dont allow that) and if it doesnt you'd need to buy a version for your uploader
OR upload it into their account and have me get the avatar from the persons account
Like clone
I could definitely look to see what I have saved and I'll let you know
oh tysm!!
an avatar must be public in order to clone it
Yeah true
I dont make avatars but i do wanna start to!! Maybe
Yeah they can make it public
Oh ok!!
Yup!
still check the model's TOU, being allowed public is another thing alot of P2U model's dont permit (and check for filesharing permissions still)
I am having trouble uploading a quest avatar for a friend, keeps failing to build
What does the stats in the upload panel look like?
What stats in particular? Lot of information
I have the consol error if it would help
I think something might be wrong with my unities android build but not sure
that error doesnt list anything it just tells you it failed
just screenshot all the stats on the model in the panel
im guessing you've got something thats too far outside the limits
Yea, still tinkering, now I got it doing that thing where it says you do not own the avatar despite clearing the blueprint
that error is also a side-effect, always look at the first few errors (at the top) for the root cause.
Oh ty
My android debug is missing?
I have no idea what you're talking about?
Looked at the first few errors and saw that
there's nothing I can help you with unless you share the error message
what did you do, click "build and test"?
I did, trying to see if it will upload at all since all other attempts were not working
That requires the android debug tools and an attached android device or emulator. Probably not what you really wanted to do. Test in play mode in Unity, then use build and publish
I'll get back here if this next attempt fails
Is there a way to mark avatars as quest and pc? so that i can just upload one after the other?
if i try and click build while both are enabled it just tries to double upload whichever version i have selected
not that i know of, i usually just have to upload the pc version, then once it uploads i have to do it again with the quest/ios one
yeeeahhhh, unfortunately just the way of it right now. kinda feels like the team didn't really think the "let's spam upload one avatar after the other" through fully. it's still very deeply embedded that people use custom shaders, so without a way to account for that the feature isn't gonna get used
I mean it's at least nice for uploading to android and ios since they basically have the same limits, you just have to compress the textures differently for ios
True, i dont build for IOS, but that is Acurate
wondering about the detail tab in the toon standard shader, how do you toggle the detail texture on and off with an animation
im making a medic outfit for runa this is not the first time i see this why some of the vertices are blue ?? im color blind i think thats blue
those blue edges are marked sharp
anyone use unity for avitar making? i have a simple likely stupid question. im teaching myself how to edit my own avatar but the model im using as my base is in japanese for all the tags avice?
everyone uses Unity for VRChat avatar making
its the first time ive looked into it so i genuinely didnt know lol
yeah what I mean is, you must ultimately use Unity to build and upload an avatar, no matter how you create the model beforehand.
so what im gathering is if i wanna add new models (mainly props) to an avi i have to build them in blender or something of the like. what about the fact everything on the model i got from booth is in japaneese. if im able to figure out what thy are is it safe to rename them or is there a problem with that pretty much ive gathered like what folders are what and some small things like one thing is linked to the coat. so if i change the names will it break something?
Yeah, if you rename an object in your hierarchy and an animation is expecting the old name, you'll have stuff break.
ah well that complicates. . . alot
there's a nice animation repathing tool from hfcRed if you want to go actually try that
currently i have a friend working on the textures. this is just a project since she was nice enough to draw my oc for me and offered to help so ive basicly pulling a "learning to avatar for dummies" for the past few hours lol so ill research it if you think it will help. in the long run im mainly just doing a few things . 1. changing the texture. 2. making the neck floof slightly larger. and 3. adding some props if i can figure out what i need to do for that at some point
might have to explain whats happening here this is a file from the makers booth so im not sure where the scrips could have came from to worry about or if thats something i should contact them for (even if its an older model
Why are you in prefab view
Mainly to show those warning things but mainly since I have no idea what im doing lol
you probably don't want to be in that mode
Mainly just used that to show all the errors wondering if that was "normal." I dont even know what prefab mode means or is for yet. Im primarily learning one step at a time in a way akin to an idiot setting things on fire to see what explodes and what doesn't
so you can tell you are editing a prefab instead of the whole scene because the skybox is replaced with blue, and the top of the hierarchy has the prefab name. Click the arrow on the left of the prefab name in the hierarchy to stop editing the prefab and to get back to the scene.
the skybox usually looks like this, but some projects have custom ones.
And what about those warnings. It says they are missing scripts is that a concern?
uhhhh you don't have to worry about the console warnings unless it prevents you from upload or something is broken in-game
I don't remember what those specific errors mean but missing scripts will throw a different error
the sdk throws so many junk errors to console so don't worry about it until something is broken
here is the hierarchy when you are editing the ecene (what you want to be doing). You can tell its a scene because of the icon here. The name by the icon is the scene name
Swapping textures can be done in unity. You need to click on the mesh you want to texture swap, and edit the material. drag the new texture into the material where the old texture was. Where the textuer will be in the material depends on what shader you use
alot of booth stuff uses lilToon, here is where to find the base texture in lilToon
Would it be as easy as giving the texture files to my friend who's doing the digital art of it? Then just inserting the new files in their place?
Neat. That's the first change we are gonna make when she's done. The next one is making the chest floof bigger
making the neck fluff larger might be more difficult. If there are fluff bones, you could go in the armature and scale up those bones. If the neck fluff is weighted to the neck/chest, then you will need to do some blender work. Alternatively, the creator of this avatar might have included a blendshape for the neck fluff size. That would be the first place I would check
click on the mesh with the neck fluff, and in the inspector click the down arrow for Blendshapes
Its not gonna be much bigger. Just a little bit thankfully
now im going to take a guess and say that your blendshapes are going to be named in japanese. this will make things more annoying, because to see if a blendshape controlls the neck fluff, you are going to have to test all of them
by dragging the slider, something on the mesh should change or move. See if one of the blendshapes is either named something like "fluff" in english, or test all the japanese ones you can't understand
Loading up my PC now. Just got home from work as was resting lol
I do have to go, but I can check back later to see if you need more help. Pray you have a fluff blendshape or else making the neck fluff bigger is going to be much more annoying and difficult.
I'll use what you've explained to see what I can see thank you for the help
No such blendshape thing. Sadly. Problem for a future me lol
alright, next best thing is bones. In the hierarchy, the first object is the avatar, the next object should be the armature. opening that up, it should be Hips, then Spine, and then Chest (all in japanese of course, just try your best). Look in the chest and click on the bones, see if any of them look like they are near the neck fluff.